Yeah I am preventing this in the early game by holding key houses with volks and just stall. Create green cover sandbags elsewhere to let you hold the line. Try break your opponents cons/rifle health down as much as possible.
With OKW I always try incorporate the Infantry Support Gun (ISU) to help me dislodge my opponent from buildings but also turn mid-long range cover volk vs con/rifle in my favour.
I always aim for 3 volks (1 shreck), 1 sturmpioneer, 1 ISU and 1 rakenwerfer for my early game needs and it lets me deal with everything.
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Broadcast: https://www.twitch.tv/StephennJF
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Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
Nationality: Australia
Post History of StephennJF
Thread: OKW players need help vs buildings29 Jun 2014, 16:07 PM
In: OKW Strategies |
Thread: Why WFA is the best thing to happen to COH 228 Jun 2014, 18:38 PM
Nice video. My biggest concern is blobbing. You mention that there are "blob-control units", but I don't think the existence or non-existence of these units is what is causing all the blobbing. IMO it's the forward retreat points. OKW have a no-brainer forward retreat point on their trucks, and USF can retreat to officers. This IMO is what is creating these blobby static frontline wars that have very little to do with flanking. Disagree completely. The WFA expansion does not promote blobbing with forward retreat points. Veterancy aura abilities such as that in CoH1 brits and lack of suppression are the culprits, both which do not exsit in CoH2. Forward retreat points provide a new strategic option, with an element of a risk and reward that is great for both players and casters! I have found when I am in a duel forward base engagement with USF and OKW hitting 12 CP's in 15 minutes means there is some hard hitting constant action going on in the map. One side will eventually have to fall back though. The rest of the map can not be ignored unless they have full control of your cut off point, which in that case they probably lost the game prior to that due to some other error. Forward retreat points are extremely vulerable as much as they are strong for the reasons including:
I played a game the other day as USF where I relocated my forward ambulance/major multiple times across the south east-west of Langres to avoid walking stuka fire, infantry rushes and tank raids. The atmosphere it creates uniquie, intense and eventually I made the mistake of not relocating after my opponent discovered my forward retreat point and he thankfully capitalized on it with 2-3 vet3 squad kills. You do not have to flank it to win the game. You can chip away at it, pressure other sections of the map and flank when they are weak! Recon and map awareness must be perceived differently to effectively shut down this style of play. Forward base blobbing can be punished. The intense fighting at forward base positions can only last so long before one side makes a critical error or one lands a major damage hit. Both which are great for casting and playing. Oh and good video Ciez. I agree. In: COH2 Gameplay |
Thread: Pak 4327 Jun 2014, 17:28 PM
Well Joint Operations is my staple Whermacht doctrine. I lterally use it for half my games. I'd be super cautious of using it against America. If I do get a replay though I'll be sure to post it. In: COH2 Gameplay |
Thread: So.. anyone ever built a Tiger as the OKW?27 Jun 2014, 17:23 PM
I've played about 1v1 30 games as USF so far and I've versed the King Tiger about 3 times. It is possible to get the King Tiger, however you not post-pone getting armour earlier for AI or AT purposes. Typically, if you can take out a couple of your opponents armour units without losing your own really increases the prospects of getting a KT out. Unit preservation is the key! In: COH2 Gameplay |
Thread: Pak 4327 Jun 2014, 15:33 PM
Yeah I agree with what Lichtbringer stated. The issue with the pak43 now against USF is it highly susceptible to being destroyed. This is as a result of the Major off-map strike having a large cast range and extremely hard hitting. Joint Operations will be a difficult doctrine to use against USF I feel. In: COH2 Gameplay |
Thread: Patch notes for June 26th, 201427 Jun 2014, 05:33 AM
To be honest I adapted very well to M3 usage and have learned to counter it in many different ways dependant upon the map and number of M3, this patch just makes it a tad easier. Good patch, however as I stated I do not like the excessive speed buff to blitzkrieg vet1 ability. It makes it incredibly easy and cheap to use both offensively and defensively. In: Lobby |
Thread: Your opinion on "Germans" being renamed "Wehrmacht"?23 Jun 2014, 11:10 AM
Ohh wow your right. I think I subconsciously never realised now they are completely referred to as German in-game. I did recognize that Relic did at some point in time change the automatch listing to be as 'Germans' instead of 'Ostheer', however I didn't realise everything else in-game was changed as well. I have always called the eastern front Axis as Ostheer on my stream! I am 100% positive they used to be listed as Ostheer in-game at some point in time. Otherwise, I am going bat shit insane! In: Lobby |
Thread: Your opinion on "Germans" being renamed "Wehrmacht"?23 Jun 2014, 10:59 AM
Hahaha yeah this confuses me aswell. Personally, I would of liked it to be east front remains as Ostheer. The west front remains as Wehrmacht, just like CoH1. Long faction names are annoying and I do not like using abbreivations for the sake of confusing new players. In: Lobby |
Thread: How to regain units' health?23 Jun 2014, 10:26 AM
Yes, you can heal your troops. For Soviets you can build it from your Headquaters building. The upgrade called Field Infermary costs 250 manpower and 3 nurses will heal your troops. For Wehrmacht you can build a bunker for 150 manpower and then upgrade it for 60 munitions to give you medics. In: New Members |
Thread: Hitbox Stream Listing has Issues22 Jun 2014, 18:05 PM
I'll start testing hitbox again after my exams. I'll give you feedback after some streaming sessions. In: Site Feedback |
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