uhhh that thing won't work when someone can actually micro their unit and priority target your sturm tbh
volks are still the backbone and one of the main problems why OKW vs USF|UKF always losing in the early and late
and on the soviet side
early game both of them have similar playstyle except cons need to get more closer and have way more quantity
the midgame advantage usually will not last long since the existence of T-70(really common expecially in 1v1) which forced you to either get puma or raketen to deter that killing machine
on late game VS soviet its pretty fair actually
one have super soldier and the other have quantity (vetting up ober is easier vs soviet) and your tank is superior
and on UKF matchup.. here's the problem...
UKF will own OKW matchup assuming they have similar skill
On early game IS when occupying building is enough to 1v1 a close range sturm and on regular scenario regular IS in yellow cover usually is enough to outfight defending volks in green cover.. after you successfully engage with IS and win.. and all model is just injured BOOM heal and your squad is on full combat capability again... and jesus that vicker K UC will seriously bleed any infantry in front of them..
and in midgame if you go battlegroup (assuming that you already negated the Vicker K)
5 man IS will own your Volks when they need to be in medium range to engage effectively
and assault officer will take care of the sturmpioneer usually
or mechanized..
your upgrade will be severely delayed and if you go lutch... the AEC will come after like 1 min and the hunt will begin.. then usually ppl like to go puma.. and by that time you are on advantage but not for long since british medium timing is pretty quick
late game..
you relying on your ober and then go for any medium you like.. your tank is equal VS them but your infantry will be severely outgunned by them until you have vet 2 ober.. and ober vetting take like very long
imagine 260 manpower for something that will get outgunned or outnumbered in nearly every occasion
I didn't say it worked great, it's just something I'm trying. xD |
I disagree tbh. Aside from 4v4 all gamemodes, have a share of 1v1ining in them, with the difference being that it happens in a smaller location, not across the whole map.
In 1v1 some problems are move visible, some less.
In regards to OKW, it suffers from the same problems in teamgames it sufferes in 1v1.
Main problems of OKW as I see them:
1) Volks vs IS match up. Against rifles\cons, depending on the situation you have ways to win 1v1 firefight, against IS you dont. Against UKF you only can buy time as OKW, because they will outshoot you all the time, as long as they are in any cover. Forcing you to bleed, or spend on muni on nades. Pottentually Kubelwagen can stop the bleed, but brencarrier will hardcounter it aswell as green cover IS.
2) Abusable vunerablity to light vehicles and teamweapons untill tech. Any early light vehicles can roll over OKW as long as it dont jump into close distance or OKW didnt go for fusiliers. Locked snare is effectively leaves you with your pants down. For first 4-5 mins.
Raketen is not an option early on because:
a) Soviet M3 comes with penals which will outshoot your volks
b) Rifles will outnumber your if you get to counter jeep
c) IS always winning early on
So spending this early MP into raketen will snowball into much bigger problems.
3) Trade off tech system which leaves you without essential game options. You go mech you dont have healing and forced to bleed muni, you go battlegroup you have no LVs and only raketen to counter allies LVs.
Problem with OKW is that ones you face an opponent who knows its weaknesses and knows how to abuse them, its a puse massohism playing as them.
A common build I'm doing now with OKW is double Strums, double kubel before first truck.
I know I can't chase an M3 with a Rak; I know my Strums can't rush in and take on penals.
I usually group 1 kubel/strum, have my kubels cap flags, and have the Strums recon forward. If I do come across a single penal/conscript squad, I have my kubels engage as far away as possible and send in my Strums to get as high as DPS as possible without risking my kubels.
I'll build battlegroup, put my first volks, medic, ISG, MG34 depending on what I see.
The nice thing about the kubel/sturm combo is that sturms can repair the squishy kubels while capping.
It's risky, and I lose a lot of early map control but I can get my opponent frustrated with the tactic because by the time they rush in, my kubel is already backing up.
I wish Kubels had a feature similar to the Jagdpanzer where it could move slowly without losing vision, so it could support combat units a bit better. |
Yeah I don't Alt F4 just because I come across one particular faction.
