Except its not based just on squad size, total cost of the squad matters as well you know.
And guess what, it is balanced in all infantry combat engagements. You'll found out why soon.
It's balanced around RA
ONLY
Incorrect, its 50/50 only around mid range.
Long range, grens will always win, short range, cons -should- win. Then come weapon upgrades and we have grens stomp cons unless cons embrace doctrine to even stand a chance. Upgrades, in this particular example, throw your argument out of the window, because now its cons who are losing significant DPS with each model lost, while grens not really due to most DPS being concentrated around one model.
This is just wrong entirely. Cons do not lose 100% of all engagements at long range vs grens at vet 0. There would literally be zero reason people would go cons against OST, WHERE THEY'RE PREFERED currently.
Squad spacing changes invalidate argument about ballistic explosions, unless you really like to stick to very small yellow cover spots.
?? I don't even know what to say about this. This assumes squad spacing is 100% perfect, and that you'd never seek cover vs an armor piece, even if it means taking damage from 3x MGs off a p4 for example.
Somehow I highly doubt either of these are actually 100% accurate.
Since we have to talk in context of each faction and its options as well, grens have fastest access to on field, mobile reinforcement, making recrewing non factor, unless for whatever reason you try to do it under heavy fire, in which case "steal" attempt will not work regardless of how many initial models squad performing it has.
So when you have 4 men squads, you're supposed to spend additional resources to get a mobile HT just so you can recrew things at the same capacity as what 6 men can do for free? SeemsBalanced. "Heavy fire" Yes a sniper squad camping downed teamweapons because ostheer can't recrew once a sniper takes a single shot.
Conclusion:
4<6 exclusively when trying to steal HMGs under concentrated fire and further faction options make up for smaller squads in context of wehr, UKF doesn't have that kind of options, but they can bolster themselves to 5 men at hefty cost.
Bolster >> Reinforcement HT
You think 6 man squads aren't getting wiped by explosives?
For real?
You're more than welcome to quote where I said this.
Reinforcements are different because squad costs are different, squad counts are different AND individual models have different strengths. Reinforcing from 1 model squads of equal costs should ALWAYS cost the same, regardless of how many models squad has.
Again, this formula is garbage. Where's my 100 man squad that will NEVER be wiped via explosives and ballistics. Veterancy is a very large aspect of this game, the squads that can keep it better have an advantage over ones that cannot.
You didn't actually disprove anything I said. You just reworded your own words that still say "squad reinforcement is determined by price and squad size".