Thus, at some point, we are going to have to consider giving Tommies some utility:
- Give them a recon-section upgrade (e.g., SLE's) that allows them to be accurate on the move (but disables picking up other weapons)
- Fix the base howitzers:
- Give the projectiles some actual AoE (currently they are still on-par with Katyusha rockets).
- Consider removing the cost of calling down artillery from Tommies. Nobody can afford 45 Munitions (+45 munitions for the upgrade) in the early game to call down 3 shells.
- The sniper can retain the munition cost, as there is no forward investment/lock-out (from medkit) involved there.
- Find a way to give Tommies access to smoke. Either mobile mortars, or base howitzers or something.
- Add a mobile mortar to UKF, and let faction synergy work its magic there.
I'm not a fan of the recon-section, free call-in artillery, or Tommy smoke.
- Recon-sections will most likely be introduced doctrinally (which doesn't fix the issues) or will dilute the long-range role of Tommies (reducing the number of easy and intuitive counters).
- The artillery actually calls down six shells per howitzer. The Royal Artillery Regiment call-in only calls down three. Reducing the cost of the Tommy version (and its shell count) would be a good change but outright removal of the cost would be a bit much.
- Tommies are long-range superiority units (want long LOS) that can build green cover (which makes them effectively immune to suppression). Smoke will only be used in situations that would usually require a hard retreat (i.e., careless play).
Now, regarding the suggestions that Svanh made:
If I had to categorize the changes, these would be:
- Increase the AI power of Tommies
- Give Tommies snares
- Make Tommies the PIAT gods of UKF (Because of the cover penalty, they are currently the underdogs)
- Nerf Sappers by giving them inferior weapons from the racks
- Some solid QoL changes (Flare range, Vickers K, etc)
My gut feeling is that Tommies would already be buffed a lot, if we already completely removed SLE's from their Vet3 "bonus". However, that alone:
- would make double-Bren Tommies extremely frustrating to play against, late-game
- does not give us an answer about how UKF is supposed to get by early-game (when munitions are scarce)
(The Vet3 bug NEEDS to go already. If the only reason for keeping this bug in is to balance double-Bren Tommies, then fix the (RNG-prone) bug, and find a more consistent way to balance the unit).
However, if we also go for giving snares on top of the AI buffs, that might be killing it.
The other thing is that, I do agree that if Tommies get buffed, Sappers no longer have to remain super-efficient. However, I am not sure if giving them inferior versions of weapon rack upgrades would be the right way to go; that might make the Heavy Engineers upgrade more awkward than it has to be (apart from hurting your mobility). Why not just, straight-up increase the MP cost of Sappers?
Giving Tommies more mobility (as much as it would help) pushes them towards the Riflemen/Obersoldaten school of balance. I'd prefer them to be long-range DPS and support infantry rather than all-rounders.
I wanted to address Tommy scaling and utility (DPS and support) more so than straight performance so as not to completely destroy Ostheer. The snare, artillery flare and PIAT changes were to address utility scaling (the PIAT changes to encourage a more long-ranged role). The snares aren't necessary to the other changes but they do help UKF with their mid-game issues.
You should note that Sappers would receive the exact same weapons the Tommies do but simply don't receive the in-cover bonus (which could always be added to their vet 1) to encourage players to use Tommies in a long-range fire support role with Sappers used to assault and soak up damage.