I relaise this thread is a few days old, but I wanted to address a couple of things no-one else seems to have. Before some of the trolls start up, this advice is tailored for a beginner. I'm not going to tell him to go double-snipe, 666, or utilise Hans's Ostruppen strat, because he isn't Hans, and shouldn't try anything that advanced/risky yet.
1) If you feel you had fuel dominance, but are facing 2 tanks to your one, the likelihood is that the enemy are building caches. Unless you are dominant enough to keep pushing them back into base, so you can clear their caches, often the only sensible counter to this is to build caches of your own. At 250MP, the secret is preservation, and bleeding your enemy.
2) On the issue of preservation vs bleed, expensive squads (like PanzerGrenadiers) are more expensive to reinforce, and so should not be relied upon as main-line units. Your Grenadier squads are decent, all-round line infantry, especially when supported.
3) As to support, Ostheer are a faction that specialise in combined arms. Everything must work in conjunction with everything else. A really good early game army comp for low/mid level play is as follows, and should be reflected on the map, i.e. with Grens at the front line.
Grenadier Grenadier Grenadier
MG42
Engi
Pak40 Mortar Pak40
222 & 251/Reinforce bunker
The above doesn't take into account what cover you may have, etc, but it designed simply to show you a really effective way to use Ost, particularly in 2v2, where you will generally have less of the map to hold than 1v1.
With the above build, you use your Engis to build sandbags for the Grenadiers, if they need it, and otherwise to lay mines on your flanks, and repair your light vehicles.
The MG is positioned just far enough forward to suppress units which charge down your Grens. This discourages the enemy from doing that, allowing your grens to fight at long range, from green cover, where they excel. It also provides cover for you to soft-retreat back through to the halftrack/reinforce bunker, to re-man off of.
Make sure the Paks are set to prioritise vehicles. Set them up so they cover the mines on your flanks and/or the grens in front. The Mortar can be left to just auto-fire until you see a position that you want to rain a barrage down on.
The 251halftrack/reinforce bunker is important in 2v2 because you don't want to hard-retreat all the way to base, when you can just walk them back a little way and reman on the front line. The 222 is a reactionary unit, swinging from flank to flank and across your front line, to provide extra firepower where needed.
Your typical job with this build is to hold the fuel/cutoff. An OKW teammate is better placed to fight mid/harass opponent's fuel. Once you have the above build, you should wait for Armour. In the meantime, you should be able to preserve your MP nicely, and this can be used to build caches and bunkers. I would honestly not buy PanzerGrenadiers at all, until you have mastered using the above as a defensive tactic, and are ready to start experimenting with Ostheer's offensive strategies.
As for Armour choices, double Stug-G is nice, but prob a bit overkill with double Pak. I would prefer to use Command Panzer (from the appropriate Commanders), into Tier 4 for Panther, Brumbar and Panzerwerfer.
Using the above, you should be able to defeat allied pushes with infantry and/or vehicles. You are weakest to indirect fire tactics, but that is always true of Ostheer as a faction anyway. Early game answers are to buy a second mortar, mid-game doctrinal LeFH Artillery is good, and late-game the Panzerwerfer punishes both blobs and emplaced units. |
Surprised this hasn't had a reply yet! There are guides out there on build orders for specific commanders, but watching ESL of late, I would say the current Metas (non-doctrinal) for 1v1 look like this:
Ostheer
MG off the bat is fairly common, as is building your first building for Grens. Thereafter, the old Meta, which sometimes still cycles, was 4 Gren squads, Tech, then next building for PAK/222. Current Meta is usually MG and build, One or Two Grens into Mortar or Sniper, Tech, Build, 222/PAK.
The spend of Munis early on tends to go on Flamer. A second squad of Engis is build after the first light vehicle, and usually equips a mine-sweeper. Otherwise, spare munis go on S-mines and the occasional Teller, with LMGs on the Grens where possible. MG bunkers are not typically favoured as they are so static.
Tech 3 tends to lead to building one of P4 or Stug, depending on if you need anti-infantry or anti-tank, and from there Tech 4 for Panzerwerfer and/or Panther.
Soviets
There appear to be two standard openings (either triple MG or quad Conscript). Quad conscript allows time to assess the enemy to see what they build before committing to either the T1 or T2 buildings. Snipers are favoured vs Ostheer, less so against OKW, where Zis guns and MGs are preferred.
Into the mid-game, the T70 or Quad-mounted half-track are utilised often, but then fast tech to T4 to unleash the SU-85s and Katushas. SU75s are out of favour, and doctrines favoured tend to give either the T34/85, Sherman or IS-2. Doctrinal infantry is rare to see.
USF
Relatively straightforward. Three RM, into either Lieut or Cap. Lieut gives the push power early, but Cap is good if you have nice fuel income (particularly if you have both fuels). The Lieutenant and M20 are often used when you need the field presence/push power, but when they are, Captain often follows, slowing the Tech to Major. Fuel allowing, Captain, double-Stewart (the Jesulin build) can be effective.
Favoured Commanders are Tactical Support (for the Calliope) or Heavy Cav for the Pershing (which also allows for Rangers, but they are pricey!).
An early muni cache can help equip your squads with Bars/LMGs/zooks.
OKW
Again, relatively straightforward early-game. Kubel if the map calls for it, and then 3-4 Volks into your first building. While a forward retreat early on can be tempting, it's a big MP cost, which may cost you in terms of field presence. More commonly, the Light Mech building into Luchs is definitely preferred.
Common thinking has it that your zooks should be shrekked, but Jesulin often buys two Racketenwerfers to leave his Volks rifle-equipped. HelpingHans has recently being experimenting with Breakthrough commander to bring in the Sturm Officer and Panzerfusilers. Without the PF squads, typically an early Schwer-base is common so that Obersoldaten can be called in early - at Vet4 they suppress, but that takes time to achieve!
Fallshirmjaegers from Luftwaffe Ground Forces Commander can mess up the enemy nicely early game, and provide MG34s if you are desperate for suppression flatforms.
Mid-game, the Panthers and KT are what people are ultimately aiming for, but on the way it's not uncommon to see a P4 or Jagpanzer to hold the field until heavy armour arrives.
Brits
Almost never seen in 1v1 ESL, BUT when I do see decent players use them, Tactical Support or Vanguard are usual favoured, with Special Weapons being experimented with by Latch recently.
The recently buffed AEC is preferred over the bofors, and you tend to see two built mid-game, leading into Cromwells. This tends to effect the early-game build. The AECs favour pushing, rather than defending, so they tend to be used without emplacement support. Instead, Vanguard Commandos or Tac Support Recovery teams are saved for.
This means typically seeing 2 IS and 1 MG in the very early game, before teching for the AECs. An early UC is common with Tac Support, so it can be upgraded to a command vehicle for the buffs to nearby units and the free scout-plane. Tac Support also tends to cry out for an early muni cache, or even 2, because it is VERY munitions intensive, particularly if you want to use the air-dropped AT and MG. At 4 CPs to call in, and 150 munis, it is EXPENSIVE and relatively late to call in, but this is Paul aD's favourite commander.
Hope the above is of some help. Lord knows, you play better than me, mate, but I probably watch other people play more than you! |