OKA get: A Field Gun, an AT gun, a HMG
SOV get: A Mortar, an AT gun, a HMG
Hey look, it's the same!
What about the call-in part? Did you missed it "accidentaly" AGAIN? I dont think so...
What the hell. Seriously? JLI and Falls 'don't count' as infantry options, but partisans and PPSh guards do?
For the "Mr reading comprehension" is pretty ironic you cant do it for yourself, but dont worry i got you covered, again. As for spec-ops are infantry but not mainline inf, so does partisans (but not spec-ops, more like a disposable squad) so yeah. You have your options but not for mainline if, in case you forgot (volks for early and obers for late) so my point stands pretty much the same.
OKW: Volks, Sturmpios, Obers, Fusis, JLI, Falchirms.
SOV: Cons, Penals, Guards, Assault Guards, Shocks, Partisans, Combat Engineers.
Hey look, 6 vs 8, only all the OKW options are actually useful and they all scale into the late game.
"Hey look, i added NON COMBATANT UNITS to the formula!" And again you forgot you have 2xPartisans, AT conscripts (with totally new abilities), Ppsh cons(again repruposed and new abilities), Repair cons, a SNIPER (yeah it wreaks havok to OST and counts).
Sadly for OKM they cant choose other but volks for early or Pfusiliers given you picked its doctrine, but hey SU can pick pretty much any squad and get quite a lot of benefit, the only underwhelming case is non upgraded cons, so again you just shot your own feet. OKM call ins are mutually exclusive, what means you get only one and nothing more. But SU can get 2 or more call ins infantries with some cons upgrade packages, again, extra points for SU in versatility.
OKW: Volks AND Obers OR Fusis OR JLI OR Falchirms.
SOV: Cons++ AND Penals AND snipers OR Guards OR Assault Guards OR Shocks OR Partisans X2.
Im not even adding support weapon call ins. SOV already outnumbers a lot in this topic.
Again i dont understand why do you bother in talking back.
The comparison is as valid as you could ever want. Both are T0 mainline infantry units with a small price difference. Both of them fill the same role. Both of them have almost like for like the same abilities. Both of them recieve doctrinal utility packages of varying degrees of usefulness. Both of them are the expected unit for one to begin the game with.
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Fun thing is you pick penals vs volks and its the other way around. GJ getting backfired again.
Also volks only doctrinal upgrade assault package, But cons that get AT package, PPsH package, Repair ability, Hit the dirt!. (1 upgrade vs 4)