
If they tech, it costs them a lot of resources, and the US player can invest those resources in more units and put even more pressure on the Wehrmacht player.

The worst part is that the Wehrmacht player is actively punished for trying to counter them.

These call-ins allow the US player to focus entirely on infantry and then simply call in the tanks. But it doesn't work because there are these tank call-ins. If the US player invests all their fuel in infantry upgrades, the tanks should hit them hard, so the rock-paper-scissors principle works in this game. Tanks allow players to punish those who rely too much on infantry because they don't cost manpower to reinforce, only to repair. A Wehrmacht player can only keep up to a limited extent because the faction does not have an infantry focus, so they have to compete in other ways. These developments give the riflemen considerably more combat power, but they cost a lot of fuel and manpower. I'll give two examples:Įxample 1: An American player goes for the Infantry Support Center. This call-in mechanic for tanks undermines the entire resource system, the rock-paper-scissors principle, and the balance of the game. These armored units will always be the best ones to call in and therefore will almost always be chosen.

However, we have a problem as long as tanks that are not tied to teching can be called in. I watched the last Relic stream in which they said that call-ins should remain a part of the game and that they want unit diversity. The game has two major issues: teching and call-ins.
