I've noticed heavier Pgren usage against Rifle Company and flamers lately. Its quite effective. Go lighter on grens (sometimes I don't even see them) and opt for Pgrens over time. Really dishes the pain on flamer rifles.
I understand that in your example pgrens are used as an AI unit, so no upgrade. And as AT solution? Double pak 40 maybe? It may work on small / narrow maps. But on maps that have alot of space for flanking.... pak 40 is not a verry bright choice, it can be outrunned quickly by infantry and destroyed.
Against USF a sniper based strategy as Kreatiir said may work but it's also extremely risky. Losing the sniper/s will mostly result in a loss.
From what I saw here, I would rather try the 3mgs build while skipping T1....
2 mg42s is not spam.
Capping power is not a concern in 2 vs 2.
By the time smoke or upgraded bren arrives usually u are very close to 222 or have it out.Also ur first 50 muni goes into teller.M3 is hardly built these days.
Main thing is to avoid failgrens with high reinforce and poor combat capability,shit surrvival for pzgrens which atleast can keep up in veterancy bonuses.Against 1919 blobs even they will struggle,but rifle flamers can get a good shock if faced with multiple pzgrens.
Yes in 2v2s me and my partner are avoiding grens...
1. Lacking enough capping power;
2. Being blinded by smoke grenades and flanked (smoke and flank )
3. The danger of being flanked and invaded by USF player's soviet or british partner with light T1 vehicles such as M3s and UCs?
I'm asking 'cause I see such builds do not involve T1 and grenadiers...
1. MG34 becomes a stock unit buildable from Hq. Luftwaffe and fortification receives kubel instead. Kubel changed: cannot supress anymore, receives a small DPS buff, and ability to decap and cap territory. The decapping rate is faster, the capping rate is normal as in any other infantry's case.
2. Fuel income changed to 80% as in amo's case.
3. T4 fuel cost increased to 25 fuel.
4. Panzer 2 receives a small penetration buff.
5. Scavange ability changed: If you scavange a vehicle, you will receive fuel. If you scavange a weapon, you will receive amo.
6. Jagpanzer receives a small rotation speed buff.
7. Flak emplacements receive a small health buff and a third man in their crew.
8. Kt is limited to one at a time on the battlefield like call-in heavies.
9. Fallshirms will not be able to throw the bundle grenade the moment they spawn from a building. The ability has a cooldown of 15 secs until it becomes available.
10. OPTIONAL - consider at improving some how the OKW mine if wanted. I think a price decrease would be better. Same for boby traps.
Doctrines:
1. Feuersturm - Hetzer changed into a TD. Top MG becomes an upgrade for 60 amo.
2. Scavange - a) Thorough scavange: if you scavange a vehicle you will receive fuel AND amo. Scavaging weapons will have the same effect as in other doctrines resulting in a small amo amount.
b) JLIs will have 2 G43s that will work as in wehrmacht's case. Sniping models under 70% health ability removed.
The changes related to HMG 34 and Kubel are having in view that OKW should not benefit of 2 supression platforms in the same time one static and one mobile.
Given the changes proposed above, any other changes in adition (for instance improving sturmpios in a way) will transform OKW into a broken faction.
Alternatively to MG34 and kubel changes, if we disagree to them, the volks' AI performance can be increased in some way but without giving them an AI weapon upgrade (I'm referring here at ROF, DPS, or accuracy improving etc).
Edit: I would like to add that in my view, Ostheer is in a worst estate than OKW right now. And the problem is the sloooooow teching tree I think. On the other hand, OKW has a quicker teching tree and the ability to hold teritory due to the Med truck and FRP. Ostheer loses teritorry verry quickly and is verry hard to take it back. If we count some losses in the process, a come back for ostheer is even harder in middle-late game. I think something must be done related to its core infantry (especialy grenadiers).