Starting point-wise, OKW infantry has to be as strong as live version, so that OKW has a chance vs the openings Soviets and USF have to throw at them in 1v1.
We didn't want to nerf the Luchs, since that's the only reason to ever build MechHQ.
Therefore, we tried to stop the habitual OKW snowballing by nerfing their initial push with Sturmpio.
Note that a starting Volks unit could potentially be more lethal than a starting Sturmpio. This is because at Vet0 Volks already trade very well with allied infantry (except for Tommies), and especially with engineer squads.
Sturmpios, you can harass them from long-range with engineers and make them move out of garrisons. Volks can just build their own cover, and you will not be able to push them off until Luchs arives.
The new kubelwagen is meant to give you an early resource advantage so that you can play aggressively. After the midgame, any resources you committed to Volks will make them perform as defensive infantry at best (since they will get outscaled). Then, it's the time for Elite infantry and armour to help you on the offensive.
While i truly appreciate all the work you guys have been doing..... the Kubel change is 10000% wrong. As many have mentioned... and you have neglected.... is that this is an early game unit. Even more so with the armour nerfs.
Unacceptable to be forced to have that unit as it is near useless on urban maps past the 10m mark.
How you can say that volks would be an unfair when you can look at IS that can build TRENCHES is a bit much.
Again the late game uselessness of this unit cannot be overstated. It is very unfair to be forced into that unit to start.