Okw has the strongest starting unit
If you ignore Brits ... yes .
wich can put away its sweepers
If you upgrade them with Sweepers you will lack AT for infantry
Okw can exert the most pressure early on with sturms. They have t0 at. They have a light vehicle that can cap and shoot without vet and doctrines. They have extremely cost efficient volk and top of that obers in the highest tier. And the only faction with non doc super heavy.
So okw being helpess because luchs arrives later? I dont think so.
That said i dont want to put the flame nade behind tech. The timer on them has done the job. I just wish the stg44,s becoame a trade off instead of being a no brainer.
OKWs AT gun is a total joke,Kübel can get destroyed very easy,Volks struggle against Infantry Section,Rifles and even Conscipts also I do not get how "and top of that obers in the highest tier" is somthing positive about OKW ... this would mean that it is positive getting Infantry by a time where infantry isn't that usefull anymore and OKW is not the only fraction with non doc heavys ... Brits can get even multiple ones (and btw.KT isn't anymore what it used to be) ... but no matter this has nothing to do with the fact that OKW will lack Anti garrison tools when you put Flamenade behind tech . Even a cost of 25 fuel for the Flamenade Tech will delay the Luchs so much that is will come after AEC |
Lol do you really expect doing something with Zook vs a Pz4 command tank? USF is still designed to snowball or die while it has been taken away anything early game that make it snowball.
I just tested Command tank vs 2 Rifles with Zooks . One Rifle squad was in yellow other one in green cover . Each squad lost one man and the CT got destroyed |
M10 requires Major.
Thanks. Did not know that(usually play SU when going allies and even when going USF I never pick this doctrine) |
Im not talking about late game tanks like is2, avre, late game tanks are usually between 12 - 15 cp's, so having later tech is usually available to you. But in the case of 9 CP command tank which is basically serving the same role as a regular p4 infantry killer its very hard to deal with.
Greyhound comes out even earlyer .
Think for example, you go USF, get an LT out, fuel points have been contested for the majority of the first 15 mins, you barely get a major out. A command tank comes out, you have no access to AT guns outside of airbourne, and no where near enough fuel for a basic sherman. Basically the 120 fuel you spend on tech IE, Major. They spend on a command tank, so it messes the timings up because the wehr player has no need to invest the fuel and mp into t2 and the t2 building that would usually make p4's.
If your enemy has 9 CP and you no AT (even tho you can not get M1 AT due LT you still can get Zooks) then you did somthing wrong .And even if your enemy did not build T3 (it is T3 where the Pz4s come from)then he still spent 40 Fuel on T2 + 10 Fuel for T1 + 20 Fuel on T2 building + 125 fuel for the Command tank. This summs up to 195 fuel (assuming that he build no Sdkfz 222/251). With 195 fuel you can get your LT + Major and still have more than enough fuel left for Zooks upgrade |
OST has Flamethrower,SU has Flamethrower,USF has mortar,UKF has Universal Carrier which can be equipped with an flamethrower + Infantry Section (performs pretty well against Garrisons if in cover). OKW only has Flamenade which now needs a truck on the field to be used,has a timer,costs a lot of ammo (compared to Flamethrowers which only need to be upgraded once and can be used for the rest of the game)and doesn't really do that much damage and now you wanna lock it behind an Upgrade ? This would basicly ruin OKW . Either you get your infantry locked down by enemy Garrisons since you can not counter them or you will delay your tanks so much that you better press "Surrender" instead of fighting a battle which is already lost . |
Not just this commander, but mostly this....
I mean, why is the puma and command tank a call in that requires no tech or structure?
Look at kv -8, kv - 1 , easy eight, okw ostwind. All of these were changed to require tech which would impact the pacing of the game.
In my opinion Mobile Defence, or more specifically the Puma sdkfz234 and the Command Tank can just turn games around that should be a loss , or win if your against it. Because even if you maintain map control and are ahead, it does not count for much when you have to spend that lead on tech to gain an armor advantage whereas the Mobile Defence player does not require a lead to call these units in and get the same effect, oh and also 10% more hp on units?
Call me wrong but I would like to see the Puma require T1 tech and the T1 Structure(Leichte Mechanized Kompanie), and the Command tank require T2 and T2 structure(Support Armor Korps) , and then be constructed just like the other factions.
IS 2,Valentine,AVRE,M8 Greyhound.Those tanks come without teching too
And if you are struggling with the MDD (especially Pumas) I recommend you getting TDs or more than one medium tank . Pumas are only good against mediums if they have a number advantage
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Since similar situations like in this game have occured way to often in the last time I wanted to ask you guys for some help .
My problem is the following : In earlygame we have a lot of the map under our controll and perform pretty decent but then we just somehow manage it to garden the whole situation up and in the end we loose . So ... do you have any tips for avoiding situations like this one (this is one of the more harmless games. There were already games where we perfomred way better in earlygame but got rekt in midgame)? |
I don't like the B4 change at all. The unit is an absolute cheese unit like the raketen. It's cheesey to play with and its cheesey to play against. Sometimes it'll miss completely and sometimes it'll delete a panther.
So like Sturmtiger but with more range ? |
1. I assume because they want to encourage more people to use T2- which isn't happening a lot now.
2. To account for reduced cost of mechanized building.
3. More thematic since B4 has direct fire ability to target tanks
1. Most of the players who I play with (and me too) are skipping T1 to reach T2 faster sometimes . Imo T2 is essential
3. So the russian tank hunter tactics (which is already strong) gets now an arty which one hit kills panzer 4s ? In my opinion this makes it just even more stronger (too strong if you ask me) |
While I agree with most of the Changes I have some questions about the following fixes :
- Why do the OST Panzerschrecks get buffed
- Why does the OKW starting fuel get reduced
- Why does the Russian Tank Hunter tactics get an B4 gun ? |