I'm not an OKW fan, nor do I play them much at all for that reason because they are such an obvious crippleware faction. I play against them frequently, and love playing a split faction team featuring them or them solo in 1v1 auto. I know that generally, it'll be an pretty certain route and win.
IMO, an OKW player generally has to be notably superior to win vs any opposing faction -or a masochist.
Lack of inherent smoke capability is a significant disadvantage for OKW.
Flame is great for obstacle removal, so when the new OKW Commander comes out this weekend, much as I detest supporting SEGA's BS PFA DLC, if you must play OKW, buy it for the Flammenwerfers and Flammenhetzer. You'll still have to flank in conjunction with other inf to use the former, and later even possibly with the Hetzer to avoid covering AT unless you already have overwhelming tactical field superiority. But problem solved. Garrisoned MG gets a choice. Flee early or fry.
Flanking IR StG 44s do a pretty good job fast, but are also doctrinal.
Bottom line, currently no matter what you use including le IG, its going to take more critical time and micro than solutions available to your opponent generally, which places OKW play at a significant (load shedding) disadvantage IMV&E.
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Thread: Getting MGs out of houses efficiently (Minsk Pocket)26 Oct 2015, 20:26 PM
In: OKW Strategies |
Thread: Partisans25 Oct 2015, 22:59 PM
If partisans are giving you grief, go MAC and deploy a call-in MechPzG. Keep them mounted. They'll get to the Partisan deploy point fast and chew up partisans if they don't immediately retreat. Sure you can use a Sdkfz 222 for this, but mounted PzGr are better for numerous reasons including the ability to recap as well as call-in availability. Once the Partisans die or flee, recap and withdraw to 'play the partisan ball from centre court' preserving the mounted PzGr for anti-partisan ops only rather than exposing the Sdkfz to any form of hard counter. Situationally flexible of course. Once you've done this, partisans become more of an irritation than any form of serious threat. If the opponent persists with partisan deployment, he'll bleed hard before he finally gives up, so you score a material and psychologial win. To prevent persistant partisan deployment within certain zones, notably flag, fuel or critical cutoff, destroy the buildings there so they have nowhere to deploy from. Before the patched patch, partisans were utter BS. Now I'd have to agree with van Voort above. |
Thread: KV1 / KV2 are completely outclassed by british Tanks22 Oct 2015, 18:50 PM
In: COH2 Balance |
Thread: T-34/76 - just little fix22 Oct 2015, 18:01 PM
Because of the way the T-34/76 is portrayed in the game, I find it a personal irritation when lumbering pieces of scrapmetal IRL like Churchills and the comedic Cromwell are so over the top IMBA. But that's how it is. Prima facie it appears Relic couldn't balance a set of scales. T-34/76 needs to be put back in T3 and made as cheap as proverbial chips inc lower fuel with lower pop cap occupancy so they can be churned out for en masse numerical superiority which is how they need to be deployed in accordance with their current relative game inferiority. Total 100 pop cap will still limit balance and contain SPAM or abuse to no more than is available to UKF and USF units already. But that presumes Relic should or do care what COH2 players think, and are competent? More truthfully, Relic are simply compliant with SEGA's managerial instructions. As long as COH2's audience keeps buying DLC regardless with a fanboi base of see no evil, speak no evil, hear no evil figurative trio of monkeys who are inclined to obsequious fawning over being slopped up half a bowl weavil infested gruel that isn't fit to be given away as if they were being served haute cusine, what incentive is there for SEGA/Relic to alter a profitable model? Only overwhelming rejection and refusal to pay hitting SEGA's financial bottom line would invoke a willingness to alter the behaviour. Those of you who keep buying their value adding DLC at SRP are actually the ones responsible for its continuation and this mess. SEGA and Relic are just laughing at you/us. SEGA don't care anything about this game other than its income stream aka profitability, nor Relic either other than ensuring they accomplish that for SEGA thus needed in being of continued service to remain employed. It's important to remember Relic's employees serve Relic, not us, and Relic in turn serves SEGA, not us. Observe behaviour, action and results, not what is advertised or said unless that latter matches the former. It's so apparent to anyone with the IQ of an ant that the IMBA in COH2's initial release, subsequent module DLC and PFA in each subsequent Premium commander DLC release was always and over two years in, remains deliberate. In: COH2 Balance |
Thread: what's the advantage of Ostheer in 1V122 Oct 2015, 09:12 AM
