I fear the OKW Volksgrenadier incendiary grenade being locked behind a tech building can leave them seriously vulnerable in the early game in garrision heavy maps. I would opt for something that at least leaves them with a fair chance.
In line with the apparent wish to make them less powerful against defensive positions early on, I would suggest the following change instead:
- No tech requirement to unlock incendiary grenades
- Increase base cost to 35-40 or even 45 munitions. This will leave it as an option to clear a key garrison early on but it wouldn't be spamable. Players will have to choose very carefully when to use it.
- Decrease cost to 30 munitions once the squad reaches vet1 or vet2. Alternatively the cost reduction could take place once a tech building has been constructed. This way the price increase mentioned above would not have an impact on the mid to late game.
Also to make it easier to balance the Panthers I would suggest splitting them up into A/D model (for OKW) and G model (for WHR) just like the Panzer IV. This way the WEHR Panther can get some small buffs (like skirts at vet0) to make T4 more attractive while OKW's Panther can stay as it is. Higher alpha damage like many have mentioned would probably be a good buff for both of them but it's probably better to wait and see what the current changes will do before adjusting anything else.
I like most of the rest of the changes. Can someone tell me how much more effective the ISG will be with 4 instead of 3 AOE? I don't know what those numbers mean.