Of course there's nothing wrong with proposing any change you can possibly think of, this guide is just explaining what is likely to actually happen as a result. |
Because that leads to Guard's syndrome, bad vs Infantry, bad vs Tanks.
Volksgrenadiers are a lot cheaper than guards though. |
with 20-40 munitions 8 REs could beat 2 obers no problem |
okw still needs to maintain map control in the early game because, as i mentioned, losing fuel/excessive territories means your luchs/obers dont come out in a timely manner, and further sets behind the panther. munitions are very important in the early game, and you basically need to spend them on shreks at every oppurtunity. the shrek en masse is probably the most effective armor deterrent that the OKW have. the jagdpanzer severely hamstrings your teching capabilities, and the raketen has a terrible aimtime. if you want to counter m3a1s, m20s, and early medium armor, you have to rely on the shrek. otherwise you risk getting completely dominated. i only have an excess of munitions in the midlate to late game, but then again most factions do, and there are late game artillery to call in and mines to lay
im not arguing against more muni dumps for OKW, i've suggested them for awhile now. however the idea that the OKW can just hole up in a small sector of the map while you cap the rest and still win most of the time, is wrong. in most maps the munitions and fuel points are fairly far apart, so if they choose to just hole up you should be able to take one of their vital points
I agree completely. Any changes made to OKW to tone down their strengths must also address their weaknesses, and there are plenty. |
Might not necessarily even be a tuesday. |
no offense but this is horribly wrong. the reason why rushing the cutoff works is because it almost negates the fuel and munition penalty that the OKW have, at least in the beginning of the game. the okw player vs allied player have equal resource gain since both sides have no territory, and if that continues the okw player will probably end up on top
in an even game however its pretty important for OKW to absolutely maintain control over ATLEAST one fuel and one munitions (not as important) for the entire game. losing fuel points or even multiple strategic points for an extended period of time is a HUGE blow to the timing of every OKW unit. not even just losing, but your fuel being harasses or cut off continuously can have just a bad an effect.
if you apply pressure early enough, you will delay the schwerer HQ, which in turn delays the luchs/obers, which in turn gives you more time to gain EVEN MORE map control before OKW elite units arrive. not only does it delay OKW units, but it speeds up your own teching as well. tanks might come a minute or two minutes earlier, and if the OKW player doesnt have sufficient AT, well then good game i guess.
having early munition control and maintaining it assures that the feared shrek blob will be delayed for quite awhile. 90 munitions is a pretty hefty investment. once again, not only is the OKW player losing a huge chunk of their economy, which is worse because of the penalties, but the allied player is gaining all those munitions themselves. Wether they save for BARS, molotovs, nades, etc or for late game offmaps, it still gives them an edge over an already weakened enemy.
My argument isn't that OKW doesn't need any map control at all. I just think they need less than other factions. Munitions in particular just isn't that important for them after a certain point because of obersoldaten. You even say so yourself. Every other faction has to spend either munitions or fuel to be able to compete vs infantry the way they do.
Of course if you take and hold the whole map and then steamroll your opponent with tanks before he's ready you'll win, OKW isn't THAT OP |
OKW's design doesn't really make that much sense to me. They have reduced resource incomes but it doesn't seem to matter that much. A puma can arrive in about 6 minutes. A luchs can arrive on the field in about 10 minutes. A panther arrives in about 17. This is actually faster than Ostheer can field a panther. In fact if Ostheer attempts to field a panther they will probably lose.
After the first vehicle purchase however they have to wait a long time for a second vehicle as the resource penalty kicks in. This results in them having a zillion manpower to spend but no fuel to get more vehicles.
Since they have this surplus of manpower, a lot of units cost only manpower since it would be impossible to maintain their army otherwise. Obersoldaten are the biggest offender in that regard.
This makes holding territory considerably less important for OKW than other factions. That's why rushing straight for an enemy cutoff at the start of a game rather than back-capping is so effective.
That's where the big error is in my opinion. In a game that is almost entirely about capturing and holding territory, one faction doesn't actually need to capture and hold territory as badly as the others.
I am definitely not the first person to suggest that maybe instead OKW should have a manpower penalty instead of a fuel and munitions penalty. They will have fewer units, but the focus on map control will be restored and the focus on unit preservation will be higher than ever. |
Apparently I am a noob also |
rear echelon troops are very versatile for their cost. I think they are surprisingly well balanced. |
CoH mechanics but in the homeworld universe |