Usually combined with the flak truck and/or mgs they work decent (not great) against suppressed squads. Hollow charge barrage ability also does decent dps against armor. Since OKW at guns sucks its nice to have long range AT.
More importantly, T1 allow OKW to quicktech T3 and give FHQ healing and reinforcement which are very important in team games.. Imo unless big patch changes happen with the metagame evolving T1-T3 openings will soon become standard in 2vs2.
Stuka is best ofc but T2 is a huge fuel sink which delay all the good T3 units OKW get to counter many different strategies. With the guards button nerf OKW T3 are more very effective vs Soviet T1 openings than T2 with luchs, obers and panther. Obers also can fire lmgs on the move which can kill snipers in one burst.
Stuka might seem good against soviet T2-T3, but once the T34-76s come out it easy to lose the stuka if caught offguard without volks shreaks defending.
Stuka is primary effective in team games on large maps where allies can have trouble hearing the stuka firing the missiles if not zoomed in correctly.
On the small 1vs1 maps, stuka are easier to dodge and the fuel investment leave OKW vulnerable to a tank push.
2vs2 double OKW vs double soviet, stuka investment is also very risky without a pak43 to defend against a T34/85 tank spam where all you have is pumas and volks. OH+OKW, stuka could work if OH defend well with pak40. But in 2vs2 random I rarely see OH players support the OKW player well with pak40 guns.
Stuka is abit overrated because its very situational and depends alot on maps and correct timings. Get the stuka without good timings and map awareness will result in many lost games against good players that have good timing attacks with medium tank spam. Personally when I play 2vs2 random I hate when the OKW player goes Stuka first because then I have to babysit OKW with pak40 (if OH) and or pak43 or its gg once the allied medium tank push comes. Double soviet with fuel caches can make very strong timing attacks with 4-6 T34-85 tanks when all OKW player with stuka have is maybe 1-2 pumas. Good luck defending against that if caught offguard. Instead of the stuka, double OKW could have two panthers out in time to deal with allied medium tanks (or one saving for KT and stall with pak43).
Profile of SturmtigerCobra
General Information
Steam: 76561198058250376
Nationality:
Denmark
Timezone: Europe/Copenhagen
Game Name: Cobra
Steam: 76561198058250376
Nationality:
DenmarkTimezone: Europe/Copenhagen
Game Name: Cobra
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Post History of SturmtigerCobra
Thread: Any good use of 7.5cm le.IG 18 Infantry Support Gun in 1v1?10 Oct 2014, 19:46 PM
In: OKW Strategies |
Thread: [2v2] NationsCup #19 Oct 2014, 16:57 PM
Solo signup Playername: Cobra SteamID:76561198058250376 Country: Denmark In: One4One |
Thread: A Guide to 2v2 as OKW7 Oct 2014, 17:01 PM
Great guide LemonJuice. If you get the time I think it would be very helpful to write abit how to work as a team of double OKW or OKW+OH? What do you say or do to get random players working as team? Alot of Ostheer players in 2vs2 random totally fail to support the OKW player which usually result in a loss. At some bad days its like 9 out of 10 Ostheer players fail to fufill their role. OH-OKW have good synergy and OH can cover the weakness of OKW. Fuel caches, gren faust, mobile ht to reinforce volks/obers blob, P4 spam, mortar HT, vet3 mortars with elite vet, pak40/stug stun etc. OH might be weak in 1vs1 but they can be amazing good support for OKW in 2vs2. Also if OKW support the OH with medic truck and shreaks, OH can spend most munitions to help lock down one fuel with S-mines/bunkers or get gren lmg spam until OKW have obers. Many OH players play 2vs2 random like it was 1vs1. Divide map in half and try to defend or attack points at the opposite end of where OKW have the trucks. Then OH lose his side and quit because he cant defend and/or attack well without OKW which are busy defending where the trucks are. Instead it should be OH supporting so OKW can be more mobile in attacking with the volks/ober blob.. While doctrine are important its at least equally important learning working as a team to have good synergy. In: OKW Strategies |
Thread: Truck positioning7 Oct 2014, 16:04 PM
