2v4 hero surely knows better.
Surprisingly after you lose this truck you dont lose acces to anythung needed. Since 1 mediu,m is produced then you just wait for KT which can be supported by almost heavy com pant
The Schwerer is 120 fuel, and if he builds it as fast as possible, he still have to wait like 280 (or 310? I can't remembered since I haven't call in that thing for ages) fuel more to call it in. Not to mention he have to build the other building Med or Mec to finish the conditions to get the King. That's a crap ton of time for you to finish him off before he can call the KT in! And if the King even got to field now, Jacksons, SU-85s and Fireflies just laugh at the KT's face! There is no point of getting the King theseday so your excuse of the King call-in is just ridiculous! Unless you sir play 3v3 and 4v4 most of the time then fine, remember to tell us that next time. In 2v2 and 1v1 however, you would be the fool of the year to wait to call the KT in and say it's gg for you! |
So basically, most of people here complained about its AA capability. Then fix the AA capability only! Right now, OKW actually seems like how they used to be: low on resources and numbers. Most of the time, I alway see Allies medium rolls in minutes before the OKW player can even have his first Pz4.
If you go Med HQ then your fuel situation could be very much fine (If you don't go Flak HT) but you'll struggle to maintain your foothold and your MP situation, which is bleeding to no end due to your army composes of infantries mainly. And when the first Allies medium tank rolls in, your only form of AT would be raketens which are not the good form of frontline AT (It's suitable for ambushing tanks rather than take it on frontally like Pak40 can; but raketen is good, fix it aim time and it completely fine) and Spio's Schreck (Be honest, how many people would get this over the sweeper theseday? Too risky, unless you have another Spio squad).
If you go Mec HQ then of course, your fuel situation would be mainly spend on light vehicles. But it just doesn't easy like get Luch then tech-up. Sure you can do that but most of the time, I see people have to stay at the tier longer than it should, they'll get Puma next after the Luch or even a Stuka too, mainly to deal with superior Allies infantries and Allies medium tanks, and that would dramatically delayed the Schwerer. Unless you can play Mec HQ without buying extra Puma and Stuka then it would be fine (But I rarely go Mec so someone might give better idea)
The Schwerer in my opinion is more than just a tier building (Well basically yeah it is), it's something to help you hold ground. Just play OKW in 2v2 for example (3v3 and 4v4 are slugfest, what do you even expect!?) and you will understand the struggle. Every armour vehicles count! Every fuel drops count! You lost the Luch? Well good luck then cause if you rebuy the Luch, you delay your teching speed. Allies medium with his infantries roll in? All you have to stop them would be raketens and possibly a Puma. Good but it won't help you much late-game. That's why you need something to help you hold ground and also something to help you fight late-game: The Schwerer. Putting another side upgrade to get the Flak would starve OKW even more (That 15 fuel could be a matter of life or death since Allies can just bomb-rushed it with indirect fire) and possibly no reason to put it forwardly which make them basically dead stuck at the base sector.
Conclusion: Just reduced its AA capabiliy and that's it! The prioritize feature can be good if there is a cool down between switches. We don't want another thread about Allies complaining that all they can do against Schwerer is indirect fire (Seriously, 1 Sherman, AT gun along with horde of 3 riflemans with zooks from different directions and the Schwerer is dead!). |
Thank you for reviewing my replay! I'm trying to be more aggressive with my play style now and by far, it's paying off! Thanks for all the tips, I appreciated your corrections |
Right now, there are two ways to play OKW (In my opinion of course, and it's 2v2-based so it could be wrong to others):
1. You would want to play rather defensively with Med HQ: In this case, you basically hold on to your ground (usually important point) until you get your first true tank out. However, again, this way is very much defensive so high chances are you will be overrun late game due to the lack of putting up pressure towards your enemies. So if go this, better try out the Flak HT (Help maximise your defenses since can keep vet, not getting wiped by indirect fire like mg34) and/or rush for Panzer IV (Take advantage of your ground to start putting pressure before enemy roll their tank in or worse, a TD, which prevent you from using your armours effectively)
2. You would want to play rather offensively with Mec HQ: I rarely go Mec but I must say, go Mec can be very effective, if you can micro your early Luch well. Keep on putting pressure and you can negate enemy's map control for quite a long time, break his army organization, force him to react to your decision which is always good. However, you will have problem with your units preservation. Sure the Spio's med packs can works well, but you will have quite a rough time if the enemy somehow force your entire infantry force back to base (No FRP). If the enemy is good, he will take that chance and gain map control (Unless your teammate helps you out). So I think to go this tactic effectively, you really need to know when to retreat and when to fight. Don't send all in one place, spread them in battle groups, always have something behind to keep the enemy from advancing too far (Mines, blockades, some infantries, mg, etc.). Just don't retreat all at once!
