Oberkommando West (OKW, German)

Base Development of Oberkommando West (OKW, German) - Remote Headquarters Deployment

Command Headquarters - the main building of Oberkommando West, capable of building an sWS Supply Half-track, which can be deployed to one of the available headquarters:

  1. Battlegroup Headquarters
  2. Mechanized Regiment Headquarters
  3. Schwerer Panzer Headquarters (requires deployment of a Battlegroup Headquarters or Mechanized Regiment Headquarters).

Once deployed, sWS Supply Half-track disappears. Headquarters can be deployed both in the base territory and in any captured territory. After deploying all three headquarters and completing the Panzer authorization upgrade, the Tiger B Königstiger can be delivered.

Buildings

Command Headquarters

The basic military units needed to start offensive and defensive operations are ordered in from the Command Headquarters.

3000

Produce

Unlocked by
Available for commanders
300
7

Sturmpioneers are tough combat troops whose primary tasks are creating or clearing battlefield obstacles and attacking enemy defensive positions.

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260
7

Volksgrenadiers are reformed from hardened veterans, recovering wounded, and new recruits. They are potent frontline infantry for the Oberkommando.

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250
7

Once set up, the MG34's steady and accurate fire can suppress massed infantry.

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290
7

The Raketenwerfer 43 fires the same rocket as the fearsome Panzerschreck, but at a greater range due to its carriage and breech arrangement.

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210
3

The Kübelwagen fulfills a variety of roles as a light transport and reconnaissance vehicle.

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70
15

The sWS Supply Half-track (schwerer Wehrmachtsschlepper) can be positioned on any captured territory that is in supply.

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100

Remote-controlled explosive devices, Goliaths can deliver a massive payload of explosives without ever putting your troops in danger. Can be built at any stationed sWS halftrack.

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220
15
4

The SdKfz 221 is a fast scout car armed with a machine gun to engage infantry targets.

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270
7

Panzerfüsilier are light infantry equipped for long range fighting. Armed with rifles and Anti-Tank Rifle Grenades they are effective against infantry and can disable vehicles

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Battlegroup Headquarters

The Battlegroup Headquarters offers a versatile mix of support and strike units needed by the battlegroup to recon enemy positions, barrage light targets, and support infantry operations with armor.

150
10
1920

Improvements

Unlocked by
100
20
Mechanized Group Support

Requisitions of light vehicles and reinforcements at the Battlegroup Headquarters.

50
10
Field Medics

Medics are dispatched to treat nearby injured infantry

250
Unlock retreat point

Enables a toggle ability, when active it allows the building to be established as retreat point.

Abilities

Unlocked by
Available for commanders
Establish Retreat Point
The Major acts as a retreat point, allowing other soldiers to retreat to his position.

Produce

Unlocked by
Available for commanders
270
7

The 7.5cm 'leichtes Infanteriegeschütz 18', or Light Infantry Gun, has a reasonably high rate of fire and while it can provide plunging fire like a mortar, it can also fire a flat trajectory against nearby threats.

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270
55
6

This half-track is mounted with a rapid-firing 2 cm FlaK 38. Collapsible sides are deployed to give the gun a full range of motion, and the half-track should be placed to provide anti-infantry as well as anti-aircraft support.

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200
5
5

The 251/20, also known as the 'Uhu' or 'Eagle Owl' uses a 60cm Infrared spotlight to illuminate targets on the battlefield. It can detect enemy targets at long range when deployed.

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100

Remote-controlled explosive devices, Goliaths can deliver a massive payload of explosives without ever putting your troops in danger. Can be built at any stationed sWS halftrack.

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Mechanized Regiment Headquarters

The Mechanized Regiment HQ supplies vehicles to counter any threat - infantry or armored - that the enemy can field. Powerful anti-infantry and anti-tank options add dimension to attack or defense.

200
60
45
1920

Improvements

Unlocked by
100
15
Repair Pioneers

Repair Pioneers are dispatched to repair any nearby damage vehicle.

Produce

Unlocked by
Available for commanders
270
60
6

The Panzer II 'Luchs' Light tank uses its rapid firing 2cm autocannon to decimate infantry and other light targets while having the mobility to recon and get away from heavier foes.

