How exactly are you going to spam a unit with that cost in manpower and pop? Not to mention that you will be completely wrecked if you don't get enough volks.
You are going to save that manpower by cutting down on unnecessary units (Volks etc), and crutching heavily on MG34s (230MP) to win you infantry-heavy engagements, until your SPs gain vet. This will hopefully lure your enemy into fielding an early vehicle (and thus feed you vet). Instead of 5 Volks - 1 SP, you will get 3/4 SPs - 1 Volks.
With the received accuracy bonuses SPs get from vet, they are actually going to bleed you less than Volksgrenadiers in infantry-heavy engagements.
- It takes 120MP to reinforce 4 SP models
- It takes 125MP to reinforce 5 Volks
- 4 SP models are 35% tankier than 5 Volks models
If it is possible to spam Panzergrenadiers (which it is, on certain modes), it is far more doable to spam sturmpios.
Give them 2 sherck change vet from accuracy to cooldown (40% at least)
I actually rethought the cooldown thing; it might fix the 100% accuracy vs tanks. However, it might completely break the flamer package upgrade
I thought the stun grenade bugs were fixed. I guess not.
What -might- have been fixed is the part that bugs weapon teams. Retreat-derping is still there, and happens 100% of the time.
just make a new AT unit and put it into battlegroup. Sturmpios vet could go up but it would change how the base ones perform. Maybe reduce the damage they do or give the double ones like pgrens while removing the stun nade.
That would be an idea definitely worth trying. The fact that the AT squad does not come out of T0 means that a blob-inclined OKW player will still have to invest some MP on filler units until the schrecks can start rolling.
However, Sturmpios are not necessarily a bad choice for a carrier. It's the implementation that has to change (give them double schrecks, and tweak their veterancy).
What happens if we universally change "Stun grenades" to make them cause aoe supression instead of the stupidly bugged stun effect? We already have mines suppressing now, so it should be possible and it would prevent most of what you're talking about. The exact suppression value would need to be tweaked and played with to work out what's fair but you would be able to retreat from it, or stay there and tank the suppression if you have support units ready to relieve you.
The reason I propose this instead of the OBVIOUS solution (i.e. "fix the fact that it's buggy as balls and cancels retreats") is because this solution would not require changes that you couldn't do in a mod of some kind, to my knowledge. The modest CoH2 team isn't making engine changes at this point in the game.
The thing with suppression is that a suppressed squad that is under fire (from any source) will probably never become unsuppressed. I don't -think- you can have timed suppression, but I might be wrong.
Thus, if you have 1 sturmpio squad vs 3 riflemen squads clumped up, and the grenade manages to suppress all of the squads, the sturmpio can keep all of them suppressed by switching targets. This will almost always force a retreat, which might be rather OP. At the same time, a retreat will always be possible (unlike the guaranteed derp-wipes you can get in the may preview mod).
Conversely, suppression grenades will lose the entirety of their potency vs garrisons (you can't suppress them).