coaxial + turret mg makes pretty good aniinf capabilities. Better than jagd, which cant chase armor, or deal any significant damage to infantry.
it is really matter of which building u get. If u go t2+t3, u dont get panther. if u go t1+t4, or t2+t4 u get it.
			OKW general strategy discussion
									23 Jul 2014, 15:47 PM
				
	#21					
								
					
				
		
Posts: 22
									23 Jul 2014, 19:34 PM
				
	#22					
								
					
				
		Posts: 1144 | Subs: 7
People keep writting off the Obbers STG44 upgrade as not worth it, but remember they are still a long range unit with this upgrade, the main difference is (due to infrared scopes), they have amplified damage against units in cover.. so they work like a flame thrower (well without AoE), which is obviously something pretty special.
Not always needed, but certainly powerful on some maps..
i think they only ignore some cover bonuses, not amplify. also i believe the flamethrower doesnt deal more damage in cover like it does in vcoh
									23 Jul 2014, 19:52 PM
				
	#23					
								
					
				
		
Posts: 22
If only they could keep their MG, that would make whole doctrine worthy...but that would be overkill. they would kill squads instanttly at medium range.
			
		
									23 Jul 2014, 19:52 PM
				
	#24					
								
					
				
		
Posts: 22
Sorry, double posted accidentaly.
			
		
									24 Jul 2014, 21:38 PM
				
	#25					
								
					
				
		
Posts: 196
Are there any strategies not relying on the MG34 so far?
			
		
									24 Jul 2014, 22:16 PM
				
	#26					
								
					
				
		Posts: 1384
I like any build with 2 sturmpios.  Early raketenwerfer if soviets go for scout car is a must, unless you have good mine placement.  Watch out for doctrinal tanks in the mid game and don't ever slack up on mines and always have 2 raketenwerfers or schrecks in the midgame even if you have a puma.
			
		
									24 Jul 2014, 22:16 PM
				
	#27					
								
					
				
		Posts: 1144 | Subs: 7
Are there any strategies not relying on the MG34 so far?
yes
									24 Jul 2014, 23:40 PM
				
	#28					
								
					
				
		
Posts: 196
yes
Well, where can I find information on them?
									24 Jul 2014, 23:50 PM
				
	#29					
								
					
				
		Posts: 1144 | Subs: 7
Heres one guide i made that uses an aggressive 2 sturm pio start. works better in 2v2s but also works in 1v1. requires you to be very smart about positioning and using your sturms effectively.
http://www.coh2.org/topic/20684/storm-that-position-okw-build-order
right now im using a modified order of that build that is a little bit safer where i skip out on the 2nd sturm and go jaeger light infantry when i need them.
personally i very rarely go MGs because theres a certain risk in using them. same reason why i dont like using the half track that much.
			
		http://www.coh2.org/topic/20684/storm-that-position-okw-build-order
right now im using a modified order of that build that is a little bit safer where i skip out on the 2nd sturm and go jaeger light infantry when i need them.
personally i very rarely go MGs because theres a certain risk in using them. same reason why i dont like using the half track that much.
									25 Jul 2014, 15:26 PM
				
	#30					
								
					
				
		Posts: 1169
I agree Lemon, higher risk units. That why I like lots of Fussies, larger squad, harder to wipe, and also high DPS with G43s.
			
		
									1 Aug 2014, 03:35 AM
				
	#31					
								
					
				
		Posts: 1468 | Subs: 4
MG34s are great for AT, because they can be so effective when you're well-coordinated.
I'd probably skip out on them for RT because who knows if your ally will help protect your flanks. I don't really play RT though, so it's hard to say.
			
		I'd probably skip out on them for RT because who knows if your ally will help protect your flanks. I don't really play RT though, so it's hard to say.
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