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320
70
7

The SdKfz 234 is an advanced eight-wheel heavy armored car (Schwerer Panzerspähwagen). It mixes good speed, sloped armor for light protection, and its 5cm main gun is effective against light vehicles and tanks.

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390
100
12

The "Stuka zu Fuß" or "Walking Stuka" Wurfrahmen 40 could get into position rapidly and fire a heavy salvo of six 28cm Wurfkoerper rockets to blast enemy positions.

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100

Remote-controlled explosive devices, Goliaths can deliver a massive payload of explosives without ever putting your troops in danger. Can be built at any stationed sWS halftrack.

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Schwerer Panzer Headquarters

The Schwerer Panzer Headquarters orders in the most powerful infantry and armored units - elite and heavy forces capable of smashing through enemy infantry, armored units, or concentrations of both. After Panzer authorization upgrade Headquarters fires with flak gun damaging infantry and light vehicles. Range of fire is 55.

100
90
45
1600

Improvements

Unlocked by
100
30
Panzer authorization

Requisition of armored vehicles from the Schwerer Panzer HQ and enable the flak cannon.

Abilities

Unlocked by
Available for commanders
Anti-Aircraft mode
Focusing on anti-aircraft duties, the crew will fire only at aircraft targets.

Produce

Unlocked by
Available for commanders
340
9

A veteran infantry squad equipped for long range combat with rifles. Can be equipped with an MG34 Light Machine Gun.

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400
135
15

The low profile Jagdpanzer IV ("Hunting Tank") mounts the Panther's effective 7.5cm L/70 main gun into a well armored sloping superstructure. The Jagdpanzer is a very effective tank destroyer capable of hitting hard from long range.

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380
140
14

The versatile Panzer IV has been updated through the war with increasingly powerful guns and more effective armor to maintain its effectiveness as a frontline battle tank.

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490
185
18

Germany's premier medium tank, the Panther has great frontal protection but weaker side and rear armor. The deadly KwK 42 75mm main gun provides excellent armor penetration.

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300
90
10

The Flammpanzer 38 is a Jagdpanzer 38 modified with a Keobe flamethrower in place of the main gun.

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300
100
10

Designed to counter enemy fighter-bombers, this anti-aircraft support tank uses a rapid-firing 3.7cm gun to frequently engage soft ground targets. A deadly and rare vehicle.

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100

Remote-controlled explosive devices, Goliaths can deliver a massive payload of explosives without ever putting your troops in danger. Can be built at any stationed sWS halftrack.

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Commander Units / Call-in Units

Unlocked by
Available for commanders
150

Primary defensive structure. Can cover one squad with high defensive cover. Can be upgraded to MG42 emplacement.

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640
230
21

The most well-rounded heavy tank in the war, the Tiger's mix of armor, mobility, and firepower is legendary. The deadly 88mm KwK 36 gun can crush the armor of any enemy tank.

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350
50
10

One of the heaviest wheeled anti-tank guns of the war, the 88mm Pak 43 is capable of using long range, accuracy, and penetration to destroy any armored vehicle. Effective against all medium tanks, heavy tanks, heavy assault guns. Weak to artillery and mortar fire.

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400
50
13

This light 10.5cm Field Howitzer doesn't have the destructive power of some Soviet artillery, but it counters with a good rate of fire and reasonable long range. Barrage weapon. Effective against static targets and heavy structures.

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220
20
3

Defensive structure. The 20mm Flak emplacement is equally effective against infantry, aircraft and light vehicles.

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520
200
19

Germany's premier medium tank, the Panther has great frontal protection and a powerful gun. This command unit will improve the sight radius and movement of german vehicles.

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340
9

Elite Paratrooper infantry who can deploy behind enemy lines. These units are very disciplined, combining excellent offense and defense but with a high cost.

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200
25
3

The Opel Blitz's spacious cargo hold allows it to carry troops and munitions to where they are needed.

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570
185
18

The Sturmmörserwagen 606/4 mit 38cm RW 61, more commonly known as the Sturmtiger, is an assault vehicle capable of firing a 376kg rocket-assisted shell devastating to enemy force concentrations or structures.

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720
245
23

The Jagdtiger or 'Hunting Tiger' is one of the most powerful tank destroyers on any battlefield. It's extremely potent 128mm PaK 44 main gun can destroy any enemy tank while armor up to 250mm thick keeps the Jagdtiger on the front lines. Its poor maneuverability is its Achilles' heel.

