The Sturmtiger nukes this game are absurd |
I would be hesitant to nerf Osttruppen. They work well because they synergize exceptionally well with WM as a whole (alleviates their early-game weakness, screens well for MGs and PaK guns). Nerf Osttruppen and WM will flock to German Infantry for 5-man Grenadiers again. I would say that the core WM army might need tweaks to keep it out of the early-game meta.
The WC51, on the other hand, deserves a nerf. Having 45 range with artillery and mark target is ridiculous. It's no wonder the M20 is never used nowadays. |
Fortifications vs Heavy Cavalry |
Let's do more of the reasoning and less of the ad hominem.
Consider this a warning. |
If the update helps the game bugsplat less, I would be all for it. |
(Moved to CoH2 Gameplay) |
The most vanilla of vanilla WM build order is MG42 - Gren - Gren -Gren. It gives you decent area defense with the MG42 + Pioneer combo, and you can use your three grens together to overpower any Rifles/Penals/IS.
Later on, an extra MG42 if he's blobbing hard, a Panzergrenadier for general-purpose infantry carange (or anti-vehicle), a Sniper vs elite infantry. The 222 is a decent pick, as is the 251 (even un-upgraded).
Build a PaK as a reaction to an allied light vehicle, otherwise try to get one at around 13 min (because that's about when an allied medium comes out if he skipped lights).
Usually you see Panzer IVs as the go-to tank, but the Ostwind is an exellent shock unit. |
Huge necro.
/locked. |
Map vetos are quite personal, just play on whatever map you are comfortable with.
On the sniper: build the sniper as soon as possible. You want maximum time before your opponent can muster a light vehicle/enough infantry to flank. You still should have plenty of Osttruppen to work with even with the sniper as your first unit.
I'd suggest experimenting with the 251. It is extremely powerful as either a reinforcement/healing station or with the flamethrowers. |
Let's talk about balance, not metabalance (or anything else for that matter). |