There are certainly ways to deal with it but there is no risk per reward for the sandbag spam basically. If you lose map control in 1 engagement as Axis expect to come back to a sandbag wall to try and take it back and by the way you'll need triple the manpower to take it back than what he invested sitting there behind a free sandbag in the middle of open ground. Yea you can get a mortar or sniper of course, but the time to save for it, build it, it could be 2+ minutes. Add in Tank Hunters PTRS and its even more fun for everyone.
The point is if Con's NEED this to be viable then there's a problem. If vanilla Con's need tweaking then tweak them but every game consisting of Con's drinking tea behind sandbags is not particularly fun for anyone. It's campy, passive, and mindless.
Possible options:
a) damage penalty during building for all factions (i think this is an easy YES)
b) sandbag HP nerf
c) shrink sandbag size (this would also help fix the walling off areas issue)
d) unfinished sandbags need to die very easily to small arms just like the fix to ghost TTing in vcoh did and the fix to the mortar pit building
What i would do is keep the HP but add a damage penalty while building (this should apply to all factions) and also make the sandbags smaller so that like Volks in vcoh you build 2-3 of them or else you clump your squad behind a tiny one making you a real target for indirect fire and only 2-3 models can get behind and get the buff from the cover. Also unfinished sandbags, bunkers, wire, MG nests, etc should all go down pretty easily to small arms fire.
