both the sniper and the MG could be the US players first unit (and before you complain: US MG has same DMG/burst and same suppression/burst as MG42, was wider arc but lower range and shoots half as fast (but bursts last twice as long and it's 10MP (used to be 20) cheaper)
i think there are very few wsc starts so in reality unless y r in a 2v2 , not talking about that , 30 cal comes after mg42 if it gets in the field at all , on the 30 cal stats you mention , the same damage / burts is countered by the fact that most wehr units have more health , and basic geometry mitigates the initial difference of the cones of fire through the range and mines cover the close distance , finally on the greater range it seems that if you are diffending you ll want to pin down the enemy from the furthest possible distance in order to change targets if need be
in the early game, a good flank alone can almost decide the game... later on, that doesnt cut it anymore. if this means the game is unbalanced, because you can't just move all your units to a certain point and kill everything thats there... well, yeah. the game is biased towards late game wehr.
yeah but early on there are a lot of good ways to defend against a flank with a few units and if you go for a big t1 it gets really dificult to do any flank at all without bars + flamers and even then its quite dicey , finally there is always retreat which does not hurt the wehr as much as the am early on
rifles get countered by ostwinds, panthers get countered by AT guns, KCH get countered by crocs, pios get countered by snipers.... i can go on with the list, every unit has counters.. if you think you can play out an entire game with T1 units... yeah, <opposing faction> lategame is OP.
if am faction wants to do a succesfull late game they need vetted inf troops of some sort and those will either be vetted snipers or rifles , on the other hand wehrmacht is really strong with vetted vehicles and tank usage you tell me what is easier to counter with the counters in mind and what is more costly to keep on the field in order to get the sufficient manpower you need to get more troops in the field , also i did not say that i intend to win any game by t1 units alone .
OMCG is a wheel of fortune, but it is always 1 thing: MP effective. you always spend less MP on a OMCG than you would have building all those units. and thats what the (late) game is all about: being MP efficient (note: not effective, but efficient). OMCG can be inefficient MP-wise when you would have needed other units... but then you should have built those in the first place (again, don't expect to win a game with only T1 units).
thats more or less what i said + that if you get an omcg hoping for some at units and your opponent has already invested in nebbels and you get ats and 30cals and rifles then that is both ineffective and inefficient . Again to clarify omcg is a very good ability but for me its so good because of its ability to swell up your army disproprnionately to its cost and that in turn can be translated in larger map control and gradual suffocating of the wehrmacht .
stukas: 1 stuka is what? 220 MP, 25 or so fuel, 150 ammo.... PLUS he has to tech to T4... you're telling me your opponent was able to spend over 600 mp, 150 ammo and close to 100 fuel on a non-fighting unit without you being able to capitalise on that? a rep bunker is a somewhat more expensive pioneer squad that you can only use to repair, but won't cost you any more MP in the future (keyword: MP efficiency).
Vet 3 panthers: 1 vet 3 panther (assuming he already teched to T4 and built a KKC, and the T4 building... which are all very expensive things to do) is 1300 MP and what... 200+ fuel? again: he is spending the MP income of about 5 minutes and the fuel income of let's say 10 minutes on a single unit without you being able to field a counter?
dont play that card ( about the collective cost of units ) , i am bored of hearing it , if that was the case (talking about the cost of vet 3 panthers then we would have no games where the wehrmacht based their late strat on a kt and 2 supporting stugs , plus that over half an hour game you generate 7500 mp and you see vet 3 panthers really in the end of a long game where over 10000 + mp has been generated and fuel is no longer an issue , plus that it is a gradually spent ammount of mp which means that it will be done at a point where you think you have caused your opponent enough mp leaks that spending the resources on teching wont hurt your field presence , on stukkas again you cant add up all the costs because its not a one time spend , + that if you compare it with a calli then the only thing you spend ( comparatively always ) are the ammo and the fuel ( and the fuel would definitely be used as the game goes further and further ). Note that when i say late game ( for wehr ) i mean after 40 minutes when game fatigue kicks in and both armies are gradually battered and every unit shines , that is when wehr late game of vetted vehicles and tanks really shines .
if you think wehr is OP, go play wehr for a while... i'll expect you back here complaining about how OP US stuff is ;-)
where do i say that wehr is op ? What my opinion is that wehr is more forgiving and gives more tactical variety of specialized units to deal with late situations early and late due to the loophole i mentioned earlier which forces us to go infantry to break in , which is good since you cant actually go wrong by picing infantry but it gives your opponent more tactical advantage since he is dictating the flow of the later battle . Op for me is a stupid term because anyone can translate it as slight advantage or autowin button , personally i think that if wehrmacht is op then it is a slight advantage on the fair maps and a big advantage on the wehrmacht favored ones . Now we can say that on the big 3 skill difference generally makes the victor but i would love to see that on b lowlands or wrecked train .