The Panzerfusillier Recon Package with G43s is silly in the same way. Why should it give a 6th man? I wish their power level was adjusted as a 5-man squad.
The whole idea of the German army winning while being outnumbered is just post-war memoir cope anyways. When Germany was winning like in Barbarossa they had massive local advantages in manpower because skilled armies simply don't attack without a numbers advantage unless they're absolutely desperate.
Late war the numbers advantage flipped on the eastern front, but that has more to do failing logistics and economy preventing them from supplying troops than it does Russians vastly outnumbering them with human waves.
At this point just make Rifle grenades a one time use ability mirroring Grenadiers rifle grenade and be done with it
I can understand that micro-free constant grenade threat for the whole game just for 60 munitions can be annoying and cheap, but on the other hand nobody will bother using rifle grenades like that
Panzerfussi + Tiger are my biggest concern for OKW in the beta atm and will most likely get changed
What are the chances for switching units in between doctrines? If Panzerfusiliers and OKW Tiger are an issue in the same commander Tiger may go to Elite Armored
Imo the doctrine (in team games at least) is already in a good spot. Forward reinforcement, a powerfull off-map and a dedicated anti-infantry tank which okw generally lacks. The opel wasn't meant to be used as a battle bus, so the armor nerf is justified
The cost reduction on the leig napalm isn't imo, as it was primarily used to delete british emplacements (it's super effective against them) and this change makes it even easier. And even against other static soft targets, like weapon teams, the ability is quite effective imo. It may not kill them outright, but deals a significant health damage and also forces a redeployment or retreat. With the napalm rounds a leig can gain vet super fast at which point it becomes even more effective with normal rounds.
There's nothing powerful in the 280mm Rocket Barrage, it's a slow off map
Thorough Salvage does not warrant a single slot on his own, it's an extremely underwhelming ability with no relevancy whatsoever, especially now that it's even easier to just deny team weapons by targeting them.
Merging it with rudimentary repair and construction ability for Volksgrenadiers could make it worth it and help Sturmpioneers manage engineer duty
Feuersturm Doctrine
Incendiary munitions is still a wrong idea.
A single slot for an extra ability for a single unit locked in a specific tech pathing is not good. Ironically enough, with the new tech changes, Feuersturm is the only doctrine that allows skipping completely Battlegroup HQ because of Opel Truck Ambulance.
On a side note the lower munitiom cost with greatly benefit the le.IG in teamgames and probably be op with an EXTREME area denial potential at capping and pressure against emplacements and team weapons.
Changing it with a new mortar using Wehrmacht model, that has also a flame barrage, is far better, more balanced, overall better synergy with OKW as a whole, and would be useful both in 1vs1 and teamgames without breaking either.
Luftwaffe Ground Forces Doctrine
Falls need a rework as they currently fit no niche within OKW
Airborne Assault is useless, maybe replace it with a fragmentation bombing run or even heavy bombing run
Flak Emplacement needs veterancy (with low requirements), possibly extra durability frontloaded at vet 1 and 2 and range, sight and offensive bonuses at vet 3/4/5
Grand Offensive Doctrine/Breakthrough Doctrine
Panzerfusiliers changes were necessary because the redesign of the unit was weird and unnecessarily convoluted. If the kar98k gets too much of an edge in terms of dps, shreckblobs may become problematic again.
Reconsider not giving shrecks at all to Panzerfusiliers (especially since shreck sturms are finally an option), giving it back its 6th man from the start and if really needed, consider using the German Panzerbüchse model in game as light AT upgrade path with AI dps
Elite Armored Doctrine
The 221 is too expensive for what it does. It's countered by anything on wheels or tracks in the same way Kubel is. Either increase the mg42 damage or lower the fuel cost. Better non doctrinal halftracks come at the same time and can carry squads on top of machineguns.