Why would you get a penal? Upgraded cons are way better.
I've been using something similar with great effects. 2 CEs with flamers, 3-4 cons and a M3a1. Then onto the rest of the tiers vs OKW and spam PPshs and arty. Vs Ostheer, call-ins are much safer.
Several reasons, some of which may be wrong. 1. I don't always pick a doctrine with ppsh. 2. Flamers on penals plus SVT 40 makes them better in CQB. 3. You can stick them in a clown car with flamer. 4. It keeps your army balanced. As Soviets, we are trying to push the OKW off the field before he realizes what's happening, and I'm not sure spamming 1 unit will be effective because then it allows him to build a counter. By keeping the army balanced, we keep him on his toes.
I'm incorporating psychological warfare into this strategy and I don't think the psychological aspects can be ignored. OKW is a hard faction to play. Make it harder.
I think its a great theory, the 2 cons start is actually quite good vs OKW Sturmpioneers early game if you keep them in cover. They can easily hold the line until your M3 comes out with good micro.I find that 4 cons is a bit excessive in terms of manpower sink, and I prefer to have 1-2 Penals fast so I can put the flamers on them, allowing the Penals to scale into late game better. You also don't have to lose the ability to plant mines with your engineers, who won't be busy in the clown cars. In terms of doctrine, I have found good synergy with the defensive tactics commander, which is great in a 2v2 because it gives you access to T2 with more powerful mgs and mortars, as well as a light at gun. In 1v1, I find that the advanced warfare tactics is quite useful due to the latgame T34/85 and radio intercept, as well as PPSHs. I really like this strategy as a whole, and while its definitely not for everyone, it is one that I am going to be using for while.
Damn, thank you. I'll give the T34s a shot. My only issue with defensive doctrine is that it comes out all at once so it's hard to utilize, but if you can keep the game locked in the early game, it might be brutal because then you can utilize it. |
Alright this is a work in progress BO, but hear me out because this BO is designed to capitalize on the overall strengths of the USA vs the overall weaknesses of the OKW. It's a partial adaption of my Red Army theory (or rather, since I'm a USF player foremost, my Red Army Strategy is an adaption of my USA one)
So first, some faction profile for context:
The USF, unlike the Red Army, is not a well rounded army that can fight at every level. But it is very flexible and very adaptable. The problem is it's too flexible. It can't stick to a single strategy that builds as the game progresses. However, by keeping both himself and his OKW opponent off guard with hard, aggressive, early gameplay, the USF player can force the battle into a chaotic nightmare where the USF flexibility shines. Late game he will get rolled all things equal and even many things not evil. If the OKW player is pumping out tanks, it better meet a wall of Jacksons (that will just get walking stukaed anyway so it's still gg). But in the early game, he's the bulldozer.
The OKW are the exact opposite. They are rigid and stoic. Imaginative but not versatile. Every move can be predicted, relative to other factions, but because their units are so specialized and powerful, that doesn't give you an advantage. Their late game will beat you for sure, all things equal, but we're gonna fight the tiger while it's still a cub. The OKW early game just sucks.
Sturms are good, but not a main unit. The OKW don't have a staple infantry unit, like rifles, grens, or conscripts. Volks scale poorly into the late game. Sturms are too expensive. Falschirms are doctrinal at 3 CP and too expensive and fragile. Panzerfusies are the closest thing they have, but they are still 2 CP and doctrinal. The kubelwagen is hard countered by the clown car and the raktenwerfer just isn't good. No one gets it because it's good AT. They get it because it's the only AT. So forcing them to get it, instead of a useful infantry unit, is a really good idea.
Here we go. We're bind up the OKW in the early game and leave him stunted, leave him in a position where he's bleeding manpower and is forced to react to an ever changing position. We can't let him be stoic and setup, but it's not hard for us to do that anyway.
There are 2 different methods to do this
3 rifles
ambulance
LT
AA HT (or m20 depending on situation but I like to save for M15, also be warned incoming nerf for the M15)
50 cal
This first setup hits the ground running but I think it eventually bleeds out. The HT isn't /that/ good after a little while and you'll have to get shermans and end the game forcefully or take your chances with Jacksons vs OKW late game. A dicey proposition in my opinion.
