My ostheer loadout for 3v3 is Jaeger armor, mechanized doctrine, and lightning war. I feel it gives me all the tools I need to win. I personally think spotting scopes for 2v2+ gamemodes are one of the best abilities ostheer has. A vet 222 with spotting scopes + elephant = death to enemy tanks and unflankable cuz you see all. The LOS that the 222 provides can be game changing on more open maps.
Best anti emplacements commander is definitely festung support. Because it has the 2 best counters to emplacements. Mortar HT, and lefh howitzer.
I think spotting scopes + 2 mg42s is best blob counter on open maps. Liberal amounts of S mines often helps too.
Lightning war is good with gren spam and free ostruppen.
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Post History of PanzerGeneralForever
Thread: which doctrins do you pick..?8 May 2016, 01:24 AM
In: COH2 Gameplay |
Thread: balance thought and fixes!!7 May 2016, 20:06 PM
If every squad type could get a mine sweeper and not lose any fighting capabilities then your argument stands. Or i guess you could just blob all your units together to solve the problem. In: COH2 Balance |
Thread: balance thought and fixes!!7 May 2016, 15:46 PM
There's only one play style that shouldnt have problems with mines. You suggested it..."use them with your groups." Can you guess what strategy that is? I'll give you a hint, it starts with a B. Clearly the L2P issue with mines is you need to L2Blob. Thanks tips, I'll become another OKW super Blobberino to keep my squads alive PS, click the link in my signature to see my player card. I couldn't find yours anywhere though. In: COH2 Balance |
Thread: balance thought and fixes!!7 May 2016, 04:56 AM
Im really tempted to say "player card please"... Ill just make a few points and you can figure it out from there. -Think about the different units that can hold sweepers. Think about their fighting capabilities and what happens when you give them a sweeper. -Think about the feasibility of equipping all harassing squads with sweepers. -Smarter players know when and where to place mines to increase the chances the squad wipes. Mines need a change. In: COH2 Balance |
Thread: balance thought and fixes!!7 May 2016, 00:40 AM
Mines cannot go back to the way they were. They would often wipe full health full member squads if placed right. Thats cheesy for only 30 munitions. Dmg models alot and suppress and pin them. In: COH2 Balance |
Thread: (preview mod) m8a1 scott5 May 2016, 14:33 PM
I don't understand the purpose of this unit ... it's supposed to be a Pack Howitzer on tracks, but why do I actually need that? Mobile indirect fire that is imune to small arms fire. Asking why you need it is the same as asking why you need the mortar halftrack which isn't even immune to small arms fire. In: COH2 Balance |
Thread: Anyone has idea when the 28th April patch will become live? 5 May 2016, 05:31 AM
In: COH2 Gameplay |
Thread: Tommies need a damage nerf5 May 2016, 05:29 AM
Have you tried retreating before you have last man on sliver of health? Can you bring up that one pic of the guy with the funny looking doggy that says "X is OP I can't Y" then the guy says "oh no he's biased " That would make my day... In: COH2 Balance |
Thread: VIPUKS can help you to play better.3 May 2016, 17:17 PM
If his blob was at your retreat path, who were you engaging that caused you to retreat? If you keep getting flanked by his blob, keep a RE squad back to watch the flanks so you can make sure you have a safe retreat path before engaging. Anticipate his moves and act accordingly. In: Strategy Desk |
Thread: VIPUKS can help you to play better.3 May 2016, 05:19 AM
I am getting rekt as USF on semois, especially against OKW, they just rush their sturm into my cutoff and then send a bunch of volks to hold the houses later while he caps the entire map with the kubel. I'd focusing on the rest of the map off the bat since you cant beat the sturms in the house off the bat. He'll eventually leave the house or be one squad short on all other battles. In: Strategy Desk |
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