And besides combat potential and utility, there is also scalability, of which Sturmpioneers have nearly none still (though slightly better since the vet rework), while Infantry Sections have good scaling with Bolster and weapon upgrades. One does not suddenly cancel out the other. The early game engagements are pretty much the only combat potential that Sturmpioneers have, and it's meant to be good.
That's simply part of the early game meta. Ostheer's Pioneers will also lose most first engagements, and so will RETs or Combat Engineers. Volksgrenadiers or Grenadiers almost always lose to the more expensive Penals and Riflemen even with good/better positioning. I have no idea why you think only Infantry Sections should be special in this regard.
Again, the point of doing everything right in the (first) engagement is not to win necessarily, but to get a good trade out of it, which can be winning, but can also simply be dealing enough damage (to a more expensive squad) before retreating. And a 270mp IS being used ideally, putting a much more expensive 300mp unit effectively out of action even if ultimately losing the engagement, is a good trade.
Bolster isn't good scaling, it's a mandatory upgrade because Tommies are ineffective without it. Please keep up. That's what this whole thread is about
As for Sturm scaling you have a very good defense and flanking unit with wicked fast repairs. They have their heap of utility to fall back on when their combat capability is reduced (but not removed. They will ALWAYS draw fire if on the front because they are a threat)
And again, please read. It ISN'T putting the sturms out of action. My tests were to the death so they are dealing as much damage as the squad possibly could and most of the time only dropped 2 models. If you retreat at half health assuming all things linear you would only be dropping a model, which is more than enough to keep them on the front capping or getting beside an mg or something.
As for scaling sturms have many non combat abilities that ensure they are always useful, not simply as front line assault infantry. Scaling shouldn't simply be "buy this or don't be viable at all" and scaling isn't simply how well they fight there is more to this game than cosf=combat power=scaling. You are leaving out the various aspects that make the game great. Things like cover and vision are supposed to matter, doubly so when a unit designed to operate in cover and little else. Ostroppen are designed to operate in cover and generate great value doing so able to effeciently fight more expensive units. Tommies do not.
Tommies should be able to stand on their own as 4 man Tommies or the bolster should be included with tech if it is going to be entirely required. Tommies are supposed to be premiere defenders as they are much weaker than most on the attack.
Perhaps a dps boosting ability that Tommies have when in cover sort of like volley fire without the Supression would be a route to make them able to defend properly, like they are supposed to.
Or maybe Tommies need their cover bonus improved until they are bolstered so that they can perform the tast they are designed to do.
Since you’re obviously talking about the super early game, what about T0 vehicle and T0 MG? Also what T0 utility do axis squads have? Assgrens have sprint and Spios have stun nade at Vet 1. What else?
Now do the test with MG&Section vs Spios and Volks. Then do the same tests for MG42&Gren vs Rifle and rifle. Then come back and tell us the results and way the matchups work are the same.
What utility?
As grens also have a nade barrage. Not very flashy, but is in line with ACTUAL assault units (shocks have armour and smoke and a nade, rangers have an extra weapon slot and a grenade, preupgrade pgrens have a hand nuke. And they all come a bit later as well)
Sturms can lay wire, heal squads (with aoe heals)lay mines, can sweep and put it away to retain their DPS,repair, salvage wrecks and deny the enemy team weapons
Pios have increased LOS, can build multiuser Bunkers, lay area denying minefields or heavy mines that OHK light vehicles. They can also build sandbags and lay wire and repair shit. Can heal themselves or other squads (1 off, but at least it's cheap)
Sturm vs Tommies is a very real scenario as both are starting units. Most of the first clashes between the 2 factions are these 2 units. Losing the first engagement, even when taking all the precautions and proper steps and ceding ground results in lost resources and outs your next engagement at a disadvantage. Perhaps you should do a test where it starts as a match would, with a Sturm vs Tommy, and then follow up with a volks/tommy/mg/UC/Kuble or whatever the 2nd unit for each is without resetting the engagement, as per anither realistic scenario.