IIRC OKW AI does buy panzer authorization sometimes, but it's not very keen on doing so, definitely needs to be looked at (if something can be done about it).
Tbh, I wouldn't mind reverting the schwerer hq change, I still rarely see obers being bought earlier, cuz without their lmgs it just doesn't worth it.
One advantage the change had is that if you loose the HQ while being constructed, then you only lose 60 fuel instead of 120... but after a few such occurences okw players should learn to be more careful with their hq placement. Also, the flak is not available immediately, so it's defenseless. |
You could just turn it into pure Ostheer equivalent of Major and call it a day. Ostheer is currently only faction without access to forward retreat point. This would finally bring balance to this.
For example:
-250mp
-2 men with kar98s and commander with luger
-forward retreat point
-leig artillery call in within x range for y munies
-some fancy flavor ability to distinguish from equivalents of other factions (like passive 20m camouflage aura that hides vehicles after they hold still for 5s etc.)
Ostheer FRP sounds good, but considering the doctrines the officer is present in, one of them having a tiger and the other having lefh and pak 43, I say the FRP should be put into a different or completely new doctrine, preferably something that lacks decent late game abilities (similar to soviet airborne doctrine).
However the upcoming ostheer changes may substitute for an FRP, we gotta see that in action first.
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Falls went from an infiltration and ambush unit to an ober replacement on the frontline.
The previous, glass-cannon design was better at giving them a distinctive role, you had to use them for ambushes to be effective. Now they really do feel like obers with stealth. And I believe it was all done to make the commander 'viable'. A doctrine shouldn't rely this much on a single unti imo, this needs a deeper look. |
While we are at it, there are a few other units that could benefit from manual reload, like ostwind, flak HTs, 222 or centaur. |
I dunno whats sooo unparalleled on Major's recon and arty, compared to an aura buff and 3 arty, but whatever...
Also, OH officer is a team game oriented unit while Major is a must build. |
Ostheer arty officer's coordinated barrage with Lefh not working being fixed. |
The arty officer has 3 different arty abilities and a powerful buffing aura. The closest we had to the latter was the okw officer's passive aura, which was deemed op and the whole unit got reworked. In my book these 4 abilities pretty much cover Major level high utility while also being better than it in combat. |
UKF officer barely has any support abilities, so it's fine that it's good at CQC. It also fills a role (non-doc next patch) which UKF is lacking.
OH officer is full of powerful supporting tools and the faction also has good non-doc cqc squad, it doesn't really need a buff. |
?
The unit has an ability called "diversion" because it is meant to fight at the front line.
Is meant to be support unit it should be cheaper have and have less pop.
"Artillery Field Officer
The AF officer has received a major overhaul to allow this unit to not only provide a potent support role, but also act as a unit that can lead an assault to help breakthrough the enemy lines and push away infantry units at close range."
Based on description, yes.
Based on unit stats, nope, you are better of keeping it little behind, using it's concentrated fire aura to buff the blob around it. That actually covers the 'leading breakthrough' part. As for 'pushing away infantry 'units, it only means that it is now viable to be used in cqc against other, non-cqc squads, cuz I remember it was a rather terrible close range unit before the buff. But even then you have to carefully pick your targets, you won't go head-on against long range units with the officer. Especially without escorting squads, cuz then it is guaranteed you lose models and the engagement as well. |
The time is more of an issue than the cost imo. The reinforcement time is painfully long. The unit a CQB and suffer casualties making things worse.
In addition the units combat performance is remarkably inferior to that of UKF officer and it should become allot closer especially since it a doctrinal unit that arrives later.
(actually the squad is armed with 4 MP-40 and 1 luger)
I see the OH officer more as an utility unit (like USF major) than a dedicated combat squad (like UKF officer), it's close range capability (+self buff ability) is just an extra, the focus should be on the very useful smoke arty, aura buff and arty call-ins. In other words, you are not meant to put this unit in the first row of combat. |