Fire On The Move - herein after referred to as FOTM
For the reference of the public - it seems as though RNG accuracy for units has been removed. I am proposing to bring back FOTM for the following reasons.
FOTM provided players with an aggressive tactic of chasing down fleeing enemies and to keep damaging them in their retreat but at greatly reduced effectiveness. This encouraged and rewarded superior infantry tactics, allowing a conscientious player to press home an advantage earlier in a fight by overwhelming a squad and then chasing it to deal more damage and gain ground simultaneously. Since DOW1 however this particular strategy has been nerfed twice. In DOW2 this nerf manifested itself as a new retreat mechanic (love it or hate it the retreat mechanic was introduced to stymie other mechanical problems the game had) and in the next sequel, FOTM was removed almost completely save for vehicles and a doctrine for SM tacticals.
I would like to see FOTM reintroduced to DOW3 for all units with assault weapons. This would mean anything not carrying a weapon which needs a set up time. The balance for this will be provided by a flat damage reduction for all units unless they possess a doctrine that boosts said accuracy. Bringing FOTM back would help to smooth over some of the rougher gameplay edges that we are experiencing particularly in regards to spam of single units (melee ones in particular). Because ranged units have such a limited ability to press home an advantage we see the game moving further towards high-powered melee builds or even worse cheesy 1-hit-wipe attacks like trukkbombs or kamakazee's.
Let's backpeddle a second here and identify the core problem with melee strategy or 1h1k builds - they nullify units outright. ASM can leap huge distances (the furthest jump they've ever had IIRC) in addition to knockback, stun and the ability to slow an enemy trying to pull range via suppression mechanics. People are complaining about ASM powerswords being the central issue with this one singular unit, it's not. Even if you pushed powerswords back a tier if they were truly supremely OP people would still find an optimised strategy for getting them as early as possible. The problem with ASM spam is because they're a powerful DPS unit on an ultra-mobile and punishingly effective platform. Compared to other units from the same army, for the price paid ASM are simply the most cost-effective choice. Adjustments to their cost or the tier they're accessed at probably risk breaking this faction even more, since it will just put more pressure on units that might also be unbalanced (but in an underpowered or largely ineffective way). Now let's talk about 1h1k builds, your trukkbombs squiggbombs, Kyre, kamakazee's etc. These builds focus around obtaining as quickly as possible the Minimum Viable Product amount of units that can shoot or suicide via a delivery mechanic an attack which has the power to wipe 1 or multiple squads clean off the board. Once you have the power to kill an entire squad instantly via alpha damage, the focus on DPS becomes lessened and thanks to no friendly fire it becomes more important to tie enemies up then suplex them with a 1h1k attack than other strategies (even viable ones). Orks in particular are the biggest offenders here with at least 4 sources of ultra powerful 1h1k attacks that can be hard to dodge or see coming. I am very familiar with alpha doctines myself (winmatar) however the issue stems from a lack of counter-play available to stop these tactics from being so effective. When you consider that in addition to the above orks also get an ability to launch units (including grots) via trukks in to enemies to stunlock them, or even worse use Nobs who then taunt like an MMO, their ability as a race to use cheesy tactics to deal disproportionately large damage to an enemy force is unreconcilable. I have seen complaints about massed banshee charge powers being a problem but this is not an attack that kills an entire squad instantly, if it takes 2 units to wipe a single target then the orks are already ahead on resources used for the same effect. See?