Some great ideas here. I'm not too serious about this but what about mashing all the ideas together:
Take Raketenwerfer, MG34, ISG and put it in their own Tier 1.5 truck and call it support regiment truck.
Should be a very cheap tech and have a unique bonus, but I can't think of anything but heal or repair right now, which are both occupied.
The alternative is to realise the following:
- Every faction requires reliable access to healing
- OKW has had 2/3rds of the support weapons already moved to Tier-0 in order to support the illusion of non-linear teching
- OKW needs to have early access to indirect fire/smoke, to punish MG spam
- OKW needs to have early-ish access to MGs, to make them less of an early-game infantry blob faction
- High-tier people require something mobile to rush and overwhelm the enemy. That's because playing passively means you're losing your initiative
OKW would have been able to support non-linear teching if its unit roster actually had the necessary units. E.g., if we picked all Panzer Elite 250-HT units, and moved them to MedHQ (and potentially removed ISG, since mortarHT is more mobile), players would now have two decent tiers to choose from.
Moreover, you would now have a truly aggressive faction with real trade-offs to make (e.g., how much fuel do I want to spend to support being aggressive, vs how much to save for teching up).
- If you go MechHQ you get a tanky direct-fire unit, but an expensive indirect fire unit
- If you go MedHQ you get a relatively immobile direct-fire unit, but an affordable and very mobile indirect-fire unit
Unfortunately, that's not possible to do for the live game, since OKW lacks the skins for the required vehicles (250 halftrack, mortar halftrack, etc)
Thus, given that this is the unit roster that OKW has access to, a potential good way to rearrange it is to accept that OKW teching has to be linearised:
Linear tech OKW:
MedHQ
Make it arrive way earlier. Gives the player access to HMG, LeIG (the beefy FBP version) and maybe Obers (with no upgrades)
MechHQ (requires MedHQ)
Make it arrive 15-ish fuel later than live-version MechHQ. Gives the player access to luchs, puma and a more consistent Stuka (lower cooldown, lower cost, but no insta-wipes thing).
The tier should also give the OKW player access to a dirt-cheap FlakHT (something along the lines of 40FU), so that the halftrack is competitive to the Luchs, and is also the tier's lategame mainstay when it comes to cheap AI (luchs is not reliable lategame AI)
FlakHQ (requires FlakHQ)
- Unlocks LMG upgrade for Obers, same units as before, otherwise
(there would probably have to be a new upgrade to unlock as a prerequisite for King Tiger, to prevent it from coming out way too early)
Raketenwerfer:
The unit completely breaks the counter system. It's weak and RNG vs targets it's supposed to counter (tanks), yet completely negates infantry flanks with retreat.
Easy rework:
- Increase crew size from 4-men to 5-men (to make more resilient to AoE)
- Remove retreat button (to make it actually vulnerable to small arms fire)
- Add reverse button
Tougher rework:
Pak40-ish clone (price, range, arc, damage, rate-of-fire), on a raketen model with the following features:
- Soviet ambush camouflage at Vet1, instead of TWP
- 5-man crew