Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Whats the point of officers and command stuff?
I first thought you need them to call in strikes from off the map, but that is not the case. Is there any thing they are usefull for?
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Showing 1-6 of 6 comments
Metal Izanagi Jan 5, 2024 @ 7:56pm 
Switch an officer to their binoculars and set them to "hold fire". They'll spot enemies a bit further out than the rest of your guys by looking with their binoculars. You can put them on "return fire" to have them take out their gun if they get shot at, but that'll get rid of the only real positive about them. Other than that I'm pretty sure the officers are there for authenticity more than anything else. Their stats may be a little higher than the average soldier, but it's not something that's going to win you a battle. Their extra sight with the binoculars is what makes them useful.
kampfer91 Jan 5, 2024 @ 8:28pm 
Binoc also can spot infantry or stuffs hiding behind bushes .
Saxhorn Jan 6, 2024 @ 12:37am 
As well as binoculars officer have some other perks.

In Skimrish an officer reduces the CP you use by 25 point per officer.
I believe the max is 2 officers per player. I also believe if they die you can't purchase a replacement so try to keep them safe.
So you can have 50 CP "more" units with 2 officers.
If the CP cap is 200 and you have 2 officers you can actually have 250 CP of units on the battlefield. You will never see 250 in the bottom right of the screen. It doesn't increase the maximum it only reduces what you have used.
I don't think this bonus is applied to Conquest call ins. They are capped at whatever the call in has even if you shove an officer in the call in.

Officers are worth a heap of "capture weight". Something like 20+ points so if you get an officer in the cap zone even if the enemy has some troops in there you start capping. I'm pretty sure this applies to cap zones in Conquest as well as PvP. So you don't need to destroy all the defenders to cap a point only have more "cap points" in the zone than the defenders.

Officers in the "Support" doctrine (only usable if you own the Scorched Earth DLC) come with smoke grenades that call in an airborne supply crate. Like in MoW AS2. He pops smoke a plane flies over and the supply crate floats down from the sky under a parachute.

You get about 5 smoke grenades so that's 5 instant supply crates anywhere you want them as long as the officer can get close enough to throw smoke.
Last edited by Saxhorn; Jan 6, 2024 @ 12:39am
Kuikka Jan 6, 2024 @ 9:27am 
I find it extremely hard to justify those improved "command squads" in conquest mode, as the regular officer with binoculars is the main thing. Half-track with some specialists seems like a wasted mp to me. I think devs should give players more incentives to deploy such command units, and those advantages should be palpable (as the game hides many crucial pieces of unit information)
Last edited by Kuikka; Jan 6, 2024 @ 9:28am
Derf Jan 6, 2024 @ 11:44am 
Yes, for me they’re 50% for role play, and 50% for the binoculars. Even then, not essential.

I didn’t actually know they’re not required to call in airstrikes. Good to know!
Ch53dVet Jan 6, 2024 @ 11:59am 
I'd love to see the Dev's integrate a command and control communications network into the game, then introduce a line of Panzer III (Ausf - D, E, H, L) "Pazerbefehiswagens" (Command Tanks) Dummy Main Gun equipped with a Looped Aerial Antennae and 4 centrally located Command and Control radios sets, plus, the 1943 version P III's known as "Panzerbeobachtungswagens" (Observation Tanks) Main Gun replaced w/centrally located Machine gun, it was used as a Mechanized, Armored, Artillery spotter platform vehicle, it had a direct link to any/all the Artillery units rear of the front lines.
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Date Posted: Jan 5, 2024 @ 6:36pm
Posts: 6