also why highlight the pioneer?
Tier 0 infantry squad that competes with high vet, late game infantry. Only costs man power. Can repair, and salvage resources. Can be upgraded to detect mines. With high vet it actually gets grenades. The only people who are confused over why this is an issue are a bunch of wehraboos.
Am I the only person who remembers when Dawn of War: Dark Crusade first came out and the Necron had something almost identical that bent game balance over and brutalized it with a paddle?
There's something wrong when I can base an operational strategy around building a bunch of Sterp Pioneers, flank the shit out of everything, salvage everything, and shit out a Panther over it. Ignoring for a moment the fact that you get a tier 0 unit with DPS that competes with fully upgraded, high vet Allied infantry- never mind the fact that you must choose commanders that build these units, and that they often have massive, gaping dead zones as you see with Shock troops who's ranged DPS is barely higher than vanilla tier 1 infantry until they close point blank- sterp pioneers represent one of the few units in the game that'll actually give you fuel, potentially munitions, for being a good little Nazi.
Sturmpioneers represent a dead end in game design when you have one faction that simply fields better units but tries to excuse it by making them expensive, and part of the, "end game faction" while willfully denying anything remotely competitive to the other guy. I get not wanting to add M26 Pershings to the game because they had a minor impact on the game, but what about M4A3E2's? Why do both Axis factions get Panther G's while the US and the Soviets need to chose specific commanders to get M4 Sherman's with 76mm guns or T-34-85's? How the hell do you explain the Ostwind, jadtiger, sturmtiger, or KV-8? Most of those had a production run of 50 units or less.