yeah, good placement of the flak truck can really help you, especially if you place it on a cutoff point so that you can maintain a constant stream of munitions and fuel
Similar to one of my builds, but I used a kubel. It allows super early T4 (not spending fuel on light vehicles), which provides a very solid base against anything the enemy can have, and also a relativley early Jadg, which while it struggles playing cat and mouse with light vehicles, it certainly makes them behave and gets a head start on any shermans!
I personaly think a squad of fusiliers (with G43) isnt a bad stop gap before Obers, and officer for the Obers and Field Gun is good.
I dislike going for a panther, all that fuel into something which isnt great Vs infantry.. in a lot of situations I really like getting a Sturm Tiger, as it can be more offensive then quickly fall back to the safety of your trucks and Rakketens, is very useful against any target and gets lots of wipes.
Yes the jagd works well against most armor and with volks in the front it never has to show itself. There are uses for all the tanks in the okw roster and they all have their own niche. My build frees up your fuel so you can go for any of them.
I've started using a build that makes heavy use of the Sturm officer in 2v2s, but its definitely manpower heavy and i think it would be hard to get out the field gun and supporting raketens in a 1v1
Thx for posting it. It was getting tiresom playing luftwaffe, mg, puma every game. Nice change of pace. You conserving fuel, but u falling mid game without light vehicles to plug that hole.Dont u think BAR riflemen, shocks, medium tanks, or any elite infantry can ruin your day significantly - just my 2 reichsmarks. U are on recieving end tech-wise, until u get your tank.
You make valid points. I definitely do struggle some games against light vehicles, but remember it can take just two raketenwerfer shots to destroy a half track.
It requires you to play more fluidly and react to your opponent and predict where he will send his half track. Using a puma is more reliable but it also forces you to lose out on the medic truck and field gun.
Bar riflemen do pose a threat but positioning is again key to fighting them. Using volks in heavy cover while your sturmpios flank can force a retreat for sure. If you have a field gun it also helps signifanctly against all infantry types. Ideally you'll want to have obers shortly after they get their elites (shocks and paras) and infantry no longer become a problem.
Honestly I have no problem dealing with medium tanks if I haven't messed up my early game
Heres a good game I played against Once_Over of early Sturm usage to force squads off and inflict casualties. My play was sloppy in the mid and late game which led to massive manpower bleed and ultimate defeat.
This is a game against Romeo where I use Sturmpios to win fights and gain map control. Romeo's play was sloppy and he lost more units than he shouldve in some situations
Hey guys, someone from Once_Over's stream requested I post my build order and strategy for 1v1 OKW, so here we go.
Most OKW strategies focus on a Volksgrenadier core with Kubel support. However, my strategy focuses on a core of 2 Sturmpioneers with supporting Volksgrenadiers. Its very micro intensive and can lose you the game if you make mistakes in the early game, but when well executed it is very punishing against the US early game and some Soviet strategies.
As I mentioned before, the main dps of this strategy will be coming from your Sturmpios. You'll want to keep both squads of Sturms relatively close to each other, maybe in adjacent territories. This will be your 'assault' group that you use to bully Riflemen and Conscripts.
Sturmpios are rather expensive however, at 320 MP and 50 MP to reinforce. In addition, losing one model in their 4 man squad puts a huge dent in their overall dps.
Taking this into consideration, you MUST micro the Sturms to maximum efficiency. Hide behind line of sight blockers such as houses and hedges and wait for an enemy squad to come around the corner and then quickly kill them with the massive DPS the Sturms can output. At close range and in open ground the Sturms will kill any infantry they get the jump on.
When an actual firefight breaks out (not a Sturm ambush), its vital to have both Sturms engaging the enemy. If your Sturms find themselves taking the brunt of the enemy fire, don't charge into close range! Keep them in cover and carefully plan your advance.
Is there cover between the enemy squad and the Sturm squad? Or is it just open ground? Do my Sturms have enough health that they wont lose a model when I try to advance to the next set of cover? Be aggressive, but make sure you dont take unnecessary casualties when storming an enemy position. Your second Sturm squad should be actively flanking the enemy squad. It doesnt have to be a hard flank either (flanking from behind). Two squad of Sturms that are hopping from cover to cover from opposite directions is very deadly. Note which squad the enemy is focusing, and keep that one in cover while your second Sturm squad advances forward to closer cover. Using this technique you should be able to bring atleast one squad into a position where the enemy will be forced to retreat.
In an ideal fight you'll have a nearby Volks squad supporting your Sturm advance, or acting as a distraction while your Sturm squads perform a flank to annhilate the enemy. The main role of the Volks is to be the meat shield for your Sturms. The constant DPS while your Sturms advance. You'll want to equip Panzershrecks to atleast 2 of your Volk squads to combat and deter and light vehicles that are bound to come out. For timely panzershrecks, its important to NOT THROW ANY GRENADES UNTIL YOU HAVE ATLEAST ONE SHREK. 2 of your Volks squads should be 'combat squads' while your third will primarily be used to cap undefended territories.
