Spoiler : "General description of changes" :

There's literally thousands, if not tens of thousands of edits so I wont do a full detailed changelog for each unit but more generally describe the changes.



LOGISTICS:

Command units have had their prices massively slashed, availability remains the same. Although still a present and viable tactic, this moves a lot of the action away from command sniping and encourages much more aggressive use of them - ie taking a foothold in a zone and neutralising it for a period. Prices start at about 30pts for infantry and jeeps and extend up to something like 170 for the T-80UK. Supply remains unaffected.



INFANTRY:

This area is really one of the core changes in uralmod and the one I personally have done the most work on. Infantry and transport availabilities and prices have been almost completely redone. Machine guns have been standardised into three archetypes (Static, CQC-Belt and CQC-Box) and RPGs have been completely redone. Infantry anti-tank weapons (RPGs) have been redone from scatch and standardised. MANPADS have all been set to 4HE/180Sup, there have been additional tweaks to various MANPADs. No changes to ATGM weapons themselves at this time, but China now has an infantry HJ-8 team and USA/ANZAC now have infantry I-TOW teams. Generally these changes add up to make line infantry a much more potent force. Shock infantry generally comes with better AT, and still dominates in short range/CQC fights so they must be used aggressively (ie in assaults). Elite infantry are still the best and show it - but have lower cost effectiveness. Oh yeah, USA also got a shock ranger squad and LAV-25s to marine units.



SUPPORT:

Anti-air: this is largely vasily's domain and and probably the most controversial change. Ranges are generally increased, maxing out at 5km for Buks/Patriots/Hawks etc. Some people prefer vanilla, many others have enjoyed this new system and personally I don't mind too much either way. USA now gets an ADATS, also the Roland 3 now comes in a SACLOS variant for both FR and WGER. One must be careful when using planes and having SEAD around is encouraged.

Mortars: nothing done here yet, but I want to.

Howitzers: Shortly before Eugen rebalanced howitzers, I had done my own job on it based on a lot of math. We decided to revert and try out Eugen's balance for a while but we eventually found it lacking and restored this version. It needs some tweaks (mostly to availability) but so far the consensus has been that different types of artillery are much more viable. Lately I have seen a lot of usage of light guns such as M108s, Abbots and Gvozdikas. Despite lacking the heavy punch of larger pieces, they are responsive and excellent at suppressing. They also kill light units pretty well too.

Rocket arty: some price changes, ATACMs removed and replaced with a normal HE M270 and a regular cluster M270.



TANKS:

Tanks are the other core of uralmod and mostly the domain of Vasily's work. Changes here are mostly based on sweeping price changes to all units. There have been a handful of re-rolls and stat changes here with a big, and seemingly successful, focus on giving Red Dragons a solid tank force. All tank guns have had -1HE removed from them.



RECON:

Not a whole lot done here. I think a few helo price changes. Recon vehicle re-pricing is in the works but not a high priority.



VEH:

ATGM vehicles have been repriced to better correspond with their abilities. Some low-end, non-radar spaags have been moved to VEH.



HELO:

Not much done here at the moment. Uhh Sokols had iglas replaced with groms.



PLANES:

Also not a lot done here, some tweaks to weapons themselves. NK MiG-21's have had their Kh-66s converted into HE missiles. Their MiG-29 has also had a few changes.