Mechanic Assault Doctrine ...does not work well against UKF Here's where my experience with MAC vs UKF runs totally contrary to yours. It's arguably the best COH2 1v1 doctrine of the lot against UKF, but not if you play Ostheer like most COH1 Wehr players play Wehr. I'm an COH1 ex-PE player, and for those who play a mobile aggressive defense and offense, it's a stunning doctrine in opening against Brits which will allow Ostheer to dominate immediately to frequently win in the first 15~20 minutes. If not, Ostheer have sufficient other toys and balance to win in their own right. As I posted elsewhere, 5 man AG's just rape UKF opening 4 man infantry, and you can get plenty of them on the field fast. Push with AGs followed up by MGs mutually supporting one another. Interdict and kill or force retreat of any individual squads or MGs he might be sending to obvious points or buildings whilst they are en-route and vulnerable. Three AG killing (#1 priority) and capping = dead Brit inf models + territorial/tactical/resource domination. Bren Gun Carrier is negated by dual MGs and multiple AGs firing from green cover. Triangulated presenting multiple targets with some flanking and or rear fire is best. It is fragile and will soon retreat or die. You don't need 'fausts. If he doesn't retreat fast he'll lose whole squads and the carrier. Good. This will force him to seek a hard counter or blob. Anticipate which. If you permit him to set up a Bofors and /or mortar pit mutually supporting in a critical tactical position, you deserve what you get. MAC requires aggressive offensive patrolling policy of territorial denial. If you execute this right, all but better UKF players will be overwhelmed and load shedding big time by now. You'll have their original plan in tatters. Do this and not only with you have a healthy resource income and have him denied by dominating the field, but if he's lost enough units, will have sufficient CP for Mech PzG call in if req. Their value lies in their overrun ability to get behind MGs, deal with fragile flammenBGC from behind or circle strafing and Engineers' Stens or Commandos up close whilst mounted. Mounted they deal a lot of damage with their StGs and don't take much. Don't underestimate their power within their availability window, expensive as they might seem. They can inflict a lot more MP pain than they cost, and used prudently in a timely manner are as damaging and impactful as AGs. The Ausf E StuG should be as hard hitting as OKW's le IG or USF's PACK howitzer, but like the SOV T-34/76, the game's Ausf E 75mm IG is a relative piece of junk. It's actually the same short 75mm gun as the Pzkpfw IV early Ausf command tank IRL, yet as is evident, the two guns perform like night and day, chalk and cheese in game. The Ausf E's entry window really needs to be brought back to lower CP call in as it previously was, and its IG buffed bigtime IMV. Even so, all the advantage and killing by those AGs and MechPzG will make CP for it available pretty fast. Importantly, whilst not ideal, when you haven't tiered up to T3 or haven't the fuel and/or time to do so and get an Ausf G, it is a decent enough goto call in which can deal with early vehicles like the AEC, T-70 and even Su-76 (obviously not stupidly HtH) or call-ins like SOV HT mounted Guards, the USF's AA HT or SOV Quad and even force a Stuart back to restrict its otherwise undeterred rampage. Like its SOV sibling the T-34/76, the poor old StuG III Ausf E really needs some love from Relic. Importantly, it is more mobile than a PAK and can operate with more independence as it doesn't need the same level of infantry support or shepherding. A PAK for those early vehicles is overkill in terms of punch, very vulnerable to overrun from them or infantry during a time when infantry availability is limited, where if not better serving elsewhere is possibly at base during forced reinforcement retreat leaving them unsupported. OTOH, Ausf E first, is very powerful in conjunction with a subsequent accompanying PAK, because you know your opponent is going for a dominating counter to the former the moment it presents. Then there's light inf barrage. It may seem underwhelming, but used opportunistically and targeted cleverly, it can be a game turner. And lastly of course, who doesn't love a Tiger? If MAC isnt working for you against UKF, ask yourself why? It is my goto doctrine of choice against UKF in 1v1 on most maps because it nullifies their otherwise strong and numerous opening infantry firepower and instant call on numerical advantages which impacts hard psychologically. Very powerful doctrine against Brits especially which is why so many choose it. But it's a doctrine for aggressive mobile players. If that isn't how you're using it or that goes against your base nature's temperament, which if you are a COH1 Wehr player it's probable it does, then I can understand why it's not working for you. Those early 5 man AG squads survive the forced retreats and can remain in the field or recrew weps where 4 man Grens don't, and reduced can't recrew without whole model trade. Don't underestimate the ability to put more and effective inf on the field early and faster for superior relative firepower, numerical advantage and shock when it counts to establish dominance because you can skip building T1 until later once established advantage permits. Try it. You might like it. If it doesn't play to your strengths, then Ostheer have something else which will. |
Thread: what's the advantage of Ostheer in 1V122 Oct 2015, 01:47 AM
