Well in CoH2 forget about the notion of cutting off your opponent's fuel income without totally pushing them off the map. There are a few maps with cutoff points, but for the most part fuel income can be at best slowed, but not a significant amount without dominating the field.
OKW's HQ has infantry that scale to the endgame, an AT gun, and an HMG that comes a little late and is arguably worse than your own terrible 50 Cal MG as USF. This means you gain no strategic advantage with your tech choices: OKW already has counters ready. The only weakness OKW has is indirect fire, which is unfortunately also USF's weakness. But that is your key to victory, but it comes later in the match and with commander choice, the best choices of course are paid commanders.
This means that your plight in a WFA faction matchup is that your capacity to win is almost entirely up to you and your opponent's micro ability until the mid-late game. You are likely going to be building 3 or 4 riflemen. They are likely going to be building 3 or 4 volksgrenadiers.
If you go M20, don't rush it out onto the field immediately. Try to lay an AT mine in a likely path and keep it hidden until the Luchs. (Which honestly, won't be that far off with how long it takes to get an M20 out and lay a mine compared to OKW building a Luchs.)
Also keep in mind two Rear Echelon squads with double bazookas, albeit a 200 muni investment, is a strong defensive deterrent against a Luchs. It's not an offensive counter though.
Many OKW players tend to set up their liegs/medic truck and cover it with the schwerer (flak HQ.) This will be where you will likely win or lose the game. If you're able to kill one or both of these HQs, it will likely give you a strong enough advantage to win the game.
In my experiences, the Calliope commander is the best catch-all commander for fighting OKW. A well-timed barrage, or the threat of constant barrages onto the flakHQ/medicHQ area really taxes OKW lategame. Recrewing liegs is costly and time consuming. And very dangerous if a calliope barrage is timed well.
Also, designing a turreted tank that has a very high penetration gun might lead to pantheritis, where you get no reward for flanking the enemy (except for risking your own very expensive vehicle).
Possibly but there are incredible advantages to flanking that can't possibly be discounted ever, but yeah in the straight stats advantage the panther doesn't really gain an advantage hitting allied rear armor.
The benefits of the panther is that it can actually get itself into a position to flank.
I'm not sure I could call something "pantheritis" because the main issue with the panther is shared with the tiger and has more to do with cost-efficiency and timing than risk-reward when flanking.
If we tune Jackson to miss vs target-size 2 P4's, it's going to also miss vs target size 26 KTs. And, oh boy, it's also going to miss a lot vs target-size 13 Blitzking KTs.
You don't need target tables to settle this. You just need target sizes that make sense.
There's also armor values.
If the penetration on the Jackson were exceptionally high compared to the grand arsenal of mediums they would be able to damage heavy tanks much more reliably without affecting their accuracy or the size of their targets.
I feel like armor values are as non-sensible as target-sizes and pop cap.
I know that sometimes between saving, exporting, and uploading an updated map something will get missed. I'll often mix up playing a workshop version and the updated, local copy. And every so often I'll forget to export after saving.
That said, I've never had this happen as a bona fide glitch or bug where certain splines or objects don't show up. I have had issues with objects and pathing, to which I've always assumed object limitations.
Better than recon loiter is the click-and-spam-where-you-want-to-see-OKW-flare.
At least there's no Heavy TD in that doctrine. Command Panther though is still a powerful unit, especially supporting an elefant or another OKW's JT. But I certainly won't disagree that cheap and anywhere sight is extremely powerful. (Hey British recon!)
If artillery was only available for allies as super heavy TDs are for Axis, I would accept the argument of using artillery to counter them. Since it is not, it is barely a viable argument.
OKW get its mobile artillery before anybody else
Oshteer LFH is superior to Russian ML20 and available on some nice doctrines for teamgame
Ostheer have Dive Bomb in the same doctrine as the Elefant and Recon Loiter, the best counter for ML20 and B-4
OKW has access to LFH as well and can combine it with a King Tiger
Ostheer Panzerwerfen pin and wipe anything taken in the barrage.
So, what is left.
Kat beeing a bit more accessible than Panzerwerfen
Ostheer having 4men squads but this can be countered with a well used sdfk + a pioneer squad to recapture
and reinforce. (At least it is what I do when I play Oshteer vs arty)
USF Calliope being superior to any other roquet artillery.
Does UKF have relevant artillery?
Sov ML20 or B-4 if there isn't a Ostheer player.
Soviet have more models per support squad.
Imo, the Artillery aspect is quite balance between sides, each side have cons and pro thus you can't really claim Allies can use artillery to counter Axis TDs since they'll also have their own artillery to clean your forces.
True, that's a fair point. For instance, I don't like how the one elefant commander also has recon and also has stuka bomb. (And spotting scopes.) But that's not necessarily anything do with elefants, recon, stuka bomb, or spotting scopes individually.
On one hand, I want to ramble and rant about commanders and doctrines in this game, but on the other hand, heavy TD positions have to be the full focus of axis attention. There's also so much infantry AT deflection damage that heavy TDs are always vulnerable to infantry.
CoH2 is more forgiving on territory loss because CoH1 was too extreme. In CoH1, you could just grab a cut off point or sit on a high fuel/muni point and stall for armor. This made camping certain parts of the map more rewarding than actually moving out to capture territory.
It was ridiculously hard to make come backs and almost a guaranteed loss if you could not decap the fuel. CoH2 encourages players to actually run out and cap territory instead of trying to lock down 1 area with a MG.
Of course this is completely different when it comes to team games.
It's probably worth mentioning that the value and importance of fuel in CoH1 was entirely different than in CoH2.
In CoH2 it's for armor and teching for armor.
In CoH1 it was for armor, teching, infantry upgrades, wehrmacht vet (the BIG reason fuel was important) and other global type upgrades that augmented unit and army performance.
The importance of cutting off your opponent was actually present in Coh1.
True true. I actually never thought of smoking a heavy TD before I made this thread lol. Although (completely unrelated), smoke and flank can actually be harmful to the usf player sometimes vs. lategame okw, since flanking means extra moving means less dps and chances are everyone's just sitting in craters at that stage of the game anyway, since whatever green or directional yellow cover that existed before probably got rekt or run over by that time, and okw has stgs out the ass anyway so sometimes closing in isn't your best bet.
I was mostly joking, but throwing smoke in front of an unturreted vehicle forces them to either back up, reposition entirely, or utilize attack ground.
None are actions I want to be taking when I'm the Elefant user. But TBH I rarely see smoke being utilized, be it my own experiences or watching streams. Especially since the USF mortar was implemented the amount of smoking and flanking taking place has diminished immensely.
To be honest though, I think there is an important point to be made with one of the Elefant commanders: the recon loiter. That thing has won me more engagements and given my allies invaluable advantages far more times than I think the Elefant itself.
I think the best point that can be made is that an unsupported Elefant/JT is worthless.
Isolate the heavy TDs from their support, either by killing the support outright or drawing them to defend elsewhere on the map, that's usually the best way to get them out of position.