I actually haven't been minding playing OKW v Soviet maxim spam recently.
It's kind of the closest thing I've come to putting together strong flanking maneuvers like you could in vCoH.
Maxim spam, especially garrisoned maxim spam, is predictable as all hell. On a number of maps you can just walk past the front lines and start back capping. I have find myself building four volks and teching entirely as a countermeasure to how the first engagements go. Either way T1 or T2 has to go up ASAP for flame nades.
Maxims don't scale and leave Soviets without vetted infantry or conscripts. If you are teching to counter maxims, you've already (most likey) played into your opponent's strategy.
The goal is to get enough fuel to go T2 and Puma. You might think Luchs, but you're not fighting Penals or Riflemen. You don't want to go for FlakHT because FlakHT. ISGs may help against the maxims, but they don't help much against the impending T70 and probably Guards. The option for walking stuka is nice too.
Also, if I do make a kubel I make absolutely sure to salvage it after its inevitable death.
They actually are the are an elite infantry that arrives before minute. They are more durable and have more DPS than riflemen who are op themselves by design (and should be toned down not that they have a mortar available)
As was clearly demonstrate by Shocks and Guards at CP 1 elite infantry need to be delayed (or be available to all factions).
Sorta. There is no functional component of the game that differentiates entities or squads as 'elite'. As in, there isn't something like in vCoH where there's different levels of soldier/elite armor.
That being said CoH2 does have some kinda of delineation between squads. I find this to be a very blurry line though. The variables to gauge are a bit too complex for units to just be 'elite' or not. Is it squad durability? Versatility? Damage output? Kinds of, or options for, damage output?
I mean, Obers are obviously designed to be 'elite' soldiers, but they lack AT and sport 80 health an entity. Riflemen on the other hand I wouldn't call 'elite' soldiers but they certainly are versatile, durable, and capable of extensive damage output. Paratroopers and Rangers I would consider 'elite' but they mostly just bring strong SMGs to the table for USF. Grenadiers I don't think anyone would consider 'elite' but they are probably the most capable infantry unit in the game except for their squad size/spread and allied powercreep.
They totally deny garrison / cover play with flamethrower
Ding Ding Ding.
The Penal Battalion unit itself isn't broken, but having a large infantry unit able to get flamethrowers causes a problem for the way flamethrowers work. And I don't just mean over cover mechanics.
Unlike flamethrowers on engineers (and on 2 and 3 man squads in vcoh) there isn't a notable target for enemy forces to focus fire. The flamethrower can't be singled out, which highly impacts how important micro is in the engagement for the worse.
I mean, players may often note their riflemen or volks squad that picks up a dropped flamethrower gets focus fired pretty readily. There's a reason for that: it's a major threat.
Yes. They will spam Maxims even more. Not sure if WBP team kept that in mind when nerfing Penals. I find playing against Penals with the odd M3 car or sniper better than playing against a Maxim spam.
I don´t know why Penals are considered OP anyways. Yes they are strong against infantry but they have to be because they are a 300 MP 60 Ammo unit with no AT capability. Going T1 as Soviets is such a risk because of the obvious lack of AT that Penals need to be good just to offer any reward for going T1. Especially against a OKW player that gets a quick Luchs I find T2 much stronger. Guard Rifles can´t effectivly fight a supported Luchs and until T-70 gets out the OKW player takes over the whole map.
When playing against Soviets as OKW I´m always glad if my Opponent goes T1 because I know I just have to hold on a bit until I get Luchs and he can´t counter.
Penals in and of themselves aren't really OP. The problem was how they were timed with Guards. The PTRS on Guards made it so Ostheer especially couldn't even have a chance to have an edge until way too late in the game.
The unit wasn't so much OP as with how they were timed with Guards to allow for Soviets to dominate both the early and midgame, and possibly beyond when you consider the T70.
At WFA release, the problem with USF v OST was that riflemen came out too quickly for OST T1 to hit the field. Battle phase teching couldn't keep up with Lieutenant and Captain squads hitting the field.
So the MG42 got shoved into T0, the SOV v OST matchup be damned. This crammed USF into always dealing with MGs and Ostheer always using MGs.
So then USF was given a T0 mortar to counter the T0 MG that was countering the T0 riflemen. Much strategy. Such diversity.
WFA and EFA should never have crossed paths. OKW v Soviets has likewise been a cluster.
At release, OKW v USF wasn't actually too terrible. Likewise Soviet v Ostheer remains to have the highest potential for a balanced game.
How so? Wasn´t it their decision to change penals etc. Why not change the Panther? Or is there a deadline and we end up with a half assed patch that doesn´t even adress all issues?
Like crazy is an overstatement - because (aside from PaKs) any team weapon caught by the Stupa must have done something terribly wrong to be there in the first place. At its cost, the Stupa would have to perform at Centaur levels against infantry to become viable, especially at that point in the game, and even then you would be hard-pressed to find it useful. The lack of a turret and small firing arc combined with the still terrible pathfinding only amplifies this.
Normal tanks deal well enough with infantry, unless you run them straight into AT guns and handheld AT. The Stupa is the answer to a question nobody asked, which is why you never see it. It is such a niche unit in its application, that I have wondered since 2013 why it is a non-doctrinal unit. The Stupa should be replaced with a significantly beefed up Ostwind in Tier IV, while the Ostwind's place in Tier III is taken by the Puma. That would allow the Puma to actually bring some "shock" (as mentioned above) value in, while enhancing strategic diversity: Do I go for the cheaper Puma and shut down the enemy's light vehicles RIGHT NOW, or do I wait a bit longer and get a StuG which will prepare me much better for the inbound armour.
It took me a while to make the connection that the "Stupa" is the Brummbar. I thought you were mispelling "Stuka" and was wholly confused.
(TIL "Stupa" was german soldier slang for the Brummbar.)
Direct fire weapons like ATG do use their accuracy modifier, multiplied against their target's target_size. Scatter still plays a factor though, it's just affected differently.
T4, like the entire Ostheer lategame, is dictated by allied army composition.
Most Allied players expect Axis to try and use their heaviest tanks in some fashion. And for Brits and USF countering axis heavies is identical to countering axis mediums. As a result, T4 is usually only worth it for a panzerwerfer or two to barrage mounting ATGs and AT infantry blobs.