Naval combat - Maybe on a separate minimap that you have to switch to. 2 Ongoing battles at once to test your micro. Should have everything, subs, destroyers, carriers, aircraft, and winning naval engagemenrts allows these ships to reach "Naval victory points" where they can interact with the land battle to send aircraft and artillery strikes or troop landings. Its obvious that they have left the Japanese Theater unexplored and its 2 axis factions vs 3 allied. I wouldnt mind if they re-hashed the old armies for COH3 as long as they included new maps, new naval/air combat, and the Japanese army. This is more interesting than afrika korps, although sand mechanics could be interesting |
I do think that compared with all the options allies have, ostheer seems disadvantaged. It really is the most punishing army for mistakes - lose even 2 models In a squad and you are at a huge disadvantage. There are some tips and guidelines that I found if followed really increase chance of success.
- keep your main force together. Other armies like Soviet, American, and okw really rely on mobile assault and flanking and maneuverability for success, if they decide to take an aggressive path. A lone wolf penal/American squad or a random submachinegun volks squad can do a lot of damage by disorienting the opponent and flanking team weapons. A lone Squad of 4 grens running around? Useless and easily countered by light vehicles played smart. However if the enemy doesn't have much defenses of course some grens sent to back cap can still be useful to deny territory, but the counterattack will cost you some men if you don't put your guys in cover to prepare
- micro intensive, use all your main force to defend each other - even if you don't have fuel, don't just rush your force in to take it. Be smart. Your force should include a well placed MG, a mortar behind the mg, and 2 grens at least. Play with cover, use the grens as long range bait to draw forces into your mg. the mortar takes care of any emplacements (could be a sniper). Like you said allies can easily counter this if you don't micro your mg and reposition to cover flanks after the first engagement. Afterwards you will want to invest in a 222 scout car, great anti inf harass, but remember it's made with paper. Certainly you want a pak gun somewhere behind the lines to get rid of Rusian AA HT, or light vehicles. Well placed t-70 can ruin this but this is why you keep your force together.
- don't lose a single squad. If you lose your grens before 20 minutes it's so much less field presence you have. Really losing full squads is devastating for the Wehrmacht player. If I go through an entire game without losing a squad it's usually ending up in a win, and the other way around too.
- try not to stockpile resources too much. Since ostheer units are so specialized and small, and allies usually make pushes that are surging with men and large squads, you want as much stuff on the field as possible. If you are too busy fighting and forgot to send that handy stug or Ostwind build order, it may miss the next big push by 30 seconds and as a result your mg had to retreat and you lost 5 men from your gren squads. Remember Wehrmacht does rely on vehicles and team weapons more than frontline infantry to win, this doesn't mean your inf are not vital to success but just you have a lot of vehicles options. Flame half track can be a game changer if you flank the 3 mortars blobbed that are rekting your men, but useless if you wheel it into a concealed guards crew with t-70, I once read that ostheer is all about knowing how to build counters against your opponent.
-heal your units. No point sending a 3/4 health squad full of grens if 2 will drop in the first volley of fire shot at them
- pros will keep a halftrack in the middle of the map so instead of retreating and giving your foe a chance to punish you by denying territory, run them back with 2 men and reinforce, run back to fight, it saves time
- panzer grens need to be supported to perform well, they die fast
- stugs with spotting scopes solve your problems against enemy tanks
- only build panzer 4 if the enemy has a lot of troops on the field without anti tank capabilities, never use it against other tanks
- t4...panther usually scares the crap out of the enemy if they have lots of tanks. Bumbarr is extremely punishing towards aggressive rifleman heavy play.
Really just keep your men together and play smart. Sometimes it's better to sit in fog of war doing nothing, waiting for your mg to suppress the first squad that attacks you. Only then you engage. When his first guys run, bring your entire force forward to punish. Don't lose pios because they are indispensable for that capping advantage they give. |