KNOW YOUR COMMANDERS - OKW
Posts: 2238 | Subs: 15
Description
Lay waste to the battlefield with high explosive tools such as the Flammpanzer 38 and Flammerwerfer 35. Call in an off map rocket barrage which will bombard the area with multiple 280mm rocket artillery.
Abilities
Thorough Salvage: Salvaging will take more time, but also yields munitions resource.
Flammerwerfer 35: Sturmpioneers are now able to equip themselves with a Flammerwerfer 25 Flamethrower.
Recoup Losses: Infantry that is lost will grant a portion of manpower back to the player
Flammpanzer 38 'Hetzer': The Flammpanzer 28 is a Jagdpanzer 28 modified with a Keobe flamethrower in place of the main gun.
Rocket Barrage: Call in an Off-map Barrage of devastating 280mm Rockets to a targeted area.
Don't miss your chance to possibly name and win this commander in our Name Your Commanders contest! In case you missed it, have a look at the Know Your Commanders blog post for the new USF Commander as well.
Posts: 103
Compared to Pershing Commander cool, but where is King Tiger Ace Commander ?
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Posts: 64
Posts: 3103 | Subs: 1
3 actual 'new' ability
Pretty sure the Rocket Barrage is 'new', though likely not too different from other arty. Probably like a weaker and cheaper Air Supremacy.
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Flammerwerfer 35: Sturmpioneers are now able to equip themselves with a Flammerwerfer 25 Flamethrower.
WTF !?
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Posts: 1653
Posts: 2470
WTF !?
notice that every line about the flamer has a different number in the title than what's in the description.
Posts: 1024 | Subs: 1
Posts: 2053
Its all right in the picture, so...
Posts: 3103 | Subs: 1
Even more MP for already floating MP faction! Yeeeeyy!
Yo dawg we heard u like MP float...
notice that every line about the flamer has a different number in the title than what's in the description.
If they guess enough they'll get it right
Posts: 824
Posts: 3103 | Subs: 1
Is Recoup Losses muni-activated for a short time period or passive once you hit the CPs? The muni-activaed ones suck.
I'm assuming the first since CoH2's commander segments have been entirely without completely passive effects. The passives give you upgrades or build options - nothing has been just "Play the exact same way except now your stats are better".
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Posts: 952 | Subs: 1
I'm assuming the first since CoH2's commander segments have been entirely without completely passive effects. The passives give you upgrades or build options - nothing has been just "Play the exact same way except now your stats are better".
Radio Intercept
Posts: 474
I mean with this ability, you won't even be able to see their final form. Lets just hope it's not an passive and tied down to munitions.
Posts: 174
Recoup losses seems completely counter-intuitive to OKW's "few but elite" doctrine. It would be more fitting for SU. Seems weird. I'd even suggest to replace it.
It's not gonna make a big difference, as suggested by the first few replies. Never play OKW but pretty apparent the faction floats tons of MP while waiting for fuel. This ability might let them roll out an extra squad of Obers or something in the middle of a game, which will help them deal w/ hordes of vetted Allied infantry.
It's a nice little passive ability IMO.
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