Combat pios do not deserve their price tag, they rarely win engagements and require you to be thinking ahead, honestly i think *you're* the one overvaluing pios. Let's look at what they have
Less than mediocre cqc performance
sight range
tellers
flamer
THe 'advantages' you actually have that is usuable in a consistent manner is the sight range, tellers while good are also a big investment most of the time. Pios will rarely win against conscripts,rfiles,sections, but combat engineers?
They have
Really solid mid range damage
Scout car synergy
flamer
Democharge
tripwireflare
cost efficiency
The combat engineers can and will beat volks and grens pretty frequently if you play your cards right, set yourself behind some green cover and you now can easily force the grens to close the gap, bleed and maybe even lose the engagement. the fact that you even mention that grens specialize in long range and thus you should never engage in mid-short is nothing short of delusional.
You *have* to grab points
you *have* to get map control
You *have* to end engagements quickly more often than not lest they repostion or reinforce
When a gren squad pushes up and loses 1-2 models (frequently i might add in my postion but for the sake of the more common thing in this particular case let's say 1 model) and the engineer retreats. what happens?
He loses 30 mp
with pioneers you can't really do this because they're dedicated close range infantry which requires you to be thinking ahead, setting up ambushes *constantly* a borderline impossbile task, you can do it once or twice but thats it, and if you get a map like langres... forget it completetly.
Pioneers are worthess trash. they dont win engagements, they dont have any particularly notciable repair speed, they have sight but thats the only real tangible option in most games.
I do respect your points and you are a far better player then i will ever be. However i do play enough and study enough high level stream as i can to have an informed opnion on the game.
Ce's can beat grens indeed if you play the card correctly as you say. I cant remember seeing them beat volks though outside rng favoring them without a flamer and stg,s for volks.
Their dps and hp is only 2/3,s of a conscript squad. And that is what they are in combat without a flamer. a vet 2 2/3 strength cons squad tops.
That they sync well with the scout car is great indeed but that lasts 1 or 2 minutes mostly.
Imo the demo is pretty bad right now. Its not a strentgh anymore, there is no use for it outside of cheesing when you are ahead. even then every inf unit can see it from a save distance with minimal effort. you have to go out of your way to hide it. and you know where it cant be placed anymore. That demo's are almost never used says enough.
Pio,s beating main lines takes a lot more effort indeed. They can punish cons rifles etc but only if you get the drop on them indeed. Imo them having better utility makes up for this.
Pio,s sync better with team weapons and esp recrewing them keeping the extra vision range, that lasts the game mostly. that extra vision however small compared to actual scout units allows you to turn your at guns/mg's/inf etc to face the threats slightly faster or get the last shot off to secure the kill on a tank with a pak for example.
the teller while are a big investment for ost, its still cheaper then a demo and is only revealed by sweepers and not by every thing with legs, it doesnt detonate on inf and one shots all lights if they hit it without sweepers present. on average a teller will pay off more then a demo.
to sum my opnion up.
imo ce's combat scale,s to mid game at most, upgraded and vetted main lines and doctrinal inf will decimate them from this point on. they cant build sandbags, mgnests or scout better then a normal mainline. and their demo is a meme at this point. they lost their sync with the scout car at the start of the game at this point in the game. so imo late game they are less impactfull.
pio's combat power is very situational from the start and gets even worse as the game drags on. but their utilities and synergys last the game. imo you dont get pio,s for combat you get them for the latter reasons and repair obviously. every unit can benefit from them however slightly. the tank they fix, the weapon they crew or are next to, heal if needed. and one mine can kill the mid game of allies if your lucky.