I feel like the way to play OKW is to minimize capping in favour of early harassment with storm pios and kubel wagons. You can decap your opponents stuff, which will hurt him greatly. And you'll likely inflict heavy MP losses.
I haven't played against Soviets yet though. It works great on Americans.
EDIT:
Here's a replay of a build I'm working on that demonstrates this.
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Thread: I want to like OKW...1 Jul 2014, 01:49 AM
In: OKW Strategies |
Thread: US troops vs HMG30 Jun 2014, 21:58 PM
Yeah I love this ability. I spam it in engagements to prevent myself form being focus fired (if he has 2-3 squads, shoot smoke in front of two of them while I pick off the third. that sort of shit), to counter long range weapons, to clear buildings etc. I'd be really sad if it got nerfed though ![]() In: COH2 Balance |
Thread: What are your build orders?30 Jun 2014, 21:54 PM
If OKW goes with a fast HT you're pretty fucked, since you haven't any real counter to it. The AT paradrop comes too late i personally prefer 3 rifles and 2 echelon+LT, then HT and then call in the Cap. Imho the ambulance is a must only after the HT/Lt call in. I just focus on outplaying him if he gets the half track. Smoke to neuter it, rifle grenade to stun it. Then just focus fire with infantry or use M20 crew. Usually I manage to hold on just fine against fast HT, but I tend to have trouble in the late game against OKW veteran infantry. |
Thread: Twister vs Luvnest game 1 ESL Finals analysis30 Jun 2014, 04:13 AM
It's a common mistake for people in the lead to waste time going for later tech units rather than securing the game with middle tech. In: COH2 Balance |
Thread: Dealing with volley fire30 Jun 2014, 04:02 AM
Volleyfire is Americans answer to early game blobs, because they don't have a suppression team until lieutenant tech. Only being effective against one squad means that it becomes a sturmpio/pgren pinning tool. Additionally, making them immobile allows people to just focus fire them from range and then walk away if they toggle the ability. It will go from "useful" to "never used except when your opponent isn't paying attention". You're essentially suggesting to completely change the utility of the ability. I'm just suggesting making it take a few more shots to suppress so people have time to walk into cover, garrison buildings or just kill the RE outright with focus fire. In: Strategy Desk |
Thread: Dealing with volley fire30 Jun 2014, 02:25 AM
Should a 30 munition mine instagib squads/vehicles if you happen to run over it? I'm not saying the ability couldn't use some tweaks and bugfixes,but I wouldn't change it drastically. Just reduce the rate of courage damage slightly so that it has a harder time of suppressing. In: Strategy Desk |
Thread: Ways to improve War Spoils30 Jun 2014, 01:03 AM
Who cares? Bulletins are worthless anyway. The only thing worth getting are commanders, and why would they make those easy drops if they're selling them? In: COH2 Gameplay |
Thread: How to deal with mg3430 Jun 2014, 00:19 AM
Here's a good replay that kind of shows how to contend with machine gun heavy strategies. |
Thread: Dealing with volley fire29 Jun 2014, 23:32 PM
You don't retreat and give up the map control. It's simple. One squad gets volley fired. Nearby squads move into cover ready to kill the echelon guys when volley fire wears off. If you're in green cover, it takes so long to be suppressed by VF that you won't be pinned, and suppression wears off quicker than machine guns. Panicking and retreating just because you're suppressed is a noob move. In: Strategy Desk |
Thread: USA vs OKW - 0129 Jun 2014, 23:30 PM
Pretty good game against what seems to be the standard OKW build these days. In: Replays |
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