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Youtube: https://www.youtube.com/channel/UCjzo7fDOd0qKeGcu2Ub9kDA
Youtube: https://www.youtube.com/channel/UCjzo7fDOd0qKeGcu2Ub9kDA
Post History of wouren
Thread: OKW 1v1 Builds without Premium Commanders13 Nov 2015, 21:57 PM
Most of my good OKW builds come from the default commanders. It's a slight disadvantage playing 1v1 because only luftwaffles and spearmint doctrines are viable for head-to-head battles. The special ops is pretty weak in 1v1 because its abilities really only benefit team play. I would read Luftwaffe lockdown for some pointers, and there is a defensive doctrine strategy that helpinghans uses all the time that works with Luftwaffe too (just watch his videos). The spearhead doctrine is situational so it's really hard to plan ahead for. Feel free to PM me if you have questions. In: OKW Strategies |
Thread: can OKW flak aa halftrack suppress rifleman in smoke?11 Nov 2015, 18:50 PM
The AAHT CAN suppress using attack ground. I had a situation in which I advanced my infantry into an attack ground of my AAHT and both an enemy squad and my squad got suppressed. In: OKW Strategies |
Thread: Feuersturm Commander First Impressions 11 Nov 2015, 18:44 PM
This doctrine can work pretty well, but I understand why it's getting so much hate. The first thing I am going to say is to skip the hetzer. It is garbage. This may be one of the rare situatuins in which fuel to muni transfer makes sense, because as long as you are laying mines and have a jagdpnzer, you can't get overrun by the flamecheese tanks. I also have found that there is a huge differnce in the best way to build against americans, brits, and soviets. I think that this doctrine is most effective against the soviets because you can beat their early game with 3-4 sturms since they counter early ranged automatic weapons badly (they might try to spam maxims, which will die to this doctrine). For anyone who is interested here is my anti-soviet build order: I start out with 3-4 sturms. For AT, I get 2 raketenwerfer, build my Battlegruppe and my Mechanized Regiment (for munitions transfer and repairs). At this point, I try to slowly upgrade my sturms. The end goal is to have a decked out mine-proof anti-infantry anti-garrison fighting force that can also insta-repair and shape the battlefield with mines and barbed wire. When I can I get 2 volks followed by immediate schrecks. Next is the Schwerer Panzer HQ followed by a LEIG or two (get the Schwerer HQ first to defend the LEIG). Atfer that I build some obers and a jagdpanzer. In: OKW Strategies |
Thread: Luftwaffe Lockdown: A Guide to 1v1 OKW11 Nov 2015, 17:52 PM
This is simply not true, you can easily win fights vs conscripts with volks at range early game, and you will find concripts' equipment becoming obsolete before the volks' Conscripts: AT grenades, molotovs, [vet 1] trip wire flares, Hit the dirt [doctrinal], and the PPSH upgrade [doctrinal]) Volks: inciniary grenade, salvage [doctrinal if thourough], grenade assault [doctrinal], and the Panzerschreck upgrade) You will rarely get put in a situation as the OKW where you can't access a hard counter to a unit on the field, but your ability to solidify a strong, all-around force early game with capping power is abysmal. This is why you will tend to be in a reactive role against the soviets. T1: Clown cars? Early schrecks and 1-2 pupchens! Penal spam? Get the Kibbelwiggin! Snipers? Don't worry, It's hard to bleed the okw unless they hit your obers and sturms constantly. Just remember that it's there and try to force retreats if you can. Sniper spam? decimate them with a fast Luchs. T2: 2 AT guns or more? try to build support vehicles like the jagdpanzer (or the walking stuka if it gets buffed) instead of agressive ones. 2 MGs or more? Perfect! Use agressive vehicles like the jp4 or luchs and/or indirect fire General support spam (especially mortars)? Build 2 ISGs. Barrage their mortars at max range. Barrage everything else. They are now dead. 'nuff said. Shocks? Use MGs strategically to force them to waste munitions. Using your sturmpioneers at a distance, especially behind light/heavy cover and retreating them when they get close will drain the squad of health and men, possibly forcing a retreat. Guards? They are elite infantry. Easy to deal with. Don't get a luchs and keep your tanks at a distance. They can effectively immobilize your vehicles for a duration of time. Be wary. Tier three and four are a little more vague and situational and sum up to being different types of AT platforms + obersoldaten. If you can push the game late enough or get enough fuel, you can use the oberkommando west's wider selection of late game armor to finally force the soviets to react to your decisions. I guess what I'm trying to say is that as long as you adapt to your enemy's strategy instead of trying to always take initiative and be agressive, you're in the clear. I hope that cleared some things up/gave some insights. In: Guides |