Flak truck can be placed aggressively without to many drawbacks if you use command panther call-in and/or pak43 (stall for KT while flak truck provide cover for the pak43). With these doctrines you only need a few obers and maybe one luchs. After that you can just use call-in panther or stall for KT (with pak43). KT also dont require the flak truck as long it was build once. Lategame vet3 Sturmpioneer you can repair trucks/pak43/KT very fast between arty barrages and also good dps against suppressed squads. In: OKW Strategies |
Thread: New level of COH2 cynicism4 Oct 2014, 20:45 PM
![]() GOOD, GOOD..It is pointless to resist..The last jedi (stephenJF) will never prevail to rule the top ladder. Everything is going as planned, soon the top ladder will see the true power of the dark side with 100% abuse and cynicism. In: Lobby |
Thread: OKW whine and tears3 Oct 2014, 18:45 PM
OKW - broken Post WFA, Soviet vs OH was fine and USF vs OKW would have been fine to if Relic did not have to balance 4 factions. All Relic had to do as "temporary balance fix" was to allow eastern front ladder players to veto WFA and vice versa. Problem solved. Eastern Front armies vs western front armies should only be "testing grounds" in custom games. Relic balance team? >>> ![]() In: COH2 Balance |
Thread: Heavy tanks - easy use2 Oct 2014, 18:02 PM
Tiger tank? No problem https://www.youtube.com/watch?v=QfigpjOTZvs Saving Private Ryan Air support Scene (P-51) "Without the B-17, we might have lost the war." General Carl Spaatz, Commander, US Strategic Air Forces in Europe, 1944 Not suggesting USF should have B-17 but COH2 obviously are not taking full advantage of the fact that USF could not have won WW2 without good bombers. Just give the Major P-47 call-in using fuel instead of munitions, problem solved. Fix USF late game and force Axis to get some AA to cover their tanks. Since USF late game are very micro intensive its only fair they get the best bombers and also historically accurate. Relic need more focus on AA and air combat of WW2. In: COH2 Balance |
Thread: Jagdtiger - The Gamebreaker1 Oct 2014, 17:44 PM
Nerfing the Jagdtiger and ISUs would be even more OP in team games. ![]() In: COH2 Balance |
Thread: [3v3] P47 spam and anti-air vehicles25 Sep 2014, 22:41 PM
Jagdtigers are overrated and primary useful against ISU152 in team games. A single soviet player that skip higher tech with maybe a couple of fuel caches can get 4 x T34/85 before OKW even get a jagdtiger at 13 CP. If that happens its pretty much gg and even if OKW get out the jagdtiger it can get shell shocked pretty easily by flanking tanks. A KT with vet1 blitz are a much safer late game build imo and can deal with all soviet call-in tanks + infantry before 13 CP and not as vulnerable to flanking tanks. Not saying Jagdtigers is a bad unit but its definately not a safe build that will work against all doctrines. Yes high level top100 players can usually get away saving for a jagdtiger in team games but many players wont even surrive until 13 CP if playing against aggressive allied players. Yes the P47 is a good counter to axis heavy armor but since all USF tanks except E8 tanks are made out of tin foil? thats only fair. USF are the most micro intensive faction late game and the P47 help even the playing field. Maybe Axis need a few buff to AA but that about it. If the P47 get nerfed there are not any good reason to play USF in teams and then axis teams has to deal with 100% soviet team abuse all day long. hf with that. In: Strategy Desk |
Thread: Playing without MG34 commanders?23 Sep 2014, 21:07 PM
From what I have seen, MG34 are risky using against soviet because they usually have alot of different non-fuel options to counter it. USF on the other hand dont have many non-fuel options and the vet0-vet1 pack howie are inferior to soviet vet1 mortars because the howie takes a long time to get vet2 and cant retreat. Infiltration grenades (only cost 10 munitions for 5 volks grenades) are great and with abit of luck allow volks to win all 1vs1 engagements even against shocks with good grenade micro. One pro-tip, infiltration grenade cooldown are cancelled once you make a movement with the sqaud. Which mean you should throw 4 grenades with volks (not 5) and then you are ready to throw 4 grenades again and again. Also get a full refund if you dont throw any grenades so can be used to scare units out of cover as well. Takes abit of practice but very useful if you want to quickly destroy stationary targets with 8-12 grenades or blobs in narrow places like on a bridge. Anyone tested if OKW can destroy demo charges with infiltration grenades? In: OKW Strategies |
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or blobs in narrow places like on a bridge.
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