A safer alternative is to go
4 rifles
ambulance
Captain
Stuart
57mm (you need it as a backup)
The Stuart is equal to the puma (with shell shock) and superior to the flaktrack. It's a great addition. The captain squad sucks imo, but he can soak very well, draw fire, and free zooks. This strat demands infantry company (of the original 3, maybe the DLC 3 not but I haven't used em). The reason is it's impossible to keep the battle fluid forever and while going LT tries to (and maybe it's good sometimes), going captain is the safer option and leads to the lines settling. Airborne isn't effective there at all. Armor is meh. M10s suck anyway. The 105 sherman is great but unless you can deny fuel (which you can but you have to play that strategy from the get go and it can be dicey), his tanks should kick your ass. Armor goes well with a LT and Captain strategy, and forgoes the major. Infantry also has the MHT and the Priest (more on that later)
Mg34s are going to be the bane of our strategy, but remember it commits the OKW player to 2 of 6 doctrines. Mind you being forced into Luftwaffe isn't the worst thing ever (it is the strongest doctrine after all) but it does limit them.
Mg34s will be dealt with in several ways. The best is probably a Mech company clown car. But we can't wait for a magic drop. So, first is good ole fashion flanking. MG34 is the counter, but it's not a hard counter. It brings the OKW to a position where it's a fair fight. We gotta out fight him and that means flank. Nades are good here but USF nades are UP. I'd say get em. MHT is good if you have the fuel. OKW has no mortar but they have that infantry howie. Beware of it. It will beat your MHT. The priest of course has the last laugh. But hopefully the priest is bringing the death blow down because the game is naturally in his favor at that point all things equal.
Anyways, as the early game fighting progresses, it's time to change up tactics possible. If he decides to commit to the early game, he'll stop your momentum, at the cost of his teching momentum. Punish him. You want an early game fight. Veteran volks means veteran rifles. Volks suck. If he didn't go Luftwaffe for MG34, he has to go for the Panzerfusiliers. They're good yeah, but they're not his mainline infantry. He'll be fighting with a combination of volks and fusies, not just fusies, and he'll have no effective suppression unit. Sturmpios will have to be used in attritional infantry warfare and they are expensive to replace. Overwhelm him. Perhaps even go for a 5th rifle squad. Under these circumstances, airborne is VERY effective. The battle is fluid and teching is stalled. This is your fight and have fun with it.
If he goes Battlegroup (T2 or T1, please tell me), get ready for an early game fight. His arty will take a toll on you. Try to stay away from the truck. Ideally, don't even let him get the damned thing in a good place in the first place. Keep him under pressure so he can't build it, or at least force him to build it in an awkward place.
If he goes Mechanized (T3 or T2?), he's made the wrong choice I believe. The flaktrack or puma will come out around the same time as the captain, stuart, and 57mm. As you can see, it quickly builds into vehicles dying. He needs artillery and stukas are too expensive at this point. Try to take his vehicles out. If you went LT, it's gonna be trickier. You need 50 cals and m15s, followed by a fast sherman. It ain't impossible, but he hard countered you tech wise.
A puma is more and less nasty. Stay near the captain and the 57 with the stuart, but don't be afraid to try to take the puma out. If you force him to get shreks and a raktenwerfer, that's good. The raktenwerfer is a sucky unit that OKW sometimes has to get because it's the only good AT. Make him get it. It get's in the way. It's a bother. It's an arty magnet. Shreks are going to weaken the AI (anti infantry) of his volks and cost 90 ammo a piece. 2 shreks is 3 30 cals. You're winning this.
Infantry Company is good for Captain-Major. Ideally if you bring out the major, it's to bring up shermans to end the game. If you're in a position of strength and just can't finish him (60/40 map split or something), which I suspect will be common for Expert players, then it is totally okay to bring out Jacksons to fight his armor. A jackson and an m8 will handle him late game IF he is playing down on resources.
Airborne is good with any sort of extended early game. A fluid, dynamic battle is perfect for airborne. Paratroopers can fire their 30 cals on the move, or their Thompsons can go toe to toe with OKW automatic weapons. Pathfinders I've found to be mediocre but good scouts.
Armor is good for LT-CPT because it replaces the m8/sherman with the bulldozer and the m36 with the m10. But be warned it's a weak replacement, meant as a stopgag to get you by. You should not fight tank to tank with him or you'll gg. If you can play good fuel denial though, the 105 shermans will, ahem, bulldoze the OKW.
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