why does has anything to go for a proper, reliable artillery unit? You dont even have to include new units, just make 25 pdr useful.
I dont get this logic of "USF doesnt have snipers, so brits dont need mobile mortar". Unlike USF brits are way better designed and allow for choices, whereas USF has a very binary gameplay. But still USF doesnt have issue in the artillery department, which brits have atm.
Just because it is like that now, doesnt mean this is the right design direction. USF still lacks a way to deal with MGs in T0 on small maps with garrisons. What you are implying is that this is fine because USF has a different strenght somewhere else, unrelated to the problem, e.g. vehicle crews.
Sorry but this is retarded game design approach. Every faction should have the tools to deal with any possible situation, without forcing you to deal with it in a single possible way. THis is why Wehr is great: you can deal with garrissons with a sniper or a mortar or flanking or teching to t2 flame HT. YOu have choices and this is great. Whereas as USF you have to research nades and flank - thats it.
And dont argument this shit with "assymetrical balance" - if one faction has ALL the tools to deal with something in different manners and you have a faction with only 1 counter to something, especially hidden behind a commander choice, which is super predictable - this isnt assymetrical balance, this is bullshit. Plain and simple.
Again: all what you said about how to counter an OKW defensive line is also possible as soviets. But you can also go the other way and just katyusha the shit out of it, and punish this strat very hard. Brits dont have this OPTION and this is my main gripe here.
first off: sniper isn't a "real" house clearing option since he misses at least 50% of the time. mortar works, but is somewhat unreliable in that you might get 2-3 models in one shot, or not kill any for like 5 shots straight. flamers work, but you suggest flame ht... t2 unit that costs 120 mun to upgrade, not even speaking about the mp and fuel costs. imho pio flames are the cheapest and most reliable way to clear houses. and i do think brits somewhat lack that, since they pretty much only have the wasp here.
apart from that... what does ostheer (non doctrinal stuff) have to deal with the croc for example? paks get oneshot by flames. Panthers are the only thing that even comes close to standing a chance, but in a 1v1 croc still usually wins because of higher HP. while i still believe that croc is too strong, i don't think it's because of the armor or the (still super high) hp, i think it's because the flames kill too quickly from too far away. paks are not a counter to the croc because of it... and they should be.
and again: if your enemy bunkers down in some part of the map, he's setting you up to win already, because you just cap everything else and try holding it till late game, where all your units are better.
or just give the brits mobile mortars... and ostheer gets commandos, usf gets kingtiger, okw can build all units out of all structures.... and so on.
as for brit commanders: some of them are pretty useless, which is in part due to the fact that the p2w commanders are so strong that they drown out the competition. once those p2w commanders have been brought into line (after relic brought in enough money with them), i think the other commanders will get buffs. until then you either buy those commanders and enjoy your free win if you make it to late game, or you're better off trying to play team games and hoping one of your mates is a brit with p2w commanders. (and i think THIS is were the design is fail: some commanders make the brits so retardedly strong that they're basically unbeatable late, while others make them so retardedly weak that they're almost auto-loss, not the lack of mobile mortar/viable artillery)