Thread: In Before the Blitz: Airborne Company Strategy11 Nov 2015, 03:32 AM
Corp.Shepard and anyone who wants to play USF without getting beat late game, This guide is easily salvagable! Just replace the motor cairrages with the pack howitzer and get a BAR for your riflemen instead of a bazooka. Removing the motor cairrages also gives you extra popcap and fuel to use to get an additional jackson. It is also important to use paratroopers to replace dead riflemen, not to supplement them. The latter point is not an adjustment to patch changes, but it was never really made clear in the guide so I'll say it here. I really want to see this build order again because it is one of the few strategies that can carry the americans into the late late game. Recently, I had a 1:25 minute game against a USF player who went airborne. I was OKW, the king of the late game, but HE WON! Please Corp.Shephard, these are easy changes that fix the strategy. Thanks, Wouren In: Guides |
Thread: Hold the Line! - A 2v2 German Strategy11 Nov 2015, 02:34 AM
This build order always puts me over popcap as the OKW. I have realized that sometimes not rebuilding certain squads when I lose them, intentionally getting my crew weapons wiped (give them to the cheesetruppen) or skipping units (like the second pioneer squad or the IR halftrack) for the sake fast tech when I have most of the map is necessary for this build. I also think that the derp cannon that you get with the fortifications doctrine is situational (positionting and counter-ability based on units on feild and map orientation). I like playing this on 3v3 because then you have ettlebruck station, where you can shut down all armor and infantry pretty easy and then get a fast vehicle to deal with the forced mortar spam. I have not tried this against the british, but I bet the mortar emplacement is going to be a fast and easy counter to the strat. In: Guides |
Thread: How does one counter US flamer blob?11 Nov 2015, 01:17 AM
I love to play the German factions and I have found that one of their key advantages is their ability to scale. If you are facing blobs of rifles as ostheer, get a sniper and they will bleed manpower. Against the okw, Americans bleed naturally as you enter the late game and as long as you don't make any stupid mistakes, you're our in the clear. |
Thread: OST not viable in 1v1 vs USF/UKF11 Nov 2015, 00:59 AM
First of all soviets are better than brits in 1v1. The order of factions is currently like this in this game mode: I have not noticed this 'okw is on the bottom' trend in 1v1. I also think that although the Americans got buffed, it is just to bring the faction in line with the others. The reason that sometimes ost vs usf can be so hard is that ostheer core infantry are grenadiers, and they are weak against rifles early game. |
Thread: Kholodny Ferma Winter Perspective by Jesulin11 Nov 2015, 00:36 AM
I feel like there should be a guide section dedicated to maps. I think they are very useful and definitely not 'beginner's guides.' In: Guides |
Thread: The most Overpowered USF Strategy ever10 Nov 2015, 21:30 PM
Dude with this build you could play only using your feet and win (I now have to test this claim). Great guide. I also want to say that this works fine against wehrmacht as well and can be played AT even in 3v3 (When I play this in automatch, I have 2v2 and 3v3 checked off). It even works 3v3 against all wehrmacht! I bet it even works 4v4 against all wehrmacht being played with one's feet! In: Guides |
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VSVixen69 jouren Otto Reich (GE) Black CorbacNORTHAG GOLDMAN$ACHS xXxFALLSCHIRMJÄGERxXxNL026 Gath of BaulWhen you're floating munitions (:<by: wouren map: Vielsam1-1,342
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