Yes it is true and just because it was replied to doesn't mean its wrong seriously how is anything I wrote wrong.
1. Regarding your statement that the HQ 'cancels doctrinal abilities': After playing around with it a bit I gotta confirm Australian Magic here: FlakHQ and especially with base flaks combined will make short work of P-47s and Hawkers if they are sent in blindly, unsupported in the vicinity of the Flak HQ.
However, if you use a powerful and expensive ability carelessly it will be wasted, same as other abilities. Offensively you can still very well use it with a collective push, make the HQ switch targets and then your opponent has the choice to commit their Armor into a risky situation with air support around, or potentially lose the HQ or whatever they are protecting with it.
Now, if the PanzerHQ is not there, any pintlemounted MG42s will reveal the tanks by shooting at the P-47, therefore get targeted in the FOW and they'll just be fair game to some extent if your opponent lost the FlakHQ.
Defensively they are still a powerful repellant against your opponents armored push which will be out of reach of their HQ most of the time.
So if you campare that to 'scavenge artillery' or whatever same price segment, can also be easily be dodged. Where is the imbalance overall?
2. Any of the non-loiter abilities, mg or at gun drops are not impacted because they are directional they can avoid the building just fine. The major recon, since you were the one who brought it up: Two planes fly over the map from opposite directions, sure they'll get shot down in the end, but not before revealing the territory. So why are you even complaining about that one in your previous posts? The HQ has zero influence on that ability.
Allied supply drop from Land Lease does go down now and then because it always starts from the enemy's base.
4. All this talk about 'for free' and Major is just a pop cap drain... I don't even feel like replying to that any more.... A Major gives you access to recon, flexible retreat point, artillery (and not a bad one to help knock out your hated PanzerHQ) , you can make it a bazooka squad or wehatever you fancy, and you can still build associated units if you loose it. Please don't just echo pop cap disadvantage again?
5. Regarding the comparison with allied AA Halftracks, that's a reason for buffing allied and possibly Wehrmacht AA, but not to nerf the PanzerHQ. Comparing Wehrmacht AA abilities to Allies would be more suitable, because they both can actually dish out. OKW has no high impact Airborne abilities (outside of maybe sector assault, which comes with an underwhelming commander that nobody wants).
Not meaning to troll ya, man. I just think it's a one-sided post. If you had an option in the poll like 'Apply a cost to the gun that increases the Building Health points as well' I'd be all ears. But it's all just nerf, nerf , nerf...