Herding Cat's as a Commander
Every map has a 'way to do it' in both offense and defense. Many of us 1500hr plus players tend to try to Command the rabble to get the mission done. I play to 'train' and suggest to new players how to do this game, and have no issue with troops learning the positions, everyone was a NOOB once, stop beating on them for trying, a good NCO will train his commander, not belittle him. Many actual real world Infantry concepts work well within game, and once understood by the troops make the game far more enjoyable for them. Then there are the STFU individuals who feel they alone can win the battle by doing thier own thing, to be expected, and ignored (muted).
The key to this game is strategic management of combat power, as well as the application of unit combat power in battle. Combat power on strategic map can be managed quite easily, it is all not attack, attack, but sometimes defend to bleed out enemy against your defense to increase your combat power and decrease his. On the issue of game battle combat power, Too many run straight into the fight "hey diddle diddle, charge down the middle" and wonder why it does not work. A base of fire unit, (mg's and tank) supporting and suppressing as the manuever units flank, works far better and far more often. And people smoke is not a cure all problems application and many times increases the difficulty in completing the mission. You 'blind' your support/supression element, your capping is now far harder. You smoke the flanks of the objective to prevent the bad guy from supporting his defense with fire, you do not want to smoke objective and fight in a cloud, usually far more casualities. Smoke does not make you 'bullet proof' and I instruct my MG's to fire belt high sweeping the smoke as the enemy is now announcing we are attacker here.
Learn how to interlock fields of fire, establish FPL's (final protective lines for you MG's) how to use Arty as a blocking force between the objective you are taking and the reinforcements heading to defend. Get away from the 'nose on nose' fights, take the enemy on from his 10 and 2, as he chrages foward blindly into your interlocking fires.
Use your tank as a support weapon, it is not an assault vehicle. It is a mobile bunker ready to supply mini arty (HE) as well as MG fire. A gunner in turret and a bow MG gunner increases the combat power of the tank 3 fold. Turret gunner/TC fires main gun and drives, bow gunner is just that, and a good TC will place tank so bow MG is optimized as he rotates and engages other threats. Also let your troops know that the tank needs engineer support. A good in game 'job' for the engineer class is to support and protect the tank, blow obsticles as well as escort the tank, protecting it from enemy close assault with your SMG. What kills 90% of tanks, AT grenades, as the tank operates blind and alone usually until tank figures it out.
COMMUNICATION: This is a Commanders prime talent, Keeping your troops informed. You are your troops eyes and ears as you scan your map. You keep your troops informed on enemy movements, your job is on the map, not throwing smoke and being 'super trooper' up front. You can easily 'kill' over 100 with well placed and timed artillery strikes and never fire your personal weapon, or see and enemy soldier. When you fire artilery you announce where it is falling by grid and numberpad reference, and 'rounds out' to let any friendlies in area there is incoming. And if the enemy is firing artillery your announce 'incoming' and it is HIS artillery so your troops know and can react earlier than the impact time. Try and give a grid/numberpad as soon as possible. And keep your troops informed on you plan and progress, and encourage them rather than belittling them when not if things go wrong.
Remember in Combat your enemy seldom follows your plan, and it is not a matter of, if things will go wrong, but when
Finally and to the point, this balance debate is crap, the game can n ot be balanced for there are too many variables, you make the best of the situation as they are created. If you want 'balance' play checkers, if you play a combat game there will be good and bad players altering the 'balance' during everygame. There is NO map out there that either side can not 'win' at any given time, it is the troops and the co-operation level of those troops that determines the battle, NOT the MAP.