- Timing. Pg arrive after min 5 Penal arrive before min 1. That means that Penal become the core of Soviet army while far Pgs its far more complicated.
- POP. Pgs have a Pop of 9 Penal of 7, being more spamable.
- Price. Pg cost 340 Penals 300, being more spamable.
- Bleed. Pg cost more to reinforce especially if Penal use merge.
- Staying Power. Pg have to retreat after losing 1-2 model (especially if they shreck) Penal can stay much longer especially if merged is used.
- Relative positioning. Penal will beat enemy mainline infantry at all ranges, Pg will lose at far. Pg are forced to close in Penal are not.
If Penal are to modeled like Pg they should have a POP of 9, become unable to be merged similar to Partisans, and hit the field later. Else Pg should become available from T1 and have a pop of 7-8.
It has also been argued that Penal are modeled after Riflemen and are fine since riflemen are fine. That is not the case imo either.
- Riflemen is unit that is OP because the whole faction designed is based on them and they where fine before the introduction of the mortar. Now they should be toned down and lose the smoke ability. Else USF will continue to be one of the strongest Factions.
- Penal are currently more powerful than riflemen at spawn. They have more HP and more firepower
- Relative positioning.In September 9th, 2014 mainline infantry where balanced against each other:
"Riflemen
Performs moderately at all ranges; excels against other rifled units at short-mid
Vulnerable at long ranges
Versus Grenadiers
Slightly advantaged at long ranges
Advantaged at mid ranges
Advantaged at short ranges
Versus Sturmpioneers
Advantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges"
Penal totally ignore this balance being able to beat both VG and Gren at all ranges and forcing the use of HMG.
- PTRS require no tech cost contrary to bazookas. Going T1 save 10 fuel and actually give you earlier access to vehicles.
- The tech tree, call in units and late game of Soviet is completely different so just because riflemen "work" (they do no actually they are OP)does not mean that turning Penal into riflemen will also work.
- Bleed. Again merge and also snipers which soviet can counter with their own sniper or the m3.
If Penal are meant to follow Riflemen model they should lose much of their punch. They should follow the mainline infantry balance model and become weak at a specific range. Their PTRS should have a tech cost attached to them. they should not have access to flamers.
Imo Penals are currently badly designed:
They are are not as fragile as people claim because they have 6 entities and even Osttuppen with target size of 1.25!!! are more durable then Grenadiers.
The currently enjoy the benefits of both worlds (semi elite/core infantry) with any of the disadvantages...
Flamers are bad on 6 men squads, AT weapon with guaranteed 60 deflection damage vs super heavy at range 60 are bad on 6 men squads. If they are to have access to those weapon they should simply become either 4 or 5 men squads.
What I have suggested is to turn them into cheap infantry. It is actually Soviets luck as faction and what suit Penals thematically.