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270
7

Panzerfüsilier are light infantry equipped for long range fighting. Armed with rifles and Anti-Tank Rifle Grenades they are effective against infantry and can disable vehicles

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280
8

This Officer and his squad inspire nearby Oberkommando units to fight harder and has a number of abilities to weaken enemy units. If the Sturm Offizier is killed, nearby units will retreat.

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280
8

These elite squads that are experts in disrupting enemy supply lines and ambush tactics. 

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100

Remote-controlled explosive devices, Goliaths can deliver a massive payload of explosives without ever putting your troops in danger. Can be built at any stationed sWS halftrack.

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300
90
10

The Flammpanzer 38 is a Jagdpanzer 38 modified with a Keobe flamethrower in place of the main gun.

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300
100
10

Designed to counter enemy fighter-bombers, this anti-aircraft support tank uses a rapid-firing 3.7cm gun to frequently engage soft ground targets. A deadly and rare vehicle.

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720
270
23

The SdKfz 182 Tiger B, most commonly known as the 'King Tiger' improves on the already vaunted capabilities of the Tiger by adding a higher-velocity KwK 43 L/71 88mm gun and more effective sloped armor. Powerful, but slow.

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220
15
4

The SdKfz 221 is a fast scout car armed with a machine gun to engage infantry targets.

