Here is a general overview of each faction's strengths and weaknesses for december;
- ostheer 1. OST;
+ MG42
+ Omnipotent and versatile T1;
+ Inexpensive, powerful stock TD; Stug
+ General lack of dependency on fuel, Pak walls and 2xShreckPGs can do
+ Capable of hard countering anything at any stage in game;
+ Cancerous and nauseous turtling
- Somewhat expensive teching
This faciton is designed around the MG42. I sure hope its good.
The expensive teching means you need good T1 and T2 to survive.
Not sure I agree with the lack of dependancy on fuel here, in order to deal with ameri-blob and never ending soviet troops you need the werfer to deal squad wipes late game. medium tank spam will also end your paks with multiple angles of attack and that smoke if you don`t build a bunch of stugs or a few panthers. Due to teching costs, your late game viability depends on the need for fuel!
Wehrmacht can`t turlte any harder then any other faction except mabye okw. Okw only has a flak base without defensive doctrine. USF has mgs and fighting positions. UKF has actual structures. SU can just spam maxims and morotars. Additionally - allied indirect and smoke abilities are so numerous and potent, that any static position you pick as Wehrmacht will be annihilated by an onslaught of artillery/smoke+flank if you`re not at least somewhat mobile.
A negative shoudl be, higher skill level required to play due to the team weapon dependent nature of this faction. Sure you can blob grens/pgrens, but its your team weapons that keep you in the fight and eventually your blob will get countered by something.
- okw 2. OKW;
+ Quick early map control with zero struggle;
+ Can counter anything by solely relying on their T1;
+ Best call in INF;
+ General lack of dependency on fuel, R43/Shreck blobs can do;
+ Strong, Hard to counter presence of AT
- ...
If there are machines guns anywhere. You don`t get that point as OKW. So, yes they have a high early pressure value, but map control assumes you were successful. Any player using a machine gun will be able to prevent your volks from gaining ground. A well placed machine gun will keep an OKW player from being effectie until he can build an ISG, flank it or push it with a luchs.
Relying soley on T1 will get you wrecked by indirect heavy builds. Namely calliope, Ml-20, katy, 120 mortars...etc This should not be a plus and really isn`t truthful.
A negative should be, limited suppression options. But this is faction design, as the focus is on infantry.
Another negative, can`t build caches. A OKW team can`t use their manpower float to get more fuel.
negative - limited snare options. The faction is At heavy but can`t snare without going breakthrough.
- usf 3. USF;
+ Decent baseline inf if used in a blob and properly;
+ Best T3; Best light vehicles (stuart);
- MP bleed
- Countering heavies requires too much effort and micro
- No arty, aside from the pack
Since you`re a fan of ~lack of fuel dependancy~ zook spam, at guns and pack howitzers enable US to basically not care about fuel. Your riflse can damage, disable and kill tanks. You can take on an ostwind with two double zook rifle squads (rear echelons if he doesnt` run away) for example.
Edit; Example of me losing a full health ostwind
http://www.twitch.tv/troyd_destin/v/30456491
On the heavies topic - Jacksons, are really good at killing heavy tanks. Roaming RE zooks blobs also help keep the pressure up.
USF has some of the best mobile artillery in this game. Calliopes are borderline OP (high penetration, multiple volleys) and pirests are basically mobile ML-20s that are great at destroying static positions or wreckign retreat points.
- brits 4. TBF;
+ Decent baseline inf if used properly;
+ Extremely fun and dominant mid game, fast teching to Cromwell;
+ The second best MG in game;
+ Decent and reliable support teams;
- Weak and overnerfed late game;
- Overpriced and cost ineffective heavies;
- No decent TD;
Have you dealt with lmg engineers? engineers have high accuracy and cheap reinforcment cost. This means you have some of the most efficient long range DPs units in the game. Typically supported by snipers and you`ll never win the manpower war as axis.
British late game is still very good. Their commander abilites and late game armor are some of the best synergized in the game. Fireflies are very effective TDs, screen them with churchills or cometscromwells. Comets also beat panthers hands down. The 17 pounder also absolutly dominates any late game Axis armor, denying entire regions of the map; as it self spots.
A real negative is limited snare, or vet locked vehicle snare (brit sniper vet 1) which only works on light vechiles.
- soviets 4. SU;
+ Go shockfrontline or GTFO
- Go shockfrontline or GTFO
This is a troll analysis of SU. You either didn`t care at this point or are unable to analyze something impartially. Also it makes you sound like you do not play SU much.
Shock frontline is really only useful on more close quarters maps, games where your partner can fill the long range or support role; or games where your IS2 can be a meatshield for jacksons or fireflies.
Partisans doctrines are amazing on city maps and cause your opponent to waste munis mining doors and stuff. 120 doctrines give great indirect support.
Guard blobs with light maxim support kinda of slaughter OKW forcing them to stuka up or lose every engagement. They also basically negate light vehicle play from axis.
The only realnegative i can see with soviet is the requirement to use play specifically to a doctrine style. The stock army is never an option, unlike wehrmacht.