Hello guys. I've been away since November and started playing around lately with meh good old friends, the OKW. I still haven't completely made up my mind about the redesign of the faction, but at first glance, they seem a lot more powerful (or the game decided to pair me against weaker opponents, due to my absence). What I would like to know is what is currently the agreed upon convention on the first tech-up choice. I remember back in Autumn, it was all about them leigs and jagdpanzers, so The healtruck was an obvious choice.
Now with the leiG nerf and the lack of any AT in the healtruck I feel like it might not be so anymore. What I usually do is I open with 2 Volks and an additional sturmpio, at which point I try to deduce if my opponent is going to buckle up and dig in or try to vehicle rush whereupon I accordingly decide whether to go for leiG or puma whilst getting a racketenwerfer in the meantime just to be safe. I also find that the new resource structure allows for crazy mine spammage, which I immensely like.
Anyway, my point is, does anyone have any suggestions on current tech pathing for the OKW, or is my reasoning of puma v indirect fire pretty much the way to go? |
I found they are quite successful at counter sniping if the enemy allows themself even a slight lapse in concentration. Due to them being effective AI at long range, they also seem to be a lot more survivable then fallschrimjagers and they don't double the flanking/assault role of sturmpios. |
How do they work exactly? when I shoot at an enemy with them, they are always treated as in open ground? What about buildings? This game needs a kolaris advanced tooltip mod so badly. I don't use half the abilities cause I'm not sure what they do exactly or what's the DPS difference with certain upgrades. |
If you're afraid you won't have proper AT solutions before they roll out with medium tanks, make sure to plant mines around where your half track is hanging out. The idea is that more often then not, once the enemy gets a shock unit like the first tank on the field, he will feel the need to immediately capitalise on his investment and will go after your flametruck, cause it's the thing that his MGs can't deal with. Then you just lure him to chase over a mine, finish him off with a pal shot or two and your golden. Mines win games. |
I havent played since november, but arent emplacements just LeIG bait? I used to always get at least one anyway and against brits, they just went to a 24/7 emplacement bombardment duty + reposition while on CD. I heard there were some nerfs to the LeIG, did they go as far as to invalidate them against emplacements? They used to be very proficient at bringing them down. |
Also, you should keep in mind that when you research jades, you also get access to smoke riflenades on your rifle squads. They are extremely useful for any spots on maps, where flanking is a bit more complicated. Remember that smoke does not just lower accuracy in CoH 2 but actually blocks LoS, so it is a very effective tool for dislodging MGs or other entrenched positions. |
Or just bait it over a teller mine. Obviously the AAHT will have to be used aggresively and if theyre using theyre resources to secure and OP theyre cutoff and fuel you should be able to grab your side of the map and have pretty much free reign over it. Try and predict where he will want to assault (tip: your fuel or your cutoff) and bait him to go the route you want with your unit positioning. Best thing is you dont have to spend fuel or MP for this "counter", so you can do your normal teching alongside it and don't really have to deviate from your gameplan (a pak to cover the other approach - the one without the mine - will seal the deal).
To be honest I feel like the decision as to where to place your first mine is the most improtant one in a game of COH, especially in the mid-levels, where people don't usually get sweepers untill something dies to a mine. At which point you should already have him by the balls (if its his schock unit, upon which he relied to make a push into the mid game). |
I Like to have 3 Tommy squads and an MG to reliably secure my slice of the map before I tech up. The order in which I spit them out varies mainly on the opponent. I like to start with an MG against OKW, in case he tries to rush a sturm + kubel to my cutoff or fuel, as I find that 2 Tommy squads do not suffice against that (they are to ineffective on the move to reliably combat or drive of the kubel while being shot up by sturms, so I just adopt a defensive mindset there and set up a defensive position.
Against wehr, I just go triple Tommy to secure as much map as I can like any good allied faction would and then decide to either set up shop somewhere with the MG or press the advantage (assuming I got one with a good early engagement) and tech up quickly for a sniper and ATG to counter any potential schock units that might be coming my way.
After these openings I usually find myself getting an RE squad and spamming mines with them, and either stalling for tanks (getting a fuel OP if possible) or trying to deal a finishing blow with commando play (which doesn't work as good as it used to two or three weeks ago, so nowadays I usually stick to tank play.
Bren carriers on the other hand I find no use for, the rarely make their cost back for me, but I'm probably just shit at micro img them. |
Its very much about positioning. Your main damage dealer will be the JP4 use the tunnel vision this creates in your opponents. He will want to bum rush it and circle strafe it. So position the rest of your AT force (maybe not all of it but a least a schreck squad and a raketen) in such a way as to literally cover your JP4s ass instead of the enemy approach. Of course try to spread them out if possible - have one on the left of the JP, the other one in the right for example, so as to prevent a single artillery barrage from collapsing your line. Mines on the back lines can help you deal your ambush. Once the medium armour starts rolling in, start reversing your JP, it will keep shooting and the opponent, with his tanks caught in a crossfire, will have nothing to do but quote admiral Akbar, and will leave you with plenty of wrecks to salvage so that you can expedite any further tanks you might want to go for.
If the enemy does not take the bait, you've still pretty much got your way, cause you can bide your time in the Mexican standoff as long as you need to get a overwhelming panzer force rolling. This might not work against Brits though, considering they're late game tanks are also pretty kewl and might offer a serious contest in a late game tank battle. A king tiger should probably do well against them as well I assume. |
Well, I really struggle to find them effective. They never seem to hit things, maybe to finish of something that rolled over a mine and got its engine destroyed, but really 6pdrs and fireflies in the late game are really sufficient to deter any armour, so why would you bother? It's not like tommies or engineers are durable or cheap enough to make pursuits after damaged tanks reliably and cost effectively. If the stens on commandos get nerfed, it might be worthwhile to experiment giving PIATS to them, cause I guess that the camo and hold fire along with the sprint at the start of an engagement might let them excell at ambushing scouting and spearheading vehicles. At the current state of them however, I would assume that picking them up on mandos is a waste of precious AI DPS, which again, the tommies also need support with. |