As I've been unable to play in my holiday, I've saturated my thirst for the game by watching quite a few casts and it seems to me that the luftwaffe doctrine is all the rage in high level games.
I must admit that I struggle to see the appeal of this compared to some of the other OKW commanders available.
Don't get me wong, the fallschirmjaegers seem great, but OKW already has a lot of great infantry at hand, both doctrinal and not, and other that this, the doctrine seems to be somewhat lacking.
The cheap recon sweep is always nice I suppose and the valiant assault seem nice if you're ever at a point as OKW where you can spare 100 munis. I haven't seen anyone use the heavy fortifications and the airborne assault seems to be way overpriced for what it does.
So is is primarily for the versatile beind-enemy-lines assault of the falls that I should pick this doctrine? Or are these guys just so much better that it is worth spending a whole doctrine on getting them, rather than volks, obers, fusiliers or some other thing at my disposal?
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Thread: Luftwaffe doctrine. Help me understand the appeal.2 Aug 2017, 13:05 PM
In: OKW Strategies |
Thread: Newbie Soviet needs some advice on low-level micro8 Jul 2017, 20:32 PM
Luciano's advice pretty much nailed it! Compensate for poor micro and apm by switching to grid keys in options and use the autohotkey program to rebind your strat map so it's convenient at your left hand (I would suggest you rebind it to Capslock. If you haven't used autohotkey before there are plenty of toturals online also specifically for coh 2) One final piece of advice that I think would help you immensely is with regards to your point of sending men from your base, only to have them wiped by surmpios. At the stage you're at now, ALWAYS move your men with the attack move! This means that instead of right clicking, you press Q+left click on where you want to go (if you switched to grid keys). This is not really necessary if you are moving short distances with your eyes on the specific unit, but in every other instance you should use attack move. Using this move will make your soldiers stop immediately and fight whenever they meet an opponent rather than keep moving. for units with non-automatic rifles (like conscripts) this is almost always better, because they won't take a hit to accuracy and also not close the distance to soldiers with assault rifles (like sturmpios). But at the end of the day it will take a while to get consistently better, so take your defeats as a leaning experience, watch your replays and take note of your mistakes and ask in here if you have specific problems that you can'øt get your head around. Even after years of playing I still learn new things so there is no shame in asking and certainly no shame in losing to better players In: Replay Reviews |
Thread: Urban Defense = I win button on some maps?7 Jul 2017, 11:26 AM
OKW walking stuka will be able to bring almost any building down in one single volley. This should effectively solve your problem any time you have just one OKW player on your side. If you can't handle this strat before the walking stuka arrives (which is like 8-10 minutes max.) then you probably have some much more serious issues. A replay might help. |
Thread: This guy should be punished for insulting and cancer6 Jul 2017, 11:18 AM
Man there are some messed up comments in this post! In: Replays |
Thread: Best UKF commander for 2v2?6 Jul 2017, 10:20 AM
I would pick two, depending on who your ally is playing. If your ally is Soviet, then Special Weapons is where it's at, because you can drop vickers lmg and piats for his penals, effectively removing the one last weakness for the soviet infantry prowess. For anyone else I would argue the tactical support, primarily because of its "kill, stun and maim everything in the area" Artillery Cover ability. In: UKF Strategies |
Thread: Sticky satchel wasnt fixed5 Jul 2017, 11:51 AM
Poor guy got F**ked by the ELO. Meeting a lvl 17 player as a lvl 7 is pretty tough luck In: Replays |
Thread: Looking for tips and hints for OKW!5 Jul 2017, 11:22 AM
I hardly play team games anymore and the advice I give also depends on whether your friends also play OKW or if you hav some wehrmacht players amongst them? At least for your mg troubles, this should be quite easily counters with ostheer mortar smoke and mg42s. As for your general strat and build order I would say that you should really reconsider whether the benefits of a forward retreat hq outweighs the cost and risk? The rally point upgrade alone costs more than an additional volks squad, so it will take a long time to compensate for the additional map presence from reduced retreat. Also you seem to have problems with it getting destroyed, which indicates that you are probably putting it too far forward. This both makes it easier to destroy and a semi decent player will make sure to bombard it with indirect fire as soon as your men are retreating, thus potentially wiping most of your army. from a 1v1 perspective I never use the forward retreat, prefering to place it safely in my base instead. On large 3v3 and 4v4 maps I suppose it could make a bit more sense to occationally place it a bit more ahead. However, if one of your friends are playing Ostheer, it might be better for him to build a command bunker or resupply half-track that you can soft retreat back to and replenish from there. If your luchs comes too late, you might also consider initally skipping the battlegroup and go straight for the mechanized. Healing can come through the med drop from your sturmpios and you can always back tech a bit later. I would personally rarely open with an additional sturmpio and never with two