OKW sim city doesnt happen in the first 5 min of the game
OKW sim city doesnt self repair all buildings with a simple click
OKW sim city doesnt have a brace ability that makes all attacks virtually pointless
OKW sim city doesnt vet up to have range that covers most of some maps (motor pits)
OKW trucks on the frontline often results in losing a truck therefore losing a tier.. no i dont think this is true for 2 of the 3 trucks, not to mention 2 of the 3 trucks do not provide offensive firepower
OKW can only build 1 of each building, not 2-3 motor pits, not 2 bofers and such.. i dont see any reason why an OKW player will build tier 3 (rep building) anywhere near the frontline
MG bunkers? lol no one complains about those...
try again son
A med HQ is pretty much plopped down at 3-5 minutes. Which means they now have a forward reinforce point that they can throw bodies with.
Brace has a long cooldown, exploit it. God forbid if it didn't have brace as one flame grenade could kill a 400 manpower investment.
Motor pits don't vet up to gain increased range. You are thinking of ISGs I think?
You will never lose a truck if you have your fighting force push outwards from it. AT guns can simply be fired upon by opposing infantry. I think I tested it once and it takes 30 seconds to a minute of firing on a truck to destroy it with an AT gun? plenty of time for one squad to de-crew it.
A forward retreat point is offensive power. The ability to keep throwing bodies is one of the best offensive tools. I feel like that's a huge reason the major for USF is tied to 120 fuel. I agree that the mech station offers no offensive capabilities whatsoever.
WHO THE HELL HAS THAT MANY BOFARS AND MORTAR PITS? HOW? WHAT? WHERE?
I never said anything about MG bunkers. I'm talking about an MG sitting right next to a med HQ reinforcing.
I feel like I'm older then you?