1.Rzhev Winter: a bit big. Favours south/allies.
2.Minsk Pocket: boring
3.Crossing in the Woods: meh. Too campy
4.Ettelbruck Station: reinforced barb wire "op"
5.Hurtgen Forest: OH GOD WHY!
6.Road to Kharkov: North cutoff vs getting to VP faster
7.Vaux Farmlands: perfect
8.Semoskiy Summer: Stuka is a happy vehicle
9.Semoskiy Winter: great
10.Trois Ponts: Oka River 2v2 version.
I am tempted to lock this thread, but my faith in you lot is great, if ill-advised. Keep it together folks.
And this is why we can't have nice things
Ontopic:
-But the utility is too damn high!!
-X unit is fine because Y units is also OP. "We need it".
-Tiger Ace is not OP (December)
-Gren G43 spam into Elite is not OP (March)
To be honest, I tried this method three times in 2v2 recently, won every game then refrained feeling guilty about it. We normally do not build more than two howitzers even with excess manpower because of the 100 pop cap as we need to maintain sufficient mobile army. Operating five howitzers with only 15 pop is certainly game breaking. In fact, only three vetted B-4s were a death sentence to any German heavy tank.
You need people abusing so they actually fix it. It being for a while, but i didn't knew it was SO LOW.
I voted combat engineers. Sturmpios are great but with a fantasy faction which presumably has no repair truck nor vehicle crews losing them is a serious blow to your economy. They are also expensive with high reinforce