So I really wondering what's the most advantage unit of Ostheer in early-mid game. They don't have one IMV. They are very different from COH1. And that's a good thing. In COH2 they most balanced and versatile faction in the game, but their opening game is both weak relatively and doctrine situational depending upon whether you are playing 1v1 or 2v2 and who your opponent/s is/are what your/they opponent do/does in terms of play and choice of doctrine. Grens are rubbish at the moment, and Pios are absurdly ineffective for cost. Grens = 4 men, fragile, with rubbish firepower which is exaerbated by being outnumbered because of USF/SOV ability to buy inf straight out of the box vs T1 build time delay & cost. So a doc with Ostruppen (6 man) call ins at low CP or 0 CP AG call ins can be very useful to field effective inf volume fast in conjunction with supp MGs out of the HQ building which allows you to compete equally in opening vs Sov & USF, and dominate UKF. Cheap AG 5 man resilience + sprint + MP40 = death to 4 man Brit squads. Soviets and USF used prudently both can have very strong infantry openings in the particular. If 1v1 UKF push hard with inf, then Mech with AGs and followup Mech PzG cruels them savagely. AG's don't tier well, but it doesn't matter. Kill whole UKF models in opening and you put them behind the curve so hard if you play right they will not catch up. Do it X2 makes it even better. OTOH different choice against Soviet or/and USF spam. AG's don't fare near so well and don't tier, so Ostruppen are far better supp inf to Grens and PzGr IMO. Ostheer in COH2 needs to be played smart rather than just def stall for Vet 3 impunity like in COH1. Ostheer's Achilles' Heel IMV is opening game on small fast maps like "Crossing in the Woods", however 1v1 gives you more space to 'breath' on that map. In 2v2 against a Soviets and USF or double combo the infantry spam IMBA is exacerbated and needs to be handled judiciously. Opening against UKF in 1v1 is easy in comparison. However a UKF player who knows his stuff working in synergy with voicom SOV or USF player in 2v2 will punish complacency hard. |
Thread: Commander drop-ins20 Oct 2015, 17:40 PM
i use war spoil farming I couldn't get it to work in its current incarnation. The links and guide require updating both. Regardless what I tried, the 'no farmed war spoils for you' Gods just laughed at me. Definitely the way to go if you can get it to work. Well done on your c-drop haul. Sweet. In: Lobby |
Thread: Commander drop-ins20 Oct 2015, 17:36 PM
Wait until chrismans when commaders have -75 % cost This +2 Because the drop system is as stupid as it appears completely erratic and broken. You'd have to have the patience of Job otherwise, and probably be older than Methuselah if you depended upon acquiring them by in game drops. I've logged > 200hrs now and received one commander drop that I specifically recall. Nearly all my play time is auto. I may have had two c-drops, but forget if so because it was a frikkin' duplicate. My mate has had two c-drops, one also a duplicate. Forunately the one I do remember and probably why I do was a rare one I didn't have -OKW Scavenge. And thanks Hector. Fingers crossed STEAM will discount all the Commanders at Christmas. When or if they do, I'll buy them at USD$1ea (AUD$1.70 to $1.75 each effective) at -75% off SALES. But SEGA ain't getting any more. In: Lobby |
Thread: New PC19 Oct 2015, 03:37 AM
What best PC without rebuilding much of it i can have now for 500 Euros ? (for coh2) Hi Hector Been selecting and assembling my own PCs for 23 years now, these days with a much more intentionally restrictive budget. Long gone are the days when I was prepared to spend $1k on RAM or $1.5k on just SLI GPUs. I'm in the process of putting together a new PC right now specifically for COH2. I can't see me getting away with spending less than AUD $1.2k, and that's without factoring in a new GPU circa AUD$500. And in that, I am saving considerably by recycling some items. So unless your PC is running COH2 like an absolute dog, I'd save some more and wait so as to upgrade to something which will closer meet performance expectation. Along with others here who presumably know their stuff, I don't think 500 euro (AUD$740) is a realistic budget for a PC build for COH2 if you expect maximum performance, particularly graphics, even if you can salvage your HDD, PSU, case and peripherals keyboard, screen and mouse so you don't need to supply those items. I'm retaining my PSU a Corsair HX (Seasonic rebadge), but because I'm going Skylake, I'll need new DDR4 memory as well. In terms of significant additional expenditure, that's moot in any case, as I currently only have 8GB and want to go 16GB, so I'd have to spend on memory anyway and DDR4 is hardly dearer than DDR3. All I'm buying is mobo, CPU, case, cooler, memory, SSD. Existing PSU, graphics (for now) HDDs, BD-RW & PWM case fans still with life in them will be retained along with screen, keyboard, mouse and UPS. OS install is cheapskate too, with cheap digital DL NEW Win 7 Pro licence for clean install => auto Win 10 Pro upgrade. Of course, your money, your expectations to be met. GL. |
Thread: To Relic -- Ideas to fix DLC mess18 Oct 2015, 16:00 PM
Game Publisher seeks to make money I wouldn't have expected such a condescending justification from you? No one would deny a business is in business, or that being profitible so as to stay in the black is a necessary adjunct to that. What we are justificably complaining about is DLC extortion with pricing pitched beyond even demand pricing pricepoint with the added insult that the game was from the outset, is, and after two years remains broken. As for SEGA needing to screw the consumer as hard as they do with COH2 DLC, methinks reason suggests not. In: Lobby |
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