Artillery Officer
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1 Posts: 3052 | Subs: 15
The arty officer with wehr commander that has pak43 and leFH arty: is the range of the mortar units that he has an ability for to coordinate barrage with extended? How far? If not then that's a seriously massively useless ability to have to run a guy up close and risk his life to bombard a target that the mortars could have shot at anyways. Big deal to order each on of them if you really need all units to bombard a single target.
I think its extends the range,dont know the exact stats.
I tend to use to use the officer alot and I think the only time to use this abilty is when your Howtizers/werfer(if u can afford it lel good luck buying a werfer and howtizer and not being pushed to ur base) are on cooldown and you want it to shoot again immediately. thats its only real use.
I love the other two abilities though.
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I think its extends the range,dont know the exact stats.
I tend to use to use the officer alot and I think the only time to use this abilty is when your Howtizers/werfer(if u can afford it lel good luck buying a werfer and howtizer and not being pushed to ur base) are on cooldown and you want it to shoot again immediately. thats its only real use.
I love the other two abilities though.
You can shoot during cooldown with his ability at double range? That's awesome. Yes I used it yesterday in a 4v4 game where I basically was building defences all game to hold the line and teammates attacked. Works only then I guess.
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It stacks

1 Posts: 3052 | Subs: 15
You can shoot during cooldown with his ability at double range? That's awesome. Yes I used it yesterday in a 4v4 game where I basically was building defences all game to hold the line and teammates attacked. Works only then I guess.
Yeah I loved it when i figured that out. But its so hard to make it work when you dont have enough manpower for the artillery in the first place,and it costs 100(?) muni.
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The only passive range bonus it gives with out coordinated barrage is from the 8 percent better artillery range bulletins
4 Posts: 1194 | Subs: 1
Does this fellow give the range bonus to your allies? That would be rather significant with a walking stuka.
He doesn't passively increase range (except with a bulletin). Only YOUR artillery will be affected, and only when he uses his concentrated barrage. So unfortunately, no, it would only work with a captured Stuka assuming no bugs.
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He doesn't passively increase range (except with a bulletin). Only YOUR artillery will be affected, and only when he uses his concentrated barrage. So unfortunately, no, it would only work with a captured Stuka assuming no bugs.
It only works with artillery pieces that use normal barrage mechanics, Iv captured a stuka before my OKW partner got abandoned and it didn't work.
4 Posts: 1194 | Subs: 1
It only works with artillery pieces that use normal barrage mechanics, Iv captured a stuka before my OKW partner got abandoned and it didn't work.
Maybe if the stuka is vet 4 with incendiary? :}
Someone should test it.
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Maybe if the stuka is vet 4 with incendiary? :}
Someone should test it.
IIRC I believe it actually works with the Sturmtiger.
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The Officer costs too much to reinforce for what he adds to your army IMO.
Fun fact: His ability also makes vehicles reload faster and have more accuracy so he is fun to play with the Stug if you are just goofin'.
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The Officer costs too much to reinforce for what he adds to your army IMO.
Also,I noticed that, if it's not a bug, by just losing one member of the officer squad it makes it unable to execute any abilities. Abilities come back when the squad is full strenght. That's a really weird feature.
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Also,I noticed that, if it's not a bug, by just losing one member of the officer squad it makes it unable to execute any abilities. Abilities come back when the squad is full strenght. That's a really weird feature.
You lose the abilities if the officer is killed, which is working as intended.
I agree that for cost this unit is not effective. Also he does not really work like an officer, just an upgradeable gren squad.
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