
- Assault Engineers: 5th man is a good change
- M10 Wolverine: don't really get the HE shell. Blinds (but does not stop the main gun from firing). Also, the AoE on the shell is really small. Don't expect the HE shell do wipe infantry.
- M4(105) Sherman Dozer: kills infantry more reliably, but still more akin to a StuG E with a turret than a Brumbar. Vet bonuses are pretty sweet, on the other hand.
- 240mm Artillery: marginally more useful, more effective (esp. against stationary targets like OKW HQ trucks) because it has a higher chance of hitting things.
- M21 Mortar HT: the track-in-fog of war bug still happens, I think
- M4(76) Sherman: good changes, less popcap and fuel cost makes it more attractive
- Sappers HEAT grenade: not the way I would have liked to implement it but it works. Still, I have to see what's it's like against a competent player.
- Infantry Section Mines: don't really get the purpose of this change.
- Sexton: good changes, more reliable damage and much better range
- Valentine: still not good enough. Reliably loses fights to even an Sdkfz. 234/2 Puma.
- Perimeter Overwatch: seems to be more reliable; the old ability fired shells far too slow to do anything but create pollution
- Churchill Crocodile: quite strong now, can easily best any Panzer IV
- Recovery Sapper Squad: it gets a niche role as a salvage and repair unit
- Forward Observation Post: I still think the ability range is a little too short, much like the coordinated barrage ability the assembly has
Will try SU and WM changes later.