Austerlitz, I think he is talking about when Grens have been given the LMG upgrade, which genuinely makes them pretty effective against Rifles. However, I'm more concerned about the early game (T1, early T2), and how to maintain decent map control. |
Personally, I always go for the 3 Volks -> Tech build order. I dislike building a second Sturm for 2 reasons:
1) Cost. The reinforce cost on Sturms means you can end up bleeding manpower really hard in the early came, especially if you want 3 Volks/2 Volks + Kubel.
2) Scaling. Sturmpioneers are a unit that start out incredibly strong, but tend to fall off in the mid-late game as stronger AI weapons hit the field. In contrast to this, Volks are weak early but become very useful later due to the Panzerschreck upgrade. In my experience, it is better to have 3 Volk squads who can start to accumulate veterancy early on, as this gives you a very solid core for your army later in the game. |
In my experience, Vehicle Crews are pretty terrible in combat, even with the (overpriced) Thompson upgrade. IMO, the main benefit to sticking with Crews is the 'Repair Critical' ability, which can really get you out of some tough spots. |
Steam Name: Kallipolan
Steam ID: 76561198005712083
Preferred starting faction: Axis
Preferred map: Road to Kharkov
Timezone: EU
|
I've been playing a lot of Ostheer recently, and in Ost/US matchups I find myself struggling a lot early game due to the superiority of Riflemen to Grenadiers. Keeping map control is very hard when it seems like I have to keep 2 units together to beat any 1 of his (except REs obviously). I would like advice on build orders to deal with Riflemen. At the moment I usually go for a Gren-heavy BO (like 3/4 grens followed by T2), but I wonder if it would be better to mix things up with MGs and Mortars. What do other Ost players build early against USF? |
I can't speak for larger games, but I've tried using Recon in 1v1 quite extensively, and in my opinion its just no good. The Greyhound and Pathfinder Artillery are pretty decent, but both have a lot of caveats and overall the Commander just doesn't have very much to offer IMO.
For 2v2, I believe Corp. Shepard posted a 2v2 Recon guide a while ago. That might be the sort of thing you're looking for. |
IMO, the only thing that needs to be fixed about the Flak HT is the way it constantly shoots into terrain/the ground. |
As a 1v1 player:
La Gleize Breakout: Map is kind of dull due to the overwhelming prevalence of buildings/green cover. This is partially a balance issue, since Allies (especially Soviets) are generally agreed to be better at this than Axis, but I think it makes the map a bit boring as well. I would like to see the areas around the eastern/western VPs opened up to encourage different styles of play.
Stalingrad: I actually quite like this map, even though many don't. My main complaint is the placement of munitions points. Given that this is a heavily urban map, use of grenades/artillery/infantry upgrades is often more decisive than vehicle play. In particular, Ostheer struggle for munitions due to expensive grenades/need to buy weapon upgrades. I think this means that Stalingrad favours players who can take an early advantage, since whoever holds the centre can easily control both Muni points, and strangle the resources of their opponents.
Crossing in the Woods: Good map, see my later comment on 1v1/2v2 maps.
Langreskaya: Pretty good map, but I would like to see the positions of the northern and southern VPs changed a bit. At the moment, it is almost impossible to control all 3 VPs. IMO, this should be possible in order to reward players who can really do well in the early/mid game. At the moment, Langreskaya games tend to be long for this reason, which favours late-game commanders and factions (OKW).
Kholodny Ferma Winter: Needs to have another muni point, for a similar reason to Stalingrad.
Semoskiy: Similar issue to La Gleize. See my later comment on 1v1/2v2 maps. (Also applies to Winter version)
Minsk Pocket: See my later comment on 1v1/2v2 maps.
Kharkov: Southern player is a little too vulnerable to cutoff harassment. Moving the cutoff point further down would address this.
On 1v1/2v2 maps: I think the issue with a lot of these maps is that in intending to create hybrid maps, Relic has made maps that are a bit too large for 1v1, but a bit too small for 2v2 (judging from other comments). Crossing in the Woods is mostly ok, but Minsk Pocket suffers from this very badly. The map is almost exclusively about harassment-style play at the moment, since attempting to concentrate your forces allows the opponent to cap pretty much the whole map. This means that large, interesting confrontations simply don't happen. I find Minsk Pocket very un-fun to play on for this reason.
Semoskiy is somewhere in between - in a close game its fine but the long distances can make this a little too punishing for a player who loses some early skirmishes. Also, the OKW and US can have trouble in my experience, since whilst mortars are needed to attack garrisoned units, the size of the map means they have to move across the bridges and place themselves in harms way in order to get in range. This is problematic for US and OKW, since the ISG and Pack Howitzer cannot retreat. I think Relic should seriously consider making seperate versions of these maps for 1v1 and 2v2.
Winter Maps: I think cold-tech needs to be looked at. At the moment, Blizzards are too much of a pause button, which inherently favours whichever player happened to win the last engagement, since they can just sit back and let the resources roll in, knowing that a counterattack by their opponent will be crippled by the weather.
|
I use Mechanized reasonably often, usually on larger, more open maps. My usual strategy is to build a Dodge after my 2nd Rifle, which can be used to contest the map very aggressively, going after my opponent's fuel or cutoff if possible. Until Panzershrecks come out the Jeep is pretty survivable against small arms fire, though Sturmpioneers will wreck it if they get close. I wouldn't recommend a second Dodge, since the unit becomes fairly redundant after a certain point. If you keep the Dodge alive, but find it becoming useless due to widespread counters, simply retreat it off the map using the doctrinal ability to regain fuel.
I usually go for 4 Rifles -> Captain, since the fuel investment into the Dodge makes LT a bit risky because it leaves you vulnerable to early Pumas/Armoured Cars e.t.c. Additionally, the Dodge fulfills the same function as most units the LT unlocks - early game presure.
After that point, the commander has a fairly minimal impact on the game. Recon Sweep is nice, if a little dull. I dislike the M3/Assault Engie call-in, since an M3 is useless at that point and I probably wouldn't pick Mechanized on the sort of map where Assault Engineers would be good. The only other thing to note about the commander is the artillery barrage. IMO this is a fantastic artillery call-in - fast, accurate, powerful and pretty cheap. In particular, it does excellent damage to OKW truck buildings, and can even one-hit them sometimes. This is an excellent way of dealing with an aggressively placed Schwerer Panzer HQ, or of just pissing off your opponent if you are floating munitions.
Overall, I think its a solid commander, which I use as part of my main 1v1 loadout (alongside Armour and either Infantry or Airborne). |
I've been playing a lot of 1v1 Ostheer games recently, and I typically find heavily urban maps (La Gleize, Stalingrad, Semoskiy e.t.c.) to be the most difficult to win on against Soviets. Conscripts can outshoot Grenadiers at close range due to the larger squad, and they can usually find a way to flank MGs (which I would normally use against conscripts). Cheap molotovs also make it harder. Later on, Shock Troops are ridiculously good at close range, especially for players who know how to use the smoke grenade.
Basically, I'd like any tips to help with this problem. Anything from build order/commander/micro would be appreciated. |