Anyway, I kind of thought the whole idea behind OKW was an elite but resource starved faction. Not sure how they can mount a force like that and still lay claim to that concept. |
Wait, are you trying to use a single MG unsupported to fight 3+ enemy units (That arent occupying the same square meter of space) simultaneously?
If the opponent tries to flank, you could win the same engagement with three Combat Engineers vs an MG42, this doesn't sound unique to OKW.
I know, I agree. An MG can't control a mob like that. I wasn't really trying to argue specifically about the MG anyway, just that an OKW mob can take on most things and win. In my last game, there was a mob of SPs with shreks, infantry with G43s and SMGs. Even with upgunned tommies and a cromwell, all I could manage was to push them away which resulted in me bleeding out worse than him, and him returning with now-vetted mob. |
A captured MG34 and MG42 can. A .50 cal should be able to provided their weak crew models don't get melted first (I think with the recent nerf to mobility the crew should be more survivable). The Maxim unironically can stop a braindead blob but if the player even attempts to flank it won't work. Volks blobs honestly aren't that difficult to stop, the only thing that really is MG proof are double Obers, but double Obers are extremely rare in 1v1 anyway.
Well, I disagree, having played games where I try to control blobs with captured MGs of all kinds, and it still doesn't work. The MG doesn't really capture everyone in the blob, which leaves one or two squads able to flank. Or the MG crew just eats bullets and dies.
Anyway, I doubt anything will be done, but I know that when I get too frustrated, I just play axis instead |
CN already explained why OKW blobs. They blob because they have to. On the other hand, though, they're not being punished that hard by the Vickers for blobbing.
well no, but there's no MG in the game that will stop a blob of OKW proportions. Such is the might of their blob. |
Some of the other comments have revolved around how OKW is fine because their support weapons suck or aren't as good. I don't agree for two reasons- first and most importantly, they don't HAVE to be great. Like many have noted, they just need to be good enough to support the blob until late game. Second, they definitely are under-rated. MG34 does well against infantry, the way you would expect an MG to, and raks do reasonably well against armour. The Blob (TM) is the thing. It is just endless and unless the player makes some major mistakes, OKW will continue to dominate team games for this reason. They just snowball until it's impossible. Sure, you might get lucky with an arty strike, or a dive on their med truck, but overall you eventually get steamrolled. Hands-down the most frustrating BS faction to play against. |
As far as suppression goes the Vickers is unreliable, which would be ok if it was a six man squad like the Maxim but the fact that its 4 man, dies super easy and doesn't do its job well is really hurting the British. It is great at killing models but not so great at the one job you need it for.
Personally I would like to see the Vickers benefit from Bolster Infantry and some minor improvements to the Universal Carrier such as being able to capture territory like the Kubelwagon (even if it means making it more expensive) as British struggle a bit with map control early on compared to other factions.
I feel like these 2 changes would give the faction just enough that it needs to move from trash tier to acceptable.
Agree |
Well, I've definitely started bolstering earlier in the game, as well as getting brens earlier as well. I'm learning the value of mortar pits as well; I guess I just didn't really look at them too closely before, being too busy trying to aggressively grab territory and wipe squads |
As UKF you should be able to take the initial ground area (usually a fuel) with your very strong early game where OKW can't do much unless they outnumber you heavily. MG + UC to force away volks and just be wary of an early rak. But by the sounds of it, it's just inf spammers that are an issue rather than high skilled OKW players. So early rak not likely.
It is -very- important that you take the initial ground as your great early game becomes a weak midgame, so you need to dig in and fast. It is very hard for UKF to take territory from a dug in OKW, volks behind sandbags are a meme I use but in reality a major roadblock. Mortar pit and playing a bit defensive until cromwell/centaur should be your aim here. Bofors might help lock the area down but will be a prime target.
Yes, I often have to force myself to do that, as I like to play aggressively. But wouldn't any emplacement, mortar included, suffer the same as a bofors ? |
Some old advice from the Brit player.
That was 2018 but it still probably holds true now. In duels as OKW I see a lot of 5-6 sections into 3-4 Cromwells or 1/2 Centaurs -> Crocs and I don't get the sense people are doing that for the lolz, they're doing that 'cos it's the only viable opening against Winfantry/Obers/Falls.
It's hard to say, there's always a lot of moving parts in team games but if you'd like to post a replay I'm sure we'd help to address some weaknesses or reassure you if you're playing accurately.
I'll try to post a replay, but I feel that you're right; often I feel that outspamming the spammers is my only hope. That, and playing extremely conservatively to vet up my squads and survive to late game |
As per title. I play team games with randoms. When I play brits against OKW, the chances are excellent that I will be swamped with enemy infantry. There seems to be no way around this, and it prevents me from reaching late game. any thoughts ? |