So just wondering. Where's the issue here? As far as I can tell riflemen cost slightly more but as compensation are more effective fighting forces. Same goes with tommies. Penals are an exception as the compensation for getting a 300 MP long range squad right out of the gate is controlled with the fact you need to build T1.
One of the bigger issues is the fact you're starting with sturms, however the same arguement could be made for brits since they start with tommies. These squads are simply to strong to be the very first unit you start with. In the case of OKW, your sturms can immediatly go cap or apply pressure to your opponet and if it goes well you force a retreat and force off capping. Meanwhile your kubel can cap backlines. I think the armys synergy together makes them overly potent, not any one unit.
Flame nades are also an issue. Though expensive at 30 munitions, OKW doesn't have many munitions sinks as StGs are 1 time upgrades and schrecks are the lesser of the 2 SP choices. Other than that you have mines, nades and fausts and you can't use the 2 latters till after a single truck is built. It leads to a rather large munition stockpile for OKW.
I wouldn't call it OP, just a frustrating mechanic. Most of the time you get unlucky and miss that 1st shot so your opponet can begin to attempt to destroy it, but every so often you get a good scatter on that 1st shot and all the sudden your vet 3 grenadier is gone. Kinda like demo charges, 1 shotting full HP squads doesn't require skill so much as clicking 1 button.
"Elite" is more or less just a forum term for later game units or potent stronger scaling units. Essentially non stock infantry.
There is however an actual "elite" tag for squads. Squads that hold the "elite" tag can fire the LMG34 on the move. Ex. Obersoldaten, Fallschirmjaeger, Sturmpioneers, Panzergrenadiers.
This unit isn't really a 1v1 issue. It's more of a team game issue where the USF player typically spams infantry becaues USF lategame isn't effective enough as SU or UKF. A single scott is more of an annoyance, but 2+ decimates any infantry push by the axis due to the extremly fast projectile. You can pull this off in team games as well because your ally will have AT while the USF player builds scotts. I don't think it needs its HP lowered to 2 shot kill, but smoke dispenser is a bit much. If it takes 3 shots to kill why should you have a non doctrinal get out of jail free card AND massive range and projectile speed. People have difficulty killing the calliOPe because it's powerful indirect rocket arty on a sherman chassis. 4 shots to kill and the scott serves a similar purpose except it takes 3 and has smoke.
Um, most Axis tanks have a lot higher armor which makes the Allied tanks much less cost effective. Sure, most Allied tanks are a little cheaper but that is getting excited over a buy-thirty-get-one-free sale.
If you really thought that Allied tanks were so great, you'd actually be playing them. All of your USF rankings are on hold. You've barely any USF games anyway, as opposed to many hundreds of OKW games.
Playercard means many things, but being able to describe an entire player is something they do not do in full detail. I play OKW mainly because I find them enjoyable and therefore I play them the most. High armor means absolutely nothing if your opponet gets lucky and his tanks decide to penetrate. As opposed to lower costing tanks whose effectiveness is fixed.
...and if Axis armor had the same armor values as Allied then the pen values really would be equivalent....
Yes but since they don't, the higher allied pen makes their tanks more cost effective since they're also cheaper in addition to being more effective pen wise. At least for the sherman and T34/76. The cromwell is more or less meh now since its nerfs.