No, just no. Teching cost is something you spend one time in the game, it won't help/disadvantage you throughout the game. In addition, OKW cannot boost its fuel income by building caches. If it converts amo to fuel, that will oblige it to chose a particular developement path, that cannot be changed, and the shortages will be simple doubled: less fuel penalty, but amo penalty in addition.
It helps you massively because your teching structure is fast, free and cheap. You can get all your buildings down and a repair bunker and a med bunker and a super anti-everything post for a grand total of 150 fuel.
That happens fast, allows the OKW to get early access to any unit they want, and unrivaled flexibility in where they chose to
spend their fuel. The tech advantage for the OKW is massive, and converting ammo to fuel still leaves you with a reasonable flow for buying those shrecks you need by the time you need them; since OKW got buffed to 100% fuel their muni income has been overflowing compared to what they need to spend it on.
I disagree, volks and raketen do not protect you from a large scale armored assault. They will produce some damage, kill one -two tanks, but the result will be in Allied favor. In addition, they lack the mobility and efficiency of a concentrated vehicle force. Volks have one schreck, not two. Raketen has an embarassing range. Sorry, but no.
You are doing it so, SO wrong then.
The major threat of the early available tanks (t34, T70) is their capacity to engage, chase and eventually run down entire squads if the proper AT is not there. That's just not an option against a properly fielded OKW army.
The racketen starts off reasonably limp but becomes progressively more and more terrifying as it vets up- which it does very, very quickly because of how cheap it is. Volks, too, start to vet to the sky once tanks start pushing. This makes them all more durable and much more capable of weathering armored pushes early on. A tank can push, but it can't overrun unless you were already beat.
Similarly, Schu mines are a life saver if you're waiting for a panther. Put them on chase paths for retreating units, snare them and watch the racketen start to do its thing. And all that vet it gets is super easy to preserve, because the damn thing can retreat.
Pumas are easily available from embarrassingly early in the game (i like to use them to chase off problem snipers). They out range all allied early tanks, as well as move faster than them, and screened with volks utterly obliterate tanks, only getting more potent with their equally speedy vetting up.
And you have a panther post buff with even more accuracy than the Ost one. AND you can get a self-spotting command panther if you want to go for doctrinal armour. Oh, and sturmtigers still one shot tanks, which is stupidly easy to pull off if you do a little mine play.
And, y'know, Jagdtigers.
OKW has tank beating capacity like you would barely even imagine having in any other army. If you're getting pushed off the map by early vehicles, you are doing it so wrong.
If you're getting crushed by tank 'spam', I honestly don't know how to help you. How the hell did your opponent manage to rustle up (40/50+120+100+100+100+100) before you managed to kill any of his T34 or get the panther/pumas you need to make them look like useless kittens?
Not sure about that. I saw games lost by OKW with KT alive at the end of the game. If not killed - which is hard but not impossible - it cand effinetly be staled, due to its range and because it's slow.
If your opponent had enough AT and field presence to weather a KT and still beat you down, you lost the game well before the KT arrived. Either poor micro, poor planning or just poor map control let you down. A lot (and I mean a lot) of bad players stall and stall while handing over massive advantages to their opponent, all in the hope of saving for 'that one unit' which they think should win them the game. Be it an ISU, a Tiger ace, a King Tiger. Whatever it is, it's not worth it.
Scavanging does not provide the amount of resources needed. Non-fuel base AT it's easy to be counterplayed by balistic weapons and even by tanks! Forward base it's a very high risk investment.
Scavenging is not your only cource of income. It's just another one of the many ways in which OKW fuel 'penalties' turn out to make them one of the more easily managed armies in the whole game. Converting to push things out sooner, scavenging to make the most of allied (and enemy) losses. It all adds up, and coupled with their cheap tech and some shockingly cheap units, means that calling them fuel 'starved' is a
joke.
1. Forward buildings emplacement wich greatly expose them to AT and balistic fire. A forward T2 means many times a death sentence. A forward T4 is benefic and risky in the same time due to reasons stated above. On the other hand, if you want to be efficient, you are OBLIGED to put AT LEAST T4 forward.
2. Lack of enough AT middle game. In comparison, pzgrens + pak40 are more efficient than volks + raketen. And Ostheer doesn't have a fuel penalty! You can't be flexible, you need a puma beside those just to keep the pace.
3. Please count the number of tanks OKW build in a game. If someone tells me that 1 KT plus raketen plus volks can keep pace with a couple of zis guns, 4-5 T34s and an IS2 (just for example) I would tell him to think again.
4. Mines. Does anyone use mines with OKW? Maybe, but you have to reduce other upgrades for infantry and don't use off-map arty. Any mine planted will hold you back related to other investemnts that you need to do.
5. Lack of a serious medium tank. Puma is ok, no doubt, but it's not a tank, it's a tank replacement. It's thin and requires alot of micro.
Uuuuug. I can't even be bothered with this tripe. L2P.