Well placed teller mines give you flexibility in your build order as ostheer. Early snipers + teller mines support each other well and relieve you of some of the gaps missing in ostheer's early game. T2 wehr might seem like it makes wehr's tech tree ambiguous, but each unit has a specific role so in that respect it's meant to be adjustable to what your opponent's doing. (Example: if you see guards when against SU, getting double ACs wouldn't work so well. Instead get a pgren or halftrack for reinforcing for the inf heavy battles).
Also you're gonna feel towards the mid and late game that, even though you're in T3-T4, you will want to build more T1. You'll want another engineer for repairing tanks, an mg to control more space, to counter mortar spam with your own, etc. No problem with back techs so just don't feel like you've "transitioned out" of T1. There's no such thing.
Your "objective" though is to stay within combined arms distance while harassing where you can. Your units aren't well-rounded, they have roles in what they're good against so they need to interlock and adjust to what's coming. Imo the micro might be less with wehr but units need to be supervised more, meaning your camera micro needs to be better to monitor flanks and grenades. Munitions win games and do not lose units. Hope this helps. |
Easy, early map control, MP bleed vs luch or AA HT with vision. T-70 is not a problem in this build, its only can be snowball effect.
Every scenario can be theorycrafted and so my examples are intentionally vague. I am not denying you're a good player but you say early map control and honestly man that's just impossible. It would be interesting to see a replay of how you use your flak HT. A luchs is definitely doable. No one is saying either it's not possible to win against soviets, it's just always an uphill battle given the soviet's flexibility in tech and the options their consistent territory advantage snowballs for their inf to stay superior with more munitions |
Probably the hardest matchup for Okw imo. Soviets have a lot of tech options to choose from and Okw need to react to whatever style they decide to do. This leaves a huge lack of initiative on the Okw's part and windows of time where the Sov can have a territory advantage. The different strategies all with similar openings all require very different reactions from the Okw as well. There's no single "surprise" unit that the Sov player hasn't essentially forced him to build. The Okw can gamble, say with building a raketen early for a scout car before it can push infantry off the map, but if the sc's not made its a waste of a possible 3rd squad. Stuff like that usually only works against players you're familiar goes for scout car openings, but the point is you can't have the initiative in the matchup without essentially a gamble in the build order.
Imo, the common opinions of Sov having a stronger core infantry force, or the lack of smoke or flamethrowers for Okw (or rather the abundance of flamethrowers for Sov), or how much more crushing it is to lose squads as Okw than Sov, or spamming in general - are not the real problems in the match up. Those can all be solved by combined arms. The problem I see is that the lack of flexibility I'm given in build orders creates losses because a good Sov knows what's coming and can manipulate that with a consistent early game territory advantage. An example would be when good Sovs will starve you of munitions and know they can get away with laying demos. Coupled by the fact that all Okw units are units with roles, Sov have units that are well-rounded against everything. It creates easy mismatches in the early to mid game, i.e Guards vs anything T3 and below, and it requires a better suppression platform than Okw are currently given.
No doubt though I can camp in my base with ISG's, not lose any squads, pick fights where I can, and make cheeky plays with my raketen, but it requires a significant amount more effort, less flexibility to pull off, and the Sov to make mistakes.
