Allow me to paraphrase Voltaire: Neither elite, nor armoured, nor exactly a doctrine. Its one of those commanders that is refreshing and that I wanna like, but if you care about winning, you just can't afford to pick it...
This so much, I want to love it, it had the Panzer IV, and with a new and very pretty model. But the "elite" crews don't even have Vet 1 half the time, and the armour is expensive and worse than Ostheer's version.
The answer for OKW in almost every game is KT. That is why the KT needs to be replaced by the battlegroup and KT become doctrinal. Having this said, battlegroup needs to be buffed a little. It needs to become eather harder to be destroyed or more deadly.
I wouldn't mind the KT and Battlegroup switching places (and reduce requirement to 2/3 trucks deployed). It'd give you something to fall back on if the Schwerer is destroyed, rather than a trump card to pull out regardless of winning or losing.
Veterancy, Range, Cost Reduction, and Rate of Fire bulletins stack. I'm not sure anything else since they're not really possible to test in-game and I don't know where to find the code for them, late alone try to read it.
I've heard that armour does not stack, which makes sense to me because if it did you could in theory get a Panzer IV with more armour than a Jagdpanzer or Sturmpanzer.
this, Su-100 and T-34/85 and DP28 as non-doctrinal, using a 1942 weapon fight against late 1944 German is very boring.
That's just because the Soviet and Wehrmacht factions are based in early 1944 while the USF and OKW are based in late 1944. It's a side-effect of faction mixing.
Maybe if OKW had more tanks worth getting than Heavies? Give a faction very little fuel and they are going to spend in a game changer, not just a unit that will still leave things balanced on a razor edge. Give OKW some medium/mid cost tanks and trust me you will see players expending more manpower on tanks rather than just saving and blobing infantry.
Agree, a major fault of OKW's design was a resource penalty and no cheap armour like Panzer IV Ausf. J's or StuG III Ausf. G's. Instead you get a faction who's meta is to blob AT and grab a Panther then go for a King Tiger. But somehow expensive vehicles, resource penalty, and very blobbable infantry sounded good on the drawing board, and we got OKW.
I haven't made a thread about it, but I also created a faction concept. 90% of it is in my head, but at the least I have a unit list with brief descriptions:
really really weak though. hp pool wise. i think that is why community defensive commanders were so unpopular even when it first came out (for free i believe). just attack move the trap and its gone faster than you can build them ffs.
When they first came out, they took absolutely forever to build and had horrible health. Sometimes between then and WFA, they were updated to what the Americans currently use. In other words, they build fast and have at least enough health to stall an enemy attack.
I'm hoping they do Operation Bagration, so we can get some Panzer IV Ausf. H action, and some Frontiviki Soviets with all the late-war punch we expect from the Army that strolled through the Gates of Berlin and gave Germany their own little Stalingrad.
I could've sworn it did. I'm going to go double check.
I can say from experience it doesn't. I know this because once I spammed Tank Traps on Ettelbruck thinking I'd just be able to drive through them later. I was wrong, I restricted the enemy's movement but also sealed his flanks from myself.