WARNING: I know this is very debatable topic.
And I do believe OKW needs some buff on late-game volks(with possibly buff on 4-5 vet maybe) to compensate it's low WR in 1v1, but I just wanted to give it a shot.
Despite low WR of OKW in 1v1, it is still dominating faction in 3v3/4v4.
So this suggestion is to minimize impact on OKW in 1v1/2v2, yet somehow make it weak in 3v3/4v4 (or at least delay it's timing).
(
https://coh2stats.com/stats/month/1614556800/4v4/wermacht?statsSource=top200)
(We will see how Apr. stat is in one or two days after)
My suggestion is make walking stuka locked behind tier3 (with or w/o tier3 upgrade is debatable) but buildable in tier2. Which gives rush-walking stuka about 3~5 min. delay from current timing.
This won't hurt in 1v1 or 2v2 because... Well, because no body rushes to go walking stuka. And when they do need it, you probably already have tier3. It's just too risky to spend first 100 fuel on arty unit.
But this changes in 3v3 or 4v4. The risk gets very minimum with help of allies / how game goes (line battle). There is very little chance of loosing first walking stuka in mid game. At the time Allies only have at best stuart / AEC / t70.
Walking stuka is the fastest rocket arty that arrives in battle and deals dmg to the line (at around 8~11 min).
All other non-doctrin arty is locked behind final tier, and only thing comes at best similar time is land mattress (sucks hell).
Recently I have not gone for the 3v3 or 4v4, mostly focusing on 1v1 but I have seen many players (especially when they are at AT), at least one player goes for early stuka & rest tiers up for the tank. It makes Allies bleed mp without plausible counter at the moment(again, 8~11 min.).
Any feedback is welcomed.