At minimum schwerer would have to go, being able to plant your schwerer and then build cache under its protection would be problematic on map where you can already put your schwerer close to your base, protecting the cutoff and some of your mun/fuel/VP. Then their premium tanks would have to be toned down to non-premium level because their highest price and no-cache balance out their superior power out of the box. We already see how it goes on large teamgame and we don't want the same on small scale games. So Pz4 to be aligned to Ostheer's one and Panther pushed further back in a new tech level or even made doctrinal.
Vet5 should also go because and all benefices given with taken out. HMG34 and rak could also left the HQ and join OKW tiers, no reason anymore to have easy access to tools to maintain you field presence at cost of not being able to build caches.
This is exactly the point. That way rifles can't just brute force down every single axis squad. They will have to maneuver. They have the flexibility for this, and if you reread, officers will retain 2 slots, meaning as the enemy can't have thier high efficiency squads in every engagement, neither can usf.
USF tech has also been redesigned to allow for 50 cal support so rifles themselves no longer need to carry the entire game.
@Mrcarmine I agree with all you've said
And that's already the case so why would you lock 2 slots behind vet3. USF players don't shit munition after breakfast.
usf has officers. at the moment they are nothing more than rifles with a thompson, but they could be more.
also, rifles scale great with weapon upgrades, ideally, imo, they would only have 1 slot until vet 3 but allow officers and elite infantry to keep their multiple slots. that fixes the massive jump in power and allows grens and volks some time to get vet that isnt just from farming casualties.
this makes officers the pgrens and sturm/obers of the faction. the teeth, the "elite" infantry, it also makes em unique. atm they are so unexciting and unneeded they just added a feature to throw them away....
rifles will be stronger than the axis infantry, as they are currently, just not jumping tin power as dramatically. they retain their mobility and flexibility afforded to them via the garand, but not the massive jump of double BARs.
tommies are their own mess and the bane of the UKF. until they come round that you cant make a unit be cost effective at a price point and then have a global upgrade that improves them flat out by at least 25% there can be no balance for the faction. as they get rid of more of the balancing factors in place to offset tommies power things will only get worse.
GrenLMG > Rifle+1BAR, available around 4-5 minutes
PZgren > Rifle+1BAR, hit the field at 4-5 minute
Obers > Rifle+1BAR, hit the field a 8-9 minute
Not sure people who like to play Ostheer want to see the greyhound arrive earlier than their timing proposal for the PUMA because indeed it has to arrive earlier...
I don't know why you all want to simply remove sandbag from mainline infantry when the major issue is putting sandbag in the middle of capping circles and disabling any real tactical play around it early game.
Just delay sandbag, on the first minutes of the game OKW is definitively not disadvantaged at all. They have sturmpio, kubel and Volks and they are all fine working together vs anything Allied faction can field on the first 4-5 minutes of the game.
There are many solutions to soft-delay sandbag.
1- Disabling capping and building altogether.
2- Putting sandbag on Volks and Tommies behind vet1.
3- Putting sandbag on volks and Tommies behind tech tree.
4- Adding a cost fee for all sandbags/tank trap, manpower or munition. 20 manpower, 10 munition or so.
And at least 1 radical change: forbidding construction of sandbag/tank traps on Capping areas.
Any one of those changes would make the early game much better and not just a zug zug rush my unit into the capping circle and start asap building a cover and capping at the same time because why not.
Sturms at vet 2 and with a sweeper repair at a rate of 13.75. Pioneers (And CE) at vet2 repair at 11.6, with pioneers having 14.5 with veteran Squad Leaders. Royal Engineers also have 13.125 repair rates at 6 pop each (Bolstered). This is nowhere near "Twice as good".
They are not an unit worth having multiple of in most games.
EDIT: Two Sturmpioneers cost one less population than three CEs, REs, Pioneers, and (unbolstered) RoyEs, and for that you get far less repairing, and much less versatility. You're even paying around the same cost in Manpower.
It is not like OKW have a non doctrinal abiltiy to repair vehicle.
Maybe its just me or the problem is that the assault grens already have vet1 because of all the damage they put out onto my rifles. I'll give assault engineers another shot.
Assault Engineers beat Assgren high handed but you need to bring them at their effective range before taking damage to do so. There are two main strategies:
1 - double your squads (even without assengi), use a Riflemen squad as bait
2 - keep your own assengi to ambush him where you believe he is going to come.
AssGren players are usually waiting for you first at choke point where they are at advantage. You have to identify those areas and avoid them early.
If you manage to do so, you'll be able to get an early M20 to control the pest.
Eh, any cover will do for Sections. They beat equivalent-covered axis mainlines either way, they don't necessarily need /green/ cover.
True but he is not going to be as much behind green cover as before. There are usually green cover closeby important capping points, the idea will be or you reach the cover first to keep the high ground or the capping circle but you're putting yourself at risk.
I was adement to only have cons keep the sandbags, but seeing how easely volks loose to upgraded rifles and sections and soviets ime are not struggeling vs volks and sandbags only cons and volks should have them with current gimmics or longer build time ofcourse.
Disabling building while capping could result in a buff for the Kubel and a stronger nerf for tommies since they really need that cover to fight at full strength.