To anyone who feels that the earliest stages of the game need tweaking, I invite them to play a few matches of my mod:
Strategic Territory Points.
What you have there is a mod that works in conjunction with some modified official maps. (Links to all compatible maps are in the description of the mod in the Steam Workshop.)
For those who remember the original Company of Heroes 1's Angoville, Langres, Semois, (and Rails and Metal) I've replicated the resources to match their original incarnations. Just the changes in territory placement help change the motions of units in the opening stages of the game. (Do you want munis or fuel more, etc.) Placing more choice and strategy in cap order, and increasing the values of cutoff points will do more to infuse strategy into the early (and later) game than where a select few units spawn.
This week, especially in light of
Siphon X's ESL map analysis I decided to adapt some CoH2 original maps in a similar fashion. Since I didn't have an original map to replicate, I adjusted as best I could to make a more dynamic playing field.
Pop cap and such is unaffected by the mod, just resources.
I have posted the mod and updates here
in this thread, but I doubt many people check that forum.
I know it's a headache to use a tuning pack AND a special map, but seriously, I think it's worth pointing out how adjustments to maps, without adjusting a single unit or faction design, can change (and hopefully improve) gameplay for the better.