Disclaimer: I'm a UKF main player and I have hundreds of hours in the game, but I'm no MLG and I recognise these may be wrong.
I've ended up making a few suggestions of ways to rebalance UKF over the past few days in different threads. So I'm gonna throw them together here in one place for people to critique.
Mods, if you want to clear up a bit I'll point you to where they are
Edit: changed section 2
Most of the debate seems to be agonising over numbers and values when the prob is just there's an unfilled role which needs a unit to fill it. When an existing unit is adjusted to perform well in a role it wasn't intended to be in, it has multiple domino effects into it's original niche and interactions with units, as we're seeing with the current state of Tommies.
Basically comes as three points:
1) After the latest update, UKF healing to too powerful and encourages blobbing (or it already was with Section's medical supplies)
2) Forcing some compromises around tommy strengths
3) How to give UKF earlier anti-garrison and a sevicable CQB unit.
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1) After the latest update, UKF healing to too powerful (or it was already was with Section's medical supplies)
I haven't played against UKF since the update, but by playing as one, it feels like there's too much healing now? I have an amazing medic squad who can go wherever independently AND my rifles can heal themselves and anyone near. It feels way too easy to keep everyone topped off.
I understand why the medic squad was thought necessary and I like the freedom of moving my healing unit around at will, so my suggestion is:
- Remove the medical supplies upgrade for IS
And replace it with another upgrade, perhaps to try to separate out the IS's power a bit late game across different squads and encourage some diversification and micro. When just one of your combat squads can heal everyone nearby simultaneously WHILE ON THE MOVE blobbing gets much easier too.
I would also suggest make the medic squad's medical supplies ability a toggle-able AOE that locks movment (Like USA ambo) So it can't heal on the move and it can be set up by a retreat point.
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2) Making tommies scale better and forcing some gave & take
Remove bolster, pyro/attach arty observer & medic add one extra model at the cost of a weapon slot
"Attach artillery observer":
- Occupies weapon slot
- Adds 1 model armed with regular rifle with regular stats, maybe give him a radio backpack or something.
- Squad gains ability to call down from base arty the regular barrage, smoke barrage (both with slightly buffed call-down ranges, maybe using a rifle grenade to pop the flare now?) and a flare shot (which would have a much further call-down range than the other two).
I think the current smoke animation is really weird, could they have each of these abilities on separate cool downs, but have them all actually use the on-map base arty guns. As a result they could not be used simultaneously, though you could pop one straight after the other had finished firing. But of course the cool down for each individual barrage type would be global. It would be nice to give the base guns a few more functions.
I would also then buff the smoke barrage a bit to two arty smoke rounds, which would land in a slightly randomised (but small) pattern. Would also be consistent with both the guns turning for the barrage and I guess you could poach the regular barrage code, reduce the salvo to 2, make it more accurate and just turn them to smoke shells. The flare shot would compensate for the lack of recon/removal of ALO/AO recon sweep.
then the second:
"Attach medic":
- Occupies weapon slot
- Add 1 medic model once again armed with regular rifle, regular stats, medic hat ofc
- Gains medical supplies ability. Or to keep the medic squad relevent, the medical supplies ability is removed and the medic auto heals 1 one model at a time and nearby models of other squads when the tommy squad is idle. As a result the dedicated medic squad is a still a much more powerful alternative.
Because the extra man has a regular stat-ed rifle, it would serve the same purpose as bolster and make it more reasonable to have one or two of these on field even when the player is losing weapon slots.
Or have neither of these two upgrades and stay as a 4 man squad with double weapon slots.
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3) Giving the UKF earlier anti-garrison and a CQB unit.
The assault officer is very powerful but it really feels forced into the unit roster and out of place, it's a commando stylised officer unit with no other assault units to command! And I think having no dedicated CBQ assault squads is a fair factional disadvantage to have given the UKF's other strengths and defensive nature. But it still needs something.
-Remove the airlanding/assault officer from the Platoon command post.
- Give Ro.E enfield rifles as standard
- Give Ro.E an 'assault package' upgrade.
Squad receives gammon bombs for garrison clearing/destruction, buffed Stens and body armour (from Heavy engineers) for CQB. Squad loses the ability to construct buildings and defences (mines etc) but can still repair. Weapon slots also removed (no PIAT/Bren)
- Heavy engineers could remain the same (now with enfields not smgs) but . ..
. . . the upgrade feels like it can't identify between a combat engineer or advanced repair unit. With this other assault package upgrade in the game. 'Heavy engineers' could be renamed as 'R.E.M.E package', the upgrade loses the Vickers and body armour in return for gaining the repair critical ability (from US vehicle crews). Keeps the double repair/build speed (ofc) and is still slowed down in combat from the extra repairing gear
The minesweeper could be upgraded alongside either of the two RE packages.
If you don't know what REME are: https://www.army.mod.uk/who-we-are/corps-regiments-and-units/corps-of-royal-electrical-and-mechanical-engineers-reme/
There is now a mid-game anti-garrison assault unit and the anvil engineer upgrade feels a bit more purposed, not hamstrung between a combat upgrade and something I want waiting to fix my tanks.
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Also, these ideas together feature true units and regiments in the real UKF of WW2, not an abstract 'heavy engineer' or 'assault officer'. I think it's a major plus.
The gammon bombs for Hammer tactics could be replaced with something else, but I dunno what