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Axis
340
5

Specification

  1. Defense (so-so) Cannot build fuel/munition caches to protect the point from being captured. Sturmpioneer Squad plants antipersonnel mines and Reinforced steel barricades that block the passage of light vehicles. Some commanders allow Sturmpioneer Squad to build Flak Emplacements and Tank Traps that are effective against infantry and light vehicles. The fortifications doctrine commander allows for the construction of bunkersPak 43 and planting mines of Wehrmacht Ostheer.
  2. Medicine (perfect) In the Battlegroup Headquarters, you can make an improvement to heal the squads around (in a 2v2 game, when both play for the Oberkommando West, they usually put the Battlegroup Headquarters between two bases so that one headquarters heals the units of both players). Sturmpioneer Squad can conjure 3 Medical Supplies anywhere on the map in 2 seconds. When the box is picked up, all units around it are healed in a small radius. Feuersturm Doctrine commander allows you to call an Opel Blitz Truck, which can heal and reinforce units in a large radius. Jaeger Light Infantry Recon Squad can heal themselves and allied units after the first veterancy. For the Elite Armored Doctrine commander, the SdKfz 221 Armored Car is available, which allows you to drop Medical Supplies.
  3. Reconnaissance (perfect) SdKfz 251/20 Half-track w/ Infrared Searchlight allows you to explore a piece of the map with an infrared beam and by calling recon plane, with skillful use it is very effective for targeting Wurfrahmen.  Panzerfüsilier can fire a Flare after their first veterancy. Available for commanders: Grand Offensive Doctrine and Luftwaffe Ground Forces Doctrine​​​​​ commanders, you can call a plane that will reconnoiter the map along the line and drop smoke bombs at a selected location; in the Special Operations Doctrine commander, the Command Panther can use Artillery Flares, which simply open for a while a piece of the map in the selected area; in Overwatch Doctrine commander, squads can plant signal mines on captured points for free, which open the map for the time when an enemy unit approaches the point.
  4. Infantry (perfect) Sturmpionner squad is the strongest base unit, which at the beginning of the game, in skillful hands, can play a hooligan on the battlefield. Volksgrenadiers are plentiful and can be given 2 StG-44s early enough, making them aggressive at medium to close range. Obersoldaten with a light machine gun are the strongest base unit at long range, but cannot fight off vehicles. Fallschirmjäger ambush and destroy gape infantry in seconds. Panzerfüsilier are effective at long range, can be improved to fight against infantry or vehicles, Jaeger Light Infantry Recon Squad are effective against infantry and wounded units at long range.
  5. Anti-tank infantry (perfect) Panzerfüsilier with Panzershrek is a powerful anti-tank squad, but only available for some commanders. Sturmpioneer Squad can be given one panzershreck, Volksgrenadiers can damage a vehicle's engine with a panzerfaust. The rest of the infantry is generally defenseless against vehicles and tanks.
  6. Anti-tank gun (perfect) Increased survivability due to 5 soldiers in a squad and the ability to retreat to the base at a pace; quick maneuverability, can be placed in a neutral building. After the first veterancy, it can disguise itself and do increased penetration on the first shot.
  7. Mortars (perfect) The 7.5cm leIG.18 Infantry Support Gun shoots farther and more accurately than a mortar, but is less agile and has a range of fire. For Feuersturm Doctrine commander can fire incendiary projectiles.
  8. Sniper (bad) Not present
  9. Machine guns (so-so) It is available for construction after the deployment of one of the headquarters, it suppresses infantry well in a wide range, but it hits weaker than the MG 42, it also slowly set up and pack-up. After the first veterancy, it can fire incendiary-armor-piercing rounds that quickly destroy light vehicles, but, unlike the MG 42, does not inflict additional damage to infantry.
  10. Light vehicle and armored cars (perfect) Kübelwagen is available for construction at the beginning of the game, is fast and obedient in management, works well in tandem with the Sturmpioneer Squad, in capable hands it can torture the enemy at the beginning of the game. The SdKfz 251/17 flak half-truck effectively suppresses infantry and destroys light vehicles, but requires increased control and the ability to use it correctly. Heavy armored car SdKfz 234 Puma - effective against light tanks, due to speed and smoke it is able to break through the front, beat Katyushas and leave; also it has an Aimed shot ability  that can temporarily disable a tank or kill one soldier from a long distance, for example a sniper. The SdKfz 221 scout car is effective against infantry, for reconnaissance and control of points.
  11. Light tank (perfect) Panzer II Ausf. L Luchs Light Tank - effective against infantry and light vehicles, armor withstands machine gun fire, which allows him to drive into an enemy base and finish off wounded soldiers. It lost the battle against the Soviet T-70, the American Stuart and the British AEC, but wins them in speed.
  12. Medium tanks (perfect) Pz.IV Ausf. J is a versatile medium tank with increased armor. For Scavenge Doctrine commander, Ostwind is available, effective against infantry, light tanks, and aircraft; able to destroy the SPG from the flank and finish off the medium tank; for Feuersturm Doctrine commander, Flammpanzer 38 Hetzer is available - effective against all types of infantry, machine guns and infantry in buildings.
  13. Heavy tanks (perfect) Pz 5 Panther - a powerful heavy tank designed to destroy enemy tanks, does not work well for infantry; Tiger B Königstiger - the strongest tank in the game, one-on-one will shoot down any tank of allies, slow; for Grand Offensive Doctrine commander, the Tiger Tank is available - a versatile, heavily armored vehicle with a good rate of fire; for Special Operations Doctrine commander, the Panther PzKpfw V Command Tank is available, which enhances the characteristics of neighboring vehicles, and on 5th veterancy and neighboring infantry; for Elite Armored Doctrine commander, a Sturmtiger is available, capable of destroying blobs, causing great damage to tanks, stunning crews.
  14. Anti-tank SPG (perfect) Jagdpanzer IV / 70 (V) - effective at long range against all types of vehicles, good frontal armor, in the first veterancy, the ability appears hiding at medium distances, inflicting an enhanced first strike; requires the support of other anti-tank units, as it can be easily destroyed by a medium tank from the flank. For Breakthrough Doctrine commander, Jagdtiger Panzerjäger Tiger Ausf. B - the strongest anti-tank SPG in the game, attacks tanks from a long distance, but requires anti-tank protection from the flanks.
  15. Multiple launch rocket system (perfect) SdKfz 251 Stuka zu Fuß Half-track is effective against blobs, crews and light vehicles; if used properly, it is capable of destroying several squads. Unlike Katyusha and Panzerwerfer, the shells fall sequentially along the specified line, which allows you to guess the line of retreat of the enemy infantry and finish off the retreating ones. Incendiary rounds can be used on 1st veterancy.
  16. Long Range Artillery (perfect) Some commanders make it possible to build the leFH 18 howitzer, which works effectively against enemy positions. On the 5th veterancy, it is capable of direct fire at vehicles, stunning the crew.

Commanders

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9
3
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8
12
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5
11
3
2
2
6
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1
1
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