Is it me or does OKW have every little advantage you could get?
Strongest starting unit
Infantry that doesn't require to research weapons/nades (gets them from basic teching)
Being able to upgrade some infantry weapons in hostile territory
Infantry not dropping AI weapons on low models/wipes
Unique vet system
Most secure base structure defense that negates light vehicle base-rush
T0 raketen and AT options for almost all infantry later on (shrecks, fausts)
KT without using up a commander slot and no way to deny it by destroying the tech structures
Elite infantry (obers) without using up a commander slot
Overwatch doctrine with double abilities
Free AA building with teching that outranges infantry vision
Is there an aspect where they get the short end of the stick?
With strong generalist and specialist tanks and probably the best mobile artillery in the game they seem like a very low risk high reward faction.
My guess is that some of the things were balanced around not having a sniper (although having the option of one of the best anti sniper units in the form of JLI) but once snipers have been nerfed this faction was never adjusted.
I know people feel passionate about the faction they play but whats your honest opinion about this?
First of all, I suggest you not to listen to those with a german soliders icon on it.
OKW has been very OP from release and until now the balance is still skewed to axis due to the historical design problem and the major of community also.
Strongest starting unit
It is a no brainer unit that allow you to auto win any controversial point or buildings such as VP or fuel point which is very important in team game. Later on, it allow you and your ostheer teammate immediately turtleing around the fuel point such as digging a bunker and sandbags for volks to play statically without taking any risk. The early auto free fuel point is very decisive in team game.
Infantry that doesn't require to research weapons/nades (gets them from basic teching)
You will feel yourself more stupid when you have to get lolotov and AT nade from paying extra side tech cost which sum up is more expensive but conscript still being less efficient than volks in all aspect( especially no weapons upgrade). OKW also start with more MP (when include the cost of starting unit).
So yes, conscript need to get in line with them.
Being able to upgrade some infantry weapons in hostile territory
They are designed to be an defensive faction. They have less fuel income before the revamping.There is no reason for making a weapon rack design, because you can always allow the player to have two upgrade single weapon button on the squad to achieve the same thing. So this feature is another proof that the developer is axis favored and axis players can have better live and less micro while the USF player have to give up their line to upgrade their soldiers.
Infantry not dropping AI weapons on low models/wipes
Yes, another axis extra care. It is bullshit to say "imagine volks dropping their STG's next to Obersoldaten", because the axis player should lose the engagement probably if the volks drop their STG.And this allow axis player to preserve more munition for their op offmap.
Unique vet system
Historical problem. They should not have anymore, since they have no fuel penalty. Their max 5 stars should be equal to 3 stars of ally. So, this is another axis favored feature that still not being fixed at all.
Most secure base structure defense that negates light vehicle base-rush
Again, historical problem. It is simply bullshit to say "Because they have no (reliable)counters for an early light vehicle." How unreliable is it for having AT gun and faust and shercks on strum in the early game?If you don't get a bazooka or captain as USF. Even 222 and flame HT can base wipe you. So, this is another proof that axis players get extra care while they think they don't.
T0 raketen and AT options for almost all infantry later on (shrecks, fausts)
Raketen comes with camo. Although it has shorter range, but its camo and cheap price and ability to garrison absolutely compensate it. rek is not lock behind a captain and faust is not lock behind vet one with minimum range and extra time to launch and shreck isn't lock behind weapon rack that need extra micro and resource to pick it. So consider the time they release OKW with USF, yes it is still more care for axis player and a bit OP when compare to USF.
KT without using up a commander slot and no way to deny it by destroying the tech structures
Talking about its effectiveness is quite stupid, because it is all depending on players' hand but at least you get an extra option and choice to field a heavy. So yeah, another axis favored design.
Elite infantry (obers) without using up a commander slot
Yes, they are another axis favored feature. Again, at least you have an option. Just imagine if you are playing USF and you didn't pick a commander with elite infantry. Once your vetted infantry get wiped out, vet 0 rifleman are nowhere comparable to even vetted volks. So yes, Ober is another axis advantage that axis players try to persuade you they are not.
Overwatch doctrine with double abilities
Yes, they should be nerf like USF recon commander. But this game always take more time to nerf axis and we know why.
Free AA building with teching that outranges infantry vision
Historical problem again. But I agree it is mostly fine now.