A simple cost increase by +10F or a small speed nerf and I'd call it good. The brummbar is really difficult to deal with when it's behind shot blockers over crucial points like center VP on redball. In those situations it's basically impossible to kill against a decent player without a complete breakthrough.
Don't think that making a low mobility vehicle with one of the shortest range even slower is good idea.
And many people complain about it ability to defend (and not attack) where mobility is less important(although it a SturmPanzer and designed to help in attacks).
Imo what has to change it offensive properties, increase projectile speed reduce AOE and go from there.
despite all the potential historical inaccuracies about how, when and where they were deployed and in which numbers, can we please just keep fallschirmjägers be paradropped just as their name would suggest? thank you very much!
Imo it would better if parachutes fallschirmjägers become available to Ostheer instead of OKW.
Fallschirmjaeger were airdropped into the Ardennes, the operation on which OKW is based.
That is what I posted, "there where few combat airdrops after the Grete campaign". As for para drops during the battle of bugle there few "Operation Stösser" but they were operation went so bad that paratroopers did very little fighting and mostly did reckon.
Fallschirmjaeger fought mostly as infatry in the western front.
On the other hand Ardennes counter offensive saw great use of infiltration units using US uniform, vehicles and insignia and infiltration is more iconic than parachutists.
That argument works both ways. If you give them infiltration spawn, then OKW will have no units that are air dropped.
1) I already explained that one could make changes to "airborne assault" to include parachutists
2) Only the USF faction has parachutists (UKF do get air dropped commandos) so it I do not see an issue
3) Deploying by parachutes is an interesting mechanism for USF with the interaction with beacon (safer landing/reinforce) but that is less the case for Fallschirmjaeger who due to no beacon and lower entity count are ill suited for offensive air drops.
4) It would also open they way for Ostheer to have an parachute Fallschirmjaeger unit.
That might work and will increase the difference between the two unit.
My suggestions about the Tiger was abit different.
Ability remained to "Panzer ACE". Ability now call in (or build a) a Panzer Ace which a better version Stug-E (with more abilites) once the unit reaches vet 2(-3) the unit can be refitted (with additional cost) for Stug-G that can also be refitted for PzIv (or straight to Tiger). Each time a unit is being refitted when the ACE is lost the highest version of the vehicle can be called in.
General:
An infatry oriented commander that could use few changes
Suggestions:
Heavy Fortifications
Ability in the current implementation does not really fit the commander and could be replaces with a call-in engineer unit that could help Pioneer. The unit should combine K98/minesweepers and some of the abilities that come with "Heavy Fortifications" (possibly AA gun/trenches).
Stuka Smoke Drop
Since this commander is a "Luftwaffe" it makes sense that is should have superior version of this ability. Keep this ability as is and make a weaker versions of the ability with no reckon for other commanders.
Fallschirmjäger
The air drop deployment change was a bad change imo for a number of reasons.
The unit has lower entity number that is vulnerable during drop, there where few combat airdrops after the Grete campaign, OKW currently have no units that can spawn from ambient buildings (infiltration units).
I mo they should become an infiltration units starting with 4 or even 5 K98 to further change the overlap with Obers. They could then upgrade with 1 or 2 FG-42.
Since the FG-42 actually comes with scopes one could make the gun more "interesting" with 2 fire more.
Semi-auto firing using scopes with a profile closer to a bolt action rifle good at long range.
Full-auto as weapon close to BAR making the unit closer to double bar riflemen something OKW do not actually have.
If the unit retains the camo mechanism they HE grenades should be replaced by a DOT (same goes of all camo units).
Blendkörper imo should be redesigned to closer to real life design. It could become a temp vehicle snare either homing to vehicles or creating an area than would temporarily snare enemy vehicle that cross it.
The unit could also see a reduction in XP value since it currently has higher XP value that paras/rangers.
Valiant Assault
A good ability although personally I would rather have this ability changed to provide durability instead of damage out so that one suffers less casualties on attack instead trying to get wipes on retreating defending infatry.
Airborne Assault
One of the selling point of the commander that does not need to deliver since it seem to be about the same level as the typhoon "Strafing Support" (that also comes with heavy call-in.) and seem inferior to "sector assault" that is available to CP 10.
A very experimental design closer to actull name of the ability could include a sector targeted ability that combined number of single pass Stuka planes and airdrop of individual AI control Fallschirmjäger entities that would fight for the duration and retreat after duration expires.