Jesus H Christ what the fuck am I reading here.
Alright fellas, you better strap in because I'm about to show you why sections are fucking ridiculous, Let's begin with the early game where they are at their weakest- Oh, wait they're fucking not.
So this is where the section problems begin, right out of the fucking gate, so ask yourself why are sections stronger early game?
Simple, they have a numbers advantage because they start with their mainline right out of the game, ostheer and okw both have engineer units who are CQC oriented right? So on a pound to pound basis where your mainline production is going to be similar (4 volks/3volks+1fusi, 3grens/4grens) You are going to be outnumbered because the meta is going 5 sections, now you could make the case that trying to equal the numbers out is viable (its not really the case, as i've tried time and time again vs brits with 5 volks doesn't work)
So from out of the gate on a quality level he's going to have an advantage, on some maps, this may be weaker, but as you can see in the clips earlier, getting close with grens is a fool's quest, it doesn't allow you to actually trade well because you'll lose half the squad so fucking quickly and then he can retreat away with having suffered no bleed at all.
Alright so that's the first problem out of the way, now let's throw in the rest
They get self spotting at vet 1
They get self-healing which means they can be on the map constantly with no drawback while everyone else has to retreat
they get sandbags and trenches which is way stronger in their hands than any other unit because of the cover bonus
And (I'm not 100% this is true but I've heard it before) they get a 25% faster cap rate.
So from the initial engagements, it's not unrealistic to actually being forced to charge right on to a sandbag section. So let me ask you this as a follow-up. Should i be rewarded for making a sandbag and sitting my ass down to hold a point despite it requires almost no effort on my end? and almost thrice the effort of my opponent to push me out?
Quite frankly sandbgs have no place on ANY mainline infantry and should be promptly removed.
Moving on
Trading efficiency
Fun fact, normal greens are completely irrelevant in the brit matchup because you cannot on any level trade efficiently and have to spend 60 munis on another gren to compete with the sections+ veterancy to get the remotest of chances to compete with them.
The simple reason is well grens cost 30 to reinforce sections cost 28 mp to reinforce, so now you're at a situation where you cannot win most of the engagements you take that are going to be one on one and even if you do you still come out losing manpower wise.
So i could go on about this forever (lmg upgrades being fucking ridiculously strong for example, assault being retarded, officer having free recon, AEC timing negating 222s and 250s, the amazing teching they get which allows for 11 minute cromwells. or the fact that you get a premium high end Comet with phopshours,smoke,blitz,grenades and amazing armour which allows you to bounce KTs. The command aura from churchills having abusrdly strong bonuses. ect ect) but I won't because it's quite frankly a waste of time since I have a feeling most of you will just ignore what I'm saying anyway. So let's move over to what i think is a good solution
My suggestion for a solution that i think would work, get rid of sandbags, trenches, give them five man out of the gate, get rid of the coverbonus, decrease their firepower and reduce their cost if need be and give them a snare if its so fucking desperate to deal with LVHs. Reduce the AECs anti infantryt pintle and make treadbreak not get stronger with vet. make the vickers 50 muni per, Make assault sections lose their phosp grenade, and increase the last tech level for brits so the cromwell doesn't get the best timing in the game.
now it all makes sense. +1