Korean would be a great setting, not too advanced weapons so easy to maintain coh flavour and feels. Also quite critically, both sides were somewhat evenly matched, so its kinda easy to feel comfortable with equal sides in pitched battle, which is what makes WW2 setting so intriguing. |
If you see T1 opening with sniper, get infantry camo, put your MGs in cover, with grens camo close to it, he's extremely likely to run his sniper and or M3 into MG fire and faust range (sprint also helps). From there grab G43s and you can pressure snipers when some of his units fall back. |
PG isn't assault infantry, main idea is you put it behind cover, likely near support weapons and enemy assault infantry has a difficult time closing against it, especially with the bundled nade placed into their path.
You don't need armour for a unit in cover. |
If you find repair speed to be a problem, you playing the faction wrong, it's that simple. Don't rely on your armour, it's just a tool that helps you tip the balance. You can't fight allied tank destroyers head on with armour (exception a well used and supported elifant).
If you play correctly, repairing isn't that big a deal with Ost.
Yeah it's a tricky faction, but it's harder to be defensive and push off wave after wave of assault. |
I dont have a problem with Ost repair speed, because i try not to expose my armour too much. Paks is whats going to kill allied armour for you, panther is perfect for adding a bit of speed so you can get that final shot to kill a crippled tank, but you have to do the brunt of the damage with paks.
Panther with its armour, speed, panzer smoke and blitz to escape once you land the killing blow, is a very very good unit. |
So - repair bunker asap
The reason Ost has slow repair is because your supposed to avoid taking too much damage with your armour, there are loads of abilities to help you do that (panzer smoke, command tank, hull down for range, blitz to evade etc etc.)
Slow repair is punishment for not keeping them safer. |
I have one problem with the new storms, the tactical advance ability seems really odd combined with SMGs, reducing them to walking speed on a unit with such short range feels odd. It felt right with the assault rifles.
If they had been designed from the beginning with SMGs, I bet they wouldnt have a speed nerf in their ability. |
Mark my words. RE nade spam will drown out the sun.
Then go assault troops, or G43, anything that doesnt need to stand still. Ive not tried the mod though, so I dont know how bad they are. |
It's not a silver bullet, and you have to be prepared for rocket arty to mess up your inf, so worth having a panther to try counter things like that. |
Yeah when you hull anything down, the enemy will bring atg, but that's why you keep inf forward, your inf can keep atg back, your own oaks keep their armour off and are in turn defended by a hull down ostwind and or command tank, backed up by panzer smoke you don't need to do too much repairing.
You can sometimes be aggressive with Ost, but only when you think your armour won't get nailed in the process. |