After having played many games in 2vs2 AT recently with both Axis and Allies I think Sim City is indeed counterable in this game mode (double OKW works for sure). You will need a different mindset and strategy though to break through.
To be honest, Sim City separates those ones who simply blobbed their way to victory with Axis from these ones who are capable of using their brain.
By the way: Playing versus Sim City was the only challenge that I have faced in 2vs2 AT as double OKW.
It might be frustrating to fight against but seems to be the only reliable counter to halt double OKW's might in late game wherefore I am not enraged about anyone building a city against us.
Profile of Theodosios
General Information
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: Theodosios
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: Theodosios
Signature
"Nullum magnum ingenium sine mixtura dementiae fuit." - Lucius Annaeus Seneca
Post History of Theodosios
Thread: Cancer Emplacements Commander23 Mar 2016, 16:18 PM
In: COH2 Balance |
Thread: Sherman Bulldozer19 Mar 2016, 13:19 PM
If you go for Dozer you have to ensure that your opponent cannot save a decent amount of fuel to get a Panther or even worse armour out. In case you are successful your Dozers will bleed the hell out of your foe. |
Thread: Help vs Double Arnold Schwarzeneggers19 Mar 2016, 13:18 PM
In this case I always try to engage the Sturmpioneers in maximum range focusing one squad. If you have green cover available at your cutoff point use it (or create it via Sandbags/Tank Traps)! Then it will be almost impossible for Sturms to sturm the position since he will either rush to the green cover where your men stand to minimize the range which means they have to fight without cover while charging or he will bleed atrociously by just standing at your cutoff point and being shot. |
Thread: Sniper units, the paper tiger19 Mar 2016, 13:10 PM
Every Sniper Unit costs 360 Manpower and signifcantly decreases your map presence for a certain amount of time. The best way to go if you do not have a Counter Sniper available is to hide behind shot blockers in order to avoid bleeding (Only show yourself to avoid a cutoff!) which will also diminish Sniper's effectiveness: By hiding your units you will ensure that the hostile Sniper is not worth his purchase. Rush for light vehicles and flank from multiple sides to overtax your opponent's mind and try to eliminate the Sniper. In case you are successful you will have Manpower advantage for a decent amount of time which you have to exploit further by pushing aggressively to broaden your advantage on every ressource type and Victory Point wise. In: Strategy Desk |
Thread: Soviet 1v1 Strat?19 Mar 2016, 13:02 PM
Depends on the hostile faction for me. If I have to battle versus Ostheer I usually go for T1 using Sniper and the Scout Car garrisoned with Combat Engineers upgraded with flamer. Then upgrading AT nades and going for Guards/SU-76 seems reasonable since your opponent will rush for 222s or other (doctrinal) light vehicles. Be careful about Ostheer Snipers though. This way can be quite rewarding once you have made your Snipers worth the investment by bleeding your foe but also risky in case you lose the Snipers. The optimal way to go against OKW is T2. Dealing with Maxims is quite challenging for your OKW opponent and you can be sure that he has to invest more energy to deal with you than you have to invest to deal with him. You have to be careful about flame nades/infiltration nades, Jaegers spawning from behind and Luchs. After you have built up your Maxim lines supported by at least 2 Conscripts you can consider purchasing a T70 to restrict the Luchs' activity together with a ZiS-gun. Shock Rifle Doctrine works ideally in this scenario. Other than that, the T2-focused approach can be executed versus Ostheer either whereas the T1-focused approach is not recommended to be used against OKW since it does not exploit OKW's weaknesses well and OKW is able to handle it comfortably. On the one hand Volksgrenadiers do not cost as much to reinforce as Grenadiers and are 5 man squads. On the other hand the OKW player has the Luchs to bleed you out and can spawn Jaegers/Fallschirmjaegers behind the frontline to melt your Snipers away within a millisecond. In: Strategy Desk |
Thread: Soviet T1 still good 17 Mar 2016, 19:17 PM
Unless its axis beating allies no one really cares. Double OKW is masterrace in 2vs2 currently. Harsher times have arrived for Allies. In: Replays |
Thread: Current State Infared Sturmgewehr package for Obersoldaten16 Mar 2016, 14:09 PM
Using them on urban maps where they can profit from close range immensely makes most sense to me. In such terrain it is also easier to flank HMGs which could stop their rampage by cleverly utilizing the Real Sight Feature to execute a nasty flank. Furthermore they are able to throw infiltration grenades to clear out buildings comfortably. In: OKW Strategies |
Thread: Why is OKW Panzer IV so bad?16 Mar 2016, 14:01 PM
I think a PIV will be a decent support for your Jagdtiger in 2vs2 (provided you go Breakthrough Doctrine of course): You can prevent flanks from hostile AT infantry/armour as well as flank AT guns which could harass your Jagdtiger. At higher ranks of veterancy an OKW PIV can be quite amazing - at least as supporting/harassing unit. You just have to keep an eye on it because it can be destroyed rather quickly compared to the heavier pieces of OKW armour. In: OKW Strategies |
Thread: If relic were to employ a fan, who would be the best pick?14 Mar 2016, 15:50 PM
Very precise post in my opinion. As player since day one I feel like this procedure has been executed by Relic way too many times. The game did follow this frustrating and foreseeable cycle of releasing more or less broken DLC commanders, watching them ingame being abused and then targeting them with the nerf hammer. I rather would have seen a focus on breakthroughs in areas like map balance/faction design/stat tweaking/etc. which would have been advantageous for every player, not only for those ones who have bought the new commanders. In: Lobby |
Thread: i love sturmtiger :P13 Mar 2016, 11:23 AM
Do you have a specific reason for smurfing? Just asking out of curiosity. In: Replays |
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