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As Soviets always rely on Spamming Snipers as T1 and Maxims as T2 until you can Call in Shocks or Guards. Do not rely on Conscripts much as they will bleed your manpower white in the long game.
Always remember that COH2 is a game about Manpower. Its the only resource that does NOT go UP in team games and goes DOWN as Pop cap increases. Manpower is your most imporant and scarce resource dont waste it.
OKW is an infantry faction first. Armor is to support your infantry and your infantry is enough to do incredibly well. Dont waste too much manpower chasing down the fuel.
In teamgames actually use TEAMWORK its shocking I know. Hell even ping the map if you dont speak english.
Thats risky with Kubels.
Could you expalin that better. I always seem to have plenty of Manpower in games.
That's an interesting perspective.
DONT SUCK
Ranked 4079 in 4v4 with USF, 35 wins
- Sacrifice a unit if you can ensure a kill on high value enemy ones.
And another one:
- Attack in steps, not in waves
(as in: do partial retreats / attacks, and not full retreats / blob attacks)
That just means you're bad with them :P
If you're floating man power you should be spending it basically. If you're spending it you're force is getting larger which means you have less man power. Which means if you suddenly take alot of casualties you'll be out the fight for a bit/can't afford a new unit where your opponent isn't.
Man power might not be as sexy as having fuel for Panthers or ammo for artillery strikes but it's absolutely the slow, death by a million cuts way that most matches are lost.
If you want a strong example this match:
https://www.youtube.com/watch?v=j6WLo2Kf9H0&list=UUyUcNdOxXcVt3o9eZKdza9w&spfreload=10
Is pretty much the german player getting slowly bled to death till he can't maintain map advantage even with two tigers.
OKW as an infantry faction is more or less true. You're never going to have enough armour on the field to use them as the main way you push (panther's are super expensive and everything else is a light vehicle that needs infantry protection late). You can absolutely have a nice string of Volk's with Panzershrecks and Ober's that'll manage a whole range of threats.
2. Also don't ping a tank every time it apprears from the fog of war UNLESS it is flanking your allies unseen. If your ally has AT guns pointing in the tanks direction, chances are he's expecting a tank.
3. Don't build penals.
4. Prepare for tanks. Don't just hope your teammates will handle the AT for the entire map, it's everones responsibility.
5. Don't bother making a pretty defensive line unless its defending a VP or fuel point against an known threat.
6. Don't build Su-76's.
- When in doubt, always go for the cut-off.
This is the most important point to capture. Not the munitions point, not the fuel point, but the one that will separate them all from your base once it is uncaptured. There is nothing more powerful then undoing all or most of your enemies capping at once.
T70 has a very fast rate of fire and amazing accurate.Infantry killer,but be aware of panzerfaust.
This. A prime example of the infantry nature of OKW.
Obers are walking KV8s. They really are. You really need no other form of AI. You can also substitute Falls but they arent as Deadly. And you can always get Obers every single game. Not even vetted Infantry stand a chance against Obers. If you get STG44 upgrade not even Shocks can deal with them.
Combine this with a Blob of Shreks and a Few Raks and Armor is nice but not required to win.
And as stated above you should never float manpower and you should always be aggresive. This is how you gain Vet which is a massive advantage. When your pop cap increases mid to late game and your aggressive Manpower is always in short supply. In essence if your not hurting for Manpower your doing it wrong.
Armor is good Armor is nice but Armor isnt the game winner. (unless your OKW in 3v3 and 4v4)
This is why the idea of having "Cheap and numerous units" doesnt work. If you throw away units or lose them it costs you vet and manpower. Using two squads to take down one squad is usually skewed wrong with the Pop cap imbalance. For example two Scripts have the same pop cap as two LMG Grens and will always lose against them and bleed manpower if they engage.
This is also why Snipers are so strong.
Plus, everything feels so underpowered, looking at you Jackson