T-72BU and T-80UM for themselves are ok, but combined they are OP, because you face 5 x 23 AP which will cripple any NATO tank at once, leaving you, again, like in W:ALB with not really beeing capable to face a full developed mid/Late game PACT armored formation with any NATO coalition there is.
Also, Pact armored formations in all kinds are still superior to any NATO armored formation there is.
So, for the list:
(I agree with all your points)
- 5 Super Heavy Tanks
- Massive Spam of armored ATGM carriers (all Pact tanks)
- Chinese Recon Tanks with high AP
- a hell lot of 2,800 km range ATGMs of all kinds
- OP BTR-XX Autocannons... (really annoying)
- Ka-52 now with really good SEAD
- MST-A most underrated piece of artillery there is
- Elite MALKA is so much fun to use, it feels almost like a legal cheat
- 5 man sniper teams
- 10 man ATGM teams with 26 (!) AP (Gornos)
- Kommandosi Roflstompers
- its also OP that you can always play pact if you like
- better second hit capability in conquest (NATO grabs land first, but Pact is superior in grabbing it back)
- SMERCH > ATACMS
And yes, I think Pact is fine.
The problem with pact is a more simple one IMO:
It lacks diversity.
I see a lot of people playing china and NK, but only China is really at least a bit different from USSR. Same for NSWP, while NATO has really great individuality among the different nations.
More diversity for NSWP could solve this in the next DLC but due to the very design of Warsaw Pact itself I doubt there are many options...
PS: Su-27M in the right hands is a godlike weapon of massive roflstomp
Killing two NATO Super heavies in one run is more of a rule than the exception, if used right (and yes, in conquest games vs skilled enemies too).
Coming at this from someone with a near 50/50 RED to BLU games played, I have to agree that REDFOR is fine. They are mainly composed of more specialized troops that excel in one type of fight and cannot "hold their own" when used outside the role they specialize in.
Yes there is annoying things that RED has but all have a clear counter, just like BLU. Do I think things could be changed and for the better? Sure, but at current there is [a counter to every "annoying" thing red has (at least after 20 mins of thinking I couldn't think of anything that can't be countered).
In my attempt to show that the two faction are balanced, I'm going to run down the list you gave Tank and their BLU counterparts/counters. I'm adding my own thoughts in as well (you don't have to agree with me) but I have used these to counter such things over 350 plus games.
1) USSR's ability to bring five superheavy tanks:
Eurocorps ability to have four superheavy tanks plus 2A4s, Brennus, and the only wheeled tank in game. Along with Wiesel Tow 2s that cost only 50 points for 25 AP and the ILTIS MIlan 2 that cost 25 points for 24 AP. Etendard SEMs for 90 points that will one shot a RED tank on the side and you get three. Like most other (if not all) BLU superheavy tanks they have the same accuracy as stability and high speed and are thus are amazing on the move, while increasing survivability since a moving target is harder to hit. One Leclerc on the flank of a REDFOR armored push is disgustingly effective... and wait is that REDFOR calling the police to report a rape.
2) Armored ATGM carrier spam, including tanks.
Walking ATGMS for carriers and a variety of well priced ATGM Planes to deal with tanks. 90 point SEM is calling again, he is till hungry, oh yeah and that quick reload after each run for having only one missile. Likewise Tigers with their stealth that can get in close to pick off a specific target, or a Lynx 3/Longbow in a defensive position behind your lines to deter an armored push.
3) Chinese recon tanks with high AP.
Any armored push/push in general, should be screened by cheap fodder units like empty APCs in front to see if you will take fire, if such is taken arty/bomb said position. Likewise recon is your friend and although they have stealth they are not impossible to spot.
4) 2,800 km ATGMs.
I'm going to role this into the ATGM spam for ground vehicles. When it comes to helicopters BLU has a variety of AA choppers and the crotales 3325 range is clutch.
5) BTR autocannons.