I'd like to see Okw given more viability in their build orders via new commanders, some with a wehrmacht cargo truck for resource manipulation (more dlc $ for relic), as well as a 10% suppression increase on the mg34. Nothin too crazy |
To say that the IR halftrack is bad in 1v1, and can't be used consistently, is to not understand how it makes every unit in your army better. A kubel can have longevity in 1v1 if it has an IR halftrack spotting for it. You can use your IR with your Sturms to set up situations where they're in good positions to ambush behind hedges or buildings next to doors, or to set up a mine quickly when something's coming. With an IR, your Raketens can redirect where they're facing to help with target acquisition, cloak into good positions behind enemy lines, or be used with a Flak HT to bait Stuarts, AECs, T70s etc. As for the MG34, it needs kubel/IR spotting and micro in order to be effective. It's meant to be a combined arms MG. All of these units you've deemed "worthless" because they can't compete head to head with their counterparts. But OKW is not a Starcraft-style army like USF that are designed to trade hit points head on. Their style is more exemplary of how coh is different that winning is through relying on intel and positioning well. That's why Axis fanboys secretly love how ostensibly underpowered their units are and need to use combined arms to be victorious. You're more vulnerable but you can be more creative. |
I was getting the bugsplat for awhile and reduced my graphics settings. Seems to have worked after |
What are your thoughts on this company? Looking to get some high level replays of this company being used in 1v1 or 2v2. The passive, small sight buff on all your rifles is awesome. Not really sure on the m8 so much or if 900 manpower for 2 AB squads w some random shit is worth it. How good is the AB's mine now with the current patch change to mines? |
Tips that I can say without watching a replay first:
Improve your skill with 2 units: the sturmpio and raketen. These 2 units are unlike any other in the game and make okw look OP when used right. A lot of information on this site on how to use them.
Build more sandbags.
Don't overextend yourself to hold onto fuel points or feel like all is lost if you lost the income temporarily. 1 fuel point gives you 7+ fuel a minute, while 2 standard points will give you 6+. Yes, fuel is important but munitions are equally important in the matchup. Of course you should try to hold your territory, but I see players all the time overstretching themselves when I harass their cutoffs. Stay within combined arms distance. Isolating okw units by harassing territory with a huge volume of usf infantry is the name of the game.
Don't necessarily get a kubel always. Their usefulness is good early game but they don't have longevity except for a limited amount on certain maps. Maps like minsk pocket or kharkov are bad maps for one because you have 1 or 2 escape routes when harassing territory. Advanced uses of the kubel can be for baiting a Stuart into a cloaked raketen.
Get your MG asap unless you're rushing a luchs.
If he goes LT, then get a Luchs and be hyper aggressive. If he goes captain, you should build a raketen and place a good mine immediately.
If your fuel income times well with the CP's needed for a KT, wait for that instead of T3 tanks. Change your tempo to not bleed manpower.
Recommended doctrine imo against USF is breakthrough. You'll match his infantry power and territory retainment. A good sturm officer wins games. |
Why blobbing is so prominent is a direct result from the maps being tiny in a game where indirect fire is the meta. You cannot stay static so you can't play this cute little positional vcoh wehrmacht combined arms type of game everyone dreams it was. You have to press forward to dodge mortars and get to the juicy support units. And if the maps are designed as small as they currently are, relative to the range of most support units, then most of the time your flanking units might only be 1 or 2 squad lengths away. This isn't blobbing. I'm sure there's a lot of players, allies bros included, that look at their enemy's 4-5 squads with support units and tanks as just one big blob and that it lacks finesse. The finesse is in timing and making sure no 2 squads can get suppressed in the same volley by 1 mg. That X distance 2 squads have to be away from each other to not both get suppressed as they're converging on a single point is called micro. If they're close enough to all get suppressed then it's a blob. That's the definition. Likewise, calling out "infantry spam" for allies is also nonsense. Not everyone can be Wehrmacht every game.
The only solution is the issue that Cultist talked about with the bullets. |
Scavenge doctrine. Get a medic truck and conserve fuel for the ostwind. You won't need as much munitions either with infiltration grenades being 15 muni. It's a doctrine that does well when your resources are cutoff. You can use the IR halftrack for calling in recon squads at opportune times. Get that MG up asap. |
Like others have said, their survivability issue is that they have to remain static when fighting to be effective. It's more of an issue with just how good indirect fire + explosive AOE is in this game. The ratio between the size of the AOE of explosives is to how spaced out the models are in a squad is why wipes happen so much. Just change how models are positioned behind green cover and they'll be able to fight where they are best |