There are exactly two "tanks" (they actually aren't tanks) in the game with a sight range of 40, the Jackson and the Jagdpanzer IV, all other vehicles of a similar role have less (scouting vehicles are of course exempted from that comparison). The only vehicles to have a higher gun range than the Jackson's 60 are the Elefant and the ISU-152 (both sitting at 70). In fact, the Ostheer's only anti-armour vehicle to have a gun range of more than 50 is the Elefant.
But that doesn't fit the Axis need nerfs narrative! |
If you want it to have more survivability, then nerf it's AOE. It is too potent at sniping units, especially grens and pgrens.
In 1v1 the Pershing is very potent when supported right. If you preserve your 57mm at gun and have it at vet 2 or vet 3 when the Pershing comes out, you have the fastest firing at gun in the game supporting your Pershing. This in combination with double bar riflemen and a mortar or two is a very good combo. Add a Jackson and you are unstoppable.
Pershing is fine as it is. USF doesn't need any further buffs. They are only overshadowed by Soviets in terms of effectiveness in 1v1s. |
And how do you counter flaktrack and flammenhalfketter ?
Mines in combination with guards and penals will counter flame HT just nicely. The early flacktrack is something you don't really have to worry about either. A m3 with flame penals inside will destroy OKW so hard in the early game that by the time the first truck is setup and the flack HT gets out, your T70 is nearly there.
It costs 50 fuel remember. OKW has no early game suppression before their truck is set up so they have no change to hold their fuel versus any aggressive m3 flamer start.
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Nice one, going to try this! I also like this one:
Double to triple penals into double guards into double heavy mortar into double to triple T34-85. It is important to get healing either after your first or second guard squad and that you try to steal an at gun or a mg.
Ostheer has nothing on this strat on 90% of the maps. OKW can pose more of a threat, but a swift m3 after your second penal followed by a flamethrower penal inside this m3 will destroy OKW.
You don't even need maxims with this strat lol.
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It would be game breaking if lmg stays obviously.
you have rank n1500. I supposse rank like that can show that player might have serious problems understanding basics. So what your opinion worth then?
Like double been tommiesand double bar riflemen?
Get out of here, you're delusional |
Make love not Warcraft! |
I'll take into account that it will be decrewed 100% of times when its ambushed as well contrary to mortars that just press retreat button and preserve vet.
Was it up to me, I would redesign howi into barrage only weapon with 6-9 shots barrage.
Just screen your pak howi with the riflemen horde. A simple L2P issue. |
Dangerous-Cloth why dont you play something like 2v2 or 3v3 if WH is too hard for you in 1v1?
I play all game modes, but I play 1v1 the most. It is just that Ostheer feels outdated, not evenly matched vs the other factions and every game feels like an uphill battle. |
Getting pretty low on ideas here as to how I should play Ostheer.Whenever I play Ostheer, I have the feeling that every faction is more superior than Ostheer itself. Whenever I play vs Ostheer, I know I can easily beat them with a few strategies, which they can hardly counter. The problems I really need advice for are the following. I am having so much fun with the Allied factions, OKW is fun too, Ostheer just isn't fun. It feels like an uphill battle from the start every single time.
Guards Motor
Guards Motor pretty much owns anything Ostheer can field. Your 222s get countered by guards, your static units get countered by heavy mortars, your medium armor gets hardcountered by guards with su76s and marked target, and your heavies get countered by su85s or T34-85s plus marked target. I can't seem to beat this strat when I face a player that is of equal skill, or better. I can't seem to lose vs an equal player when using Guard Motor, it is just so solid now that the base USSR units are good.
Double Bren tommies and Brit cancer
Although their early game is pretty lackluster, a good vickers rush for an important garrison combined with multiple tommie squads can keep Ostheer at bay in the early game. This is then followed up by either a fast AEC or a morter pit that can pretty much turn your life upside down as Ostheer. If gone for a mortar Then the double Brens come out and your grens, pgrens etc are outclassed in every way. Simply get a 6 pounder or two and stall into a comet and go from there. Pretty much nothing Ostheer can do against that without major efforst, while the Brit sits there without any intensive micro efforts. Now a 222 or two can do wonders at first, but soon you will feel the full extend of the damage that was done when giving up some of the map to the British player.
USF and captain rush
A horde of riflemen comming at you from all sides. There isn't much else to fighting USF then this. You can't fight riflemen in the early game reliably without giving up ground, since your grens can't match them. You have to yield ground or get totally overrun vs an equal or better player. Then the captain comes out and a Stuart follows very quickly. Your 222s have only the slightes of windows for oppertunities. After you may or may not deal with the Stuart, the double bars come out and your infantry will be even more futile against the riflemen horde. Then this will stall into either a sherman, or a jackson. The latter wil keep any medium armor you have at bay whilst the infantry horde will slowly grind you down.
Maps
Most of the maps strongly disfavour Ostheer and favor a more maneuverable playstyle, something Ostheer can't afford in the early game vs any potent player. This kind of play will be punished vs any potent player.
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