The closest I come to that is OKW v Soviets, and I just groan because here come the Penals/M3 and for the next three or five minutes; I don't have a reliable counter. |
Common build orders for me are:
MG, MG, Gren (Ostruppen), Mortar, PG
MG, Gren, Gren, MG, Pg, Clown Car
MG, Ass Gren, Gren, MG, PG
As long as I don't come across Penals, I like getting a clown car flamer quickly, especially when I know shocks are coming. |
Bunkers are your friend to snare infantry without affecting your popcap. This is particularly important against Soviets, and sometimes I'll keep a mortar around my fuel cap bunker MG to counter the 120 blast.
I've been using Ostruppen/T3 to limited success. Ostruppen paired up can build bunkers really fast, leaving my lone engineer squad to plant mines.
A small trick I use is to show an MG 42 garrisoned to infantry, they retreat, then use a trench that covers the same area and while they blast that building to smithereens, have a MG42 set up for the inevitiable push in the trench.
I like using AT stugs, and when paired up, can pretty much take on any allied tank thats not super heavy.
Build T4 late to have a rocket truck to finish opponent.
OKW and OST are diametrically opposed in playstyles. OKW is about diving deep and establishing map control; OST is about defensive pressure and getting allied units to bleed.
Seems I have the most success baiting allies into murder holes where they quickly die. |
Assuming OP is talking about rifle grenades for Grens.
Opponents get a verbal and a wind up animation. So unless their attention is drawn elsewhere, its fairly easy to dodge.
Compared to the conscript grenade, both vocal and long wind up, I feel conscript molotov is more useful, particulary against emplaced/crew weapons.
One wonders why the decision was made for Wehrmacht to use rifle grenades. I imagine grenadiers historically used Model 24 stick grenades much more. |
Already had a bad taste in my mouth with EA's P2W, microtransaction bonanza that Battlefront was.
Then we see a woman parading around with a prosthetic arm and shamed as woman haters when we were critical about it.
Honestly I'm sick and tired of people putting politics in games.
"We are putting a woman in a WW2 because we're great people!"
No, you put a woman in a WW2 game so you can feel better about yourselves.
Call Of Duty put women in their games better, Medal Of Honor did a better job. Why? Because a Russian sniper and a woman member of the French underground made historical sense.
Honestly, Battlefield 3/4 were the last really good Battlefield games, imo. |
When I first started playing COH2, it was recommended to me to play OST because they were good enough without having to rely on doctrines.
Now, it seems the reverse is true. Ost is really only good with Ass Grens, Ostruppen, and VSL's.
If you choose anything else, you are automatically handicapping yourself.
..Again, everyone got a buff, and Ost got it's buff removed because it interfered with other things.
How about:
T4 (All buildings built)
Grens unlock Panzer STG 44's, 45 munitions (less than 60 because of timing, locks out other upgrades)
Upon building T4, has built-in upgrade for engineers to repair damaged units (100 man, 20 fuel)
Engineers get 5 man upgrade, but must manually reinforce to go from 4 to 5.
Thoughts? |
Even though they really annoy me, Shocks are fine.
Where my rage comes in is when I play OKW. They are on the field well before a AA halftrack, and while an MG34 is adequate, there will be a situation that is will see shocks, fire, not suppress, reload, and start to fire again but by then its too late.
Having a Sturm or Stg44 doesnt help the situation. Using a MG34 reload bulletin doesn't help either.
Flak guns reliably stop Shocks (they reliably stop any infantry), but they have low HP, and even if Soviets don't have 120mm mortar, they can use a Zis AT gun to easily destroy my flak emplacement.
Which honestly, flak guns in their current configuration are overpriced. I need that 20 fuel for Panzer HQ, and since they are so vulnerable, can't be refunded like an Pak 44, its a stopgap measure at best.
Can't build Luchs to chase them, because T-70 says no. Heck AT Penals will roflstomp a Luchs.
They are just a hard unit to deal with until late game with Obers and Falls with FG42s.
...and even still they are still a pain in the ass, lol.
If I could suggest anything, I would say they should get a mild received accuracy nerf in red cover. |
OPpenheimer.
Alternatively
AM OST NAO tactics.
Thoughts on my doctrines? |