Having some success with the following:
kubel
4 volks
infinite fussiliers
med truck
(optional infantry support gun, as OKW you're floating MP anyway) Jagdpanzer IV
moar infinite fusiliers
repair truck
fuel to muni for infinite g43s, nades, mines and arti
Thats a great build, I will.definitely use it. I love any German build that focuses on muni investments rather than rushing armour ASAP. Gives German factions much more bite early on.
I also think people overlook the JP4 far too often. Given it comes in the medic truck its a steal. Just support it and your golden.
Also as well as the shrek grens, your also gaining access to fussies faust. It may not be the best, but its better than nothing and means all your inf carries a vehicle deterrent improving the utility of the JP4. |
Remember that sometimes a unit that is tricky to counter straight away (in this case puma), it leaves them weak in an unrelated way.
Trying to focus only on countering the puma is kind of falling into a trap. What is more important is the fact he didnt go for medics yet, so put most of your effort into draining his infantrys health, it will cripple his MP and win you most engagements.
With that aim in mind, only feel you need to soft counter the puma (for now). This shows him your not going to let him dictate the match, your going to hit him where it hurts.
Yes you could get ZiS, but it may also micro out of your range just as easily, and the ZiS cant do a lot else.
A couple squads of guards is more mobile and can protect more of the map, while helping to punish his weakened infantry, from range, in cover. Fight a MP attrition war, dont necessarily feel you have to get squad wipes in this scenario.
Its a similar way at looking at a fast luchs. In this case, rather than obsessing over the luchs. Realise that any panther is heavily delayed and hence his inf is his only AT. Take out or weaken enough of his shreks and something like a KV8 supported by anti inf off map strikes begins to look like uncounterable for him. Even if the luchs is still uncountered, you won by ignoring it and focusing in his weakness... Not his strength. |
I dont think that everyone will end up with the same commanders, there are definatley a lot of viable abilities that suit different people more than others.. |
I disagee about removing it, it just reinforces supporting your armour and not over extending it, being prepared to take it back or destroy it.
Coh1 vehicles had too much of a reign of terror, esspecially as they often came out without a counter yet on the field.
It may tip a match, but it adds a lot of tactics in stimulating extra unexpected engagements.
RNG is here to stay and I like it. |
I think I can offer some tips on using this commander, and it requires fairly unconventional play (for OKW).
For me, tecking up is a waste. You want to save fuel for two sets of P4s ASAP.
The P4s main advantage is having much better AI than puma/panther while still maintaining some AT. I would argue that late game this allows you to replace Obers AI power with these tanks.
So with that in mind, I only build a medic truck. You can grab an early JP4 which will own light vehicles on the field at that point and fend off early mediums. Dont over extend it and I often get a rakketen in building as flank protection for your tank destroyer to fall back to.
Biggest weakness is early AI (especially no MG34). So double Spio essential and probably one or two kubel. You can afford the extra one due to not tecking, and having 2 pio to repair.
You can also afford the field gun if it suits the map. This will help a lot if they push hard on your medic truck if you keep the gun back a bit. The rest volks obviously.
The strength is the call in, same as with guards motor. It is taken advantage of most by not teching and hence affording more tanks. The JP4 will bolstrr your AT a lot and p4s can protect its flanks.
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A lot of suggestions for pak43 here, id love to see some good replays with it. Ive always found it to be too short range.
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Its still viable. If your going ISU you will want a couple 34/75s used defensively to help keep you in the game and later provide flank protection. Flak HT can also be good if your heavy inf and ZiS.
You can also use it to keep early pressure on grabbing a "quick" T70 first.
And also worth considering if you have resources but lack CPs. |
How about using Anti inf commander if you see a fast luchs. Grab your own fast KV8, you shoukdnt need to worry about armour.
Try to take out his volks, use fear prop and flame arty to assist the kv8. He will be powerless to stop ur kv8 if you can take that inf out. |
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Also this
Relic plz, need moar.
Isnt that a centurion? A post war tank. |
I think the reason T3 does not have a hard AT counter is because of how good Pak40 and shreks (used right) are.
At T2 and T3, Ost are still supposed to be playing on the backfoot, commanding a smaller part of the map with stronger units. Having a dedicated TD in T3 would change that dynamic and let them go hunting more. |