by someone on coh reedit:
The Officer has his uses. He is a sorely underused unit.
1.The unit is basically an unupgraded gren squad in terms of durability and firepower (not sure but i think the march deployment update nerfed his armor and dmg)
2.He has synergy with blobs of infantry. His Concentrated Fire ability increases the accuracy of all infantry around him by about 15%. The more units around the officer, the better. This is why he works well with osttruppen. The ability is great for lengthy medium-long range engagements, as your units will be simply more accurate than theirs.
3.The smoke barrage is fast and effective smoke cover. It provides a large area of smoke very quickly, faster than mortars and the smoke plane global ability.
4.BEST FEATURE imo is the coordinated barrage. Let me explain.
Say you have a single panzerwerfer and mortar. You are up against a big blob of soviet t2, meaning lots of stationary support weapon teams. You use your mortar barrage and your panzerwerfer barrage on two different targets. But wait, what about their 2 blobbed AT guns? You didn't see those before, and your barrages are on cooldown. You can't rush your tanks in...except you have an officer. The officer can approach the target and use coordinated barrage, which orders all indirect fire assets to barrage the marked area INDEPENDENT OF THEIR OWN COOLDOWNS. This allows you to threaten another area when everything else is on cooldown.
The officer thrives in games where you plan to incorporate a lot of indirect fire throughout the game (like on Rzev, Faceoff at Rostov, Semoskiy, or Lazur Factory) including mortars, panzerwerfers, and best of all, howitzers. The officer is even more relevant now that werfer cooldowns are much longer and howitzers have changed slightly. With one panzerwerfer you can fire twice as often using coordinated barrage in between cooldowns, and with two werfers you can have FOUR barrages when normally you could only fire two. This is HELL for any static position. Try the joint operations doctrine, build a single howitzer, and watch as it does the work of two howitzers using the officer's directions.This lets you get the most out of whatever indirect fire you have.
I like getting the officer in the osttruppen doctrine. I focus on a heavy t1, t2, and t4 army composition with many upgraded grens made possible with the fuel-> munitions conversion ability of the doctrine, a mortar or two (for coordinated barrage), paks and panzershreks to fend off vehicles while i skip to t4, and finally some panzerwerfers and panthers (werfers for barrage if needed, panthers for lategame armor as the doctrine has no call-in tanks). The doctrine works great vs heavy t2, and early osttruppen are useful meat shields vs soviet t1 as well. Fuel to munitions conversion means you can have all the weapon upgrades, bunkers, mines, abilities (like the officer's), and APOCALYPTIC GUSTAV ARTILLERY DEATH that you want.
So in summary, the officer's abilities synergize with certain army compositions and against particular enemy forces, particularly versus soviet t2 and any static infantry defenses. I find him most effective in Joint Operations and Osttruppen doctrines, with less
So here is a terrible terrible image explaining the range of the 80-muni ability the RT Officer has. Note that I used the RT Officers ability on the enemy base bunker, as indicated by the green line. The ability has a pretty great range to it too, so the officer can be fairly safe!
I think that concisely sums it up. From memory the mortars fired a full "barrage" of four shells. The spread SEEMED to be about as bad as a normal full-range mortar barrage.
When I moved up to do this test and called in the barrage, the mortars packed up and moved about 30m so they'd be in range, then started the barrage.
They also could barrage normally on their own just fine straight away afterwards.
Also when I finally got rocket artillery halftracks and used the Officer ability, they moved to about the same position as the mortars before firing, so perhaps it doesn't matter what the default range of a unit is? It was very cool, an Su-76 started attacking the rocket halftracks after they had fired for the Officer, so I retreated them and let off their normal barrage to minimum range and stomped that Little Bitch!
I didn't get a chance to test the artillery emplacement sadly.
Hope this slightly helps people, now the RT officer is looking really good, especially when you get a few artillery pieces! I can only imagine how badass this would be with a few captured 120mm mortars!
Follow up image - Here you can see there is a 10.5cm artillery piece in my base, with its barrage range in yellow.
Where the ping marker is is where I managed to call in a strike using an Artillery Officer. The mortar on the right of the map also managed to hit that spot without moving, which surprised me.
I do not know how much further out the 10.5cm would be able to hit, as I was only able to call one barrage via the Officer before the game ended.
So even with a few pieces of artillery, it seems a pretty finnicky way to bombard the enemy at range, where another commander would just call a bombing run or something.
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