As OKW, you cant rely on your armor to keep up with that of your enemies. You need to put down mines and play defensively with vehicles so that you always have the homefield advantage. You volks schrecks are very good vs. medium armor, and you should always have them near enough to support your armor in a pinch. 1-2 Raketens will definetly help if you are in a position where you cant pay for shrecks.
Try using the jagdpanzer4. It is a very high DPS TD, and is only vulnerable if flanked. 2 raketens supporting it will make it the hard counter to armor, especially with mines. A kv8 (flametank) will be useless vs. a JP4 due to its terrible main gun.
On the topic of crew stun, that isnt an ability. Some vehicles (Like the IS2) have a chance to shock the crew of vehicles if they fail to penetrate.
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Post History of comm_ash
Thread: Soviet Flame tank counter4 Mar 2015, 06:56 AM
In: OKW Strategies |
Thread: Slugfest on Semoisky3 Mar 2015, 22:04 PM
A good game that shows a good way to deal with an OKW forward battlegroup HQ. In: Replays |
Thread: MG42 bug - stuttering set-up in building24 Feb 2015, 11:48 AM
I've noticed it happen to maxims as well, which leads me to believe it may just be a problem with set up teams in general (IE AT guns not being "ready" until they spot a target). It is most noticeable with the mg42 due to its long set up time. In: COH2 Bugs |
Thread: Wehrmacht Ostheer23 Jan 2015, 19:26 PM
This does not seem to me to be a very good reflection of ostheer. Infantry: Pgrens - I make god use out of them and find them to be some of the best non-doctrinal infantry in the game. The problem I find is getting people out of the mindset that they are assault troops, they are not. They are defensive/ flanking/ support troops. They can also be upgraded later in the game to have 2 pshrecks. Yes they are fragile. This means that you cannot charge shermans with them. Use them behind LOS blockers to support your paks and ambush vehicles that go deep. Ostruppen - Some of my favorite units, they give 2v2 ostheer a very lacking early game punch while also allowing you to lock down vast sections of certain maps with a simple 2-3 ostruppen + command bunker + mg42. Allowing the rest of your forces to help your ally across the other sectors of the map. The best part is that with ostruppen, teching to t4 is quite possible and allows you to be powerful in the lategame as well with non-doctrinal armor that is more fuel efficient (in the long run) and just as capable as an IS-2. The doctrine even allows you to spend munitions on tellers, which many ostheer players find to be a luxury item. Support: mg42 - Definitely needs a buff, but is invaluable vs. USF in the early game. A single mg42 can shut down a rifle blob early game, and this is why I get it as my second unit. Requires a fair bit of tactics to use correctly, but is by no means a useless unit, especially when taken with ambush camo. Mortar HT - Best mobile early game artillery support. Incendiary barrage hardcounters support weapon spam and the entire soviet urban defense doctrine. Also comes in the best doctrine in the game. Halftrack - The earliest and most accessible HT in the game, with enough armor that it needs the enemy to invest in AT to bring it down reliably. It is also cheap and by and far one of the best ostheer units for supporting an offensive strategy in the early game. Armor: P4: By and far the most powerful medium tank in the game, and able to come out slightly slower than a t34/76. I have never understood people who call the p4 a bad unit. It is a far greater AI platform than a t34/76 and comparable with a sherman, while also having relatively good AT power as well as much better scalability due to the vet 2 armored skirts upgrade. Requires micro to beat t34/85 and sherman e8/76, but not much more than the miro required to allow one t34/76 to fight a panzer 4. Not to mention the fact that p4s also get non-doc lolblitz and doctrinal smoke to keep it alive long beyond its curtain call. The biggest reason that p4s are not seen more often (besides the existance of the tiger) is the jackson, whch is a dediated AT platform. 2 p4 + 1 pak > 1 jackson + 1 sherman + 1 AT gun. Sturmpanzer 4 - Inaccessible, but one of my favorite AI units in the game. If you build one after a panther, and support it with AT guns, it is one of the best AI platforms in the games and certainly the best at supporting lategame armored rushes by decrewing AT guns and supporting infantry pushes. Not to mention its ability to stun even soviet heavies very reliably. All in all, I would conclude that as queenratchet said, the problem with ostheer is not in unit availability or redundancy, but in the exorbitant teching osts to get you there. I can tell you right now that if all allins got nerfed in some way to make doctrinal units more appealing, ostheer will have an undoubted lategame advantage. Especially if the asked for change to make the jackson less of a one - hit - wonder goes through. In: COH2 Balance |
Thread: Which units n abilities have never been OP ?22 Jan 2015, 23:26 PM
Ostheer Sniper in general, but especially the vet 1 ability. Conscription used to give penals, so it was pretty broken OP with the 360 manpower penals. " You wiped my conscripts, now die to their evolved form!" In: COH2 Gameplay |
Thread: How Company of Heroes 2 became Steam's biggest RTS22 Jan 2015, 20:27 PM
Don't forget Wargame, though I still believe that 50% of the people buy it for the in-game chat. In: Lobby |
Thread: Tiger Ace18 Jan 2015, 11:09 AM
for me it looks like it itensifys the whole usf-ostheer meta. Ostheer is always on disadvantage until late mid/ late game. Tiger Ace is shifting that a bit more in the super late game And what about soviets, should they just take it? TA needs at least a 100 fuel cost to make it balanced. As it stands now, you can go for p4s to keep early game pressure on your enemy, with 2 paks and tellers up to ward off IS2s, then grab a TA to contest the middlemost VP and use it defensively to kill his armor. (stun means at least 2 free pak volleys) In: COH2 Balance |
Thread: Ask the Strategist!31 Dec 2014, 02:58 AM
Thanks for the reply. Regarding smoke, I meant smoke for covering flanking infantry for attacking Maxim/50 cal positions. Obersoldatan and falls have a vet1 smoke grenade that can be used to damage units. Unfortunately, the damage makes it a mostly defensive tool. Obers can usually kill maxims from the front at range, same with the USF M2hb. Other than that, you need to rely on LOS blockers to pull off flanks on mgs, or use elite infantry to pop out of buildings. In: Strategy Desk |
Thread: Jaeger Infantry Doctrine vs Microed dual Soviet Snipers?29 Dec 2014, 21:21 PM
Ostruppen are the best wehrmacht-doctrine counters to snipers imo. However, jaeger infantry can work if you arre willing to bait the snipers into a trap. A single camoed Pgren squad will utterly destroy the snipers, but you need to be careful not to let the enemy's screening infantry to spot you. In general, I try to get either a scout car up or a halftrack, and use the halftrack to carry pgrens into the enemy sniper's retreat path. You can even drop the pgrens in the enemy base if you want to. |
Thread: IS anyone sick of "weapons lethality"?21 Dec 2014, 16:16 PM
I agree that the problem is not infantry DPS, but lategame infantry that ignore the rules other infantry must live by. Example: Shocks have an armor value to allow them to take less damage while closing into short range to deal damage. Shocks can sit at long range and use the armor to tank damage for a long period of time. However, they do so by giving up their ability to deal damage. Obers do not have this problem. They have received accuracy modifiers, enabling them to tank damage at all ranges. However, being a long range squad, they do not need the received accuracy modifier as much as say shocks, which leads to obers sitting at long range melting close range infantry. By scaling the received accuracy/ armor values to the unit they are applied to, I believe we can see a much better balanced lategame. In: COH2 Gameplay |
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