In light of some recent discussions on OKW and the post-WBP world of CoH2 I thought I'd offer some blueprints for putting OKW into a strong, but balanced position. I offer explanations and reasoning, and will be happy to discuss things. These ideas are very much a rough draft.
After WBP hits, I intend to build a(nother) mod that will implement some form of these ideas to explore. Mod Tools are also being glitchy, and I'm hoping that'll be fixed once WBP is over. Until then, I figure I'd offer them up for interested eyes and minds.
When you look at the grand scheme of things I don't think it's all that radical of a set of ideas.
First and foremost: fixing OKW T0.
-Allow HQ to upgrade either medics or repair pios. (Could also allow OKW T1 and T2 to research either medics or repair pios.)
-Swap the MG34 requirements to the Raketenwerfer. (Alternately, replace the Raketen with a Pak39. Raketens make for a good/better doctrinal unit TBH.)
-Sturmpioneers to get smoke grenades instead of panzerschrecks. Either a 30(ish) muni upgrade to unlock smoke grenade, and the grenade costs 15 muni, or no unlock and the smoke grenade costs 30/35 muni.
-No unlock requirements for panzerfaust. With AT delayed for OKW, Panzerfausts should be readily available... (to drain those munis.)
-Give volks vet 4 panzerfaust damage (160 instead of 120) but reduce the snare threshold to 25% instead of 75%. Increase snare threshold to normal at vet 4. This makes them more dangerous for light vehicles without making them as large a threat against tanks.
-Increase volks panzerfaust range. Something like 5 or 10. (Less snaring, more potential finishing shot.)
-Volksgrenadiers should exchange their remaining rifles for mp40s when getting StGs. They need their upgrade to give them a real role change that works with Obers more than Sturms. And this arguably synergizes even better with Sturms armed with smoke instead of schrecks. (IMO 5 MP40s or 4 and 1 StG are best.)
So far: New HQ upgrade, switch the requirements of two units, change two units upgrades, and adjust OKW's panzerfaust. Not the craziest set of changes, but now the fate of the panzerschreck remains.
From here there are two good routes I think to go down:
First the 'safe' route.
Obers get x2 panzerschreck upgrade. (Could also give them Panzerfausts with vet.)
Additionally:
Reduce T1 FRP upgrade to 200mp.
Give ISGs a free (or 15 muni) smoke barrage.
KT call-in to require 100mp 20-40 fuel upgrade from HQ, unlocked only when all 3 tiers are built and alive.
Then the not so 'safe' routes: (Tier adjustment and giving OKW some unit adjustments.)
Reduce T1 FRP to 200 mp and/or allow any Truck HQ to become a FRP after it is research. (Designating an allied HQ as a retreat point would be lovely for all factions in the game IMO.)
250 Halftrack as stock unit. No reinforcing, but able to upgrade into Mortar Halftrack. (Alternately, just a MortarHT for OKW.)
Could possibly replace OKW Panzer 4 with Stubnose P4.
Reduce Obersoldaten cost to 360 or even the 320-340 range and reduce their performance accordingly. They should be made to be closer to Stormtroopers in cost and performance.
Obers get x2 panzerschreck upgrade. Panzerfaust with vet 1. (Maybe instead of the deathsmoke grenade, as fun as it is.)
Give ISGs a free (or 15 muni) smoke barrage.
KT call-in 100mp 20-40 fuel upgrade.
Tier Version 1:
T0: Volks, Sturmpioneers, Kubelwagen, MG34
T1/2:Raketenwerfer
T1: ISG, FlakHT, IR HT, Obers
T2: Puma, Luchs, Stub P4, Mortar HT
T3: Panther, JP4, Stuka zu Fuss, (Unlocks Obers LMG34)
Tier Version 2:
T0: Volks, Sturmpioneers, Kubelwagen, MG34
T1: ISG, FlakHT, IR HT, Raketenwerfer (Pak39?)
T2: Puma, Luchs, Obers, Mortar HT
T3: Panther, JP4, Stuka zu Fuss, Panzer 4 (Stub?)
(Unlocks Obers LMG34)
Each tech tier has indirect fire and access to a form of AT.
T3 cost could be reduced 40-80 fuel and have the Flak gun and Panther disabled. A 40-80 fuel upgrade to activate the Flak could unlock the Panther.
Resource conversion could possibly make a comeback for OKW, but through the HQ, and locked through an HQ upgrade.
HQ could possibly also contain an upgrade that unlocks panzerfausts for Volks and/or Obers.
(More of an aside point: FlakHT gun performance could be adjusted to mirror USF AAHT, remove or greatly reduce 'setup' time on gun, simply have the requirement be that it not be moving to fire. Might benefit the unit's function no matter what other changes occur.)
And so there's my set of blueprints for making OKW a workable faction.
![:P :P](/images/Smileys/tongue.gif)