(I made this as a mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1961083851)
I had an idea to make the UKF more dynamic and capable. There's a lot of discussion about Infantry Sections, but I don't think they're the real problem. The problem is that they're forced to do everything, even though they're specialists. Some have mentioned increasing their moving accuracy, but I think this would weaken the identity of the unit, and make them even more of a crutch. Instead, why not give Royal Engineers more to do? With their bad SMGs (and the extremely awkward cover bonus), their only use in combat is as PIAT carriers. They could be a mobile, offensive counterpart to Infantry Sections.
Also, people talk about the lack of a mobile mortar, but I think what they're really missing is smoke.
Here are the changes:
Infantry Sections:
Observation Supplies now allow a smoke barrage from HQ artillery for 25mu. Upgrade cost to 30mu from 40, barrage cost to 40 from 45. Suppression reduces flare range to 15m instead of 20.
Medical Supply ability recharge increased to 60 seconds from 45.
Vet 3 accuracy bonus reverted to 1.2x
Royal Engineers:
Cost to 240mp from 210
Spawn with rifles (in between Conscript and Volk rifles in strength)
Can be upgraded with Stens for ~30mu and a weapon slot (more powerful; the Assault Section version. Exclusive with doctrinal flamethrower)
Vet 1 Cover Combat Bonus removed, now gives .9 RA instead. Vet 2, which had not provided a combat bonus, now gives 1.2x accuracy. Vet 3 RA bonus nerfed to .734 from .66, to keep final RA the same. Vet requirements raised 10%.
Can now throw smoke grenades (requires grenade tech, Recovery Engineers get WP grenades instead)
Vickers:
Vet 1 now increases burst length by 20% instead of giving sight+range in buildings.
UC:
WASP now restores armor to 7.
Cromwell:
Near AoE distance set to .5 from .25.
Tech:
Grenade tech cost to 15fu from 10.
Platoon Command Post cost to 150mp/20fu from 180/30.
Company Command Post cost to 200mp/110fu from 280/115. Now has 2 medics.
Total tech cost is now 710mp/240fu from 820/250.
And possibly the most radical change: combine Bolster, AEC, and Bofors tech. New cost is 250mp/45fu. This delays all 3 techs a bit. Players can choose between early tanks or improved infantry and light vehicle play. NOTE: this change is not present in the test mod.
In Summary: smoke is more common, Medical Supplies are less necessary, tech is cheaper overall, and REs can fight now.
Thanks for reading! Thoughts?