lul, that's pretty harsh rule, i doubt that anyone would be able to win with each faction, only like OKW, brits and USF seems reliably good, and ostheer and soviets sucks now
You know that in the 4 cups sunday we had 1 single USA game, right?
im the Ostheer guy. i've felt like been force out of cover entire game once i've seen 2 comet then decide to give up
I will do it, since the both others had no time
A) Min 3.50 you lost your pio vs enemie pio
B) Why ass grens on this map vs brits? Use Sniper! Sniper are kind of OP vs brits!
C) Min 7 you lost your mortar to enemie pio
D) Min 7.54 you bring a 222. That is way too late. After that you have still 94 fuel left.
E) Min 9. You lose your 222 frontal to 1 pak
F) Min 10-11 gren and assgren dies.
G) Min 15 you bring a new Ass gren. Don't do this! He is ok in early but midgame this unit will just die
H) Min 20 PiV dies for nothing
I) Min 30. You have a Tiger out and he 1-2 Comets. Get a Stug not a PIV. PIV can't do shit vs Comets.
All in all you have to take care about your units. You get too many wipes! And enemie did not. And it was not vs mortarpit!
When your enemie have no fuel like he had in early and you see a mortarpit --> rush flamerhft and try to kill it.
When you can't kill the mortarpit on this map. Then ignore the middle vp. Get left and right side. There are 2 Vps, 2 fuels and 2 Muni! That's many ress. Mid-lategame you bled out too much to the pits.
Look B. This is really really helpful, when you can mirco him
Sorry if I was a bit unclear. I was thinking that if you lose an ambulance it would hurt less if you have the medics already out. Then, you will not need to rebuild an ambulance for the heals. Alternatively you can have the medics out on the field healing squads that just got out of combat, also increasing field presence.
Yes, this will help when these bugs/oversights fixed.
The thing is, that the ambulance heals all near units at the same time!
The doctors can heal only 1 squad at the same time.
Panzerfüsiliere beat any of the main infantry...No matter if it´s Riflemen, Inf-sections, Conscripts. They can even go toe to toe with Penals. Volksgrenadiere can not reliably beat any of the other mainline infantry at any range (tested in fair conditions in Cheat Mode). Only against conscripts they have an advantage at long-range.
They also have 6 man squads, a (pretty bad) AT nade and a decent AI nade. Plus a recon ability at Vet1.
They get +40% accuracy at Vet2.
They only cost 24MP to reinforce.
They only "cost" 6 pop. Instead of Volksgrenadiere 7. (Not sure why that would make sense)
They have increased range of sight and thus can spot and allow to generally see your opponent before he sees you.
Does anybody think that using them instead of Volksgrenadiere could work?
With a build order like that for example:
- Kübel 2x
- 1x SP/Volksgrenadiere depending on map
-> Truck and T2.
-> 2-3x Panzerfüsiliere
Does anybody play OKW like that in 1on1?
I have tried this strategy in 2on2 and it seemed to work well. Panzerfüsiliere seem very sturdy in all situations and definilty can take a beating.