Yup, Flame nades were given because OKW have "No way of dealing with garrisons". Ever tried clearing a building with tommies? It's impossible yet, I guess the counter is "You have a sniper" to which I reply "You have a LEIG, AND a Stuka AND regular nades without teching".
Bloster squads is also stupid, 90% of games its needed to survive so why is it an unlock rather than a staple? I question the games design in this game sometimes. Listen to yourself not the fans relic.
To be fair doesn't UKF cost less to tech up? You can also pick it whenever you want to get an instant firepower boost while other factions rely on vet and buying elite units.
Also with the addition of Royal Engie flamers in the new commander, using Royal Engies as frontline troops may be even more viable.
I've tried spamming nothing but Tommies for about 10 games now and it just confirms what has already been said. The most interesting things to note were constant manpower issues, unreliable AT and the complete lack of any anti-garrison weapon.
Faymonville is a loss if you don't take the key house straight away for instance.
The answer surely then is Willy Pete, to give smoke and anti-garrison.
I have no idea why the Axis forces seem to get a grenade for every possible occasion, and cheaply too if the number used is anything to go by, whilst the Brits have to research and pay through the nose for their two very similar grenades. Is this a throwback to when the Brits were first released per chance?
Grenades are arguably the infantry's primary weapon in assault, adding them as a techable after-thought doesn't make much sense.
The incendiary grenades seem to be the worst culprits, a guaranteed wipe or garrison clear for a few munitions. Saying that all of the axis grenade options seem to be quite overpowering and cheap. Where they can get up to a building ( even one defended by a Vickers) to wipe or clear the humble Tommy just doesn't have the tools.
I think the rifle grenade is fine, even if you aren't there to micro it, you'll here the grenade audio cue and you can at worst retreat your squad. All the Allied factions have to tech grenades however back then USF nades and SU mollies were argubly better than the rifle nade because both allied nades come on the core infantry while gren rifle nades have a minimum distance. But then they gave OKW the best core infantry grenade in the game that not only works as a regular grenade, doesn't need to be researched (albeit requires a truck down so in the early game you know you can freely use building so use that to your advantage) but also burns people out.
i wouldn't mind of volks had either a molly type grenade or a regular frag but not both in one for fucks sake. Or at least force them to tech it.
That being said I don't expect Relic to give IS free grenades however I don't think grenades are worth the upgrade even if they were cheap to research. Even if they do have trouble clearing garrisons, UKF do have the AEC which comes out super fast while USF are stuck with their core infantry until they can tech which takes ages so them researching frags is much more important.