Just some feedback for the new changes:
The British Observation FHQ right now is still not worth it for 40 fuel and 300 manpower, you got a ton of ammo based abilities and a reinforcement point.
While you get the same thing but at a cheaper price with the FA at 350 manpower and 10 fuel with the upgrade.
I mean, 30 is still a lot, it can help you unlock research, tech, earlier vehicles and so forth.
So my suggestion is that in order to be worth it it must also come with a Forward Retreat Point, like the HQ Glider, so at least the invest of the fuel is worth it because right now it still feels like you're putting more in than you are getting out.
Perhaps the Soviet FHQ is in a similar situation altho it's support is more direct, still tho it makes more sense for an FHQ to have a forward retreat point rather than a unit, like in the case of the Commissar and Major.
Going to the next change, the Ostheer 250 is now a bit more usable in my opinion even if Katikof doesn't agree. I mean it's a Halftrack, it just makes sense for it to be able to reinforce. And now since it's a vet based ability it will probably mean that it will be usable even after heavier armor is on the field so it's not just a wasted investment into a quick paper armored Panzershreck bus.
And lastly, the Sturmtiger.
I feel like this unit is still underwhelming especially now that you're being locked out of the KT which isn't in any better position but it's easier to use and has direct impact on your offensive capabilities.
As someone else mentioned there are still the problems of it's MG revealing it's position and it's rockets hitting some small obstacles along the way to it's intended target which prematurely denotes it, I didn't think about it now and I always thought that it was my own mistake but the reality is that the rocket appears to be a big object so it makes sense that it's hitting some small objects rendering it's combat capabilities 50% less useful.
And I again wanted to take a moment to talk about Planet Smasher's Artillery Pit and how it will solve several problems that the British are having:
You will have a mobile mortar which means on demand smoke, right now the only units having smoke abilities are the mortar pit which is static, the Cromwell and the Comet, the Comet being locked behind Hammer.
The Mortar pit itself will not be removed, it will just be repurposed as a garrisonable emplacement which will add to the British and their mortar's uniqueness while also providing the Sappers with their own sort of trench defensive structure which they can build and garrison.
So effectively it's hitting 3 birds with one stone while keeping the mortar pit but making it more practical and I'd argue that it would make the British and their mortar even more unique since bonuses or a sort of IS cover/garrison bonus could be given to the mortars when they're garrisoned inside the pit, Planet Smasher has given the mortars increased range and access to WP shells for example.
Here is the link to the workshop item:
https://steamcommunity.com/sharedfiles/filedetails/?id=679152285
It will not change a hell of a lot but it will make the mortar pit more practical and fix what's left of the British in order to make them viable for smaller team games again while also sorting out any worries about their indirect fire capabilities and how to balance them and so forth.