Alright so after reading the replies as well as doing some testing I've come to the conclusion that despite being very seldomly picked these days Luftwaffe Ground Forces is a very good commander.
I think the biggest thing that keeps the doctrine from being picked is the fact that it doesn't have any call ins or a howitzer, which I think is a shame because I genuinely hate indirect fire battles and call ins are extremely abusivable. I really hope that they finally make all call ins consistent and have them all locked behind tech because then people will actually have to think more about their commander line up instead of relying on emergency vehicles.
As for Fallschirmjägers, they are good and versatile, but I think that they are just a bit too expensive. 360 manpower instead of 380 manpower would make them a more viable option in my opinion.
I really enjoy using the commander; all the muni abilities it has are excellent and synergize really well with aggressive infantry play, which is already OKW's thing anyway. I even really like falls but I do agree that they could use a slight RA buff, but keep in mind 380 is still a bargain considering they get camo and 4 FG42s straight out the gate. Keep in mind that paras cost 360 and have to use munitions to upgrade to fairly expensive slot weapons, and they don't get camo or snares either.
Paratrooper support squad with zooks still loses camo when models turn while stationary. Can be a bit annoying because they're supposed to get damage and accuracy buffs out of their camo that doesn't work half the time. Would be nice if they just got one of the camo types that already exists instead of whatever they have currently, be it unvetted pathfinder camo or ost ambush camo.
I don't think it would be OP. The company would be focused around rifleman after all and commanders with lots of early abilities have a worse late game.
On sidenote. I think a ranger carbine upgrade could be good for the rifle doctrine.
Replaces 5 M1 Garands with 5 Ranger M1 Carbines for 60 muni. Locks out weapon rack upgrades.
This upgrade would give Rifleman a dps boost at all ranges while keeping the their inherent weaknesses. Its also different then even more commanders with 1919's.
Or you could just get a BAR and have an objectively better squad. Problem with 5 carbines is a) that's wayyy too weak for 60 muni and 2 slots and b) BAR'd squads keep more of their DPS when they lose models because like half their DPS or something is coming from the one (or two) BAR(s), so even when they drop models they still have a ton of DPS, but with carbines it'd be a linear reduction with each model drop. That's one of the things that makes weapons like BARs and LMGs so good.
It's been bugged since day 1 of WFA. It was harder to proc earlier on, cause suppression platforms for OKW were Kubel and Flak HT at that moment. MG34 was doctrinal and in a paid commander. I can't find an older thread but here is a reply from that time in this forum.
They will later re-introduce the same mechanic in another unit, which fortunately, was unpopular (Valentine). In the rework, they actually removed this mechanic from the unit.
It's not a bug which was introduced later through patches. The bug is on the inherent nature of the mechanic itself.
Another reason to change it to just passive minimap detection in the same large radius like para beacons or overwatch passive.
They are cover ambush fighters, if you are fighting out of cover with them, you failed.
If you need something to blob and a-move, you have obers and pfussies and jli.
IMO they should have stormtrooper RA though. They aren't quite storms or commandos with their inferior camo (which is justified because FG42s have way better damage profiles at range than suppressed stens or mp40s) and they are fairly expensive, 4 man squads that are supposed to be elite infantry. Yes, you should be using camo, but all the stuff I said holds true. Stormtrooper RA is apparently just slightly better btw.
I still think they are a great unit with great combat and utility capabilities though.
Well what else can they build? Panzer4s? You can’t close a 20 range gap. StuGs? Their lack of a turret and anti infantry make them bad. Elephants? Allied users already complain about those. Tigers? Not enough anti tank for the price, and a 15 range gap.
An AT gun lul. Why you'd use solely another tank to fight a tank destroyer is beyond me.
Or just make an elefant and profit. It's not illegal and it basically takes TDs out of the game.
Stugs are really good against mediums, you just don't see as many medium tanks from allies as you do from axis
Because people don't enjoy getting seal clubbed by panthers lol.
They're actually pretty decent against TDs if you have a pair (which is only like 40 fuel more than a TD) just because they reload so fast and they've got longer range than mediums.