



Headquarters, just like any other factions will grant you access to your engineers and like in most cases, your mainline infantry. (Also from at this point I’d like to say that I’m more of an allied player, so the unit descriptions might be either biased or somewhat short) OKW requires base building, although it’s vastly different than the EFA factions since their buildings are de facto mobile sWs trucks that were set up, which serve different functions: one will grant healing, other will give you repair engineers while the last building will serve as a strong point of your defensive, defending the points with 3,7cm flak gun. From their mainlines, towards their mediums, the one is clear: they’re going to bleed you dry with their very mobile and fast playstyle. One thing didn’t change, though: OKW is a faction based on very aggressive pushes with expensive, albeit very effective, and specialized units, and not being very good at defending. Almost everything got changed: Engineers are now melee range fighters, volks are now not forced to blob with panzerschrecks, and god knows what else. Probably one of the most transformed factions since the release, arguably even more drastically than the USF or the original factions in the beta stages of the game. Doctrines, build orders, units – it all will be here.Īh, the OKW. In this guide I will describe any and all aspects of the Oberkommando West Faction.
