In this video I go through the Ostheer faction and talk about each unit and their abilities as well as potential build orders for the faction. #companyofheroes2 #coh2 #helpinghans
As a long time COH player, coming back, these guides are very useful - however, i must recommend an editor, who can cut these massive videos, down to shorter bits, maybe for each 'tier/battle phase', commander choices etc (and also edit out the pauses/redundant bits to reduce overall duration) - clearly these guides are needed and very beneficial, but a single 90 mins video is never going to be easily digested. Thanks anyways Hans.
Hans and skippy too don’t have any organization when it comes to these boot camps and it often become an incoherent mess of information that probably isn’t all that useful. One or two short informative videoes with good flow and editing would help much more than a hour and a half lecture without time stamps.
Just started playing again after being away for a year or so. I love how you explain each unit. You are the PotatoMcWhiskey (Civ 6 RU-vidr) for CoH2. Love your content!
I remember back in 2014/15 when balance wasn’t implemented yet. The Ostwind would, without exception, pen every shot and always manage to win every duel with t34 unless there was flanking or backup forces in play. Times change.
This is SOOO helpful. I started playing recently and my main "strategy" was rush good positions/houses with lmgs and support with assault grenadiers from that one commander until I can spam panzergrenadiers with shreks and pz4s. Mildly effective. Now I see I could do a lot better :D
since no one mentioned that in comments yet, grenadiers get MG-42 and when firing it stationary they always try to go prone or brace bipod against cover and what not (nice touch relic) with obers (fictional unit, though I guess representing elite grenadiers or such), they get mg34 and it had quite a lot lower fire rate in theory allowing firing from the hip on the move (historically there were actual manuals for that)
Obersoldat is an actual term from the time period. It stands for a sodier, who has served at least one year actively, without getting promoted to a specialist role. Though I have read that men, who weren't a specialist after one year of service were considered quit incompetent. With the death rate at that time and the fact that new recruits constantly had to be brought in, Obersoldaten were something of losers. But maybe relic went for Obersoldaten being tecnically veterans and therefore better than Volksgrenadiere. In a company of young boys, old men and invalids, regular soldiers who have survived a year already could have been considered elite.
Alot of pro/veteran players makes that a habit now. Cause ones i learned this i discover those medic kits actually cost munition, so building a medic bunker especially at base is VERY! Cost-effective. This game teaches you how important is economics and spend your resources wisely.
That was awesome. I just bought the game on steam sale and I´m still below 50 hours and have to improve my basics etc. But I learned alot by watching your videos. Thanks Tommy!
@Helping Hans Really enjoying these. Ive watched your channel for a long time but haven't picked the game up yet because it looks really daunting & Im new to pc in general. Could you do a vid about how you set up your mouse & custom hot keys/macros if you use them. Cheers!
it is unfortunate you can't hitch the Pak onto the halftrack, but one oft the Pak's lines is something to the effect of "We ate the horse, remember? Now pick it up and let's move!"
Coming back to this Bootcamp I've always wondered how to get that vehicle camo that Hans always used on his videos, the orange with black is just two good
a common strategy in ostheer is to skip tier 1 completely, instead using a combo of pioneers and MG-42s to rush into Phase 1, then produce panzergrens. against conscripts and echelons, panzergrens will shred, making the risk of not having a sniper worth it if the enemy goes for early game blobbing of starter units. Plus, panzergrens have a devastating grenade ability and can be upgraded with shrecks, meaning they remain a menace far into the last minutes of a battle, and ive seen players skip tier 2 and instead go for shrecks and rush into tier 3 for Stugs rather than get an AT gun. risky, but a good payoff.
ill also add, early game bunkers are a viable tactic. player who tend to float lots of manpower like i do will use them to make a forward hospital area to avoid long retreat paths, and they can completely deny a VP, muni or fuel point very early on until the enemy has armor, or they waste time building mortars just to take a single bunker. Time you can use to exploit the defensive gap
What effect does the command panzer 4 give? Improve defence like HP or offense like ROF? And does it improve only ur own units or friendly units as well?
when my jagpanzer and stug encounters advancing tanks, I normally reverse them to an angle so the enemy vehicle cant encircle them, always ending up destroying the enemy tank (medium vehicles of course) trying to encircle it. that's a tip
ok I have a noob question: how do you get mortars and machine guns to set up instantly as soon as you have put them where you want them to be? for example, I moved my machine gun crew into cover, then how do I make them set up the machine gun before an enemy is visible?
Excellent job mate very informative. However, I always try the attack ground from Panzers to clear the enemy AT but it doesn't work for me I would love to see explanation to this
with Panzer 4 being effective against both infantry and vehicles, this make the Ostwind really redundant. It's only sensible to build Ostwind if the enemy player brings in many aircraft call-ins like the US Airforce Commander.
