IMO, most OKW units are independently pretty strong. I think the main issue is a lack of options in the early-mid game. Initially, you have 2 units (both of which are good) and the Kubel (nice, but hard countered by a lot of things). If you go Battlegroup you get healing and 1 extra unit (ISG), for a total of 4 (5 if you count the Raketenwerfer). If you go Mechanized you get 3 extra, but all are light vehicles and 1 is artillery which provides no inherent field prescence.
This doesn't give you a lot of options, especially because OKW units typically aren't that flexible in comparison with, say, US units. I think this is the reason why so many players opt for MG34 or Scavenge Doctrines. Both provide very useful units at 1-2 CP to fill this hole. I suspect OKW may need another unit as standard (from the main HQ), perhaps even move the MG34 there and find something else for the Luftwaffe/Fortification. Just a random idea, but I think there might be something to it. |
Personally, I think Mobile Defence is worth taking in 1v1. In many games, I've been saved from things like fast Stuarts and T34s by the Puma call in, which can easily hold off such vehicles if well microed. Otherwise, if you are too far behind on fuel to afford a P4 or Stug, you can get run over by such units, since a good player can usually avoid a Pak and won't let you get close enough to Panzerfaust.
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I use it more vs Ostheer, since they have no quick puma. It's pretty good.
Interesting, I've never used it much against Ostheer, because I assumed that the Pak is too much of a counter. Don't you have trouble against it? |
I think the AAHT is in a bit of a bad spot at the moment. It was a very dominant part of US strats when WFA launched, but I think most people realise that it delays Captain quite a bit, so they can go for things like Pumas very easily.
Personally, I've only used it a couple of times recently, ironically in an anti-vehicle role. If I go LT first and my opponent rushes an OKW Flak HT or Ostheer AC, I build the AAHT as a solution, since its main gun shreds light vehicles. In all other situations, I prefer to just build an M20 since it's a bit more flexible and is so much cheaper. |
I believe Relic have said that they aren't happy with the call-in system, and are going to address it in some way (most people expect linking call-ins to standard tech progression). |
This one's probably flown under the radar due to how slow the Jagd gets vet:
For those who don't know, the Jagdtiger's veteran ability is a 3-shot barrage that can be targeted into the fog of war. It's pretty accurate, allowing you to 'snipe' vehicles that you can't see but know the location of. Think Zis barrage, but with regular shots instead of HE shells.
Anyway, the bug is that even though this clearly involves use of the Jagdtiger's main gun, it can still continue to fire its main gun at normal rate of fire whilst the the ability is in progress. One consequence of this is that with some careful micro, the Jagd can effectively fire 2 shots at the same time, insta-gibbing a great many vehicles. |
I agree with the cost decrease, though I'm not so sure about the accuracy boost (them sucking is kind of the point, after all). Instead, I'd like to see them gain a bit more utility in the form of a grenade (something like the Volksgrenadier Model 24), and perhaps the ability to repair vehicles. I'd also like for the Infanterie Kompanie requirement on Panzerfausts to be removed. One of the few advantages of the Ostruppen Doctrine is that you can theoretically skip T1, but the need to unlock Panzerfausts kind of forces you to build it, begging the question of why you wouldn't simply build Grens since they are only 40 mp more.
I also think the Mobile Defence call-in is a bit too RNG. As far as I can tell, it is currently possible to get 2 Vet 3 squads with LMGs (almost happened to me once), or 2 Vet 0 squads with only Kars. That's a big variation in combat ability. |
Well, the unit is slightly different if you get it from the Mobile Defence doctrine. They start with some experience/veterancy and can spawn with an LMG. The LMG makes quite a bit of difference to their overall DPS, and the 6 man squad means the gunner is well protected.
Personally, I think the unit has some uses. They're good at ninja capping, and are useful for rushing enemy armour to Panzerfaust them whilst your Grens stay in cover. The squad size also makes them decent meat shields. A very nice combo with Ostruppen is the T2 Half-Track, since Ostruppen reinforce almost instantly and for a very low cost. This allows Ostruppen to win against other squads by raw attrition (and this is the only way they will win against other squads).
Personally, I use the Mobile Defence Commander as part of my standard loadout, and make use of the Ostruppen call-in pretty regularly. The Ostruppen Commander is another story however. It's pretty much never used seriously, but there is one strategy for it. This involves basically skipping T1 to get an additional Pioneer and 4 Ostruppen, which form the bulk of your force. You can then get T2 very quickly, and pick up a Half-Track and a couple of Panzergrenadiers. The fuel conversion gives you plenty of munitions for Panzerschrecks, so that takes care of your AT and allows you to spam bundle grenades.
It's far from a great strategy and is countered by many things, but can work and is at least pretty fun to play every now and then. |
I think the P4s problem is more to do with the meta than with being underpowered. The unit itself is pretty strong, especially once it gains Vet 2, but its cost (including tech cost) makes it a little unattractive in a meta where people prefer to save for expensive call-ins that can outperform and counter the P4 (E8s, T34-85s, ISU, IS2 e.t.c.). I predict that once Relic changes the call-in system, the P4 will become a better option since it will have a larger timing window to exploit before those call-ins hit the field. |
To add to what axel410 said, since most US players are very aggressive with their WC51s, well-placed S-mines can be very effective (will usually 1-hit them).
Another potential solution is a fast Flak HT: cheaper than a Puma, but will still kill WC51s very easily when setup.
Also, Volksgrenadier hand grenades actually do a lot of damage to them, as well as to the unit inside. If the US player drives his truck right up to your units and keeps it stationary, they usually won't expect a grenade to wreck it.
More generally, remember that that the US player is spending 20 Fuel on each truck. It's strong for that reason, but is also a significant investment that will delay his tech. You can use this to your advantage. |