What he said. Ive watched all the tips and tricks vids at least once. I still cant play worth a damn but at least i know all the stuff i keep doing wrong 😂. Jokes aside this type of content sets you in a league of your own TR.
I prefer Fallschirms because I generally like doing sneaky commando maneuvers, and the mobile reinforcement while airborne assault is active can be very convenient to have. I usually play 2v2s, so I usually get to use late-game abilities more.
Fallschirms are a very micro-intensive unit as far as I've seen, high risk high reward. Which is why Ober is more popular, since once late game it's very hard to keep track of every unit you has. 1 turn away and you lost your most expensive infantry unit.
Look at the stats. In addition to that infrared STGs have 0.9 acc vs all cover vs the normal 0.5 and reveal hidden units within 20 range. In short STGs is more of a short-medium range weapon and probably the best cover to cover unit in the game at short-medium range. LMG omers works good even if you just a-mobe them. STG needs more micro and decision-making to make good use of them. A bit more situational. What you choose also depends on the map and what type of units the opponent have.
So, I realize there's a lot of update which i missed because I played on CRACKED version. Since Fallschirmjager started with all troops armed FG42. So, that's why they're overpower and OKW is the most feared faction...
5 Volk early replacing Volk losses with Obers later in the game 3v3 and 4v4. If you get a retreat out of an enemy, Obers are good at pressuring teamweapons allowing a push with armor. And they are good at defending an enemy push into your lines. Cant expect them to take on a ton of sections/guards/paras with the Volk support though. Will happily build Obers into Penals, and USF without Paras. Missing out on too much good stuff with Fall commander in teamgames its a no go for me.
Isn't it unfair to compare the Fallschirms with Obers 1v1? I find the best use of Fallschirms is in a supportive role - they are the glass cannon that I keep behind my volks, which soak up the damage while the Fallschirms dish it out. When used like this (paired with a volks), they can form a very formidible force. However Obers are tough enough to be a force on their own.
No way. I play falshimjeagers all the time. I usually have 4 that are upgraded with 4 fg42. And they will destroy any inf, even including obersodaten. They even kill machine guns faster than any inf.
Why hasn't the Vet2 moving cloak been fixed? They strip away 0cp flares and Goliaths from the Overwatch commander, but won't give us proper Falls vet. That aside, Fallschirmjager also have significantly longer REINFORCE times. So if you play a game centred on elite troops, you'll lose due to bleed and map control, whereas the Obers will retain map control at the cost of bleed. That said, I've always found Falls to be really hit or miss. They're way too inconsistent due to a combination of enemy build orders, but also RNG. Some games, they'll be cleaned up by enemy squads at medium range, while in other games, the same enemy squads get wrecked. But overall, if played well to the map, Falls are really good at garrison play. Building a trench at an enemy choke point, or putting the Falls in houses can often frustrate your opponent.
Both squads are way too squishy for current 2v2 meta in my opinion, extremely easy to wipe with the current roster of explosives available to the allies, especially the Americans
Tightrope this is honesty incredible!!!! Wooooow I am so impressed with your level and quality of the video. You're putting soo much time and effort in!!!! Learned soo much and also now I know the math behind why I love Guards so much!! Thank you soo much and keep up the great work!!!
personally i prefer the fallschirmjagers more solely for the fact that the fg42 is both one of the coolest and most bizarre gun of ww2 with the whole lmg sniper assault rifle mix
One should also take into account the fact that 90% of combat starts at long range. Hence why obers are most likely the best infantry in the game, by far. By the time that close-med range infantry close in, they will already lose 2-3 models
I play with friends mostly 3v3. And I prefer Fall - They come at 5min. Compare to Ober that come at 8min that can be delayed if you use Light vehicles. Thats enough time for Fall to gain vet 2-3 over fresh Ober. - I prefer to use Camo units for secret sight for info (sight is the most important for me) and surprise flanking, or just wait and kill retreating units - In desperate time, I can drop Fall to Vic point, or instant reinforce my attack (by dropping them from behind the frontline), with ability they can reinforce in middle of the battle field. - For 3v3 its easy to see Shock/Ranger/AssTommy blob. They can easily pass by Ober line by a smoke grenade (especially Shock), and Ober only do great at long range. For Fall, they certainly out perform any close range infantry, but the close they get, the more damage Fall input, making any close range assault is a lose-lose situation. - With camo, I can sneaky throw a blend grenade on Ranger zook blob to slow them down and my friend throw double Werfer at them, impossible to retreat. Ober hardly do this since they have to get close, which will reduce their damage. Fall's utility is far beyond Ober.
