Thread: 2x OKW10 Dec 2014, 15:45 PM
A well-micro-ed Kubel is hard to manage, but if you get REs out on the field, you'll be fine. 2x REs can handle a Kubel & Sturmpio. The trick isn't to take out the Kubel, but to pin the Sturmpio. When this happens, you'll be at a 2:1 advantage (because you would have either 3x REs with Rifle Squad incoming or 2xREs w/ Rifle).
If you spread out your units enough, the Sturmpio & Kubel would be forced to retreat, leaving yourself free to continue capping. If you're getting 2v1, then your teammate should have already capped the other half of the map. |
It's an okay strat against Ostheer in less micro-intensive competition. But running around with an infantry blob is a death sentence when facing OKW who have various anti-infantry weapons ranging from the Flak HQ to Stuka to Obersoldaten, Fallschirmjager, and even Sturmpioneers.
How would you change your strat to compensate for the OKW bringing up Obers and MGs with their Konigstigers to mitigate your infantry blob while they crawl up to your base? Obers can wipe out an entire 3-Veteran Rifleman squads in no time at all if they're out of cover. |
Smoke
I prefer this option, especially if you're Rifle company. Use smoke to either the close the gap (with your moving or they) or get them to retreat. If you're Rifle, use the flamethrower's Attack-Ground ability to hurt squads in the smoke. |
My preferred method is M36 Jackson firing into FoW with attack ground, covered by Howitzer or MG/Infantry to deal with the infantry blobbing. |
Great micro among all sides in the early and mid-games. Scrappy fighting and strong pushes throughout the entire game. Game wasn't decided until one side was demoralized enough to surrender; otherwise, it could have been a much longer game. |
It's too slow. If the goal is to disperse some infantry, use the fake artillery call. Instead, equip the Major with a Bazooka or a BAR. More effective that way. |
Things you shouldn't do as a newbie #1: Don't let your team's tickets get down to 75 before you even take a point from the opposing team's. |
I find that once you take out the Kubel, it's better to just grab the Captain, then Major if you don't see the Medic station. Then you'll have access to the M8A1 Howitzer and Jacksons to deal with the Puma and OKW infantry. Up until that point, your riflemen should be able to handle OKW infantry with grenades and smoke.
You could then try to unlock BARs for your riflemen for additional anti infantry, but at this point, you'll be seeing Panzers. So maybe just stick with Bazookas all the way through. |
Double stukas raining hell, Triple M8A1s attacking an infantry blob, Ubersoldatens vs Paratroopers, Koningstiger staring down 5 T34s, Pitched Battles between Infantry, Teammates assisting each other via map awareness. The score was close (no more than 20-30 point difference), and the lead always changed. The match was only decided near the end. |
What makes it so difficult is how easy it is for the Germans to get an infantry blob going and upgrade their units in the middle of a battle. The only way I've found to counter is with a micro managed M8A1 and 2xparatroopers with M1919 and an LMG team for supression. In terms of AT, it's just whoever else is left gets bazookas be it Riflemen, RE, or even my Major. Infantry blobs with USF is just a one-way ticket to death, especially if caught in a stuka rocket barrage. However, due to the range of the M8A1, you could make the OKW player think twice before he blobs with inf.
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