Most changes look good, interesting the mortar one.
+1
Idea: Make the 5th man optional for IS for no cost (after researching the upgrade) but it occupies 1 weapon slot with say the "scoped" Lee Enfield (which was basically the same as vanilla). (optional) Increase the cost and improve the Bren.
Then you have to opt between double Brens at 4 man or 5 man squad with only 1 weapon.
MAYBE same principle applying to Royal Engineers.
In this way you have more room to adjust the units without been scared of how much they end up scaling when they are able to get the 5th man upgrade.
Reminded me of a convo we had a while back:
"Attach artillery observer":
- Occupies weapon slot
- Adds 1 model armed with regular rifle with regular stats, maybe give him a radio backpack or something.
- Squad gains ability to call down from base arty the regular barrage, smoke barrage (both with slightly buffed call-down ranges, maybe using a rifle grenade to pop the flare now?) and a flare shot (which would have a much further call-down range than the other two).
I think the current smoke animation is really weird, could they have each of these abilities on separate cool downs, but have them all actually use the on-map base arty guns. As a result they could not be used simultaneously, though you could pop one straight after the other had finished firing. But of course the cool down for each individual barrage type would be global. It would be nice to give the base guns a few more functions.
I would also then buff the smoke barrage a bit to two arty smoke rounds, which would land in a slightly randomised (but small) pattern. Would also be consistent with both the guns turning for the barrage and I guess you could poach the regular barrage code, reduce the salvo to 2, make it more accurate and just turn them to smoke shells. The flare shot would give good frontline recon and let you later on remove cancer royal arty flares.
then the second:
"Attach medic":
- Occupies weapon slot
- Add 1 medic model once again armed with regular rifle, regular stats, medic hat ofc
- Gains medical supplies ability. Or to keep the medic squad relevent, the medical supplies ability is removed and the medic auto heals 1 one model at a time and nearby models of other squads when the tommy squad is idle. As a result the dedicated medic squad is a still a much more powerful alternative.
- Remove global bolster tech
- Lock these two upgrades behind T2
Because the extra man has a regular stat-ed rifle, they would serve the same purpose as bolster and make it more reasonable to have one or two of these on field even when the player is losing weapon slots.
Or have neither of these two upgrades and stay as a 4 man squad with double weapon slots.
Not sure what an equivalent for Ro.Es could be, make them as 5man out the box?