When I usually play with friends I find that I rarely go for either the Falls or the Obers because by the time I can start building them I'd either have Volksgrenadiers at Vet 2-3 that are capable of carrying the game for me, or I'd be in a moderate to severe manpower deficit which means I'd rather spend MP reinforcing my depleted Volks squads. Then again I love playing very aggressively in the early game, so my army comps are either heavily in favor of just Volks/Sturmpios or a Volks/Sturmpio/PFusilier mix.
Great video! You also have to add the fact that the Obersoldaten MG34 has Focus Fire, the FG42 not. So models will drop even more quickly againsed Obers than Falls. Most of the time enemies engaging Falls will drop HPs by 50% but no single model dies. On the other hand you are losing ~2 Falls. Thats so frustrating and manpower bleeding...
Its Really shame the suppression ability gets deactivate when you're switching target,in COH1 the BARs suppression ability doesn't do that,which is really nice! however,it costs 40 munis
i like to use both obers for fighting head on and falls for getting behind there lines to take mgs and AT out and capping points to cut off there supply's
Cool video, hope you do keep doing more like this. Would have liked to see how valiant assault plays into the equation since its a part of the fallschirm commander toolkit.
When I play close combat maps and 1v1/2v2 I usually take Fallschirmjager commander and use 2-3 Volks with STGs and 2-3 Falls and don't build Obers at all, when I play 4v4 or 3v3, usually on larger maps with tons of arty that can easily wipe 4-men squad I usually go for the Panzerfusiller commander and I go 2-3 Volks with AKs as stormtroopers and 2-3 Panzerfusillers as longrange/AT support (I rarely build the shrecks though...) and 1 Ober squad with LMG as support. Panzerfusillers also give access to Tigers or Konigtigers(or Jagdpanzer, I dont remember) which is better in longer 3v3/4v4 games.
Both units, but especially Fallschirmjägers, belong more to might and magic game than the COH... To have some challenge I play axis only when I'm drunk enough ;)
I like using FSJ like a sort of CQC squad, due to their ludicrous rate of fire. The expected engagement with a LGF commander for OKW, is to use sturmpioneers to flank a position, and have a hidden FSJ squad somewhere. If you expose your Sturms in another engagement, though, the enemy tends to assume you don't have a flanking maneuver incoming, and focus on the frontline conflict. The bundled grenade is what separates the Sturms from the FSJ here, as dropping a bundled from FOW and THEN flank, can make a huge difference. Then again, I don't like following build orders, so my build usually includes Obers AND FSJ. Volks take the brunt of the attack, Obers deal damage from the back, Sturms wander around picking off separated squads or team weapons, and FSJ try to sneak behind enemy lines to bundle and wipe unsuspecting or retreating units.
As much I like your videos, thank you! Again, it’s proves only one thing, falls and obers trash. Because obers end up fighting vet 3 units and you have to baby sit obers and falls to get vet them up. And almost any Allied nade wipes 4 man squad.Allies unit need to lose a model or reduce health. Only way to balance. Falls and obers sound good in paper but that are garbage. 4v4 out of balance because someone just will blob and no unit can deal with it.
I enjoy using the Falls more than the Obers because of their camo and forst strike ability which is absolutely lethal against basically any infantry that gets close
Its a shame they took the faust away from the falls, really made them viable. I almost never use them anymore. Also, thank you for the video, I love the unit vs unit comparisons.
As it really was. The paratroopers (Fallschirmjäger) of nazi Germany, who were elite soldiers due to their high level of training and armed with FG-42 with a ZF-4 sight, objectively had an advantage over any kind of rifle, especially at long range because their FG-42 rifles had good aiming accuracy when shooting at long distances, especially with the use of a ZF-4 sight + 7.92x57 machine gun caliber did not leave a chance to the enemy. And since the FG-42 could fire in bursts, the paratroopers could effectively fight at close ranges. But because of the balance of the online game, we see very controversial decisions and their outcome..
Both obers and falls are nothing but meme in team games , not use falls usually if am not fckn around and obers just never, You just lose ur inf mostly too allied aoe anyway getting sturmpio for artificial push with armor more viable at late game besides they have repair... Their performance are just nothing special against vetted cheaper terminator allied inf squads... Obers suppression also useless which ranger can nuke with its "artillery nuke grenade" to force obers to move anyway... in 1v1 like all game balance workings they can be decent but in team games mostly redundant and easly to counter against with their high price...Also obers coming toooo fckn late....