#113667
Russia vs. PE ([IP address redacted]) a modest proposal
I've been having consistent problems as PE versus a specific infantry heavy Russian strategy. It involves as its bread and butter, about 4 upgraded tank hunters, 4 sturm-ingenery squads, and of course the command squad, supported by the jumping off point of an outpost with medic truck combo.
The reason this combo is so difficult for me as PE in my opinion, is first, it is very very hard to take out an outpost that is supported and will eventually have an mg emplacement backing it up. PE's infantry edge on Russia is fairly tenuous even in an all-out brawl once both sides start getting vet, coupled with abilities to disrupt blobs that russia has, like command squad arty and satchel charges. Attacking a protected outpost is a much less ambiguous outcome, and mortar half-tracks don't help enough, and have to get close enough that they don't live long. Against a different faction I might try to sneak in a goliath during a push, but the brutal range on the sturm-ingenery ensures that that isn't going to hit a damn thing, even if it isn't directly targeted in time.
One of the reasons this outpost is so impregnable is that any assault I'm likely to make on it will almost immediately be met with the push back of my enemy's full army, since they can all just be there at the click of a button. I think that that click of the button should be much rarer. I'd prefer a 3 minute cool-down. I doubt this would have far reaching consequences against wehrmacht, and would allow PE, which has almost no standard artillery save the mortar ht, an opportunity to actually hit this hard-point with enough force to remove it.
My other complaint is tank-hunter capping speed. These guys can roam the map in packs of 4 getting behind vehicles, softening base defenses...etc. If they get caught out, they are resilient enough to retreat in-tact unless I slow a squad, and am lucky enough to be in-between it and its retreat route with a sizable force, and this doesn't even take them off the battlefield. It puts them at their outpost where they re-heal and re-man for 28 manpower. The fact that these guys seem to cap so decently seems unnecessary, and only serves to help them play this attrition and pop-cap war that eventually always cripples me, while my infantry is being pushed off by the other tools at my enemy's disposal. I would suggest having tank hunters cap at the speed of un-upgraded assault grens.
So yeah, these would be minor changes. It's possible that the issue is more severe and that something should be done about the fact that sturm-ingenery cease to be glass cannons once the command squad gets vet, or how much less likely to perish tank hunters are after said upgrades. Or its possible that I'm just not using the right tools to get the job done, I just don't know what those tools would be.

