What if the OKW and Wehrmacht tech systems were switched?
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Since this is how I look at the 2 German Armies:
Wehrmacht, representing early war 1940-1943 German Army, meaning that it should be more mobile and aggressive, same Army that stormed through Europe and invaded the Soviet Union using Blitzkrieg tactics, has lower emphasis on defenses like it already is in game.
OKW, representing late war 1944-1945 German Army, slow, limited resources and manpower, technologically advanced, mostly on the defense with the occasional offensive like the Ardennes. Mostly uses concrete buildings and defenses.
So yeah, I just wanted to see what the people here think, that's all.
Cheers and have a nice day.
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Posts: 3145 | Subs: 2
Quite frankly I feel like OKW and Ostheer could get flat out merged into one faction and it wouldn't be the worst thing in the world. The choice would be choosing army skin and voice actors.
I suppose you could be right about that, however that's not what this topic is about.
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Or why not just switch the voice acting and skins from OKW to Ostheer? Rename volks to ostruppen?
What's the goal here? A German faction that's reflects a specific WW2 era of army composition? More balanced factions? Or are you really just looking at style and flavor?
Anyway, I think you might enjoy tinkering around with Mod Tools, or benefit sifting through the Workshop for people's tuning packs for alternative factions and armies.
Posts: 1323 | Subs: 1
Quite frankly I feel like OKW and Ostheer could get flat out merged into one faction and it wouldn't be the worst thing in the world. The choice would be choosing army skin and voice actors.
Who would pick the OKW PTSD wailers when the Wehrmacht voicelines are at the very least kinda funny?
Posts: 3145 | Subs: 2
Alright. Just sayin' merging would probably be a better option than switching.
Or why not just switch the voice acting and skins from OKW to Ostheer? Rename volks to ostruppen?
What's the goal here? A German faction that's reflects a specific WW2 era of army composition? More balanced factions? Or are you really just looking at style and flavor?
Anyway, I think you might enjoy tinkering around with Mod Tools, or benefit sifting through the Workshop for people's tuning packs for alternative factions and armies.
Nah it's just an idea I had for one of my scrapped mods for the game, no particular reason outside of that and historical uhm, accuracy? The truck system is one of the reasons I enjoy OKW, so I'm fine with how things are.
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On the other hand the okw faction is explicitely said to be based on operation in ardennes. So this is in fact the attacking one out of the two. Attacking with limited resources and forces, yet still trying to break through.
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Whereas operations on the Western Front very much mirrored that which occurred in Sicily and around the Alps, "defense" was often carried out by localized or ad hoc Kampfgruppes which would attempt to counter attack quickly and immediately after losing a hardpoint such as a village, hill or crossroads, weary of the Allies entrenching themselves/forming bridgeheads inland.
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I think your understanding is wrong. The factions that were released together are most probably based on same part of war. So the ost faction is at least 1943 and probably 1944 (as they face t-34/85s). It is not the army that stormed through europe. Its the army trying desperately to hold their ground against soviets after kursk. Thats why they have good mgs and at guns.
On the other hand the okw faction is explicitely said to be based on operation in ardennes. So this is in fact the attacking one out of the two. Attacking with limited resources and forces, yet still trying to break through.
Mech Assault looks pretty Blitzkrieg to me.
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- Wehrmacht is more defensive cause their army centralizes around strong support weapons and units that effective when being static while their mobile infantry element is more of a support troops to support the support weapons (That's a lot of support ).
- OKW is more mobile cause their support weapons are more lackluster when compared to Wehr's support weapons, while their mobile infantry/tank elements are way better and basically the backbone of the army, which overshadow their own support units.
Basically, Wehr' strength centralizes around support units, which makes them more defensive, while OKW' strength centralizes around their mainline infantry/mobile elements, which makes them more agressive/mobile. The truck/building system won't change how they're play out. The only thing would happen if the changes being executed is that it makes Wehr way much stronger (Flak HQ to help defend mass amount of support weapons and constant reinforement/healing to their support units on the frontline) while makes OKW way much weaker (Lack of good ground holding weaponry: Flak HQ, caches, good MG, etc.; makes them way harder at holding grounds against other aggressive factions)
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Wehrmacht, representing early war 1940-1943 German Army, meaning that it should be more mobile and aggressive,
That's where you're wrong, mein Herr.
So wrong, I put you on sie List!
Posts: 3145 | Subs: 2
That's where you're wrong, mein Herr.
So wrong, I put you on sie List!
Hey, this is what I imagine how it should be, but as others have said I am wrong in this, but still, there are a lot of bizarre design choices that point towards the other way.
Posts: 2885
Mech Assault looks pretty Blitzkrieg to me.
You can't change core design of a faction just becouse one doctrine doesn't fit so well into it. If you do, there are going to be many other odd looking doctrines. The fact is that core design of ostheer is defensive and that the case of mechanised assault is justified just becouse doctrines are ment to supplement and alter the army, so not all of them must exactly fit into core army design.
Posts: 1216
At that point the effort and changes would be so singificant you might as well make it a separate third faction in its own right.
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