you just need to outshoot them with blobs or bring vehicle. Or get appropriate counter like maybe JLI or even Ostruppen. Yes Osstruppen can outshoot them cause of the number issue that Pathfinders facing |
Maybe someone just give them the solution to the JLI counter? Like White Phosphurus, ShockTroops, mortar counters, mines, and etc? |
As 4th or 5th unit, I would not use the term "opening". After 4-5 units, the M3 already did alot of damage and then you can build raketen as counter.
Usually if you get raketen on the 3rd build, the timing against M3 or even UC is on point. Well at least for me. |
ive played 5 games and all of them had OKW + overwatch straight... its getting ridiculous...
Ahhh yes. I can see the ridiculous on that strat as i encounter it as well on the early times of the encounter build. All 4 okws with overwatch doctrine just come in 2 flanks and say hi to the allies
Heh, truth to be told im now playing AS and Against OKWs. So far i am happy to find my counter to the JLI bullcrap works. But not when i play as. As so far only like 1 or 2 players able to counter my JLI crap amongst 6 games i've played, but also because of map involvement. Thats where i found out the shocktroops counter with their Arty piece against my JLI blob. But other than that, an increase of MP up to 300 may seems expansive and unworthy to pick that commander now. Would say like increase to 2cp or maybe 270mp seems to be the sweet spot.
And with the ongoing rant PLEASE REMOVE 1 ABILITY FOR SOMETHING ELSE USABLE THATS NOT DEVASTATING |
So far i found some ways to counter Overwatch Doctrine by USF and Soviet standard.
With USF you just bring out White Phosphurus from your Pak Howi or your Mortar Halftrack to burn down those HP, and then either your normal mortar or rifleman to finish the job. For soviet you bring out double shocktroops with smokes to close in and attack. UKF i still couldn't figure out as commandos seems to be a little squishy and falls a little faster even on close unless you willingly spend on grenades to decimate them.
On the main topic though i do agree that the Overwatch doctrine is really powerful when combine 3 devestating option from Goliath and LeiH and the Air Assault. One of these abilities needs to be remove or readjusted on this doctrine or else it'll become the most picked doctrine for OKW. |
I think a lot of people here forgotten the follow up of what this doctrine brings aside from the JLI infantry, this doctrine brings out 3 explosive type ability on the table making this doctrine more attractive to use from early to late game.
You have a Goliath that does DEMO damage, you have Artillery piece thats viable on a 4v4 scale, and then you have Bombing run that could RNG wipe troops on the field. Which hence it's being use a lot.
I've encounter a lot of pairs of players on a 4v4 scale using this commander to the fullest, they spam 2 cars and 1 raketen on early game before 1 cp up to start bring out 3 ~ 4 JLI infantry, if the pair is OKW + Werh then the same tactic with additional 2 snipers on their back, bringing out vehicles is ever more difficult as they will bring raketen really early to control any possible vehicle flank.
And yes i even play this JLI tactic myself and now i'm seeing a lot of win rate on my end as OKW, i really wish that there's an adjustment on this commander as i think it's really too effective, or that i wish there's an ally counter as either USF or OKW, Soviet can counter this with Shocktroops but you need 2 ~ 3 shocktroops, which by then the okw will control the map pretty easily |
Pathfinder spam is deadly at the beginning, but on late stage though they will struggle a lot if your opponent knows how to counter by mass blob of their own like Ostruppen or Volksgrenadier, or just quickly bring vehicles like brumba or p4 to shoo away your blob.
Giving bar to Pathfinder is a good option, or if you have british friend to give u Vickers LMG that would also be interesting. |
From a design perspective, no, they're not ok. From a balance perspective they are ok.
They're irritating little gremlins. Would have liked to have seen OKW start with an MP40 volks squad, or some combination of short and mid range infantry units that would be balanced vs the other factions, but Lelic thought a gremlin troll squad would be more fun.
I would say that you're wrong on the design perspective. Keep in mind that this game is design on Asymmetric Level. Each units are forcing your opponent to constantly rethink their end of the strategy or else the whole gameplay wouldn't be interesting.
This is not chess where everything should be the same at the beginning, and Sturmpioneer is the forefront idea of the unit design. They may look intimidating at the early stage, but if you are smart enough to know it's range effective and avoid it's kill zone, you can fight back that expansive unit. This is in form a reward for the ally units to outplay those unit. Heck i've seen early game Conscript can fought off Sturmpio if u know how to keep it's range away from your unit. |
Yes they are fine as it is. Just learn it's effective range, and when to attack. Don't take those Sturmpio's attact head on as you'll get decimated |
Though i should save the clip of it. But this is happen to me when i use this ability on my opponent.
After the sector artillery ability is done, i move my troops up to spot some ally enemies, then out of nowhere the bombs drop on them. AFTER The ability has done. I believe is because i activated the ability but because no sight on the area the bombs didn't drop, but after the ability the effect is still present. I saved the replay. Maybe i should upload that clip once i am free |