Anvil is unattractive compared with Hammer. A quick and effective comet tank with war speed, gammon, etc.
Anvil Artillery is actually worth it now (airburst shells now deal decent damage vs Infantry, and have big enough AoE to blind tanks). Very situational, but it's worth the 45 munitions now. Miragefla also included the following fixes to artillery:
- Longer flare range (included in the balance mod)
- better AoE profile for the 25 pounder (not included in the balance mod)
Miragefla also fixed a bug involving Advanced Warning (the thing that gives you vision over Strategic points). Currently that Anvil feature doesn't work at all. I hope it (along with the 9000+ other Miragefla fixes) makes it to the live version sometime soon.
I suggest:
-Remove or reduce slow speed of heavy RoyalEng in combat (they can not dodge grenades/arty and eat them very easily)
-Perhaps separate update to heavyRE (already paid for 200 and 50) and make a separate upgrade vickersLMG (70MU)
Heavy Sappers are in a very weird spot (not necessarily bad) right now, but you shouldn't underestimate them. Their upgrade also gives them 2 armour (which works like -50% received accuracy).
Heavy Sappers are godly at repairing, planting mines (2 second planting time anyone?) and building emplacements (10 seconds Bofors).
I wouldn't mind if they lost the speed penalty, but their combat capabilities (especially the armour bonus) should also be toned down, otherwise they will roflstomp everything. This is because:
In theory:
- 1 Vet3 Heavy Sapper in a Trench upgraded with X LMGs (X = 1, 2 or 3) can beat X Vet3 LMG Grenadiers in Yellow Cover. I.e., 1 Vet3 Heavy Sapper with 3 LMGs can beat 3 Vet3 LMG Grenadiers (barely)
- The best part is that the fight drags out for long enough for you to dispatch reinforcements, if needed, while 1 squad of yours ties up half the army of the enemy.
- That is, provided you can dodge their grenades (that's why you need the trench (and not green cover), so that you can hop in and out)
You can see that:
- If Heavy Sappers didn't have any speed penalty, they would roflstomp anything. In fact, you wouldn't even have to upgrade them with further LMGs, as no speed penalty = you can run at Sten range and do the job.
In practice:
- WITHOUT upgrades, they only have one weapon they can use. That's maybe situationally useful as holdout infantry (won't win, but takes time to die & can safely retreat).
- WITH weapon upgrades, you won't be able to use them offensively for anything (they will be expensive arty fodder)
- Thus, you end up using them for their utility.
- However, their running speed also interferes with their utility (e.g., you can't really use them to detect mines).
(btw, there is also a bug that, when they reach Vet3, you can't upgrade Sappers with both Minesweeper and Heavy Engineer upgrade. The upgrades only become mutually exclusive at that Vet level. No idea why!)
-Churchill Inf is a slow and poor vehicle. In 3v3/4v4 it has nothing to do compared to their counterparts. It has a price of a panther.
Churchill in price and stats currely not worth, but doublechurchill would perhaps add more attractive (with a discount is available at MP as doubleT34/85).
Keep the construction of 1 churchil and add double churchil.
490MP 170FU 18pop 1churchill
900MP 340FU 36pop 2churchill
Are some very specific things, which would give better appeal to choose Anvil.
If I had to put my finger on something that's wrong with the Churchill, it's the following two things:
1. It doesn't offer enough utility to the infantry (that it is supposed to support). Cromwell and Comet have smoke shells. However, giving low-cooldown smoke shells on the Churchill is going to make it a NIGHTMARE to take it down (bad idea!).
2. It gives off too much veterancy to enemy tank destroyers/schreck blobs. Its cannon is, at best, mediocre. Thus, you will never be able to chase the enemy down and make up for the veterancy you fed to them.
However, at the very least, the reduced MP cost (Miragefla's mod) will allow you to field something else that can deliver the blows.
edit: add Repair gliders brit.
Given the changes in the mod, I don't think it might be necessary anymore.
(Vanilla) Commando Glider has been buffed two-fold:
1. It's cheaper (450-ish MP now?)
2. It allows you to produce commandos for 350MP a-pop
I'd say that if there is an issue, that's with the Vanguard glider:
- You can only have one of them at a time
- If that glider didn't make it down intact, you can't call another one
- If you lose your officer and the glider is intact, you can't call another officer
Any of the solutions here would work:
- Give the Vanguard glider a self-destruct ability
- Allow the Vanguard glider to train an officer for X (> 350 MP) cost
- Make the Vanguard glider work regardless of how damaged it is
- Self-destruct the Vanguard glider if it no longer functions (after you spawn the officer).