my gaming group and I have concluded that a 2-1/2-2 4IPC unit is pretty much the last combonation of numbers that can be fairly combined for a unit.
Im on the side of 2-1-2 Mech infantry, decent attackers, but suffer in defense.
Purely for game balance, to make them much less desirable. And to not clog the 2-2 spot that already has artillery.
And Jennifer, infantry non combat moving at two at all times is a bit of a big deal. It would almost cut the eastern front in half. Moving two is a big deal for guys on foot. Marching from eastern US to Western Us? Trans Jordan to India? France to poland. Canada to Mexico. In the modern world, that doesnt seem difficult for a 4-6 month time peroid. But the infantry unit is supposed to represnt an infantry unit, it would be a pretty harsh march to get from transjordan to india in 4-6 months on foot. There just wornt enough trucks for everyone.
Gameplay wise, if you take moscow with a desparation tank charge and air support. In noncombat you can move infantry from Karellia, baltic states, east poland, and Ukrane into russia, effectively putting so many infatry in there that no one will ever take it back. (asuming you bought any infantry)
New tech….i feel its fair to stick with armor.
“Heavy Armor - Tanks defend on a 4”
This might be completely unfair though…puts them on the level of a fighter, but at half the move and half the cost.