Just lost an extremely difficult 1v1 game where my opponent went -
1) Several Conscripts
2) 1x Clowncar with flamethrower Engineers (arriving somewhat late)
3) PTRS upgrade on multiple Conscripts (Tankhunter Tactics)
4) 2x Snipers
5) 1x SU-85
I went -
1) 3x Volks and an extra Sturmpio
2) Battlegroup Headquarters
3) 3x Panzerfusiliers
4) Jagdpanzer IV
5) T4
5) 2x Luchs
So obviously a pretty nasty build-order that highlights a lot of the difficulties OKW has with Soviets. Map was Road to Kharkov. Don't have a replay, but I'll try to describe what happened.
I had about 75% map control - including both fuel points - after about five minutes and won most the early engagements, but I went Battlegroup Headquarters first for the healing. This made getting a counter out for the Clowncar difficult (should have gone Mechanized and Puma I guess) and caused me to lose map-control. I ended up buying a Jagdpanzer because I was floating fuel and needed a counter out as soon as possible.
At this point the enemy player started throwing PTRSs on his Conscripts and rolled out the two snipers. The two snipers showed up after I killed the Clowncar and began bleeding my manpower down quite a bit, so I went T4 for the Luchs. Won a couple of engagements at that point against isolated enemy units (I think a freak Jagdpanzer round also managed to wipe an entire Sniper Team at one point), but I couldn't find a way to deal with what ended up being a fairly sizable Sniper and Conscript blob. Thought I played quite well, all things considered, so it was a very frustrating loss.
Any suggestions for dealing with this sort of thing? |
So I've been playing mostly OKW 1v1 lately and these are my observations.
- Volksgrenadiers gain veterancy extremely quickly, at least relative to other OKW units. Maybe too quickly - they get veterancy level five really, really easily.
- Panzerfusiliers are moderately underpriced considering their effectiveness and how well they support most OKW builds.
- The Kubelwagen is way too expensive considering its ridiculously low damage output. It's also rather slow in my opinion.
- I can't really justify OKW's munitions income reduction. Maybe it helps prevent late-game abilities like the 105mm artillery barrage from getting out of hand, but for more mundane stuff like throwing hand grenades and buying Panzershrecks it's unneeded. Just make the late-game abilities more expensive and then normalize munitions income.
- Might be a good idea to remove the Volksgrenadier Scavenge ability and replace it with something else (possibly unlocked with veterancy), especially since Sturmpioneers already perform that task. An ability that would make Volksgrenadiers more useful against infantry late-game would go a long ways, especially considering how utterly risible they are against infantry right now. I'm thinking a sprint ability or smoke grenades.
- OKW units like Sturmpioneers and upgraded Volksgrenadiers having Cold Immunity is silly. |
The StuG should perform exactly like the Panzer IV without a turret, possibly with a smaller profile size. Otherwise same gun, same armour, same vision, etc. |
I'm having a lot of difficulty countering this unit in 1v1. My typical build is multiple Volks squads with a Raketenwerfer and med truck into Panzerfusiliers and a Jagdpanzer IV, and it's not working against the IS-2. The Jagdpanzer can slug it out with the IS-2, but if there's a ZiS around you can't win - and even if there isn't, the Jagdpanzer is still unlikely to kill the IS-2.
Multiple Panzershrecks can work, I guess, but they don't reliably penetrate the IS-2's armour and getting enough hits on the vehicle to kill it is tricky when you're also dodging various Soviet infantry units.
Panther is in pretty much the same boat as the Jagdpanzer, except it's even more expensive.
Haven't tried multiple Pumas. Not sure if that might work, although I'm somewhat dubious.
Getting a King Tiger, Jagdtiger, or multiple Panthers or Jagdpanzers involves accumulating a prohibitively large amount of fuel. I don't really see any of those options as viable tbh.
Any suggestions? |
Panzerfusiliers with G43s are fantastic. These guys just clobber everything the Soviets can throw at you - very economical too, especially since you don't need to tech for them. |
Some changes I'd like to see:
Move Grens to HQ.
Move PaK to T1.
Bring back Motorbike from CoH1 as a T1 unit.
Move Sniper and Mortar to T2. |
Not that it's going to happen, but would Ostheer be any better balanced if the PaK was moved to T1? Meaning that you wouldn't be forced to pay an exorbitant amount of fuel in order to have a viable counter to fast US light vehicles?
Maybe the Sniper or the Mortar could be moved to T2. |
I want to point out that Grenadiers scale a hell of a lot better into the late-game than MG42s. So double MG42s might work early, but you're losing a certain degree of your late-game potency. |
CoH1 balanced? Yeah no. US vs. Wehrmacht might have been decent, even if it did revolve heavily around a sniper metagame, but the British and Panzer Elite factions were never balanced. Competitive players basically ignored those two armies. |
so basically you are ripping PE apart and make a COH2 ostheer faction out of it? No. Just no. |