So, you gonna counter my reasonable arguments by modelling situation where Allies through some heavy wizardry have got army worth 3 times more manpower than Axis?
Are you really THAT bad that we need to discuss why in real game there can't be situation where 1 kubel fights vs 10 squads or 10 squads fight vs 20 squads?
Why do you avoid every reasonable discussion by turning it into hyperbole fest? Ran out of arguments to defend your favorite faction?
What? I'm not trying to defend it, I have stated multiple times that balance in 4's is not existent. And you are the one using hyperbole, I said a Kubel/mg42 is going to have a hard ass time suppression such a large number of infantry (especially if they know how you use smoke and go early nades), and your basic Axis infantry are worse off at the start compared to your basic Allied infantry.
Pretty much you have the ability to overrun most of the map early on, but if you let axis get 1 fuel for to long they are going to lock it down and your bad times will begin unless you went IS2's/ISU's/Jackons for the late game.
OKW is bullshit. They didn't get nerfed because they were Peter's love child faction. Funnily the most improvements that got made to the faction was when he was on holiday.
OKW before it got changed before release would have probably been bullshit, but the most insanely designed faction at the moment is probably a competition between USF and Soviets.
USF: Excellent stock units (with some exceptions), useful immensely in early to mid game. But utterly falls off late game unless you have god tier micro or spam p47's like it's the end times. Also only has 1 infantry unit not counting Officers, who thought this was a good idea was smoking dope. Best side is doesn't rely on commanders as much as Ostheer and Soviets do to keep competitive early to mid game. Commanders for USF flesh out the faction and fill holes in your unit list, only 1 just gives you a better tank.
Soviets: Stock units viability falls off in the extreme late game, ZiS, maxim (with some micro) and mortar remain useful, need excellent micro to keep snipers alive when the vehicles come out. Faction is basically forcing you to possibly commit to a loss because if you build t3 you have to end the game quickly before he can blow away your t34's and what not with Panthers. T4 remains viable but the SU-76 is shockingly bad. Basically requires relying entirely on commanders by design, limiting your options significantly because call in units are just better tanks, not things to fill holes in your unit list.
Ostheer: Good stock units in t1 (except sniper jfc), Good Stock units in t2 (scout car could use some love tho, Pgrens need a little more survivability), t3 is currently rotting in a box due to the Jackson, and t4 is stuck behind insane teching costs/mp drain. This faction makes the most sense design wise, commanders giving you alternate play styles and more options instead of just "better" tanks (Tiger is a heavy generalist, and the panther is a pseudo heavy tank but is mostly only good for hunting enemy armor so nothing is really being replaced). Problem is you can't get to stock units due to teching costs and resource drain thanks to very fragile infantry. 4 man squads made sense on release, now in WFA they do not. Really only glaring issue with this faction is it under preforms thanks to making sense design wise compared to the others which are just ???.
OKW: Excellent stock units similar to USF, but with better scaling resulting in nicer late game power. Units come from destructible trucks meaning you need to weigh risk and reward when setting down your HQ's, each HQ still limits you similar to how you have to pick between tiers in USF and Soviets. Fast teching, but low fuel income. Largest issues are the fact that due to the reduced fuel income you can only spend MP on infantry, and there are no support teams resulting in just massive hordes of infantry roaming the map. Iv suggested before reducing the fuel cost of OKW units but drastically increasing the MP cost forcing you to chose between infantry spam and actually having tanks. Commanders fill "holes" similar to the USF ones, but suffer from the fact your best AI infantry are stock anyway. Overall this faction is probably better designed than it could have been, and makes more sense than Soviets and about as much as USF.
Conclusion: Why didn't relic re do the vanilla factions when WFA came out? We have one that's just crap, and another that's callinmeta.jpg.