When I play 3vs3 or 4vs4 skirmishes against the AI, I usually get more or less the same result - A major win as allies and a major defeat as axis. In smaller games the player skill matters more and I can win those as axis, though it is considerably more difficult than when playing allies.
I don't want to whine around that I'm not capable of winning 4vs4 games (I enjoyed the one I lost more than the other one), instead I'd like to use this to point out some balancing issues, like the too distinct superiority of allied infantry and the importance of Phase A. I think the AI is better suited as an example for this then various multiplayer matches, since the AI has always the same level of skill, cooperation and communication and it also doesn't min/max. You can repeat those 3vs3 /4vs4 games and you more or less get the same result, also on different maps.
I'm not advocating for symetrical balance or that the axis infantry should be brought on par to the allied one, instead I'd like to propose a slight nerf in the overall available veterancy of the allied infantry as well as a severe nerf to the halftracks.
Also the Luftlande needs to be severly buffed, the suffering those guys endure every time is really painfull to watch.
It also beats me, why the 15th scots as an infantry division have better tanks than the dedicated armored division 2er Blide. Either the scots need another nerf or the 2er Blide needs a buff...
Regarding the Phase system, the allies more or less emerge every time victorious from Phase A. Phase B is more or less balanced between the two sides with a slight favour towards the axis while C is clearly the time where the axis shines, mostly due to their better tanks. This would not be too much of a problem if the axis side would not enter the B Phase weakened by the preceding sucesses of the allies. Usually the overall higher troop strenght at the beginning of B is giving the allies a momentum that carries them over until the start of C, where the axis tanks slowly start to regain ground, (well, they should and in most MP matches they actually do. In matches against the AI the axis tanks usually fail to some extend). So Phase B is also more or less in favour for the allies which makes things slightly harder for the axis since they have to a) retake lost ground b) average out the preceding losses from A and B all in Phase C that lasts as long as A and B together. To ease this dilemma I'd suggest a shorter duration for A like 8 or 9 minutes instead of 10.
I don't want to whine around that I'm not capable of winning 4vs4 games (I enjoyed the one I lost more than the other one), instead I'd like to use this to point out some balancing issues, like the too distinct superiority of allied infantry and the importance of Phase A. I think the AI is better suited as an example for this then various multiplayer matches, since the AI has always the same level of skill, cooperation and communication and it also doesn't min/max. You can repeat those 3vs3 /4vs4 games and you more or less get the same result, also on different maps.
I'm not advocating for symetrical balance or that the axis infantry should be brought on par to the allied one, instead I'd like to propose a slight nerf in the overall available veterancy of the allied infantry as well as a severe nerf to the halftracks.
Also the Luftlande needs to be severly buffed, the suffering those guys endure every time is really painfull to watch.
It also beats me, why the 15th scots as an infantry division have better tanks than the dedicated armored division 2er Blide. Either the scots need another nerf or the 2er Blide needs a buff...
Regarding the Phase system, the allies more or less emerge every time victorious from Phase A. Phase B is more or less balanced between the two sides with a slight favour towards the axis while C is clearly the time where the axis shines, mostly due to their better tanks. This would not be too much of a problem if the axis side would not enter the B Phase weakened by the preceding sucesses of the allies. Usually the overall higher troop strenght at the beginning of B is giving the allies a momentum that carries them over until the start of C, where the axis tanks slowly start to regain ground, (well, they should and in most MP matches they actually do. In matches against the AI the axis tanks usually fail to some extend). So Phase B is also more or less in favour for the allies which makes things slightly harder for the axis since they have to a) retake lost ground b) average out the preceding losses from A and B all in Phase C that lasts as long as A and B together. To ease this dilemma I'd suggest a shorter duration for A like 8 or 9 minutes instead of 10.