Agreed with most of it. Little facts useful to know: puma doesnt need tech up only cp 5, and breakthrough in encirclement doctrine is the only ability that can use up unused fuel. In my view a commander with good abilities can still be bad if it eats up too much muni. I think a commander without call in still can be good in 1v1.
Small fact about the community doctrines bunker, you can reinforce from the MG bunker and you get the repair bunker as well! But the bunker takes long to build and is pretty expensive compared to its health but when you consider the fact that it is a command bunker and MG bunker at the same time and two units cab be placed in it without costing any ammunition makes it price worthy in theory
Unfortunately the Bunkers only have one-model windows per side. This means that while you can stick two squads inside - they'll be protected but they will not have the combined DPS in any direction. Only one person will be firing per side at any time - it is VERY useless to garrison a standard infantry squad inside a concrete bunker compared to the 360 degree normal bunker. This leads to you sticking MG42s in there instead because that is the only one that needs just one window to be functional so theoretically, you can have a two or even three-facing bunker - though said tactic is impractical in every sense of the word. The stats of the concrete bunker is simply twice that of the regular bunker. It has 960 HP instead of 480 HP and has doubled the construction time. However, consider the following that upgrading the regular bunker requires munitions and time - so if the intention was for you to make an MG bunker cover a control point - the time spent is about on par - the Pios just stop halfway through for a regular bunker and the rest of the time is spent on upgrade. You spend a similar amount of time but the Concrete Bunker simply gives more when maxing out in the same time frame. You essentially get more bang for your buck with the doubled bunker health and dual-fold properties of reinforcing and suppression coverage but that extra time leaves the bunker and the pioneers vulnerable to being intercepted during construction which is the biggest weakness.
I really feel like you should make a tier list considering the usefulness of a commander in both team games AND 1v1. Take the jaeger infantry for example. It should rank way higher than jaeger armor because it's the meta for ostheer in 1v1 AND it does reasonably well in team games. You said it yourself, some of these commanders that you ranked in S and A tier are just terrible in 1v1's and becaise of that should not have been ranked so highly.
I love the storm doctrine mainly because of the stuka bomb, its so satisfying to use, especially when you know where some usf squads are retreating to so you can call it in early and get them all before they have time to react (did that once in a 4v4, got in total 3 injured rifleman squads, the major, an ambulance and a couple of units for another usf player) edit, just literally watched the bit where you talked about the same sort of experience
finally...i was waiting for a video like this for years. u getting closer to my idea...u can rank them by game type 1v1,2v2, etc...by the same abilities(if someone is a big fan of one ability) ...by defensive or offensive(for example arty commanders are not good at offensive)...by early, mid,late-game...by game style(resource player=maybe Luftwaffe...vehicle player...infantry rush...map control...timeing player...etc)
Great work! I have my own tier list too and its quite similar to yours :) Also if you dont mind then i want to share my favourite 4v4 (axis) composition to help to the new players a bit; this is my favourite game mode so here we are: - Breakthrough doctrine (okw): fusiliers, Jagdtiger, Uhu halftrack and off map arty - Elite Armor doctrine (okw): Sturmtiger and the best variant of King Tiger or Panther with the HEAT shells and the commander upgrade ( aaand dont forget to mention the Uhu halftrack again :D ) - Storm Doctrine (OH): strong infantries, a little bit of scout and arty, aaand the counter (static) arty aka the Stuka bomb! Very strong doctrine indeed. - Festung Support Doctrine (OH): buff everyone with the Panzer IV Command tank, build some repair bunkers and use the offmap arty to defend Victory points. At least thats my favourite team 4v4 comp :) What is your opinion? I know it depends on the map too but...everyone has personal favourite doctrines :D ( In 1v1 i like Assault Support and Jaeger Infantry as much as you like Ostruppen doctrine :D )
This is a great video. I am always confused which commander to pick. I try to understand what the other guy has picked and try to counter. By many times find myself that I have chosen the wrong commander or should have chosen the ability more useful for a specific situation. Today for example watching your videos about how devastating is fire for mortar and other emplacement I went for the mortar halftrack which has incendiary attack. I finally countered the mortar emplacement spamming even though took me a while. This unit is great against it because is mobile and cannot be killed by the emplacement. Plus they always get to siege mode so they rarely attacked until get destroyed. Can you make a video of a game 1 vs 1 playing first and editing afterwards about how-to play 1 vs 1. Explained why you chose the commander, what are you trying to achieve, stopping the video in critical points. Especially against the Russians in 1 vs 1 I get overrun like being zombies by infantry even though I have better quality troops. I can't control the field unless I get some MG nests. Usually I don't get to see this point. I have already lost. With the Oberkomando is even worst considering you don't get fuel caches. Once lost the fuel you are done. Help me Hans!!:)
I really like the mobile observation post ability. Not really for what it says on the tin, but for the ability in ‘small print’ - the Riegel anti tank mine. One of my all time favourite abilities for the Wehrmacht. Nothing is more satisfying than laying Riegels on cross roads / choke points and watching the tracks slide off like in fury. Couple the Riegel with one Pak40 and you’re sorted! More likely to be effective in 3v3s and 4’s but still a fun and great ability imho.
