Last Relic Stream, our benevolent Canadian overlords confessed that with community support, they're down to redesign the dreadful OKW. Naturally as a community of fanatics, it is our duty here on CoH2.org to lead the charge and take the initiative. Seeing as how nobody as not yet done this in a comprehensive thread, I will here.
ALL manner of redesigns are encouraged here. And NO TROLLING. If your a troll, don't even f*****ing bother.
I'll go first:
KUBEL swapped for doctrinal MG34. 0 CP unit.
IR HALFTRACK moved to BREAKTHROUGH DOCTRINE
Reworked 4 man PANZERFUSILIERS swapped with VOLKSGRENADIER
VOLKSGRENADIER given MP44, Infiltration Grenades by default, call-in takes place of all Infiltration Grenades abilities in commanders
RESOURCE PENALTIES incurred gradually through teching
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USF OP |
OP, try planting a Shu mine directly in front of an MG34. (Or put a MG34 behind a Shu mine.)
Rifles smoke, go to rush it, and BOOM. Heavy losses inflicted on squads that your Volks can mop up.
OP, I also recommend Panzerfusiliers into JP4, and 3 Volks/2 Sturms/3 MG34, with a beeline to T3 so you can get Panther. Puppchens, mines, and shreks are AT. |
Overlapping fields of fire, mines, rifle nades, mortars, snipers, etc can fight rifle blobs if you have perfect positioning. |
I think themes are meant to resonate with audience OP. |
What's bad about this is that in real life, infantry sections used light mortars to clear garrisons. It was a very deadly tool that's mysteriously absent. |
Soviet Elite Faction.
Coolest name ever. |
Ostheer: average utilitarian units, infantry can be upgraded and teaching linear. Cheapest army to maintain and equip, but by contrast has slowest teching. Solves problems by building hard counters, or having a lot of soft counters.
Soviets: fast, specialized units that don't scale well, but are easily replaceable. To offset resources required to replace units in lategame, has the best wipe capabilities of an army. Crappy teching prohibits strategic flexibility. Solves problems by hardcounters and zerging cheap stuff.
USF: fast utilitarian units that deal great damage but are frail. Every component of army is self sufficient and the faction has early game potential to snowball because it has the best infantry. However, this has a hefty price in MP, and the units fragility mean they are always on thin ice. USF units scale exponentially when used in numbers due to utility, but can also be upgraded.
OKW: generally slow, powerful, and specialized units that are good at everything but costly. Faction can not use combined arms due to strange teching and resource scarcity; however, all units scale (hypothetically) very well due to vet 5, and teching up confers unique on-map bonuses. Solves problems by slowly grinding enemy down with better units, and preservation.
UKF: Allied version of Ostheer, only with cheaper teching and better, cheaper units. To offset this proper combined arms is not possible. |
Ther could be a Panzer Elite Commander with T0 3 men Panzergents that can repair and upgrade to G41s, 250 halftrack call in, munitions halftrack call in, Goliath, auto cannon puma, etc. |
When you think about it, the USF is the Panzer Elite. |