so much destruction. great game . close one with lot of back and forth action
You guys a team? That center mortar pit really messed them up early game they committed everything to destroying it.
VET3 KV2 and Centaur put in work, the guy with the panthers started to play so scared as the game went on
GG |
Bad start for me, lost sniper after only 3 kills like a chump. Pivoted helped ally with penals until my clown car got going, got to wipes and lots of infantry damage. Saw mechanized was down so made both Penals upgrade with PTRS. Was able to shut down luchs pretty quick and pretty much starting satcheling everything I could once I got mother russia.
Got a wipe, with B4, lost KV1 for being overly aggressive. Ally did great job with his IS2 he actually got a few wipes with it. Both allies came in clutch with max range Pen on AT guns. Not a technical game but pretty fun. |
Try posting a match. I don't play OKW online anymore but I find Pf to be a pain in the ass to deal with.
For your build I suggest building the Kubel first to cap as much as possible quickly.
If you go with PF you have early snare for scout car/brit car. Maybe something like kubel/VG/ 2PF. Try to throw down as much sandbags as you can with volks to help out your PF until you get your G43 upgrade. |
Penals get a -2mp reinforce cost bonus when t4 is built, so I wouldnt necessarily call 25mp "expensive to reinforce", but wiped penal squads in late game are indeed best to be replaced by 7men cons
While the number itself isn't expensive the overall package is. They have no way to build cover which most other mainlines can stock or doctrinally. Also they end up with a Target size of .77 which not bad but not great either. Against an Ober squad they will drop quickly while not doing proportional model drops, most will argue that To the last man should help but Obers do to much damage for their Vet1 ability to really help out.
Agree with the 7 man cons - they have better RA, can lay sandbags to further help against Obers, get a cooldown bonus while in cover while receiving exp buff to quickly get VET. Penals also get exp buff but late game your phasing them out so not really useful. |
Thanks for all the good responses so far guys.
I have been doing penal start, and it is giving me great opening indeed.
But yesterday, I have had 2 games where we fail to seal the victory, losing at 50 points and 14 points left of opponent. They just keep spamming obersedens and penals just die so quickly it became a joke.. I didn't choose KV 8 so couldn't really effectively counter.
I tried initially using t34 to crush and did work but then he adopted by mixing a volks so that it can faust, while his TD would destroy the t34 if it stays too long.
I tried Katusha also, but it only fires every so often and it is easy to miss since obersedens don't need to stay put to shoot.
Do you guys have any suggestion to close out the late game? (~level 12+)
That is by design were Penals are meant to drop off. They have great stats and VET but since they don't have utility or weapon upgrade they fall off late game. If your Penal squad gets wiped late game it is better to replace with conscript squad so you can lay down a few sandbags and merge in with your Penals.
Also you should be spamming mines as much as possible if Obers lose a model or 2, the opponent will be quick to retreat.
To give better advice or pointers you should post a game. Also what commanders have you been using? |
Not super important but i think penals are 290? 270 i think was the price when they had flamer upgrade and worse rifles
Yes, they are 290. In 1v1 it is probably better to get the 2nd engineer to build T1 while 1st caps but if you are playing 3v3 with friends I would suggest building T1, Penal then scout car. You should have enough gas and MP to build the car right when Penal finishes. The other thing is MG spam can shut T1 down pretty easily. IF you see no grens clown car can do good however snipers are more consistent but Micro-intensive |
Captured opposing gas, however we got behind due to constantly losing our gas. Sniper play started slow got almost 40 kills by end of match. Assaulted the middle building with MG, my Airborne Guards wiped MG, Gren then crewed MG. Helped USF steal a LEIG which he made use of through out the game, brit held on with his valentine. They got their tanks first but they were scared to commit and we punished mistakes. Game slowly snowballed once our arty started to pound away. They dropped one by one.
Airborne guards got 45kills and several wipes, pretty proud of that. |
Please be my guest and choose whatever option that suits you. It's not like the first time Lelic doing overnerfing
What you think about making them similar to Jaeger command squad/commissar. Only one can be called in, CP0 but on a large cooldown so it is built at the same time as 3rd Rifleman. Make it a 5 man squad with carbines replaced with Ranger guns, IR pathfinders could keep the carbines. That way each one has its own play style. |
Point being, if we imagine that Paths get 1 sniper carbine (being simular to G43 in terms of damage\acc) and 3 normal ones, with the same snipe threshold as JLI, they will instantly become even stronger then the JLI.
Exactly, people don't seem to understand JLI are balanced around fighting larger squads. If USF Pathfinder became a JLI clone shit would get dumb real quick. Even at 1 CP, all USF would do is put out some cheap RE to cap and tech so that they could get to CP1 and then start the BLOB. Even with the delayed start the player would be fine due to bleed amd access to both MG and AT from the commander. |
There were around 10 or more squad wipes in the last 6 mins of the game.
GG |