Ok, I only run into this sucker occasionally but I have some serious grips.
One, instant deployment. Not the worst thing ever, but it really bugs me that I can be fighting a guy and Oh BTW I have a base here now and get a huge bonus and can reinforce.
Two, no way to decap it like in CoH1. The last guy I fought using this just rushed a very forward building right away and set up a FHQ. We forced him off, but no one could do shit about the HQ eventually I was hitting it with a LeHG but that didn't really do shit. In the mean time he had mounted 1-2 counter attacks that were an utter bitch because of the FHQ bonus. (I don't recall if he gets the bonus when the territory is decaped or cut off, but I did do that when I could. Cap zone for that territory was favorable to him and the building was more in my end.)
Three, fucking unkillable squads around the FHQ. Between the bonus and the ability to reinforce his squads are an utter bitch to force off. I had a squad of vet 2 fussilers go after a 3 man con squad. He ad just popped another (his third or fourth for the match) FHQ. Here's how his con squad faired.
3 man - 2 man - 1 man - (1 fuss lost now 4/6) - 2 man - 1 man - 2 man - 1 man - 2 man - (1 fuss lost now 3/6) - 1 man - 2 man - 1 man - 2 man - (1 fuss lost now 2/6) - molotov (fuss retreat)
True, there was a little good micro. He ran from my fuss, I chased. We ended up on opposite sides of green cover. I was trying to time a grenade to wipe the squad after it reinforced again when he got the molly off and I had to run.
Wish I had saved the replay to demonstrate and see what I could have done differently but I just launched another game instead.
Killing those 2-3 FHQs cost my ally about 200 mun. He was able to do it relatively cheaply since he had the doctrinal mortar HT and firebombed them. Not sure what we would have needed to do if he didn't as my LeHG was clearly not getting the job done.
I went for a Luchs because I figured I could just park it outside an FHQ and watch it vet up like a boss. That worked to a degree, but I got greedy and went in for a squad wipe and ate an AT nade. Then a Jackson showed up. My fussilers got an AT nade off to slow the Jackson but it was too late and the Jackson gobbled up the Luchs.
In retrospect, maybe I should have teched for a walking stucka but I was trying to push for a KT. We had done a decent job at first on my side, but the enemy crushed our other flank 4v4 and was holding a steady drain against our VPs all game. They even got deep enough to cut off fuel once or twice.
Map was... uhh, the one with the river straight horizontal, east kinda swampy, west has a decent town. Center VP on small muddy island. Fuel right next to main base, so yea, they cut deeply from the east flank.
To be fair, my grip is clearly influenced by how that game went. Still, those damn FHQs are a total bitch early on.
TL;DR: IMO ADD THE ABILITY TO DECAP A FHQ. If you need to adjust the cost lower to balance it, I agree. Right now, careless FHQ placement is impossible to punish until mid game or later.
