I got the new scavenge commander about 2 days ago so I have been using it in every game its very nice the scavenge takes more time but you get 15 munitions along with the 5 fuel.
Light jaeger infantry, 4 man squad with g43 at 2 cp cost 290 mp to call in, 55mp to reinforce they are cheap enough to call in early but if you make a mistake you end up bleeding a lot of mp, they are good at long range but once they get vet 2 and up you can use them at all ranges they are very durable once vetted and provide a good line of sight.
The doctrine also comes the grenade assault very good vs blobs and garrisons, ostwind at 8cp only get later if I lose my halftrack and a very powerful artillery barrage at 9 cp.
the artillery is weird though after using it once it sometimes drops automatically were I targeted earlier if I spot enemy units in the area and as far as I can tell does not cost me extra munitions
I go flack halftrack opening then puma and jadgpanzer IV they work well together and much later tech to tier 4 (flack truck) and get panther.
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Broadcast: https://www.twitch.tv/JZuna
Steam: 76561198109153856
Nationality: Portugal
Timezone: Europe/Paris
Game Name: JZuna
Broadcast: https://www.twitch.tv/JZuna
Steam: 76561198109153856
Nationality: Portugal
Timezone: Europe/Paris
Game Name: JZuna
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Post History of JZuna
Thread: Commander Choice19 Jul 2014, 11:34 AM
In: OKW Strategies |
Thread: Halftrack Ace19 Jul 2014, 11:08 AM
Finally got a Flack halftrack to vet 5 I really struggled vs the US Blob but in the end halftrack just killed everything puma and jagdpanzer IV have nice synergy puma spots for jadgpanzer and can chase and kill heavily damaged tanks In: Replays |
Thread: The battle for mid 19 Jul 2014, 11:06 AM
So this was a back and forth game until my vps were way lower then my opponent and then it became a non stop all out assault on center vp in semoisky In: Replays |
Thread: Soviet Flamer Truck19 Jul 2014, 00:00 AM
I found a few ways to be effective vs m3 the raketen bait is probably the best, I go a bit further and bait it with a kunbel the m3 just rushes to the kunble every single time and the rakenten is waiting behind, once in suppression mode kunbel actually deals damage to m3 like a regular mg 42 (I think), so one raketen shot is usually enough. Another way if you struggle to keep raketen alive is getting mines in the flanks, m3 flamer strat usually means no minesweepers. You can also try early flack halftrack it will kill m3 really fast. And of course as soon as possible volks with shreks maybe even put munitions transfer after halftrack is built to get shreks. Anyway those are my thoughts from playing the game, in the end its all about your play style some of these solutions might work for you others might not. In: OKW Strategies |
Thread: Making KT and Panther Work 17 Jul 2014, 16:53 PM
So this is a game on semoisky, Im using the new scavange commander for OKW (first new commander got it yesterday yay). I used the kunbel and flack halftrack in the early game ended up having to sacrifice them due too being pop caped, flack halftrack is pretty decent for early game map control and late game, denying those one squad infiltrations on your fuel and munitions. In the end it was mass jacksons vs my panther, KT, broke the opponent attacking with everything and calling in the arty, killed a lot of squads over the course of the game with the help of the stuka halftrack In: Replays |
Thread: US late game vs ostheer13 Jul 2014, 20:17 PM
I hope this replay can still be watched don't think any patches have been released since i played this match So the map is langres if I'm not mistaken, starting south I was just pushing with all infantry north until panzer IV came out then I really started bleeding mp got an at gun to scare it off got Sherman and Jackson. End game was one big push with infantry and off map arty on mg and pack, and faced 2 tigers and panzer IV, got engine damage on both tigers and took them down got the panzer IV later but lost my tanks, saved vet crew from Sherman though, then called in another Jackson and Sherman opponent got another tiger I damaged the engine, Jackson and Sherman took it down In: Replays |
Thread: How to break defensive OKW8 Jul 2014, 16:07 PM
When OKW gets setup in middle of semoisky or any map really my advice is avoid fighting there just use arty on the trucks and support weapons. Use infantry to cap around the middle and mass tanks regular shermans backed by tank destroyers use HE rounds to bleed the opponent when he counters your infantry with his elite infantry, once the trucks are gone and enough damage is made by arty push middle. I went for infantry company as I believe its the best vs static players and the doctrinal browning is just the best for your infantry to scale to late game. in this game I got really lucky when i didn't lose my first sherman, encountered a panther and survived by using smoke canisters behind my tank as it reversed it worked as my sherman limped to base with a sliver of health panther was afraid of the ice that's why it didn't chase me. Hope you enjoy In: Replays |
Thread: Any luck with German Halftrack? 7 Jul 2014, 18:07 PM
So this might be a bit of big reply as it covers both uses vs US and soviets Against US it comes early enough to push back rifles (assuming you control your side of the map), get your AT gun after halftrack and maybe go as far as putting munitions transfer after you start building halftrack, to get a faster shrek on your volks. keep these units together at all times and facing us halftrack usually means no bazookas for awhile as your opponent probably rushed for it keep it at bay until puma is out. If your opponent is not careful his halftrack will die really fast even without puma. facing bazookas means delayed halftrack, keep a clear line of sight avoid firing at ground elevations and cover or halftrack will be useless. When facing soviets its all about their openings, vs m3 or conscripts its useful vs maxims don't bother as at gun is available and will kill it in 2 shots and the time it takes to set down and run away second shot is fired, I prefer to go for early support gun followed by the panzer 2 circle the AT gun and punish the only maxim oppening. Now to the exception of m3 were early munitions go for flamethrowers always have at least 2 sturmpios with mine detectors and sturmpios will annihilate any suicidal conscripts that try to AT nade your halftrack, your army must always be together volks close by in a house if possible an AT gun is always nice even if there are no tanks it can destroy opponents cover and lately it seems more deadly vs infantry. Dont forget to salvage everything in your path maxims, at guns, and carcasses. Those are my opinions that I have gathered trough my own experience In: COH2 Balance |
Thread: First OKW vs Maxim Spam6 Jul 2014, 14:37 PM
So up until now I had only faced 2 or 3 maxim backed by infantry but this one went beyond by getting the doctrinal dsk after opening maxim it was hilarious just salvaging HMG and mortar that I could get my hands on Later I was expecting lend lease shermans which cant be salvaged by the way that's probably a bug, but my opponent went for t-70 so I just decided to troll with a Sturmtiger but as soon as he saw it he surrendered. I noticed that I should have gotten at much earlier was flooding a ton of mp In: Replays |
Thread: Okw Infantry support gun needs a buff?1 Jul 2014, 19:41 PM
Perhaps its to early to tell but i think its fine the way it is it can come really early if you chose to open with the healing truck instead of the other one but you become more static. Great range, good damage and the best part in my opinion is it can bring down houses really fast which is something the OKW lacks (no flamethrower, grenades aren't that effective unless you use the doctrinal grenade assault)on maps like semoisky, kolodny it feels really strong. I use it to tech fast to tier 4 so I can use the panzer II In: COH2 Balance |
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