Would you require 2 models for the full effect? So 2 models would put away their weapons and grab a bottle? What about the throw speed boost at vet 2? Would that stay?
Sounds like a large change in my head with a lot of repercussions that would probably require extensive testing.
I forgot about the speed increase at Vet 2 to be honest, but yeah the idea is that 2 men move throw, one quick and one slow. You have the option of waiting for both or just letting the first one go. Since waiting for a molotov to come out feels punishing, the idea was to take that punishment and turn it into a reward of sorts, but still not punish you for moving if you have to. It's an odd idea for but it seems interesting enough to share. 40 damage might be a bit high though now that I think about it, anyone still standing there would have taken AOE damage and 40 might be lethal.
With British Infantry being a popular subject again, I figured I'd throw my idea back into the mix. This concept is intended to normalize and diversify British Infantry, moving away from Double Bren Medics to a more diverse and balanced army.
Bolster Infantry is now combined with squad upgrades (Medic/Smoke) and is made accessible very early on. Bolster Infantry no longer automatically increases squad size, instead three options are unlocked so that a new soldier may be added depending on the role desired. The new options are:
Recon Team Upgrade: Adds a Marksman to the squad and unlocks the Artillery Flares. The Marksman will pick off wounded models and his Scoped Lee–Enfield (transferable, no drop) takes one weapon slot.
Medic Team Upgrade: Adds a Combat Medic with a Lee-Enfield to the squad and unlocks the ability to drop Medical Crates. The medic passively heals his unit while out of combat and occupies one weapon slot.
Weapons Team Upgrade: Adds a 5th man with no unique qualities or abilities, with just a Lee-Enfield he grants a minor increase to staying power and damage output. Weapons sections may be equipped with 2 heavy weapons, but have no special abilities.
The Assault Sections, Anti-Tank Sections, and Royal Engineers are automatically granted an extra man with no special properties (except for the Assault Section, where the extra man has a STEN instead of the squad's default weapon).
Due to the way the new Bolster works, the new member will need reinforced in same as Grenadier Squad Leaders or Conscript Mobilize Reserves. To compensate, Infantry Sections and Royal Engineers become slightly cheaper and Squad Upgrades applied instantly. The positive side of this is that getting an early or late bolster always costs the same.
-End Bolster Changes-
Royal Engineers may now be upgraded to Assault Sappers, locking out the later Heavy Engineer upgrade. Assault Sappers have comparable performance to USF's Assault Engineers and fill a role as an offensive infantry unit, contrasted with the cover-based Sections.
Additionally: rework the base howitzers so that the first howitzer always fires a certain number of shots with low scatter to assist in the destruction of bunkers or buildings. Few things in UKF are more disappointing than firing both base guns at an Ostheer MG Bunker only for it to still stand with a sliver of health.
Idea I had for the molotov was to make it so that there are 2 thrown, one is thrown instantly like the USF Urban Tactics Firebomb and creates flames on the ground, while the other retains the long windup but does damage 40 flame damage on impact for units that haven't moved yet. This way the molotov has a much quicker effect, and you have the option of waiting for extra damage to come out.
Good question: why do conscripts only get one slot? Even Obers get 2. (Seriously I agree with you. Also I suggested 1 to kill double brens sections which I think are unbalanced)
I believe Combat Engineers have 3. It's strange that Conscripts have 1 while everyone else's Infantry get 2 including Penals. That plus the target size, cost, mandatory sidetech, no weapon upgrades, and reserves costing their only weapon slot - must mean that Relic is keeping Conscripts heavily chained because they fear the true power of the Soviet.
Or we could tune down allied TDs so armour means something again instead...
You'll have to town down all heavy tanks as well then. You can't just nerf Allies only counter to heavy armor and then let them get roflstomped by Tigers and Panthers every time a game goes over 20 minutes. If you're bothered by tank destroyers being so strong, look at the reason they have to be strong. That reason is SU-85's and M10's that could not counter a King Tiger.
It seems the SU85 (Which has the exact same gun) rarely ever bounces a round on German tanks, except from Tigers.
Nobody's addressed this part, but that's because this is a game, and the same gun in real life doesn't necessarily mean the same performance in-game. Liberties are taken to reinforce a vehicle's roles, and weapons function differently than they would have. The SU-85 and T-34-85 have the same gun, but one is a tank destroyer and the other is a generalist medium tank. The ZiS-3 and SU-76 have the same gun use the same gun, but SU-76 does less damage. The Panzer IV and StuG III have the same gun, the Jagdpanzer and Panther have the same gun, the Panzer II and SdKfz 222, etc. There are many more examples, but for the most part guns are more tied to the unit's role.
T-34 armor was only impressive when they first saw action, when the Germans mostly used 37mm and 50mm (anti-)tank guns. Once the Germans upgraded to 75mm and 88mm guns, they went through it like a hot knife through butter.
Besides that, it's a game, and it's only historically flavoured and not historically accurate.
Not many people know the T-34's armor had similar armor protection to the infamous Tiger Tank, just a few millimeter's shy of the Tiger's 100mm upper glacis. It's just that Allied armor is downplayed due to the PaK 40's effectiveness, while the Tiger tank is overplayed due to Soviet guns ineffectiveness until the 85mm D-5T was fielded. In actuality the Sherman and T-34 are better armored than anything smaller than a Tiger or Panther, including the all variations of the Panzer IV and StuG series, the bulk of Germany's panzer forces.
I like this idea. Rear Echelon seem to have no real use in the game. Their small squad size and reinforcement costs means they're not even great for recrewing weapons with like Osttruppen.
What's too quick about it? It's a slightly more mobile, but otherwise worse AT gun which is available in the same time-frame, and building it would delay the p4 by quite a bit.
Pgrens could go to tier three with some sort of buff that would give OST a viable infantry late-game.
Stug in t2? Then it will become a 120 damage per shot unit with 400 hp like su76. And for balance fuel cost decrease to 70 lol
Yeah pretty much this, if you want to deploy the StuG when the T-70 or M5 Stuart are hitting the field, then it's gonna need to take a hit to it's strength and end up looking about like the SU-76 without the barrage. That's why I suggested the earliest should be BP2 researched, so it'll come a bit later.
I think the stug in it's current iteration could fit in t2 quite easily.
It's quite vulnerable to infantry, and doesn't have much damage potential anyways.
Light vehicles can outmanuver them quite well, but the stug in that phase gives OST a fighting chance while opening up an easier path to t4.
Historically it's a infantry support vehicle, and so it would make more sense in the infantry heavy phase of the game than in the armored.
I think a 7 minute StuG is a bit too quick. If they do that it should at least require Battlephase 2 to be researched. And heck, put the Panzerwerfer in T3 and have it require Battlephase 3. Then Ostheer has a consistently staggered tech that started with Panzergrenadiers.