the tank pace was only a bit too peaceful to infantry, the slower killing frequency would be noting else than what C&C was, it virtually increases your health bar, not the one-shot-one-kill in AoW similarity. I dont understand why this was so cruel to people.
Of course you dont fight with only 1 tank alone most of the time, except for an elite one, which does not have trouble with aiming, maybe the light tanks (not that useful if players miss some experience) could not even tickle some flank maneuvre, because even 4 or 5 tanks had trouble to kill something on long range. Vehicle? maybe. tanks? too less ap. Infantry? too low HE. so this leads to the escaping infantry, but on the other hand WW2 simulation is what includes those things, if tanks are like that historically, its rather a thing to communicate, not to 'update' into the 21. century tanks, instead, you take your jeep (maybe the only unit to chase infantry. maybe motocycle scouts can reach escaping infantry, thats all units I can use effectively for that, the normal units often miss offroad speed to catch infantry), so the best would be to capture those inf quickly, this would be a neat way to solve the accuracy with tanks on inf in ww2 style more, I think.
The Change with the AT guns in town was a thing I wished to have had at day1, artillery is strong enough to counter this, it would just be similar to atgm inf in WEE, which was a vital mechanic, so thanks for that. The rest sounds good.
I miss napalm games a bit I am reminded to those flame infantry in C&C1, in multiplayer it was strong to guard passages from infantry with single napalms. I think you messed the pointe a little bit with napalm units starting with WEE when it was quite good, becoming meaningless in WRD because other units were effective enough with short range anti inf, so napalm in C&C1 was a come into my short range, but then you are dead, and c&c generals and c&c3 did use flame units quite well (in c&c3 it obligatoryly suffered from being too rushable at start, and too massable with the flame faction of nod, that cabal had too much hp, so I have no problem to have a very low range with them, but they shall stop infantry immediately. even with a 2 men squad, I want to reach somewhat.
the flame tank is now a bit better in SDN44 if it can at least cross a hedge to follow those guys when they escape into forests this was quite a bit lame before.
In WRD the flame tank also should have a higher range into the forest, maybe within the borders it should pass the LOS at least in borders of forests, so you can snipe. It is VERY fiddely to snipe single units without a recon which gets killed too easy when you attack. the LOS should be a bit softer in WRD its tooooo pinpointed to exploit snipe-meta-gameplay when single strong tanks are not catchable, or just flanked and one-shotted when it was moved only some meters.
I know I mix topics a bit but it belongs to the same big whole sense coming to make the day hard for players with those sniping issues at forests, that were too unfair for an attacker, mainly in WRD, in WEE the recon range was quite good.
In SDN44 I often had problems to use my AT gun in the forest, because minimal LOS problems made them move, they became visible, if they slipped out of the stealth area for a splitsecond and got shot by tanks, so at guns only worked in hedgerows, but the forests with its irregular borderline (which is realistic) are a mastermind task for attacking generals, if you dont have the majority from surblasting economy to use twice as many units and scouts when this problem simply vanishes and destroys the tactical needs EVIDENTLY.
I think the border-forest topic has too absolute results, too brutal for the weaker player, too difficult to handle with, you somewhat have too less units to fill the LOS with guns in a short angle, and on the other hand, you dont figure out how to pass through, and then with a majority you just rush a fortified nest, but the defender cannot do anything, I think that tactical options would be needed for the defender, that doesn't keep the enemy from entering, but if you would have mines, groundworks or fence fortification, in a tactical circumstances you would have other methods to give the defender an advantage like crouching and hiding, maybe a way to surpass intruding forces with a superior field of view WITHIN that forest (more view than LOS/range for guns), that would make tactical movement in mixed terrain more useful. Hills deserve a range advantage or a sight advantage you only have churches giving this for towns instead, there are some missing depth that is easy to use but useful to soften casualties for a weak player, so he has a way to save himself once he notices that his force is weaker.
