OKW has broken design from the begging.
Why they have cheap and spammable infantry? Are they soviets style or they elite?
Why you can give to cheap and spammable ifantry the Shrecks?
Ah I get it so they may do like hit and reatreat to the middle of the map then back and repeat.
Why you can give to cheap and spammable ifantry vision vet? Ah to avoid allies machineguns or provide vision for any type of AT or Call in arty and so on.
Why OKW has pretty strong infantry that may pop out out of any building in 1 second? Without cooking like paras? w8te paras have no even firepower without grade.
To make blobberino bigger you should put shwere panzer as you tech investment without drowback in one place and swarm of infantry may run somewhere other places. Cool idea!
Crawling 3-4 rakketn around the map also good coz no risk, you may always retreat them.
Almoust all OKW vehicals in the right spot. execpt broken cammo ability on JP4 and garrateed pression wipes against team weapon that make Stuka the fus
Why they cheap coz you can't bleed OKW without wiping squads. It is tottaly wrong.
1. It's to represent that literally every available man was being used. As the war went on the standards for service went down.
2. Because you're not supposed to spam volksgrenadiers. They're a utility unit. You're meant to play with elite infantry and vehicles. This is why a lot of OKW players struggle so hard, they all build too many volksgrenadiers. Sturmpios and obers are your core backbone, with specialized vehicles to pick up the slack. This is also why OKW has so many infantry call ins on their doctrines.
3. To serve their role as a utility unit.
4. This is to represent the allies fighting on their "home turf" and the germans being able to set ambushes for them. Same reason Obers get booby traps.
5. The point of the truck system, and OKW's tech in general, was high risk high reward, with progressively higher risk/reward as the tech tree went on. Early on you'd get in field healing/reinforcement and repair, with the tradeoff of the more forward these trucks are the stronger your map presence is but losing them is huge blow both while they are deploying and afterwards. (Hence why OKW can't build trucks on demand.) The panzer command is the epitome of this, wherein their late game tech and best units are locked behind it and it is extremely powerful in a forward position, but losing it in combat is also a huge blow. Unlike regular base structures, you're stuck waiting for several minutes for the next halftrack to deploy, which can delay any sort of armour play for quite awhile.
Basically OKW was a faction with expensive, specialist units that snowballed in the late game as their units gained veterancy and thus became extremely powerful. The king tiger was the physical manifestation of the OKW snowball. They were the opposite of America, which are extremely infantry focused and are strongest in the early game and their basic infantry offer most of their utility through upgrades (grenades, smoke, anti vehicle snare, bars/bazookas.) the downside being that their vehicle play hit hard but couldn't take much hits.
As an aside, The pershing is actually really well balanced, considering this. The only problem I have with it is that it doesn't have a vehicle crew. The only reason they did that was so they could limit to one at a time and prevent Americans from calling in two. (Incidentally, the whole "one heavy tank" thing is lazy and shitty.)