As I stated earlier: That was the initial design behind Ostheer. But now the lategame is mediocre at best. There is no punch in Ostheer armor. Now you lump behind early only to be on par lategame.
Highfive pointed it out: Everything Ostheer does, the Brits do better.
+1. Ost are a reactive faction for the early/mid game which is fine, but when it comes to the latter stages of a game where they are theoretically supposed to be better, they are placed on the back foot again because the power creep of not only the WFA but also brits, who can do what ost do but better.
|
My biggest issue of the faction is how heavily it relies on the sniper in the early-mid game and even the late game against USF and Brits.
They're mediocre without the sniper unless you're on a very favorable map and then there's 'Not Fun to Fight' when they do field the sniper but it's a necessary evil to effectively bleed the enemy. It's kind of their only way to push against entrenched infantry early on without mortars as Grenadiers are too fragile to charge/assault ground while the rest of the army is made up of support weapons.
Without a sniper, you really need your opponent to make mistakes rather then frustrating them with snipers to the point where they do make mistakes trying to kill the sniper.
Exactly. I think a slight buff to grens received accuracy would solve this by making ostheer less reliant on the sniper and support units in general. Maybe something small like 5% would be good, Miragefla make it happen! |
I have to agree that ostheer is somewhat underwhelming in the current meta.
A major problem is that since grens dont compete very well early vs allied inf, you have to rely heavily on support units which means you will sacrifice map control.
This makes it very difficult to prevent allied players from rushing out a light vehicle which can deal with your 222s (AEC, Stuart, t70).
The biggest issue is that ost dont have a reliable form of mobile AT since unless you use call ins like puma or stug e. Also there is no light tank. People will say get shrecks but for a munition starved faction (lmgs, medics,tellers etc) this isnt exactly easy and your other option the pak will hurt your map control.
This is why Ost could use another vehicles such as the panzer 3 or hotchkiss. |
A lot of the abilities in that doctrine are simply too weak or too expensive and could use adjustment. My problem with airburst shells is that they are almost worse than the standard shells.
I don't think changes that radical are needed. |
+1 would like to see more night maps or ones with a day/night cycle. Just more variation is great. |
I think shrecks could still work on volks except they should be locked behind a tech upgrade at hq to make them less accessible early. Also a small range decrease to allow tanks to kite them more effectively would help too. |
Tbh ostheer is pretty weak in 2v2s right now they are very vulnerable to light vehicle play also brits have a lot of bs things.
For Brit snipers I would suggest making your own sniper or building a sniper as part of your t1 build if you are facing brit or USF. Also 222+your own sniper can help you to spot enemy snipers and prevent counter snipes or use the 222 to spot for you own counter snipe.
For mass blobs try using a halftrack to support your mgs and grens at front by constantly reinforcing and helping you stay on the field. If the blobs are real bad get 2 mgs and position them so they can cover each other's flanks.
For early aec try to get shrecks on pgrens and for crom rush get paks. If you can't afford shrecks get pak instead and put lmgs on your grens. Since you don't have great docs I would go t3 get a stug or ostwind(if your good on AT) out asap and use the command tank later to buff you t3 units. Try to spam stugs+ostwinds and be aggressive.
General rule for a brit mortar is to get a flamer halftrack and for a bofors get a mortar halftrack (since you have spearhead) and use the flame ability.
|
An example of a shitpost --> this thread.
Also im pretty sure 99% of your posts come from l2p issues considering you don't show your player card. |
It's the nostalgia back in the first Company of Heroes. It was a tank which could have the option of having a good anti-vehicle role or it could be a tank that could be a Walking Stuka while it is strong enough to not die at close range.
But the AI role is filled by the luchs, the AT by the puma, and the mobile arty by the stuka. Having those combined those combined into one tank would make them obsolete, so what's the point. As a Ost doctrinal call in it might work, but not really otherwise. |
Why put in a French light tank that didn't much use past the early years of the war in place of the panzer 3 which was widely used by the Wehrmacht on all fronts during the war and upgraded even until late?
Panzer 3 is just the more logical choice I reckon, and Hotchkiss was already in vcoh for the PE which suited the tank much better than OKW would since luchs, puma, flak ht can fill the roles of a Hotchkiss already.
Ostheer on the other hand could benefit more from having a earlier medium tank which can be used as mobile AT, since their only other options are expensive shreck pgrens or call ins such as the puma or stug E. Putting it in t2 with a t3 upgrade requirement would give an earlier AT option rather than immobile paks which sacrifice map control. |