M2A2 for the same price and has two cards. 4 front armor, same range ATGM with two more AP and 20% more accuracy for the same price as a BTR-90
6) KA-52 now with better SEAD than ever!
TBH with the SEAD accuracy buff increase I think it should still be 150 points but you should never be fully reliant on radar AA. The turn off all weapons button is your friend. Recon should be near enemy lines to spot such a unit, MANPADS in the fields near the front to shoot it down, If Eurocorps, a Crotale should always be on hand.
7) MSTA underrated.
So is a vetted up AuF1 that you cna get two cards of!
8) Elite Malka.
You only get one and it has slow ROF and is thus a easy target for counter arty. It's a sniper for light vehicles and infantry, due to the high HE damage but one shot is not always enough and thus if a followup shot is needed and if the unit did not move it will die to counter arty. Not to mention I rarely see these used in competitive play. More of I see the MSTA and Smerch combo.
9) Five man sniper teams
JSDF Ranger and now with two cards! Not to mention I like two men SF sniper teams better due to the better stealth and speed, but I would take a five man shock recon with a DMR/Sniper over any other five man team.
10) Ten men ATGM teams with 26 AP.
You have a tank within 1575 meters of a hostile building for what reason? You don't have AA in an advanced position? You don't have 150 speed AA off the start? You didn't have your SAS land to shoot the enemy helicopter down why? You didn't have a Ninja, Celtic, HAP, Pah-2, OH-58C on hand why? Your enemy was actually foolish enough to spend 45 points on a hind transport off the start and you didn't capitalize on his wasted 75 points by avoiding the unit if none of the other worked? You didn't feed him cheap transports to waste ammo or play the M18 dodge the ATGM game? I have a really hard time believing you if none of what was said worked.
11) Kommandosi making a certain point of your body sore.
Napalm planes, bombers, play the building dodge, etc. They are strongest when in CQC (same sector as a hostile unit) due to the same stabalizer as accuracy. Since CQC is based off Stabalizer and not base accuracy. If you keep dodging CQC they are weaker and can be whittled down. Likewise Fallschirmjager '90 have better stability and accuracy and although a smaller team the acc/stab superiority of the G11 will bring them in line with the Kommandosi. They suck in field fights, a place where Commando Marines excel.
12) RED whenever you want.
Eh can't complain but honestly most people are turned off by the more micro intensive units that RED has/want to use their countries military. I know you are guilty of such Tank.
13) Red is better on the counter attack.
I agree and also disagree. USSR is very good at a slow constant armored push across a field, gradually building up more forces as you advance, and has good ways to remove enemy heavy armor (even if it is sometimes suicidal). Eurocorps is very simillar though plus most of their tanks are very fast. Eurocorps has the advantage of the speed and mobility of Fra. and the staying power of WGer. USSR is a mainly all in on staying power and tank removal, outside of this role it does okay but IMO excels at a constant slow push and tank removal services.
14) Smerch is better than ATACMS.
Ugh IDk, Smerch is fine for stunning and damaging heavy armor before a large scale attack, ATACMS on the other hand will kill any tank in game with one rocket, so it can kill two super heavies before it needs to reload. Plus ATACMS pays for itself in one shot in comparison to a Smerch that needs to fire all 12 rockets and most of the time you need two to actually be effective in killing a heavy tank let alone a super heavy tank. With a Smerch you have the chance to move out of the way while the rockets are incoming where you have no real chance against avoiding an ATACMS unless you are for some reason staring at at launch site of the ATACMs and not microing your troops.
quasi 15) SU-27M
Even with the veterancy each missile has only a 62% chance to hit and both need to hit in order to kill a heavy and above. The chances of actually killing two super heavies in one run is very low, it can happen just isn't as likely as you seem to say. If anything I would say the SU-25T is better. Not because of pure killing potential but because it has a long TOT, meaning you can deny an entire armor push on a sector for over one minute. Not to mention you can have two. So if you have both bought (whats not that likely, but can happen) you can deny an entire sector continually, or deny two different sectors for over one minute at a time.