Currently the UKF Forward Assembly is very weak and at a odd spot. this thing have 0 armor which even small arms can damage and kill it, also this and mortar pit both dies to 1 OKW flame nade, Mortar pit may live through 1 with Brace and dies on 2nd flame nade, but Forward assembly require you have a engineer to repair in flames to able to save it. i don't see german bunkers dies to 1 Molotov, so i think mortar pit and Forward Assembly should got similar to Bunker stats like armor so it is tougher and harder to be destroyed by flame and immune to small arm fire after all it is a 450MP piece
Also the Forward Assembly gives Coordinated Fire with ultra close radius from the Forward Assembly which is quite dumb and useless. Since UKF emplacements are all have some sort of garrison bonus, why not Forward Assembly have same like have different effect when garrison different unit.
This idea come to me as I reading Dullahan's thread ask about inconsistent healing with brits in late game like it needs a IS with medic close to your infantry near it to heal, which is some time is quite annoyed.
http://www.coh2.org/topic/43040/brit-mid-to-late-game-healing
Like if garrison (only in effect if garrison full sq)
a IS with medic pack or medic, will provide auto heal to infantry around it
(heal rate is about same as OH medic bunker)
a IS with Pyrotechnics Supplies able triple the range of the coordinated fire from Forward Assembly.
(still require vision)
a Royal Engineers will able to repair vehicles around it. (since it is only 210mp per sq)
with no upgrade only 2 repairman, with minesweeper or heavy 3, with both upgrade 4
a Sniper will provide detection like Valentine to detect surround flanks
same range as valentine so it let UKF player make risky decisions
a commando will give a fire rate increase aura and receive accuracy buff aura
a landing officer will give a defense and accuracy buff aura
what you guys thoughts?