@Relic:
-If you remove bulletin stacking i hope you have a solution to duplicates.
-If you fix overperforming bulletins, then i hope you do it across the board.
---But if you do so, what's the whole point of the bulletin system if it's practically useless.
Yes, the entire thing needs a re-do to better have them go into a sweet spot of being noticeable but not game-changing. Personally, I think limiting bulletin effects to unit cost, reinforcement cost, ability cost and
maybe ability range could work, and duplicates shouldn't be allowed.
The aforementioned effects have a significant impact over a match's time and can be clearly seen on your units, but there's room to make them not overly significant to timing and cost-efficiency that their bulletins would be overly necessary - 3% multiplicative accuracy to Grenadiers is pretty unnoticeable in practice, but a 3% reduction in initial and reinforcement cost can be immediately seen by putting their squad's cost to 233 and every 33 men reinforced is a free one (not unlikely to happen throughout a match, but shouldn't happen so often [unless you're getting rekt, then the bulletin won't save you] the bulletin's effectiveness would be too great), while not really affecting combat match-ups (retreating these Grenadiers with a bulletin at half models while Conscripts, Rifles or ISes didn't lose as many will remain a victory for the Allies).
Ability range is different, but if limited to lower-range abilities such as grenades, the distinction can be significant for its player while not uncounterable for the enemy (as they can clearly see the range bulletin before the match starts and play around it in the case of the lower-range abilities).