Weird brainstorming after couple of beers idea. Not necessarily all to be implemented.
After T4 is been built.
-Pios to 5 man. Reduce squad popcap by 1 to 0 to remain the same as now (it's 5 popcap, 1 per model + 1 on squad).
Non doctrinaly late game they would have a unit which can cap/scout without getting obliterated as well as more easily recrewing support weapons and repair vehicles.
-Reduce popcap on support units/Pio.
Same as before, but in this case Pios goes from 5 to 4 as they remain a 4 model.
MG42/Mortar goes from 6 to 5
Pak40 goes from 7 to 6
Sniper from 9 to 7
Unrelated to the late game on OH.
Bunkers
Cost of construction goes from 150 to 50mp.
MG/Medic upgrade now cost 100mp on top of their munition cost
Now we can MAYBE see people build bunkers as cover AND maybe we can adjust the cost of command post separately.
I voted yes, but i think the unit itself is somehow fine. Let me explain this dichotomy.
The unit had been nerfed in order to be less prone to wipes when reducing the AoE but given a token MG buff and a way for the common folk to make the unit survive pak shots (good players would proc the auto repair for just a little seconds after getting hits cause even 1HP would make it survive) by increasing the HP to 400 (still 1 shot by teller).
For OKW and non 1v1 mode, i would argue the unit is perfectly fine.
Unit volume on teamgames.
OKW having 5 man main line infantry (less prone to get wiped before snaring) and both the Puma (heavy counter) and P2 (it won't realistically get killed from 100 to 0 in a timely fashion on a real game) in conjunction with other units can deal with the unit fine.
This leaves us with OH 1v1 and probably Medic HQ OKW.
Before addressing this 2 topics, i would start by saying that the T70 is as strong as it is now, because compared to all other shock light vehicles units, it's one of the latest to appear. If the T70 appeared a the same time as the P2/AEC/FHT/AAHT it would be hella broken. This kinda let it retain some of it's current power.
I wouldn't touch it's current offensive performance but rather have more (soft) ways to counter the unit.
T70: i would reduce the armor on the unit (70/35) to 60/30. The goal is for the unit to receive slightly more damage from the light vehicles it already counters.
OH
221/2: re-introduce 221. The 221 would be the sniper/light car killer and having current 222 AI. Lower the cost, lower the HP.
The 222 upgrade (should be mp/fuel instead of the old munition) would cut down the AI performance but increase the HP to 400 and slightly increase armor values. Same gun as of now.
Without having to count with panic Puma, this gives OH a unit which they can rely with for not getting over run by light vehicles. The reduce on lethality on the T70 but increase on HP really screwed OH from having a soft counter in the 222.
OKW:
AA HT: because i always found how sad the AT performance against other light vehicle it is, i would give it a dmg modifier against vehicles (just like PTRS). The current dmg is 16 and i would give it a +4.
If you ask why? It would make it less risky to go Battlegroup and because it has always been stupid how even if you are setup ahead of time, the AA HT (USF) kills it straight ahead. Not sure if this would be enough though.
Most certainly, but what makes me laugh the most is when some claim the game was balanced before WFA and Brits were added.
Back when it was just Sov and Ost you had some of the most broken patches, and even in the playable patches you had stuff like demos on every cap and door mines that install wipe any squad jumping out. Or Wehr turbo mortar or 120mm consistently wiping units across the map.
Plenty of top 1vs1 games were decided back then on simply how many demo, mortar or mine wipes each player could clock up.
The game was way more frustrating back then, it was even frustrating to watch.
I'll argue that all around games without Elefant/ISU or post nerf to super heavies were close to the best stage the game could had arrived to.
Shit was strong, but each side had equally strong options and opportunities.
Lol sure the Desgin was to Amove ur inf blobb around and not like in Coh 1 to flank and play tactical.... ok
Replace blob with spam and it's true. And blobbing is a perfect valid tactic against people who spread their army thin, don't use indirect fire/artillery, suppression or things that can punish blobbing.