I would like the OKW to be reworked so that it can "feel" more like the Germany Army on the Western Front at the time of the Bulge. I will mainly be talking about adding/swapping units and gameplay, so this won't really be a thread on balance.
Currently, the OKW feel like a completely made-up faction. It feels like the faction has no historical roots at all, unlike the Soviets or Ostheer. There are some things that should be changed.
What was the Situation like in 1944/1945?
As some of you may know, the Battle of the Bulge was an operation planned by Nazi Germany to quickly destroy the Allied forces in Belgium. Hitler hoped that a quick and decisive offensive would lead to a favorable peace treaty with the Western Allies. After that, Germany could then shift over its military forces to the Eastern Front. It was going to be a big offensive; whatever tanks and equipment were mustered up for this important operation.
As the situation grew dire, the German Army needed more tanks and vehicles. Even though the Pz4 and Panther were in production, the army needed more tanks for the operation. Self-propelled guns and assault guns were used as make-shift tanks.
Now What is Wrong With the OKW?
The roster just doesn't fit the real situation! Also the OKW gameplay is pretty wonky and could be improved.
Comments on Existing Units
Obersoldaten
Not much to say about this unit except that it is woefully OP and ahistorical. People have said that it represents the SS troops of the armed forces but i think this can be implemented in another fashion. IMO the Obers should be toned down and act like another form of line infantry for the OKW. Better Volksgrenadiers anyone?
Panzer II "Luchs"
What is this unit doing here? It is 1945! This tank should definitely stay in the game but not in the spot it currently occupies (light vehicle and infantry killer). I think it should be reworked as a scout and reconnaissance vehicle. Perhaps it should come out a little earlier but have its role changed. It should then be moved to the medic truck.
Volksgrenadiers
This unit represents the Bulge-era Germany Army well, but they become super soldiers at higher vets (vet 4 and 5 need to be disappear from the game). Also, the presence of panzerschrecks on these troops is just silly. An MP40 or MP44 upgrade would fit better on these units. They are combat infantry after all and not tank hunter squads
King Tiger
Make this doctrinal. It has the power of a heavy call-in yet is a non-doctrinal vehicle. Replaced with non-doctrinal Panzer 4. Would be interesting if it got moved to Elite Armor doctrine. Should be done for the sake of balance.
New Units that Should be Added
Stug 3/4
Since the Germans needed to supplement ther existing tank forces, they needed assault guns to fill the gaps. This is why the Stug would be a great fit for the OKW faction. It could be a great mid-game unit that is useful against most targets. It would be built in the mechanized support truck.
Wespe
I am fan of "conventional" units like the Wespe. It is silly to the Stuka as the OKW artillery piece. I guess the Stuka could stay in the game...but the Wespe could replace it. The Wespe would function as a light artillery piece that clears enemy defenses in preparation for an assault. It is also a mobile artillery piece so it can keep up with troops and tanks during the offensive. This could be built from main HQ building?
Panzer 4
If the King Tiger becomes doctirnal, then the Panzer 4 should be its replacement. This would give the OKW a solid medium tank. Could be built from Mechanized Truck. Considering it was more common than the King Tiger, it would make sense that it is non-doctrinal.
Hummel
This doctrinal heavy artillery piece would be a great fit for the OKW since their offmap artillery is so expensive. The Hummel would provide excellent artillery support. Should be present in a support-oriented OKW commander.
Marder III
Could be a fun and unique doctrinal unit since the Jagdpanzer 4 already exists. The Marder III would function as a cheap and effective anti-tank vehicle, but would suffer from extreme fragility.
OKW Gameplay
We all know that there are major issues with OKW design. They cannot build many vehicles due to their fuel penalty so players end up building a ton of infantry. A turtling and campy OKW player is also a pain to dislodge. These issues need to be addressed and don't fit into what the OKW should be.
A More Offensively Suited Force and Less Camping!
By being able to field a different variety of tanks and having the fuel penalty removed, the OKW can be more offensively oriented. This would fit the Bulge-era German force as it prepares for its major offensive against the Allies. The tradeoff would be the OKW would probably need its defensive tools removed or cut down. Things like Fortification Doctrine should probably be removed or altered. The Ostheer should be the faction that have the tools to defend; the OKW would have the tools to attack.
Even though the OKW can attack with their infantry blobs, it still feels like they are stalling for late-game tanks like the Panther and King Tiger. It would be great if this stalling was removed so the OKW can attack with tanks and infantry more often. This would promote more combined arms play and less infantry-only boredom.
Now i hope you enjoyed my post and please comment on my ideas. I apologize for the wall of text