I agree with the premise. If you consider commander call-ins also, you can add another 3~4 frontline inf types to each of those armies, but again none to Brits (unless you consider Commandos as "frontline"). So yeah they are super limited. Also, The original design (two strong units, defensive Tommies and offensive sappers) was fair enough but as people figured out how to use them, they were discovered to be OP and got some well-deserved nerfs. The problem is that now, Tommies
in green cover lose to Sturmpios approaching sometimes even
across red cover, and Sappers are now just Pios without a flamer upgrade. So yeah, I don't know which, but either reverts or new units are needed.
I went back in detail over the patch notes to see what happened. Basically, it's a back-and-forth cycle of reverts where it was never decided if they should fulfill that original role, or turned into something else. As it stands, we fell into the trap of just turning Tommies into Grens and Sappers into Pioneers, because that was the easiest way to balance them. Likewise PIAT was turned into a Zook, accurate AT gun was turned into a Pak, Sniper Snare was replaced with regular Snare on Sappers. But as everyone knows, now the faction can't stand without those strong units / abilities and with all the holes. I think we have 3 options.
- Fulfill the initial design idea by reverting 2/3 of the nerfs, but increasing the price to match performance (e.g. 300MP Tommies / 260MP Sappers).
- Try and fill the holes. I mean you could make Assault Sections, Mortar, and Sapper Flamer non-doc and you've filled most of the holes. On the other hand you've just made a re-skinned Wehr.
- Do something different and interesting (new unit or whatever). It's a nice idea the truth is that we can't expect new models or anything at this stage of the game.
- Give the UC an ability to cap points if it doesnt have any upgrades
I think that's a good idea and could fix a lot more than it sounds. Tommies used to cap points faster to fix the expected lack of units & offensive power of UKF original design, it was taken away because... I don't know, because unique abilities are bad?
- Slightly buff the AEC's AI damage.
This I disagree, it had an MG buff a while back, any more would be OP. It's one of the only good units just now.
We are still pretending here that Bolster is an optional rather than a mandatory upgrade.
True that. I find the
only valid strategy against OKW now is early bolster & Mills bombs. And it works fine, so I don't know, maybe Tommies are fine now and UKF players just need to remember to Bolster within the first 4 minutes these days.