OKW are decent. Suffer from "muh big stronk tenk" syndrome and early game they play quite differently from Ost.
absolute beasts in opening engagements. retreat wipe machines. can rape rifle squads in garrisons just by staying close to the windowless wall.
at 1 star they get gimmick grenade which is of questionable utility, but at least they got it.
They cost a lot and don't scale too well in later game.
Expect noobs to spam them with shrecks.
Don't use them to recrew squad weapons.>Volks
decent. scale well with exp. have faust.
can build sandbags and like to sit behind them.
fire grenade is nice, but it does not have a pushing power of a proper flammenwerfer.
Stgs are nice and help them scale in later game.
Quite durable when vetted up.
Use them to recrew squad weapons>fusiliers
good line infantry if you can keep them alive.
With vet and G43s they are excellent recon and infy killers.
With shrecks they are a good counter against AT tanks.
I recommend to keep 1 squad of volks anyway to build sandbags, faust, recrew guns and meatshield. >MG
unavailable until first HQ goes up.
HUGE setback if you ask me.
It's just worse 42 that you cannot rush out as fast.
It does it's job, but is nothing amazing.
low mobility and lethality is a problem.>raketenwerferer
garrisonable AT gun that can retreat.
Veeeeery squishy. dies instantly to anything. Don't expect it to vet up above 2 stars.
but the most mobile of all AT guns.
camuflage is no longer as usefull as it used to be.>Obers
personaly, I can't play them, so ask someone else.
Good against infy, but they rarely trade efficiently.
Their infrared STGs had soe many changes that I can no longer tell what exactly do they do.>Jeger
excellent infantry killers.
their "snipe" rule makes them real wipe machines when paired with arty. Also, great vision, so they are excellent spotters for arty.
Just try to keep 1 squad of volks or a vechicle in front of them to soak up the hits.