Just some personal experience tips for you. You can do whatever you want with it. |
reketens are bad and cannt engage heavy armor which have long range, they will either shoot the ground or gets wiped out, this unit should be reworked or replaced by a proper AT gun and locked at tier 1 or 2
No one said it can handle heavy armour. OKW have Panther and Jagdpanzer fulfilling that role already. The raketen primary role is ambushing light and medium armours, not a frontline AT gun like Pak40 or 6-pounder. Use them in pair, put them seperately in ambush position along with "decoy" volks for fausting and medium armours are dead!
Its aim time could get some rework, but beside that, it's pretty good. People said it's bad because they aren't used to it yet, but when you do, that thing (in pair) can become the Allies tanks' nightmare.
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In 3v3 and 4v4, Panther is just great. However in 2v2, going Panther would basically a waste of resources. The RoF is its downfall, too slow to reliably defeated enemy tanks without charging dangerously into the back of their line and most of the time, it would just dead! I would rather go Pz4 + Jadgpanzer combo than the Panther.
But I must say, Panther (OKW one) doesn't need any changes right now. I mean, if we buff its RoF, it would be unstoppable in 3v3 and 4v4. At least that's my opinion. |
I think I did quite well early to early-mid game stage. I repeled the Brit player's great assault (Around 20-minute mark) and hold my ground fairly well, I guess. However, after that, when it came to armour stage, I just started falling down rapidly. Many mistakes were made that eventually costed me the game. I basically wasted my early game advantage and probably a golden opportunity at 20-minute mark.
I think the main reasons that costed me the game were my late game build order and me being too defensive, I guess? I also think my commander choice was a bad idea. But then what should I have done differently (Especially late game)?
P/S: I'm Royal Weapon (OKW) in the replay and also, I hope the video is qualified (It's about 50-minute long but I really need help with my late game management) |
I'll take a look as soon as I get to my PC
Just take your time, but probably you should just check the second one. The first one may not that good at illustrating my point. |
So basically here, he failed at breaking my defenses and they just lost, no need for heavy armours. We basically won before late-game stage even truly arrived.
While on this match, I managed to nearly shut down the Brit dude at around 20:00 with my "humble" force. However, I didn't take advantage on that opportunity (Ok, this one is the L2P issue) but to be honest, I didn't expect that to happened! I actually didn't know how much of a opportunity that was because as far as I know, at that stage of the game, I'm supposed to be in a disadvantage position (Allies strong at early to mid game, right?). But then late game came and I thought I can finally/truly start fighting aggressively since theoretically (As far as I can remembered) I should have the upper-hand. But his infantries just shredded my infantries everytime I try to push and their AT arsenal (Fireflies + 17-pounder) just prevent my armours from taking advantage (Also, I know I made a lot of mistakes late-game, if someone can point them out for me, I would very much appreciated. However, my point still stands)
Once again, i'm NOT complaining about Allies being OP or anything of the sort. I'm just... confused... Are Axis that strong late-game anymore? Or things have changed and it's time for Axis to fight to win before late-game come. |
They just didn't see this thing coming, didn't they? Flak HT against conscript blob |