Both B4 and Sturmtiger should be capped to 2 Models with the exception of Team Weapons.
This would make these units more fair to deal with and give them more of an anti team weapon role as oppossed to anti everything nuclear launch activated unit that they both are at the moment.
That would promote blobbing even more. Imagine blobbing 21 conscripts and knowing that a fu***** NUKE will only kill 6 models, 2 of each squad. I'm fine with Sturm wiping everything in the AOE, however, the AOE is too large. Alongside the self spotting and 40 range with veterancy, it's crazy OP in teamgames. Especially now that it can shoot over obstacles much more proficiently. Sturm is 8 hit hp pool with a good chunk of armor that only TDs can penetrate. If you combine it with the fact that OKW has the super aggressive raketen which can retreat after the initial salvo on the fronlines, you have a sturdy AT/AI line that will not be broken unless you spam 2 rocket arty on the whole area before-hand (which only soviets can do stock) ON MOST TEAMGAME MAPS.
Both AVRE and Sturm should have clear advantages/disadvantages. Sure the AVRE has a turret, but unless the ST is snared (rarity), the turret is the same as the ST rotating it's hull in the general direction, and then the turret. I mean, it's a 50 degree arc. Unless you're shooting at something directly in front of you, the arc is large enough that the turretlessness on ST is negligible (lines extending the further you are).
Both AVRE and ST should have clear advantages and both need some reworks in lines of:
1) Increasing aim-time by a 1.5s
2) Normal 35 sight at all veterancies
3) Fire range 35 at all vet
4) Slight AOE reduction in both. Sturm keeps the larger AOE due to lack of turret
5) Reloading both makes them be completely immobile. If you cancel the reload (in order to get out of danger), it takes it about 2-3 seconds
Same should be done with the hull-down. There should be a delay from the time you exit hull-down and being able to drive/shoot. Right now you can hull-down, get all the advantages, and if in danger, just quickly zip away out of hull-down and drive away. Or just make the hull-down to be a channeled ability.