OKW have the best infantry and the best tanks. The fuel cost for tanks and the income handicap is negated because of the lower cost of the teching and how strong at stalling they are.
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.
Volks Shreks, Raketenwerfers, Pumas and Schu mines are strong, cheap AT that all scale so well and are hard to kill buying all the time in the world for a heavy tank. Whilst Panzerfusileers and Obersoldaten are the best infantry in the game, with the fastest repairs, with Soviet mine equivalents, with forward bases locking down a huge portion of the map and drastically lowering retreat times.
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.
The late game is incredibly strong due to the King Tiger being an I win right click button in 1v1. Even with all the AT in the world, it can be incredibly hard to kill and basically entirely depends on the OKW making a mistake and getting caught out of position. The real strength of the King Tiger is the amount of AT investment required to kill it, leaving the Allies open to losing to Shreks/Raketenwerfers and Obers. Even then, SU-85's and Jacksons are so flimsy and easy to lose with absolutely no margin for error and are incredibly map dependant, despite having such dreadful penetration. The only options is to win before late game or to rely on the doctrine specific call-ins.
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 sow.
OKW was designed with a huge economy handy cap in place to compensate. Except now there's literally no munitions handi cap, the fuel handicap isn't a problem due to low teching costs, no fuel upgrades for infantry, scavenge and the power of non-fuel based AT granting great stalling. The long reinforce times are negated by having a forward base that drastically decreases retreat time.
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.
Could someone please tell me what the weaknesses of OKW actually still are? Because so far all I can really see is Soviet Snipers and ISU still being broken and the lack of Panzerfausts which only really matters for the first 10 minutes. What else is there?
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.
From my experience, the player who relies on infantry, team weapons and ONE monster-tank will lose in most of cases before one player wich relies on infantry + alot of medium tanks. I even remember a 1v1 game that I had as a soviet, wich is extremely suggestive. As for AT,my opponent built one Elefant and several Pgrens. He lost everything in front of an aggressive attack composed from 4 T34s.