you can lay down a riegel mine on a teller mine, a little bit expensive combination but most armored units will be destroyed if they hit both mines at the same time, those who will survive to such combo will have very few health points left.
Well, here are some Sappers are now T0 so you can build them from start to get more map control (they are 60MP cheaper than Tommies and take territory a bit faster) plus you have a unit to cover mg from OKW pioneers or put them in bren carrier to force OstHeer mg to retreat (works better with assault tommies from new assault lend lease commander) Air Officer (which is now a T1 basic unit) is almost a must since he us good at CQB, can buff a squad to flank mg or chase down tank, have air recon and light gammon. Medics are good, 180MP healing squad (instead of 200+60 muni healing outpost) that can take points once you cleared them and wants to advance AVRE is buffed and more reliable. Doctrinal sappers are better (can have flamethrower, smoke and 5 man from the start). Also check out Raid Tommies, pretty good unit for harassing map control and support squads (not as good as commando thou) Glider HQ now produces commando, mg, mortar and AT gun, can be a retreat point and healing station at the same time (better than using forward assembly unless you need to constantly give brens and piats) Cromwell is THE BEST raiding tank in the game since he got new vet1 ability called “Hunt” - 60range vehicle detection on minimap, +20% accuracy and penetration for 25 seconds (yeah, you can find and fuck up all rocket arty in one go and win against PZ4 or finish off damaged panther and survive) Combine it with Warspeed and you will be home after fucking up all rocket arty without a scratch before enemy can react
I really like this tier list though i do have some opinions on some commanders like the Spearhead and Joint Operations should be higher, but overall i understand some of the points and its a great tier list to follow and use as a guide. A very informative video! I hope we get another tier list from the other factions soon! p.s. i hope im not jumping to conclusions but by the sound of your voice, you sound like you're under the weather. i hope you get well soon and take care!
I’m not sure if they’ve updated the Defensive Doctrine since you made this video, but you can actually make Repair Bunkers with your Pioneers! So you get the standard bunkers which can be upgraded into reinforcement points/medical stations/standard MG, as well as the two variants of Concrete Bunkers (HMG & Repair Station - both of which require no munitions, you just build them as-is).
Disagree about Stug E , they come out faster than Brumbar , move even faster than Brumbar and Pop efficient too , 2 of them can easily wipe infantry blob and weapon team from a distance while your regular Stug deal with armor . Of course they need infantry support too , but being able to call in mini-brumbar at Tech 2 without the need to build something is quite valuable .
I've found there is a use for mobile defense doctrine, in pve the theatre of war DLCs. In the barbarossa dlc, ostheer's armors are absolutely trash. You have Panzer 4 and Stug short barrel guns (which do absolutely nothing to enemy armor and infantry alike) and you are fighting hordes of T34 KV1 SU scripted spawning. And of course, you aren't allow to bring anything later than 1941 on the field. The Puma is quite effective, and are the only option for mobile anti tank in these missions.
The doctrines that need you to know the enemy's doctrine (whether they have off map, etc) are even worse for beginners who haven't learnt all the commanders.
I do still think that the Close Air Support commander works really well in team games as more of a support based pick (even though he is quite rubbish in 1v1s). The Recon, and resources is already quite useful, and the fact that you can destroy enemy tanks and artillery in the backfield during repairs where they don't expect it, and nuke things with the Stuka bomb, make it quite useful in my opinion.