A final note for this section is to remember that Sturms can only unleash their full potential when STANDING STILL. This is why jumping from cover to cover is important. After jumping to cover immediately press S to stop the squad so they can bring their fire to bear with greater accuracy. Then jump to cover again after a burst of fire.
Teching time!
Medic Truck
Forward Retreat OR Support Gun AND/OR Raketenwerfer (If needed)
My go to truck is the Medic truck. Place it in a good position that gives you access to importnat territories (cut off points, fuel/muni points, etc), but is also placed behind line of sight blockers. If your first engagements go perfectly, youll have suffered minimal losses which allows you to either buy the forward base upgrade or an infantry support gun. The support gun is very effective against infantry. Good accuracy, long range. Usually I just plop my support gun next time my medic truck and let its auto fire do the rest. The barrage on it is fairly terrible and I almost always rely on the auto fire. If you're lucky enough to find the enemy's Major and retreat point, force a fight there.
The forward retreat point is something you'll always want to get. It significantly increases your map presence as you'll infantry will be out in the field more often fighting and taking territory.
Be smart about which you choose! Did I manage to get a squad wipe in my first engagement? Do I have an advantage? Then build the forward point to push the advantage even harder. Is my enemy clumping up? Are their structures that are annoying? Then build the support gun.
By this time the enemy will be fielding some form of light vehicle, wether it be m20 or the flak halftrack. To counter this, youll need a raketenwerfer, as well as your volks that have upgraded shreks. Two shreks will effectively deter light vehicles and a well place Raketenwerfer can capitalize on enemy over extensions and make quick work of light vehicles.
Successfully destroying a flak half track allows you to maximize the effect of your next tier:
Flak Truck
Obersoldaten
Raketenwerfer IF NEEDED
Obersoldaten
Its time to unleash your elite infantry. At this stage of the game Sturmpios fall off heavily as the enemy can simply focus fire them with several squads and they will melt at close range. To fulfill the role of a high DPS unit is the Obersoldaten. Their massive long range DPS with the mg34 effectively deals with almost all infantry. Remember to not slack off on your micro at this stage of the game. Use cover effectively, still try to execute flanks with Sturmpios. Admittedly t his is where I slack off and just try to brute force my way with Obers but try not to take unncessary casualties. As the reinforce cost is very high.
You may notice the lack of units that require fuel in my build order. Infact, the only things that require fuel are the trucks themselves.
This opens up a variety of options. Jagdpanzers work well in my limited uses with them, and the Luchs is also useful if you're confident in deal with enemy armor using your Volks and Raketenwerfers. Just remember to try to shoot while the vehicle is standing still.
My personal favorite however is the Command Panther from the Special Operations doctrine. The Mark Target ability on it allows you to kill Jacksons in 2 shots, and kill Shermans in 2-3. With Volks and supporting Raketens the time to kill is even faster. The Spec Ops doctrine also confers the Artillery flares, which is useful for your Support gun to shoot at their retreat point, as well as my favorite: the Infiltration Tactics grenade assault. For a measly TEN munitions you can throw up to 5 grenades with a Volk squad. There have been many instances where I've pulled off a succesful grenade assault from behind a hedge onto a Major's retreat point wiping several squads.
This strategy and build order is most effective against the US. However, it falls short against a competent Soviet player who spams Maxims, especially on maps that dont have large maneuverable spaces such as Kholodony Ferma (Ban that map).
Its very difficult to pull off successfully especially since its very infantry focused and it can be difficult to fight against light vehicles, but with enough micro and practice you can succeed.
I wonder how you are a platinum player if you can't even beat maxim spam...
It's pure QQ and whining. We give you whiners some ideas to try out and you categorically deny them, as if you don't want a solution and enjoy complaining in the forums.
This thread is going nowhere.
as others have said, the OKW support gun comes out a little too late for it to make too much of a difference. i dont deny its usefulness, its really strong and i get one every game. but by the time i get one out ive ceded most of the map because my infantry cant maneuver around 4+ maxims. this is especially bad in kholodny ferma.
infantry flanks arent reliable because you wont know if the enemy has another maxim backing the first. if you try to flank and there is a maxim, then youre forced to retreat and cede more territory.
Lastly, maxims require more micro than MG34/MG42s or 50.Cal.
seriously? whenever i crew a maxim i literally just a-click every where cause that thing can redeploy faster than incoming infantry can flank it on open ground. if things go to hell somehow you just retreat and rinse and repeat.
I actually go special operations doc almost all the time. this is mostly for the infiltration tactics grenade assault you can use. very underrated imo. you can throw up to 5 grenades for just 10 munitions. its very capable of squad wiping and forcing retreats if you land it properly.
my favorite is when i find where their major is and then grenade assault from behind a hedge or another line of sight blocker.
the stg44 upgrader for the obers are interesting, but i find that i tend not to upgrade them as it seems the mg34s are a better all round weapon.
the artillery flares are extremely useful, especially to spot for your support gun, since that thing has insane accuracy.
finally the panther command tank is also an underappreciated unit i feel. with its mark target ability you can take out any allied medium tank with one shot + a panzershreck or puppchen.