you realize by reducing the OKW stuka vs buildings damage, you are taking away the single and only counter OKW has against Soviet field HQ abuse?
I have noticed many other critical flaws that people don't seem to be noticing.
Keep in mind that WFA changes come along with EFA changes:
https://www.coh2.org/topic/61465/eastern-front-armies-revamp
So, let me help you here, by bringing up what you are looking for:
Forward headquarters
We are seeking ways to make the ability more attractive by making the Forward HQ cheaper to deploy, while reducing the amount of frustration it can pile on the enemy if “abused” on heavily urban maps. Furthermore, we have allowed an option for Soviets to deploy a Forward Post, allowing the doctrine’s key ability to be used even when all buildings have been levelled.
- Reduce price from 300/60 to 250/30
- Aura removed
- Can only be activated in connected territory
- Forward HQ can now now be constructed by Soviet Engineers
The reason why walking stuka (or any unit) should not be allowed to demolish buildings from afar in one go are the garrison changes. So, let me also look that up for you here:
Garrisons
- Grenade damage against buildings significantly lowered
- Load time for buildings increased to 1 (per model)
- Max load time increased to 3.25 (entire squad)
- Unload time for buildings increased to 0.5 (per model)
(This may not affect all garrisons, though, due to modding tools limitations)
Given the delay in hoping-in/out of garrisons, and the cost discount on the walking stuka, it would be completely unfair for the unit to wipe units from afar.
Finally, note that the walking stuka receives its incendiary barrage at Vet0, which you can use to burn down garrisons.
Which are the other critical flaws that you're referring to?