Removing Vision would solve the problem; Therefore youd still need scouting or the use of another scouting effect.
It only gives a small vision buff to flagpoles and it doesn't target units in the FoW. It mostly relies on either friendly units to spot or sight from the flag poles.
However I figured out that the flag pole sight buff from Anvil Tactics stacks with the flag pole sight buff from PO and can make most of friendly territory visible in smaller maps because flagpoles get like 40 vision in total when PO is active with Anvil researched. Which is a pretty big problem to be honest as it does essentially make the ability mostly self-spotting.
Seems like the issue is resolved, then? Fixing the "stacking" between anvil and the ability would remove the vast majority of the self-spotting, which would bring it inline with most similar abilities.
It would also remove the point of the ability, there would be no reason what so ever over using any other offmap.
Have you checked the name and theme of the commander yet?
A bug/oversight shouldn't be the reason an ability is good or bad. The amount of LOS it provides in optimal situations is absurd.
Also, justifying a doc over-performing because of the name/theme isn't a good idea. Can we replace all the strafes with loiters in OST's "Close Air Support" doc? It would fit the theme/name better.
No it wouldn't, vision is not the point of the ability. Vision is the point of early warning flares, which is on the same commander
All other abilities that do the targeting for you do not spot for themselves
Early Warning Flares are another problematic ability. Massive uncounterable vision, but uncontrollable where it goes. it feels bad for both sides.
Flares, in general, need to be removed. Zero-counterplay vision doesn't fit the game.
There is counterplay due to how the guns operate, they will target the unit barraging closest. So by using a dummy mortar you can shield any howitzer behind it.
One howitzer 30muni barrage even in range will not reliably kill or decrew a lefh. You need two howitzers for good odds to decrew so 60muni + not bring able to build units. Then the axis can return and repair/recrew.
Axis howitzers can already counter barrage at vet1, it's not op
Brit counter battery can already target howitzers on most 1vs1 maps and even small 2vs2 maps. It's not OP
Yet in 4vs4 it can't hit leigs in the middle of some maps like steppes... It needs a range buff
The difference is, UKF's counter-barrage can't be destroyed. If an LeFH is bothering you with its counter-barrage, simply recon+off map it, and its gone - as is the ability. A new LeFH (or crew) would need to get to vet 1 again to use counter-barrage. However, UKF's 25lbs are in the base sector, meaning they can't be off-mapped. They're also part of the base structure itself, so even if you do hit it with on-map, it won't be decrewed or destroyed.
So it's a trade-off; less 'usable' range and a small cost, in exchange for it being indestructible.
As for "baiting" a counter-barrage with a mortar; it wouldn't actually work. There's no indication that the UKF player has selected counter-barrage, until its already firing. That means you'd need to preemptively fire a mortar closer to the UKF's base every single time you wanted to use your LeFH, simply do avoid an uncounterable, cheap, one-click ability. Also, I'm fairly certain the LeFH barrage lasts longer than a mortar barrage, so you'd need to either attack-ground with the mortar the entire time, or have two mortars; otherwise the UKF player could wait for the mortar to stop, before clicking the button.