Adding to this is the fact that they have a very difficult time massing large amounts of fuel and ammo without Ostheer support due to their inability to create resource caps and that unlike other faction’s units (which have a maximum Veteran level of 3) OKW units can reach Veteran level 5 meaning that they can reach levels of performance level far above that of other factions by the late game but at the same time means that every Veteran unit is all that much more devastating of a loss, a problem that is especially significant during the mid-game phase. Their core units are some of the best aggressive units in the game, though they are all very expensive to both produce and maintain so knowing when to fight and when to run is even more important for them than other factions. OKW: I would say they are the most unique of the factions. Pretty much defensive in nature until tanks arrive to aid in offensive actions and pushes, though there are a few commanders and builds that can be a bit more aggressive in the early game. Their biggest weakness lies in their small unit sizes and high unit costs meaning that they must be very cautious not to take too many losses early on.
![company of heroes factions company of heroes factions](https://media.moddb.com/images/downloads/1/107/106805/20160711143015_1.jpg)
![company of heroes factions company of heroes factions](https://www.yekbot.com/wp-content/uploads/2019/11/Company-of-Heroes-2-Faction-Guides.jpg)
Ostheer: Very balanced, straightforward and can be played in just about any way the player wants depending on tech and commander choices.