CP 0 Assault Grenadiers
Unit seem to Up, with same cost as Assault engineer it has allot less utility and can not get an early flamer while generally it is facing unit that are good close range
Compared to CP 1 Cav riflemen it has less utility and can upgrade to less firepower since they can get 2 Thompson +1 bar.
The upgrade comes really late and even then the units is UP for cost. Total cost is 306+60 mu yet the performance is far from that.
Suggestion:
Possible change could include some of the following:
Replacing sprint with "diversion" (Ostheer officer) then units could be more useful in working together with grenadiers defending them from enemy units the close in.
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I think assgrens are fine as they are right now. At vet 3 with the model upgrade they become the most durable squad in the game aside from shocktroopers, with 0,57%~ RA and 6 models (patch adds a total of -7%~ RA). Combine this with their low pop requirement of 5(+1) and 26mp reinforcement cost, which makes them efficient infantry, even though they have a lackluster damage profile.
To me, diversion wouldn't be worth it. What you get for 25 munitions:
1. 25% moving accuracy -> Not noticable on a weapon that has negligble dps at range >10.
2. 25% less RA -> Might allow you to lose one less model on the approach.
Sprint achieves the same goal (getting in hug range without sustaining too much damage) for only 10 munitions, while providing more utility. Unless they lowered the cost of diversion to 15-20 munitions and changed moving accuracy into accuracy, I'd prefer sprint.
CP 0 Panzer IV H
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Suggestion:
Imo one should modeling Panzer IV H after Sherman 76 with 2 firing mode HE and AP. The unit would be more useful.
The rear armor of the unit need to be increased.
Combat blitz should be replaced by blitzkrieg.
Panzer IV H doesn't need firing modes, it already has lower scatter over the Ostheer Panzer IV.
Agreed with other suggestions.
CP 2 (passive)Breakthrough Equipment
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Suggestion:
I would suggest the following:
merge the upgrade to minesweepers upgrade for repair speed and destroy cover
and to flamer for satchel so that they become available for no extra munition cost
Increase the Cd on destroy cover for all units maybe add 5 mu cost.
Wholeheartedly agreed with these suggestions. Pgren smoke could then be removed, cause the commander slot would be strong enough IMO.
General:
The commander seem to be badly designed:
Repair available from pioneers, supply station and self-repair for Tiger. It is simply too much overlap.
Commander provides "superior" infatry, superior medium and Super heavy making the commander weaker in 1vs1 more powerful in 4vs4. From design point of view commander should get improve units is some area and not so many.
Suggestion:
One could test some of the following changes
Replace the Panzer IV H with the Panzer IV D modeled after T-34/76. That would allow players to afford both Panzer IV D and Tiger in 1vs1.
Replace the Tiger with Stuka/JP/hezter/luch or some other ability and redesign the Panzer IV H after Sherman 76. That would allow the Panzer to counter units like the KV-1, Churchill...that currently require building stug or Panther.
Replace assault grenadier with mortar HT that is currently inferior to the USF one, leaving the commander "weaker" in infatry but focuses on armor.
Another option would be to use the 6 men pioneer squad from the campaign.
I feel the main problem of this doctrine is the lack of synergy between the Panzer 4 H slot and the Tiger Ace slot, I see little reason why I would need both, even more so because the Panzer 4 H allows me to skip T3 for T4. I would personally remove the Tiger, replace it with either panzer tactician, hull down, CAS AT strafe or something similar and call it a day. But considering this was the chosen theme for this commander, I don't think it would happen.
I don't feel the commander would have balance issues tho. The high cost of the Panzer 4 H and Tiger Ace balances things out. It's more of an options commanders, like USF mechanized.