I decided to give OKW a go for 3v3s. It didn't turn out as smooth going as I thought
Could you guys give me strong strategies for 3v3s as OKW, along with a teammate of Wehr?
I have the basic commanders + Overwatch which I bought.
I have been experimenting with Sturm Pio + 4 squads + kubel, but it seems very draining on the mp.
What build would be best against the allies as OKW?
Thanks
It would help if we knew the skill bracket you're talking about here. Ppl entering 3v3 usually have a bit of experience with the factions already.
OKW 3v3 is harder than most ppl seem to realise. Or at least, if you don't want to use the BS/abuse stuff. And even those are exceptionally well known and notorious among Allied players.
Generally I would not build more than 4 squads in total (or 3 + kubel), which is what most ppl use unless they go JLI etc. My usual build is SP (starting unit) + 2 volks + kubel, but I can micro these very well.
I have been doing penal start, and it is giving me great opening indeed.
But yesterday, I have had 2 games where we fail to seal the victory, losing at 50 points and 14 points left of opponent. They just keep spamming obersedens and penals just die so quickly it became a joke.. I didn't choose KV 8 so couldn't really effectively counter.
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Do you guys have any suggestion to close out the late game? (~level 12+)
Other ppl have already answered most of your questions here so I'll just add some points - one needs to understand the enemy unit you're going up against. Then you can counter it properly.
Generally ppl replace penal losses with Guards, but even Guards have a tough task going up against Obers. They can beat them with vet I's "Firing Positions!" ability but vet II/III+ Obers have a 'terminator' reputation for a reason. Even 7 man cons typically just bleed you horrendously vs them.
There's no simple answer, because like a lot of COH2 - it really depends on what your opponent is doing, what their composition is and what the map area is like. At lvl 12 their vehicle-inf-arty 'triangle' (combined arms) coordination will be poor, so it's easier to exploit a weaker part of the 'triangle'. However, going heavy on one part of the 'triangle' will leave you also weaker in another and vulnerable. I see this all the time where ppl spam 4 TDs out and then the other person doesn't build any armor and those schreck inf units suddenly become a very serious problem...
Using your example: you should try to screen the JP4 off with LOS blockers or just force it back with PTRS penals/AT guns/TD of your own. Letting it get free shots on your T-34 is a slow death and JP4 scales very well with vet. People rag on about the maxim being useless, but if you can get a spotter for it, then it can suppress an ober blob before they get many shots off. You know they'll come for the VP, so their approach angles will be more predictable. Esp viable around the mid ranks, where ppl do have big blobs and are easy targets for the sustained fire ability.
Cant u say that about most units? Anything handled poorly can be a massive flop lol
Not to mention the fuels on winnekendonk is like one of the best points in the game for sturms to rush. We've all had our fun in that engagement lol
Sort of no, in the context of 2v1ing anyway. Coordinated together, the con + engie can beat a sturm, but if the sturms get the drop...either way it's a dangerous proposition. Can't say I blame ppl for Penal openers, even if that leaves them very very vulnerable lategame.
Winnekendonk is a strange map but yes the fuels are very CQC.
Thx for the advice, but what about 1 con and engy against OKW? Still better to avoid another HQ unit and just build t1? I find i have a chance of catching the sturms 2v1 with the con and engy, but can be risky if volks or kubel is already there too
You will find that a sturm can wreck a con + engineer if handled poorly.
Nobody mentioned the old Obersoldaten that was literally SS Rambo Ubermensch.
I thought about mentioning them, but they had a few problems.
a) Came too late and volks had like 23MP(?) reinforce costs, 250MP squad cost + -29% RA at vet V + schreck
b) Stolen LMG34 was one of the most terrifying things you ever saw outside of bugs
c) No anti-vehicle capability.
But overall they were indeed the "SS Rambo Ubermensch" you described them to be.
At vet IV they used to get an additional -29% RA, making them well...err...ultra terminators?
the repair is nice because it essentially lets you prolong your building lives and not bleed extreme amounts of manpower on engineers that get dunked by the volleys of mortar and LEIG 18 spam
IIRC the arty was considered completely useless and so it was removed in favor of letting it have (i think) hold the line
Not really. The fwd hq just gets targeted instead. It's a much bigger target, less hp, more resources have gone into it and has no brace. Easy target for rocket arty.
That version of CB had been nerfed in at least 3 different patches hence its little use. Day 1 version was a constantly on thing that basically ranged the whole map and came online around the time you could get 2 x ISGs.
and how does it counter LEFHs? what does it have in its kit rn? if support emplacements somehow persist until LEFH, which is a miracle by itself, they definitely wont exist after it starts raining down
Precision barrage. 200 muni guaranteed kill on an LEFH.
Sure a mortar pit can survive that long if properly supported. Hell I even got one to last the entire game on Ettelbruck vs ISG/mortar spamming Axis, with teammate help. Close calls but it worked. Katyusha put an end to their light arty.