As for OKW, you will always get incendiary nades with teching so there is no slowing down becasue of nades.
All OKW needs right now is smoke ability for ISG.
except OKW doesn't always get healing with their tech. in fact their healing truck is a pretty huge detour for the OKW's tech.
I guess i'm just imagining it when the go to tactic for okw in 2v2 is to head straight for the enemy cutoff, with spio>volks>kubel. Having the strongest opening unit is a huge benifit, and the kubel speed, lack of bleed, and caping ability is really strong. Rifles might be good, but okw can outnumber them early. General rule of thumb in team games is to not try to go head to head with okw for the fuel at start or you will get forced away.
Put it this way both a USF player and OKW player go for the same point to start. OKW starts with spio vs re. Obviously OKW wins.
Lets say the us player waits for his rifle. Now it's rifle+re, but okw's kubel can get their the same time as the volks because of speed. Now it's spio+kubel+volks vs re+rifle.
Or it can wait even longer, now it's spio+volks+volks+kubel vs rifle+rifle+re. Either way the US player is outnumbered and must play defensively. They don't really start to get the advantage til they bolster their force with their free officer.
and the two of you, Australian Magic and omega are completely ignoring ost.
Even without the mortar, the USF is fine against OKW at the very start. Stormpio is nice but it's a priority one target for any decent USF player. Once the Stormpio is off the field, the Rifleman have the advantage in any urban setting against the volks and kubel. The rear echelon can also hold out in a building long enough for the rifleman to arrive.
the OKW require teching to reach their grenade and leIG, and the USF mortar should be similarly placed behind teching as well.
Put the USF mortar behind the grenade upgrade. No mortar without teching.