Your analysis is correct. I'll add two things, though:
1) At Vet3, Infantry sections get Scoped Enfields, which count as slot items. What does this mean? When a (dual-Bren-carrying) squad goes from 4 to 3 models, and it's a Bren-carrying model that dies, there are two possibilities:
- The squad drops the Bren
- The squad will not drop the Bren, but will be using 2 Scoped Enfields & 1 Bren
This hurts the DPS of an upgraded infantry section even more. For as long as this bug/feature exists in the game, IS will never be reliable weapon platforms.
2) Due to reasons similar to VetReinforce bug, we have not yet seen a real vetted Anvil Sapper (both the Anvil armour upgrade and Veterancy have been broken for some time -- maybe ever since Brits were released).
A neat trick to get around Heavy Sapper's innate weakness (Mobility), is to put them in a trench. If the enemy throws a grenade, you have two exits to choose from.
The vickers upgrade is an additional gun on top of the default bren
I know. That's why I only listed losing the Bren DPS for the wasp.
However, you are still giving up too much (60 munitions, transport capability -- useful for decapping mg-covered cutoffs) for way too little; DP-28 DPS? Always better to buy a Bren gun for one of your squads.
Random thing here but you can't transport vickers HMGs in the UC anymore. Don't know when that changed, but when UC was buffed to not cost fuel I was really creeming my pants at the possibility of bussing a vickers around early game, and then using the UC to push squads while the mg set up, etc.
It could also cap since the vickers was inside.
I don't think you could ever transport an MG in the UC; just like all open-top transports (even though squads can't fire from inside the UC). However, you can still transport MGs inside the OST halftrack.
This works exactly like the VetReinforce bug. It seems that engineer squad reinforcements are unable to detect mines, even if the squad had been previously upgraded with a minesweeper. I am guessing this is one of the upgrades/veterancy issues that have cropped up post Feb 26.
Conveniently, the engineers will keep carrying the minesweeper around, but the effect is purely cosmetic.
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I really tried to play against but even the biggest nubs forces you into a long game.
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This is the crux of the problem with this doctrine. It's leigfest 2.0 all over again.
Yes, you can still win games vs the sim city, but, oh boy, you are in for the long haul... and it's definitely not fun when every 2nd UKF player goes for that "strategy". Also, it gets quite repetitive too.
PS: Note that none of the counters that the OP lists are late-game units.
Late-game units = long game
Long game vs sim city =
Actually. The best thing about the UC carrier is that it's (nowadays) a fuel-free unit vehicle that can push enemy units out of cover (and prevent them from firing back altogether). Having fuel-free units that can push is a very very very bad idea.
(according to my definition) When a unit scales into the late-game it implies that the unit at least retains its usefulness (Kubel) or even improves (Riflemen) as time goes by, if the player manages to keep the unit alive. Having said that, upgrades help with scaling; however having access to upgrades is neither a necessary nor a sufficient condition to scalability.
Past the 5-minute mark, having a UC around doesn't help you at all (unless you go Vanguard operations for capping, or a command-vehicle UC). The Wasp variant is OK-ish, if you repeatedly need access to anti-garrison. However, most of the time, the UC has to stay idle in base, or risk dying instantly.
That's fine though. The UC is a cheap no-tech unit that is supposed to give you an early-game advantage (similar to the soviet m3a1).
Perhaps they could rework the Veterancy a bit, so that the player is actually rewarded for keeping a UC alive? (sight range buff or something. inb4 "Secure Mode")
Tommies, Sappers, Commandos, Sniper gain an additional *0.9 modifier to their received accuracy while in light or heavy cover. Garrison cover is not improved, and thus trenches aren't either.
Tommies have a debuff of *1.4 reload and *1.2 cooldown while OUT of cover.
Vet1 Sappers gain *0.5 reload and *0.3 cooldown on STEN ONLY while IN cover.
Notice that there is no "ENFIELD ONLY" statement for Tommies. The two cover bonuses are implemented differently, which you can view in the attribute editor.
Regarding british cover bonuses, they apply EXCLUSIVELY to lee enfields.
Same with REs vet1 bonus, which applies exclusively to STENs.
All other weapons are UNAFFECTED by cooldown and reload bonuses, so PIATs reload as fast on any other infantry.
Plus, to call it cover bonus is just wrong, because tommies perform normally in cover and have debuff out of cover, that hardy can be called a bonus.
You are correct about the RE Vet1 bonus.
You are incorrect, however, about the Tommy squad bonus (or did they ninja-change it last patch?). You can easily test it with PIATs in-cover and out-of-cover.