The P4 is very solid against infantry but the Ostwind is a shredding suppression machine. Great against light vehicles too. And yes the added ability to counter aircraft is obviously welcome. I’d say if you’re dealing with massed infantry attacks and not so much armor, you’re gonna want to at least consider an ostwind. Really though it works best in conjunction with a teammate getting some sort of medium/heavy armor and forcing the enemy to focus AT.
Can you do an update from the bootcamp on the osteer . there are some changes with the abilities of some unit like ief artilery pieces and etc. Airburst.and some offmap abilities ex. close the pocket.
Jt is stronger in both defense and offense but mein gott is it slow. Elephant is a better balance imho, just like the tiger vs tiger 2. I prefer the smaller version of both.
The stug e from my experience is the best when you compared it to brumbar cause the stug e is more cheap and doesnt occupy alot of space and it has some armor in it.. its really best to get the stug e out in the early game to wreck infantry and capture points Edit: 46:55
StuG ausf. E kills infantry? O_o Are you sure? Last time I used it in ToW and campaign it barely scratched infantry... and I can't even give it MG 42, unlike in case of ausf. G
Im talking about MP tho. As in inserting "early game" Theater of war is more of an singleplayer mission/campaign. It has its moments than free thinking Edit: also ToW cant spam em. Mostly
@@anonim-8572 also.. in my experience the stugg G is very bad. Unless you really good at it. Its not cheap and destroyed easily. It reloads is not the perfect for tank on tank fight Edit: most times you can just skip to panther :/
@@anonim-8572 be cheaper by 20 man power and 15 oil, be really easy to obtain at early game rather than wait for 2 second tier. Biggest positive about it that it destroys buildings really fast. So it's only good at urban maps i would say. And for the other things it's all bad. I mean it supposed to be good against infantry, but if it's just one unit, it can't do shiet. I don't really think that it was designed to kill anything expect buildings. Just don't ever leave that thing without support.
The Legendary Helping Hans ! I remember admiring how you play when i started playing COH 1 haha epic stuff ! i hope we get COH 3 with asian and african units and maps and heat instead of freezing like in snow ?
I'm crossing my fingers for Japan and some type of Chinese faction. Mechanics like hiding in dense jungles and tunnel systems would be awesome! Armor would be limited though.. Unless aviation took a larger role. Imagine: your soldiers have a 3% chance of weapon breakdown because of humidity or sand? A medic type unit can "maintain" weapons? Thoughts on this: you can retreat 4 units but leave one behind in an underground tunnel (they are invisible to the enemy), the unit can't move or shoot but once you make them move, they are behind enemy lines. Cool shit like banzai charges, US sappers and even maps with islands? Introduce landing craft and shit? Day and night cycle should be an option as well. First we need CoH 3 to be something to look forward to..
okw is basically USAF of axis. it has heavier tanks + stukas and fallschirmjagers. basically think that ur playing USAF. also for okw my build order is the following: volks 2x -> sWs T2 -> leig -> volks / fallschirmjager -> sWs t3. works out pretty well to destroy soviet early blobs.
@@user-cl4kc4st7z yes, Mab38 for example. One of the best submachines in the war, not mentioning our planes (some of those held World records) or Tank Hunters
When hit correctly, the following can happen without the tank being destroyed: - main gun disabled - engine disabled - mg died But these can be repaired
@@proxyzov Ostheer is good when you have chokepoints and cover, because your infantry rely a lot on it, and you are pretty dependant on team weapons. Unfortunately most of the new maps we got are usually very open and have little to no chokes, Ostheer really suffers early to midgame in this situation because of infantry composition and team weapon reliance. OKW can complement the Ostheer's deficiency in the early game mobile combat department because most of they are pretty much the opposite, strong mobile infantry but late or less effective team weapons.
@@henryhamilton4087 Definitely Agree. i saved my team with okw few times and recently 110-458 to 109-0 even though we had 2 disconnecters. when i get ahead i spam stuka zu fub and just bomb the UKF and it is done basically. i won several games by just bombing UKF to ground. but agree to the last word.
Yeah he made this point, bc panzer is 50 mp more expensive but you get a good all-around vehicle compared to ostwind being specialized in anti-infantry.
Oster late game meta this days: panther + brumbar or panther + panzer werfer for blobs... tiger is not a got pick. Too slow. Elefant its a good counter to.... hmm isu? but i seen it one of 20 games.
😂😂😂 everything like barbed wire, hand brake mode, incendiary round, etc is not working in the tutorial for some reason but in the tournament...i would like to know all this bug is just because of cheat mod or...but barbed wire is not bug for sure. I didn't expect this useful even for me... I always first stop "hold fire" then click tactical advance. the moment u doubt about osttruppen can build sandbags and barbed wire i was die😂 favorite part: shot at poor dead cons for vision😂