If ONLY there was a way you could make your riflemen not hurt, maybe on field, hell make it mobile so its adaptive... Something like idk the t0 ambulance. If your RE are not availible enough BUILD ANOTHER like the ost and the sov and tge brits do when they need to sweep and repair tanks, keep in mind that 2/3 of those options NEVER get a 5th man nor can sling AT aswell.
When in enemy territory you SHOULD be at a disadvantage, you SHOULD be using the environment not being able to fortify your way to the enemy.
The brits get sandbags because unlike the usf they are disadvantaged on the move. Usf pay 280 for their punching power not their utility. Theres no reason for them to have sandbags because it just reinforces shitty attack nove single unit tactics from shitty players and only shitty players could POSSIBLY think that a single do it all unit is in anyways a good balance choice. Diversity makes a good game, not spamming a single unit to fight infantry, to fight tanks, to build defences.
This is the whole point no utility for riflemen and if my riflemen are hurt i need them to defend i want to make sure they are cover and if i dotn have RE around i cant protect them and you think IS and volks havign sandbags its a good idea riflemen cost 280 manpower and have the less versatility as other core main lien infrantry allthow all other main line infrantry at least have one type of defense
what is wrong with your riflemen?! Ost Grens can only built a bunker (for MP not free) and only when in friendly territory and 150 MP is not available all the time especially early game. Instead they have to do something else... Play the game be micromanaged and FIND cover . Please don't start with cheaper unit quotes cause rifles have 1 extra man and 1v1 they win in all ranges.Best solution would be only engineers to be able to make green cover and mainline infantry should support and cover fire them if they want them to make one
Ukf has a lot of problems (no snares, only one indirect fire unit that is stactic, op(?) early game vehicle, centaur, croc and a few others) and one of them is the fact you can get bolster super early nullifying the faction design to start with 4 models. I think Ukf really needs an overhaul and moving bolster squad to the platoon command post (t1) is a must.
1)Snares: a)AEC treadbreaker b) sniper ability c)tank hunter squad (meta/commander I know take it easy)
2)Indirect support(mobile): a)Pyrotechincs flares b) Sniper flares
3)I think that UC see is ok..a small bit overtuned but ok (222 tears it apart in secs).
TO sum up...they have a few weknesses cause they are strong elsewhere otherwise they would be unkillable insta win faction.Now there is a bit of a challenge into them.
As for the OP, i think that my propositions in the first comment of mine are far better than a simple nerf to UKF. In my opinion just tuning down "bolster squads" is a semi solution and we have seen how those worked out in the long run.
P.S. Sorry for any mistakes in my comments.Not my mothertongue :/
1) Make the Bolster squad upgrade available after the Platoon Command Post is acquired.
2) Make it possible that double lmg can be equipped only after you have researched all of the
followings:
a) Bolster squad
b) Weapon rack
c) Company Command Post
(If UKF is able to do all the above he can be able as he pleases... The enemy just let him not UKF's fault)
3) Make a duplicate of the "Bolster squad" upgrade for Ostheer too,after you have unlocked Battle
phase 2.
In the below replay you can clear see that the I&R Path finders Artillery Strike and the cluster bombs,in my opinion, are a bit OP.There is hardly any time to react.What if i see the flares that warn me when i can't even press Retreat button (not even to mention the garrisoned units).
I just wanted to know, how you guys counter it (I&R have above average vision + infiltration) and if there is any way to be nerfed (either increased time window to react or lower dmg).
Time stamps if you want to see:
1) From:07:45min Τo:08:10min
2) From:13:50min To:14:15min
(I can't upload the videos to YouTube cause I can't convert the replay)
In the above replay you can clear see to the end of the game (also a bit earlier too) that the I&R Path finders Artillery Strike,in my opinion, is a bit OP.There is hardly any time to react.What if i see the flares that warn me when i can't even press Retreat button (not even to mention the garrisoned units).
I just wanted to know, how you guys counter it (I&R have above average vision + infiltration) and if there is any way to be nerfed (either increased time window to react or lower dmg).
Btw my mistakes:
1)losing one gren squad after the mortar steal.
2)Missmanaging my AT after the cluster bombs. (Almost have my head explode by the .... i was watching).
Time stamps if you want to see:
1) F:07:45 Τ:08:10
2) F:13:50 T:14:15
Ty for your time and i apologize for my english errors.