When I was mentioning the cachees I was thinking about a match where both sides pretty much have the same amount of territories and also I wasn't talking about building them in the beginning(didn't made that clear tho)
A successful Double OKW team uses their very strong early game to gain a fuel lead, which they attempt to ride to victory.
If they fail to snowball their early advantage into an early win and it turns into a 50/50 map control late game stalemate then yes, OKW's lack of caches starts to bite. But the idea of Double OKW is not to end up there in the first place.
Not what I said. I said some people here seem to believe that okw should never recieve any nerfs like obvious ones putting lava nade behind tech and will make any bullshit argument to save their beloved okw from getting a reasonable and most times obvious due nerf.
For instance you probably do not think that there is anything wrong that okws p4 comes out the same time as USF sherman even before it if USF messes up just a bit at all do you? even though okw p4 is best stock medium in the game.
Putting something behind side tech doesn't nerf it, it makes it a decision: get it or forego it for faster units and faster tech.
If OKW didn't need that grenade they wouldn't have it: it was added after release because OKW struggled with garrisons. And if they need it they'll always tech it. It doesn't change anything.
The fastest possible OKW P4 is truck into Battlegroup into truck into Schwerer into P4. That's 5 + 15 + 25 + 15 + 120 + 140. 320 fuel. For USF it's Lieutenant into Major into Sherman, 40 + 120 + 110. 270 fuel.
If both sides grab their medics it's 335 versus 280.
But every other fraction can cut enemy territory of too (OKW might have a slight advantage here due the Kübel)
OKW can play a much more aggressive early game than OST. Double OKW doubles down on that.
Early caches are a terrible idea against double OKW. You risk giving them an even greater resource advantage because you've got fewer units with which to contest the map. Taking and holding one strategic point from the enemy is worth four caches worth of resources.
Could you please tell me how dual OKW is supposed to get fuel advantage without having cachees(without you completely losing in early game)?
Map control.
Something that's often forgotten is that if you take a point from your opponent that's connected to your territory the resource swing is doubled. They lose the resources and you gain them.
A cache costs 250 MP and boosts your income by +5 munitions or +3 fuel. If you spend that manpower on an extra unit and that translates into holding just one extra strategic point then that's a +10 munition and +6 fuel swing in your side's favour.
Territory points >>> caches. Caches only get good when more units ceases to translate into more map control or if you approach popcap.
So Penals don't win against Volks,Grens,Pzfusileir with G 43 upgrade?
I've seen your gameplay. You don't blob and you appear to understand positioning so you should know the game doesn't work like that.
This isn't a game of Squad A beats Squad B. It's a game of Squad A beats Squad B under certain conditions.
If you take a midrange coverfight against a Penal Battalion with a Volksgrenadier squad you're going to lose so don't take that fight.
Take a long-range fight where they'd have to drop models closing it, either giving you the advantage or inflicting asymmetrical manpower bleed. Bring in a second squad. Spend munitions on a flamenade. Restrict their maneuvering with a machine gun. Avoid direct confrontation when possible and simply outcap them, leading to a faster light vehicle.
And if you can't do any of that, retreat. Come back with more squads.
You just have look at faction representation in the top level metagame. Thanks to a certain purple-hued tournament the SBP meta is being solved very quickly. OST and SOV are by far the most common picks amongst top players trying their utmost to win.
The balance is in a pretty good state so USF and OKW aren't that far behind and even UKF has its moments. But OST and SOV are emerging as the go-to factions for GCS2.
If two players have exactly the same skill level then what?
As I literally just said, it's entirely dependent on what that equal skill level is.
You see a lot more Ostheer now than OKW at higher levels, indicating Ostheer is generally considered the stronger pick by the players that are best at the game.
With some 1v1 map OKW will capture 80% of the map before CP3 when soviets can bring Ppsh. Soviet MG just cannot stop Volks and Strums. Sniper is too costly and risky. CP only advances if there is a fight or upgrade. So necessarily some conscripts have to be sacrificed and it makes the OKW units veteran quicker. Then it becomes even more harder to fight back a veteran Volks or Strum.
Again, only true at lower levels. By Rank 400 you've got competent sniper micro and once you get to the top ranks sniper use becomes so good it can decide entire matches. The Maxim has a fast setup time which makes it quite strong offensively but its smaller arc demands a higher level of micro to use effectively. Maxim spam was a viable strategy before SBP revived OKW Mechanized tier. Conscripts beat both Volksgrenadiers and Sturmpioneers early on if they have the favourable position and vice versa.