Thoughts on the OMSBON doctrine

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    • #11748
      Gaz74
      Participant

      Good day everyone!

      This is the latest addition to the Russian doctrine roster, and while it is very enjoyable to play and very powerful in many aspects, this is what also makes it quite troublesome and, especially in PvP, very pesky and difficult to play against. I will list some of the features below.

      1. Partisan squads and advanced camouflage

      The ability of advanced camouflage is quite useful, but very hard to the opposing axis forces to counter. For example, Wehrmacht defensive doc does not have any detector units, so it is virtually impossible to detect the advancing units. This gives partisans huge edge, since you can always open a contact with a grenade that the enemy cannot see coming. You can also move with normal speed, so you do not even need to crawl with the camouflage ability on. Same goes for the specialist units and their panzerfaust and antitank grenades, you can almost guarantee a light vehicle kill or heavy damage to heavier vehicles of the Axis.

      The other thing is that it is possible to arm the partisans extremely well. Even the basic squad can be equipped with an LMG (provides pretty solid suppression), AT rifle, has normal grenade and a molotov per se. Combine this with the camo ability, you have an extremely deadly inf unit even for late game. Specialist squads are even more potent, the AT nade assault of the assault group can knock out a Tiger Ace easily, and you only need veterancy level 2 for this ability. Suppression squad can equip two LMG’s, and the AT squad has a panzerfaust, which again provides them with very potent capability.

      2) Captured German weapons/vehicles

      This doctrine has access to German arsenal as well, mainly for the 222 20mm AC and the Pak 75mm AT gun. The armored car is maybe the best detector unit in the game, being able to punish Axis camoed units with impunity. the AT gun gives OMSBON the ability to basically hard counter Axis heavy armor (it can penetrate Panthers and Tigers very reliably). Combine this with the infantry AT abilities and you do not have to worry about the fearsome Axis armor at all.

      3) Katyusha launchers

      These give the doctrine possibility to bombard the enemy positions asunder, should the game drive to a stalemate for some reason. They kill infantry and light vehicles with one hit, shock, critically damage or de-crew medium and heavy vehicles with each hit. And to top it off, you can build SIX of these at the cost of 200 MP. So you have very able and affordable rocket artillery as well.

      4) Breakthrough Group call-in

      If you need to push the enemy, easiest way to do this is to tech all the way to tier 4, unlock the call-in and steamroll your opponent. OMSBON does not need fuel for anything and getting the other tanks is a waste. You can basically tech up extremely quickly. This call-in gives you two T34-85 tanks (can oneshot all Axis mediums, including the heavier Jagdpanzer IV) and a veteran CQB squad armed to the teeth, costing only 1100 MP. By far the best and most cost-efficient call-in in the whole mod.

      5) MG positions and air support

      Besides all the stuff mentioned above, if you keep your starting engineer squad alive to mid-game, they can construct heavy machine gun placements. With these you can lock down contested victory points or other bottlenecks with ease. OMSBON also has access to air support, with which you can call in Sturmovik strafes to punish infantry and light vehicles (the other strike has rockets too, so you can kill heavy armor with it as well). Unlike US or German Stuka strafes, these don’t just pin infantry, they can wipe whole squads easily, as well as light vehicles.(This is due to the 20mm cannons on the planes)

      These are some of the main points when I say that the OMSBON is at the moment the most well-rounded doctrine, which has everything for every situation, and can basically counter, or even hard counter anything that Axis try to throw against it. In 1v1 games it is an obvious choice, and in bigger games it shines as well, since you can adapt to any situation, be it offense, strong defense, harassing the enemy, you name it. You can deploy armor, heavy AT, rocket artillery, potent infantry, air support, anything your heart desires.

      Regarding this, something should be done to even out the odds so you can actually defeat this doctrine somehow. As it is, this doctrine is almost omnipotent all-rounder bolstered with captured and effective German weapons and vehicles.

      I’d like to hear your thoughts about this doctrine as well, and other suggestions I possibly missed etc. The meaning of this post is not to bash the mod, just to point out some stuff.

      Have a great day!

      • This topic was modified 4 years, 2 months ago by Gaz74.
    • #11831
      MeatShieldNZ
      Keymaster

      Advanced evasive action is a very new feature and will probably take several balance patches to get it exactly right. We want to add this ability to other units in the future but also wanted to see how the ability was used and countered by the community first.

      Regarding the Wehr Defensive doctrine you have the Panhard and the officer unit that have advanced detection against AEA units.

    • #11843
      Gaz74
      Participant

      Oh, then  I have played with my eyes closed, thanks for the heads-up on the recon units!

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