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Thats what I see as the 'problem'. To me, the infantry to armor cost disparity should be LOWER in Modern than in WW2 (on average). Yet here its higher despite the ease with which most modern infantry can dispatch vehicles.
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modern armour has enormous RF, FC, stabiliser, armour (including reactive, HEAT etc), speed and weapons that make the WW2 ones look like peashooters. And they have night fighting gear, often thermal imagers.
Modern APC are similar, with more steel armour than WW2 medium tanks often enough (And ERA and so on).
Infantry has real problems with an armoured opposition (even a ferret scout car) once it has used all 6 or so HEAT rounds up, assuming it had any MAWS in the first place,
or if the armoured force refuses to close to effective RPG range. (See scouts, below).
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On another note, are modern vehicles THAT much more lethal to infantry than their WW2 counter-parts? Yes, their firepower is superior in some ways, but they still have to find the infantry and they still have avoid AT weaponry. And this limits their ability to control the battlefield much the same as in WW2. They are more lethal, but 2x more lethal overall?
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Finding the infantry is best done by not blundering into them. Use your mobility and the battlefield space to deploy scouts observing the likely approach routes of the OPFOR leg grunts. Once spotted, they will be toast for your arty. (But I note you never seem to mention arty in your posts at all??).
They will also be toast for e.g. a ferret scout car firing from 400 metres or so, keeping out of RPG range. Or tank co-ax.
Or, just blast away with arty on the likely approach routes anyway. If you are fighting on postage-stamp battlefields, this will reduce the guesswork involved.
However - post WW2 armour is more involved in the anti-armour aspect of warfare. This includes MICV - those TOW on a Bradley do not come cheap.
If you want to have cheaper armour for anti-grunt work, then investigate the close support (CS) tank formations many OOBs have. These emphasise HE over AP loadout - and HE tends to be cheaper. They may also be older model AFV with less "goodies" to pay for.
If you also want another advantage over leg grunts, then cover your approach with smoke, and use the thermal imaging sights on your APCS and MBT to spot the grunts through the smoke. It is rather good for that!. It is also a reason your vehicles cost more than WW2 armour which are somewhat lacking in the night fighting gear dept. (If fighting an "infantry horde" before TI, then do it in a dark night, say 3 hexes, if you have access even to IR searchlights, just advance your IR vehicles behind a beating line of infantry).
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Note that I didnt go through and cherry-pick specific units to prove a point. I just randomly opened each game and looked at the cost for what I consider 'typical' units for those periods.
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Like with like is a better test. Otherwise you are comparing a 1930 model T ford with a 2006 Ford Focus GTI.
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If you think that modern armor/transport is worth more on the modern battlefield than WW2 armor was in its day, then so be it. Its obviously your call. What always brings me back to this issue is that buying all leg-infantry in SPWW2 does not seem to convey the same advantage as it does in SPMBT.
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You get what you pay for in terms of goodies bolted on. Armour costs points, carry capacity costs points, FC costs points, stabilisers cost, RF costs points, Crew costs points, Armour (front/side (costs more as 2 off and larger area)/turret armour, Spaced cost on top of steel, ERA on top of all, etc all costs). Fancy night fighting gear costs, and so does swim capability. Fancy potent modern weapons cost more than WW2 ones.
In WW2 - steel armour is costed relatively more than post war in the CC.
From WW2 a Soviet T34/76 Model 43 (late model #168) costs 75 points
From MBT a Russian T34/76 Model 1943 #3 costs 52 points
From WW2 a USA M3 Halftrack (unit #32) costs 23 points.
From MBT a USA M3 Halftrack (unit #58) Costs 22 points.
So - modern (MBT) armour actually costs you slightly
less, when you compare like for like, rather than model Ts with Focuses.
All points systems are a compromise, and need to be adressed to the entire game system for overall game balance, and ours does this. Ditto AI pick lists.
Cheers
Andy