1) All units after upgrade may retreat to FHQ. Poor design gives advatage on big maps. I don't mind about healing.
2) Schwerer panzer building still shoting at the planes. (Get AA halftrack for that as all other factions).
3) Schwerer panzer building shoots very far and secures territory for huge amount of time (untile tanks arrive).
4) Sturmpios repair vehicals very fast
5) Volksgrens has increased vision with = poor design.
6) Jagdpanzer has rotates fast sees far moves fast = poor design ( no need support)
that's it other stuff is ok for me now
I usually play Soviets but not with you on this one.
1) If someone goes aggressive FHQ then it is ALWAYS hilarious to hear Ivan, the drunken 120mm mortar crew chief, brag about fukking up that squad. After you have saved enough munitions, smoke and 3 penals with satchels are also funny. Next truck will not be as aggressive.
2) Soviet plans, other than the one that comes with Tank Hunter, not that great anyway. They're the SU76's of the sky.
3) Schwerer shoots further than cons, but not as far as mortars or AT guns. When Sturmpios try to repair, there is a good chance you will hear from Ivan again and it is STILL hilarious.
4) Sturmpios repair fast, so do 2x CE which cost the same amount.
5) Having penals meet Volksgrens is a great way to get the CP's you need for call-ins.
6) Isolate the Jagdpanzer from it's support (using Ivan and his twin brother) and the Jagd goes down to a cheap, POS, T34/76.
Obers with free LMG's used to bother me.
KT that bounced everything used to bother me (including lack of side armor, which caused me to lose a lot of tanks just trying to flank).
JagdTiger still difficult in team games. It's awfully expensive and seems to be used less often since patch so not as big of a deal.
Non-doctrinal heavy (KT) bothers me a little. Soviets should get non-doc IS2 and USF get a non-doc Pershing if OK2 gets non-doc KT (which would also add greatly to the variety of Soviet commanders used).