Min range for the machineguns is a very sound idea in the game.
It opens the possibilities when your squad is best at mg range but when it cant use MG it will lose to semiauto rifle spam of the allies.
Adds another dimension into infnatry combat and ranges.
Tripod MG squads also need a 100m restriction on their MG. Everything below 100m is effectively close range fight and makes emplacements useless, prone to grenade throws etc.
If you can throw grenades roughly 100m's, then you are in the wrong career. Additionally you're missing the point; an MG gunner wouldn't stop firing until either they'd ran out of rounds, had to change a barrel and the enemy was too close or was killed.
THAT is the point; historical accuracy and not just Germans. BAR's were used like rifles (the clues in the name) Browning Automatic Rifle.
You make the mistake to simply take the number of guns that can fire to mean that someone has an advantage, but what you really want to look at is the HE that each squad can bring to bear at different ranges:
400M
Pz.Grenadier: 8HE
Arm.Rifles: 0 HE
Rifles: 2 HE
300M
Pz.Grenadier: 10HE
Arm.Rifles: 4 HE
Rilfes: 4 HE
200M
Pz.Grenadier: 10HE
Arm.Rifles: 6HE
Rifles: 4HE
100M
Pz.Grenader: 5HE
Arm.Rifles: 6HE
Rifles: 8HE
Now looking at this it is very clear that the Pz.Grenadier have the upper hand against either of the other squads until the range of 100M. The advantage they have depends a bit on the distance, but it's considerable.
Under 100m they are at a disadvantage due to the MGs not firing, but compared to the Arm.Rifles not even that much. And the Scottish Rifles finally can actually put out some damage, but at great risk to themselves.
I'm not just arguing for the German Pz. Grens., I'm arguing for all squad based MG's. I actually prefer to play US, alas I think this is being lost in translation. However this is the part of the quote I am replying too
"You make the mistake to simply take the number of guns that can fire to mean that someone has an advantage"; It should do EXACTLY that. One real life MG puts down the amount of rounds that ten men could firing at once. However if you have ten men firing back you have ten rounds falling onto the target, that increases your chances of killing the opponent by ten. The idea of an MG is magnification of firepower; basically putting down a suppressible wall of rounds onto your target that rifle fire just couldn't do back in the day, unless you had hundreds of men putting rounds down.
You are throwing game mechanics understanding at a point regarding historical accuracy. We shouldn't be balancing a games mechanics at the sacrifice of historical accuracy. A lot of the tactics that people will try to use may be around how they fought historically, I know that is what I do.
Additionally you are saying that the Germans have a greater suppression at 400m; I've never engaged enemy infantry (comp stomp or PvP) over 200m. Most hedgerows are measured to be 200m apart; so unless my opponent is walking infantry across a vastly open space, I couldn't dream of engaging them at the Pz. Grens. maximum advantage range. So although you are correct with your listing, the real application of the unit just cannot be met. Thus my point still stands regarding the minimum engagement distance.
Regarding the price.
I think Pz.Grenadiers are okay at 35, but only if they were more available.
They deal more damage up to 100m and they have a 150m range AT weapon. But they still are only one squad with 10HP. That makes them easier to supress and to take out with support weapons than cheaper more numerous squads. Their availability is laughably bad.
I'd leave the price but raise their availability per card by 1 in Phase A, 2 in B, plus maybe actually make Phase C cards with higher numbers available. Grenadier* needs more than that in numbers.
Edit:
If three players spend 140$ on their infantry, they get this:
400M
Pz.Grenadier: 40HP 32HE
Arm. Rifles: 70HP 0HE
Rifles: 70HP 14HE
300M
Pz.Grenadier: 40HP 40HE
Arm. Rifles: 70HP 28HE
Rifles: 70HP 28HE
200M
Pz.Grenadier: 40HP 40HE
Arm. Rifles: 70HP 42HE
Rifles: 70HP 28HE
100M
Pz.Grenadier: 40HP 20HE
Arm. Rifles: 70HP 42HE
Rifles: 70HP 56HE
By this I think lowering their price by 5 could be justified, too.
I agree with this, however I'd agree with this with the 100m minimum or not. Either decrease cost or increase availability.
Card efficiency comparing cards without halftrack to cards with halftracks is a different issue, mostly affecting 91. LL and to a lesser extend 17. SS. Scotts have enough activation points and availability to compensate that.
Again I wasn't really comparing card efficiency, more availability of guns per card with/without MG's to further show how poorly the 100m rule would effect others. The reasoning for mentioning transports was, if the MGs are an issue, then i'll just disembark the infantry, use them in a role (historically) that they weren't used for, and then use the transports as mobile MG gun bases. Thus negating infantry squads, as normal SMG/Rifle fire doesn't effect them due to being armoured, and if they have MG's i'll just drive to within 100m's and negate it.
This is the main issue; people don't want MG's engaging under 100m's, but these people are stat's heavy gamers. Where stat's trump gameplay, where mechanics are superior to realism. I get it, we don't all game the same, but in a game where people are picking it apart for historical accuracy, for those same people to not want MG's to engage within 100m's leaves me dumbfounded with their logic. If it's balance, do the balance differently.