consecutive ones. while sturmpios can provide an initial shock and occational early wipe, they are not the most cost-effective combat unit in the OKW roster and in the later phases should be more relied on as a supporting unit, harrasing lone squads, wiping on retreat and of course reparing veichles and planting mines and wire. And on that point: Mines-Win-Games! This is an old coh saying, but it is probably the more consistent truth in the game, so brace yourself for my tribute to mines: Any semi-seasoned player will be hard pressed to say that a mine is ever a waste of munitions. The reason for this is that mines have a very significant impact both directly and indirectly. Most mines will for 30 munis provide you with a certain death of two enemy soldirs, this means that any squad that size sneaking around and ninja-capping will be at risk of instant death. same mine will also knock the threads of ANY veichle, rendering it very exposed and weakened. If the Pershing is planning on bum rushing your base that plan is immediately canceled as soon as it stumbles on a mine. When placed on a retreat path any fleeing two-man squad is sent home to their loved ones as a jigsaw puzzle. I can not think of a single time I thought back on a match saying "that specific shreck/grenade/weapon upgrade really won me the game" but I can think back on dozens of times when this was the case for a mine. And this is only the direct effect of mines. Half the damage is the mental and psychological effect mines have. As soon as your first mine has blown up a squad or set alight a scout car, the mental attack on your enemies begin. Anywhere they go could be a potential death trap and any deep pushes will suddenly seem like a high risk investment. to circumvent this the engineers will have to get sweepers, which effectively takes away 20-25% of their core DPS and occupies a weapon slot. The mental attack on a human player depends on that persons experience, but regardless of skill it requieres the person to adapt and change strategy or suffer even more from constantly walking into mine fields. In: OKW Strategies |
Thread: How to handle Sturmpio/kubel rush on cutoff?4 Jul 2017, 17:56 PM
You can also put trenches in strategic points as cut offs and muni/fuel points That's a good point. The only argument I would make against it is that it would require you to have predicted the rush before it happened. As soon as the ball is rolling, it is unlikely that you have the time for it. Heck, on crossroads I'm not even sure they would have time to finish it before the first wave rolls in. In: UKF Strategies |
Thread: How to handle Sturmpio/kubel rush on cutoff?4 Jul 2017, 16:06 PM
Focus elsewhere. If his forces are near your cut off, his part of map is opened for your IS and vickers (only 2 vilka should be there) Thanks for the solid advice all around. For my game I think that I should probably have followed Hectors advice and pushed elsewhere. Unfortunately I forgot to save a replay from this one, but at the end of the day I lost the game by being outplayed by a surperior (lvl 16 or 17) opponent. In my current situation of being above 30, having a full time job as well as wife and a kid, I must come to accept that I have natural limitations in this game, when I at best have time to put in 4-5 matches a week often playing against people half my age and with twice the amount of experience. I don't think my micro is getting much better than it currently is, so I try to work around this by improving my macro, using the strat map and crunch the numbers in some serious theorycrafting. It has really paid off, lifting me from an average 1v1 player at level 7-8 a year ago to a level 11-12 player with all factions (except USF who I don't really play). Currently I'm still winning a lot more than I'm loosing against players at the same level, so I expect that I can probably go one or two levels higher with most factions, but from then on the gates will be closed as it takes a natural talent above and beyond what can be studied In: UKF Strategies |
Thread: How to handle Sturmpio/kubel rush on cutoff?3 Jul 2017, 13:49 PM
I've been raking my head on how to best counter this strategy, so now I ask the ever helpful people of the forum once again I mainly face this issue on Crossroads (where the cutoff is particularly exposed) playing as brits, but I imagine most allied factions would face similar (or worse) problems in the opening game. Basically the OKW opens with building 1-2 kubels and rush them + sturmpio at the opponents cutoff. the first kubel and sturmpio arrives almost simultaneously and require a concerted effort of all your men to push off. Meanwhile the OKW opponent is happily capping away with newly spawned volks and putting the OKW player ahead. After the first rush you can potentially reinforce the area with mines and sandbags, but even in the best of circumstances you have been set back and need to spend the rest of the early game trying to catch up. When done right the OKW also gets away mostly unscathed with a couple of damaged kubels that just needs to be fixed, whilst the allied player is paying in manpower to replenish lost men. Soviets and UKF can push out a scout car or UC to circumvent this, but this will effectively limit their capping potential, which is becomming ever more vital at this point. USF however, may be even more screwed as, outside a single commander, they have no opening veichle counter, no at-grenade before vet 1, and it takes a while for them to get out (non-doctrinal) mines. In this post I'm asking specifically with regards to UKF, but if there are any genereal tips I would appreciate them as well Best regards. In: UKF Strategies |
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