1. Simply reduce the power of veterancy 3 by 5%. Rifles need to be strong once we remove the double LMGs because it's the only USF core combat infantry outside of doctrines unless you're attempting some sort of RE strat. Furthermore they need to get into a mid-short to be most effective.
Grenadiers for Ostheer are never going to hold the line themselves, that's just how they are when you factor in they lack durability and their weapons don't deal consistent DPS, relying on those more RNG slow-firing rifle shots unlike MGs and ARs. They are utility and long-range DPS troops by mid-late game with other units supporting.
The real infantry damage dealers are PGs who only need part of their vet 2 survivability at vet 1 and a need veterancy 1 ability in general. Once that changes, they'll probably stomp Riflemen except at the long-range engagements since their RA would be 0.568 vs the 0.635 of Rifles after the nerf and StGs are on-par or better than the BAR at shorter ranges (Also fix their reinforce on weapon teams plz).
Volksgrenadier need some veterancy tuning as they have some very wonky things like very very low RA bonuses making their survivability miserable low where they can't utilize those DPS bonuses. Obersoldaten come too late, though if Obers do get veterancy they eat even vetted Rifles.
2. Use the CE mortar and adjust if that's too powerful.
The unit should have been unique by making it faster to set-up/tear down and having probably the best rate of fire out of all mortars, but suffer from poor damage and range meaning it needs time to uproot and its not something used to knock down buildings unlike the pack howitzer.
Adjust its veterancy to match other mortars and give WP or something for Vet 1.
USF could use the mortar as grenades are honestly a terrible way to clear garrisons aside from knocking it down and that only works in EF maps because wooden buildings are terrible. Only flame grenades are good at actually stopping people from jumping back in. One could use smoke, to lock off a garrison, but the units will still be there.
3. Tone down its AI potential and maybe adjust stun to only lock the gun and sight with a slight movement penalty. Reinforce its role rather than being a generalist that can also shutdown armour.
It's a light vehicle hunter with utility to support against tank assaults. There's no reason it should be a decent AI platform that can one-hit 1-2 models. The nerf to AI would also make Captain less appealing and LT tech is not that bad vs other lights, only suffering due to how stupidly cheap 222s are.
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For all other changes and my opinions, see my CE patch notes on my thoughts.
If memory serves Mr. Smith's mod did a lot to buff underused/underwhelming commanders.
I believe that was me
