I think your understanding is wrong. The factions that were released together are most probably based on same part of war. So the ost faction is at least 1943 and probably 1944 (as they face t-34/85s). It is not the army that stormed through europe. Its the army trying desperately to hold their ground against soviets after kursk. Thats why they have good mgs and at guns.
On the other hand the okw faction is explicitely said to be based on operation in ardennes. So this is in fact the attacking one out of the two. Attacking with limited resources and forces, yet still trying to break through.
The most important part in a 4v4 is understanding the map.
Games are often won or lost in the first five minutes if you can control the chokepoints/fuel. 4on4's are a little different in that with the volume of units on the field and the sheer destruction that's around every corner tech instead of the linear progression of Inf > Light Veh > Med Armor > Hvy Armor usually goes Inf > Lock down fuel > Hvy Armor slug fest.
I would suggest playing 2v2's against each other to get a feel for the game if possible. Then transition back into 4v4's and try to split into teams of 2, each trying to rush/hold a fuel point, or in some scenarios "Lienne Forrest" for instance, split 3 of you into the city, and one to sweep the forest. Lorch, same sort of situation, you may want to forgo the castle area all together and focus on the city, just try and harass the other VP's when possible.
I personally in solo queue veto
Montargis
Steppes (controversial, I find no one understands 2 islands, 2 center fuel)
Vielsam
and sometimes Hamburg
Each other 4on4 map is pretty straight forward. Rush your first squads to cover/garrisons near fuel points, entrench hold on for dear life, and bring up the best medium tank you can as quickly as you can.
and yeah... the map design means that 4on4's don't allow you the width to employ actual squad tactics and play like a 1on1, it's just sort of throwing units at each other. Another reason why taking and holding the chokepoints from the start means that you can control the match.
And so because the game is being balanced around 1v1s and 2v2s by competitive people OKW fans like myself that enjoy 4v4s can't hold their ground because they don't have a T0 MG... great.
I'm just waiting for them to release the WBP so I can make myself a mod that removes the MG34 requirement so I can prove once and for all that a T0 MG is badly needed for the OKW.
Alright. Just sayin' merging would probably be a better option than switching.
Or why not just switch the voice acting and skins from OKW to Ostheer? Rename volks to ostruppen?
What's the goal here? A German faction that's reflects a specific WW2 era of army composition? More balanced factions? Or are you really just looking at style and flavor?
Anyway, I think you might enjoy tinkering around with Mod Tools, or benefit sifting through the Workshop for people's tuning packs for alternative factions and armies.
Nah it's just an idea I had for one of my scrapped mods for the game, no particular reason outside of that and historical uhm, accuracy? The truck system is one of the reasons I enjoy OKW, so I'm fine with how things are.
Quite frankly I feel like OKW and Ostheer could get flat out merged into one faction and it wouldn't be the worst thing in the world. The choice would be choosing army skin and voice actors.
I suppose you could be right about that, however that's not what this topic is about.
So I had this idea for my mod a long time ago, about switching the OKW and Wehrmacht tech systems, and by that I mean giving concrete buildings to the OKW like in CoH since they're the late war German Army while giving the Truck system to the Wehrmacht, since they should be the early war aggressive Blitzkrieg Army, or at least that's what I think.
Since this is how I look at the 2 German Armies:
Wehrmacht, representing early war 1940-1943 German Army, meaning that it should be more mobile and aggressive, same Army that stormed through Europe and invaded the Soviet Union using Blitzkrieg tactics, has lower emphasis on defenses like it already is in game.
OKW, representing late war 1944-1945 German Army, slow, limited resources and manpower, technologically advanced, mostly on the defense with the occasional offensive like the Ardennes. Mostly uses concrete buildings and defenses.
So yeah, I just wanted to see what the people here think, that's all.
I would rather have one or two guys go Ostheer. One gets the Elefant doctrine for spotting scopes, stuka balance bomb and elefant. If there are two Ostheer players, one gets the elefant doctinre as mentioned, the other goes one with the stuka loiter.
Like I said, in this scenario, I don't have 1000 hours in game, I'm just some random dude with 3 friends and we just bought OKW because they look the coolest or something and we just straight jump into it.
If you remove the raketen's cloak you'd be better off just replacing the entire unit then, with a Pak 38 for example.
The unit is a balance nightmare, not to mention a buggy nightmare like the FlaK HT.
I mean it fires into the ground, and the only sensible solution is to have the projectile spawn above it, which would look weird, that's how bad it is.
Imagine on maps with large buildings or on smaller game modes how broken the initial sturmpio would be with same-player mg support. You could just rush a building with your sturms and then throw the mg in and boom. Huge lockdown on allies. Failing that, you still have the only good squad with automatic weapons on the field at this time, and cheap spammable volks, along with a fast capping kubel and t0 (albeit arguably crappy) at gun now with a machine gun creating a disproportionately strong and varied army right out the gate. It'd be like if soviets got penals, clown car, zis, and maxim from their starting hq. Broken.
That sounds good on paper but in reality it's not.
What you present is the perfect situation, and tell me, how often would you seem something like that?
Sturms sitting in front of the building just waiting for someone to charge in? The Allies have loads and loads of anti-garrison and in-direct fire options, it's enough for 2 squads of cons to run it from 2 sides to get the MG out with a molotov even with a Sturm squad there.
And let's not talk about how much a Mortar Pit would suck for the MG34 in a small map against the Brits, it can't even last a half a minute inside a building with that thing around, and what about the USF mortar?