Amazing informative video Hans (even if you're wrong about StuG Es because they're godtier), it really sucks the Mobile Defence has been left to rot like that and they should probably just bin relief infantry because it's just either a useless ability or completely OP it seems
But Hans, Defensive can build repair bunkers. It is included with the other concrete bunker. Would give it A tier in team games, because of that, because Osttruppen can be pretty solid in team games, considering they trade well and their cheap price means more infantry field presence in early game and/or being able zo more easily squeeze in the mortar to counter MGs. MG bunker even with reinforce is meh, but repair bunker that cost can be extremely useful for the team, just like repair stations. I think Light Arty barrage shouldn't be underestimated. For Mechanised Assault and Jäger Infantry, with tons of infantry, it is a good ability to get rid of MGs and because it isn't some devastating Stuka bombing strike it only costs 100 ammo, not 200+. Definitely a better team weapon remover than StuG E, which in Mechanised Assault can be quite useful though for the smoke, to support the AssGrens.
They removed the Ostruppen ability for Mobile Defense? That was my favorite part though :( If you can't beat 'em with good troops, overwhelm them with bad ones. Overall, surprised Ostruppen Doctrine is in S tier; not mad (I love playing as it) but surprised, as I would've thought having more potent abilities for armor and such would've been useful, though the abilities it does have are pretty good; I love the supply drop, gives free munitions, fuel, and weapons. Meshes perfectly with Ostruppen.
I always take the Close Air Support as one of my commanders as a hard-counter against Soviet ML-150 and B-4 howitzers, most of the guys I play with prefer OKW so an enemy howitzer is kind of a soft-counter to OKW.
Thank you for making it easier for me to play and learn. Sucks in 1 v 1's when i play i still come across gatekeepers bashing me for learning and not being good enough yet lmfao
Seems pretty accurate. Ost has pretty good commanders overall I would say. I bought Mr.Shades a week ago or so, and I've been enjoying the close the pocket memes. Hard to pull off, especially when you're not playing with friends, but it's so much fun. Stormtroopers feel really weak though, gotta say.
Axis in general lack several things like scout abilities that arent doctrinal and die to small arms fire/are a nightmare to micro atleast for Ost. For me Ost lacks doctrines that are good all game and not only early/mid/late game while also lacking survivability in general due to low squadsize.
I wish that there will be more than four vs four, because so many support commanders are useless due to the meta. Maps are also not that large enough to justify making multiple arty's etc. Support doctrines so fun to use tho.
Strafing run can ruin a lot of defences. A lot of time you can spot enemy AT gun and just ride on them with tanks with cover of strafing run, so inf cant snare you because of red suppression.
Yeah strafing run is a great ability literally can stop US or soviet blob pushes by suppressing them for a good half a minute or so (if there’s no AA).
close air support is just the best for 2v2. You'll have a ton of fuel to make tanks if you protect a single fuel point!! Also, I am not sure if it can be taken down by AA, cause I guess you can't even see the plane.
I think Fortified Armor is better than Jaeger Armor. Mobile observation and Breakthrough Equipment are not very useful. They could just take up the same slot. Whereas Fortified has the Command Panzer, which not only buffs all your units but your teams' too. Panzer smoke to get your ass out of sticky situations (especially useful for the Elefant). While Hull-downs not tremendously useful, it's still a lot of fun to play around with (it's quite good on Command Panzer and Ostwind though).
You can buy commanders with ingame currency called supply. You can get them from the loot box after getting 6000 points. If you get skin that you have before, it will give you 500 supply
If you play 3v3 or 4v4 pvp, i recommend that you play with friends (as inviting them in a lobby before starting the matchmaking) because playing with randoms players (mostly low rank) is a shitty experience to have, at least from my experience. You can still play with randoms players but in this case you need a lot of determination and patience to get the most fun (and grinding ranks if you want to). Otherwise at times, you would feel you don't want to play the game anymore, so give it a go.
Encirclement Doctrine: D tier 95% of the time. The other 5% is when you're able to do the precise actions needed to use it properly, making it that S+ tier
Hans close the pocket its the best with some maps ita deserve A not B Cause u can let ur tanks run and conquer enemy territory very fast! Or you can do it the sneaky way
Festung support used to be nice vs simcity when it had lefh. Mortar HT is veeery good though. And joint ops in teamgames is sooo strong!! That arty officer is scaaary
What an absolutely tragic tier list, when everything is A and B you didnt rank anything you just enumerated them. Even if the difference is slim you should still rank them more distinctly
Hans on Elite troops: "Well yeah and the tiger ace is pretty bad, I wouldn't use it". Hans on strategic reserves: "and then again, the tiger ace is great and you don't want to spend your ressources on pIV 'J'" :D Hahaha. And the pIV J is great!!!!!