You are correct in that I wasn't thinking much about infantry play when I posted this. I was thinking more about weapon teams, and how certain of them are already very prone to being yolo-rushed from the front. Grenadier riflenade pops to mind.
Should all weapon teams receive a Maxim pack/unpack times as well to compensate? I don't see any reason why I would ever put an MG team behind cover anymore (if the damage reduction gets affected).
Just to prove my point; try playing a game of Brits vs Ostheer and garrison an MG inside a trench (all models bunched up, No damage modifiers). When you see a grenadier approaching, you have two choices:
- Instantly ungarrison your MG (and thus don't deal any suppression - what was the point of the MG again?)
- Wait until the grenadier becomes suppressed, at which point you have a riflenade inbound at your location (and you're dead)
(That's assuming you have a spotter nearby to allow you to fire from max range)
I still fail to understand what's wrong with the current system that we have:
- If you want your grenade to one-shot squads, you HAVE to flank
- Otherwise, you stick where you are and use the nade to turn the odds to your favour.
You definitely have some good points. Grenadiers would definitely end up being a bit op with absolutely no dmg reduction with their longer range for sure. I honestly thought it was a 75% damage reduction and that's what made me worried (I haven't played for a bit and I misinterpreted these changes because of that). I thought it over and I guess 50% is a good balance all things considered and flanking squads still end up dominating which is how it should be, which makes securing your MG's flank with another squad really important. Thanks for clearing everything up for me.