Manpower is (besides time, arguably) the most important and scarce resource on the battlefield. The trick is to preserve it as much as you can. There's things like retreating as soon as possible from engagements you can't possibly win, but healing is also very important. Personally I've taught myself to retreat whenever squad health is around 60% per model (average) or less to heal up in base. This might cost you some mild map control but it will give you more manpower to spend on new units in the long run. Having squads with less than 60-70% HP will mean they will likely lose models quickly if they get into a fight anyway.
As for knowing when to retreat based on health... it's something you just have to get a feeling for. Again with manpower preservation in mind, it's usually best to retreat sooner than later if you think you're gonna lose an engagement. |
^and yet somehow after literal YEARS of having 4 man squads people STILL pick and play Ost, WELL even...
Grens having several drawbacks because of their small squad size has just been a way of life for a faction that otherwise offers a very good and complete unit roster and well designed teching.
In my experience with the preview patch the quality of life improvements by 5 men Grens (survivability and utility) are very good. I do feel this always should have been part of some kind of T4/BP3 teching mechanic because mid/late game 4 men Grens just get wiped left, right and center.
At the very least Ostheer with 4 men squads should be recrewing weapons with 2 models rather than 3. |
Thread: OKW16 Oct 2018, 06:47 AM
and OKw had higher WR than ostheer over them but ofc u left that out conviently
Wait a second
2% proves nothing , balanced match up.
Oh right.
OKW has 3% and 4% higher WR than OST against USF and UKF respectively, but I guess 3%/4% as opposed to 2% suddenly does prove something?
I don't think u know how design works, certain aspects of a design can be considered as "OP"
Excuse me but you're the one that began citing GCS2 stats to prove how OP OKW is. I'm just correcting you because those stats tell the opposite. |
Thread: OKW15 Oct 2018, 21:38 PM
2% proves nothing , balanced match up. Nobody was talking about soviets, read again or did you leave that part out conviently so you can shitpost and shoehorn it to fit ur agenda?
You claim OKW is overpowered by citing the GCS2 stats. I'm telling you these stats are highly inflated because of two very weak factions that OKW got to play against. 48% against Soviets (with 44% for OST) means OKW/SOV/OST is pretty balanced. In conclusion: it's not OKW that is overpowered, but UKF/USF that are underpowered.
Do I need to spell it out for you? |
Thread: OKW15 Oct 2018, 21:25 PM
Yeahh I bet the GCS losers and OKW 57% WR would disagree
OKW only had such a winrate because UKF and USF are blatantly underpowered and weak respectively in 1v1.
OKW had only 48% WR against Soviets or did you conveniently happen to miss that?
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Thread: OKW15 Oct 2018, 07:36 AM
sturmpio spam to Volk spam
Sturmpio 'spam'? How does one spam a unit that costs 300MP and 30MP to reinforce? If an enemy builds more than 2 they will be ruined by manpower attrition. Also 'Volks spam' isn't really a thing because it's literally the only thing OKW can build lol.
I think game mode is a big part if it. In 1v1 you can just cap somewhere else, but in team games the same size maps are divided between 2/3/4x as many players which often forces you to engage the sturmpios directly.
USF has it worst because at least ukf you can tank with the UC and you start with an infantry section. USF gets stuck with the underwhelming RE and lack any vehicles or suppression options that early.
On the other hand, team games also enable you to concentrate forces. The trick is not to send units in one by one against the Sturmpioneers that you know will be there, but to wait for at least one other squad and focus fire them.
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[223]
It was only build in only 1 game (Theodosios). I think it should come out earlier to make a difference in combat. My suggestion would be to make it a CP1 /CP2 call-in. The upgrade could be more expensive then. And it should definitely give your teammates resources too.
I do think currently the 221 comes out a bit too late for what it can do, especially if one goes Mechanized. It isn't practical to get a 221 out after having Mechanized up instead of waiting for 40 more fuel to get out a Luchs, and (15+45+20=) 70 fuel is a bit too much for a glorified Kubelwagen anyway.
I would propose to keep it at 0CP with build time in HQ but move the requirement down to having an SWS truck built. This would force players to choose between teching or fighting power, but would give the 221 a much better time of opportunity. |
Stuka Close Air Support (AT) would be nice for Overwatch. OKW severely lacks AT tools beyond JP4/Panther. Would also put a strategic choice (back) into the doctrine: spam golliaths or save up for CAS.
Also I don't think the tourney can give very good indications of the abilities/commanders as I feel most teams were not used to them. In VonIvan's stream last week for example I saw them training in regular automatch with the normal commanders. |
Havent tried LeFH yet, so does it still have counterbarrage or is it replaced with direct shot
-Veterancy 1-3 now matches its Ostheer counterpart
-Veterancy 4 reduces Counter Barrage reload time between shots by 60%
-Veterancy 5 - Allows single fire direct shot up to 50m
So counterbarrage is there at vet1, gets improved at vet4, and then at vet5 it gains the additional ability of direct shot. Which is a bad ability honestly. |
Yeah and also good luck using a Stuka. It can take up to 4 barrages (and lucky RNG to hit more than 1 rocket per barrage) to kill the bigger houses. The FHQ is usually used early to block resources, so getting that 100 fuel would take forever anyway. Which is why I specifically mentioned OKW has no early counters. ISGs take absolutely forever to kill large stone buildings. Flame nades take 5 or 6 to kill stone buildings so that's pretty much out of the question early game, too. For ISGs you have to be lucky to have gone Battlegroup, too.
OKW's early 'counters' are shit.
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