This applies to WRD and also to Steel Division, that once you are caught, you easily lost a whole position, and the slow-and-steady-reinforcment cycle leads to those ugly trains of moving up units, that get killed one by one, making wargame quite a tic-tac-toe instead of a clash of two frontlines, because the points at the beginning are too less, even far too less to make a dense recon frontline, WW2 did not play around with single units, the scope was a bit bigger, ...
... AND HERE COMES THE MOST IMPORTANT POINT I have with this game: WEE was fine, and with WAB and WRD you messed up a mistake in numbers, you have too scarcely troops to saturate a position you barely have enough resources for 1 unit per unit type, also in WRD, you cannot make a neat position, if you loose one unit, the whole mob looses, which (UNDERSTAND THAT PLEASE!): opens a very PAINFUL weakness to the player, who has to watch all his troops loosing, if you loose your only and single - be it AT unit, be it AA unit, you just need to saturate a bit more and you solve A LOT of problems, also the border-forests, if you have some more units to help with, but you have NOTHING not a SINGLE available unit on the field to help in a close situation, without exposing somewhere completely, Wargame European Escalation made the scope SO WELL, you had BIG MAPS, ENOUGH troops IN YOUR DECK if your AA units are destroyed you can help with Beta-(I mean second quality AA for example) reserve to soften the punishmentso its not a total all or nothing all the time, in WRD and in STEEL DIVISION, the concept with Single units is FINE, but it doesn't fit into some unfair 'small things' that seem just UNFAIR to new players and THIS IS MY POINT, you punish weak players, without giving them a way to react, soften deficides, the FEATURE to use different veterancy to adapt were GENIOUS tools for a general, VERY realistic as you have different skills within your army, less Elite, but more regulars, but in WRD you have to choose EITHER OR, but you need BOTH on the field, you dont know what comes, its just UNFAIR to cut the decks so brutally!
Give them more ROOM to fill the decks, its just TOO strictly CUT and WEE had it a bit softer, you had ROOM to switch a bit, off the stressful and embarressing situation to choose between very painful weaknesses, which you have to expose.
BECOME a bit softer, dont punish the weak player that HARD, without giving him a way to recover, its just every single click in the game means too much make it softer, this is not the same like making it slower and laundered boring, you keep it same as quick, speed is NOT an issue in most RTS, with Starcraft being a maximum of hecticness one wants to play, so
Wargame and Steel Division is slower, but you feel too helpless too often you have not the right options to help out if you loose except for the economic slider, which is a simple kill more units loose less units, thats the only way to recover, its too basic at some points, where at other disciplines your game cuts edges of complexity, earn milestones in computer game history,
WEE was SUCH a success, but you destroyed the warm community with the need to make sequels, changed the meta, but you got less, you reached a milestone of wargame with Red Dragon that is unseen, but you also lost a lot of social qualities with the remaining community, sacrifices too careless features, that were small, but you didn't notice they were vital, the players just run into and dont know what distracts them, but you as a professional developer have too much pressure to discover player friendly environment that you already HAD! Maybe you lost the control because of too mach different opinions, with having a worldwide unique game that attracted way MORE people than you might think and you are STILL succesful in the comparison with other developers, you dont need to hide, even though the financial factor is REALLY a test on the humankind in theee years, but
you HAVE Friends, sympatisants EVERYWHERE out there, they still watch you, observe you SO many customers, waiting for you to make an offer they can invest their money in, they would also pay if you would come with less, DEFINETELY, if you were better in selling what you have, because you are better than you say, you just dont sell yourself with your actual power you have in the game, its worth so much more what you did, Telling what you are about to do is a GREAT advancing, even if you would not reach the timeline, having Wargame back in mind, we know what you are capable of, now GATHER THE PEOPLE of a famous RTS PLEASE! You need some french ambiance like in a rich restaurant with the beautiful smell of pizza, and welcome environment and so on, you HAVE the best pizza, but one feels you have so much pressure making the game a player can feel it if he plays that you have pressure, the players must take that part they are guilty too, they are silly, and silly everywhere, but its just same as easy to lure players into your famous restaurant with a tasty smell outside.