My brother and I are fairly new to the game, but does anyone else feel like the Revised set's balancing puts far too much weight behind Close Combat? We're both competent gamers, and we've played through the Victory Bridge missions once, and the Allies got completely wrecked pretty much every game, largely (seemingly?) because their almost-complete lack of units that can shoot over 2 (notably the generally-awful Death Dealers - who we've renamed The Ineffective Basterds - rarely did anything of note) and the generally less-useful mech, The Blackhawk, seems to leave the Allies at a huge disadvantage, no? Plus most of the Axis have Damage Resilience, AND Armor Class 3, both of which block almost every Allied attack. That's at least as far as the campaign missions go - we've played a few random games that actually had useful cover for the Allies, and it made them much more effective and closer games (even if the Axis still won every game, it was tight), but we both found Victory Bridge to be wildly lacking in map balance if all you are using are the Revised Core units (which we are).
So, two questions, I guess - has anyone else found this to be the case, and does anyone have suggestions for 2 units to equalize things a little better. I was thinking Grim Reapers to give the Allies some firing range (I'm assuming 4?) without bringing in new rules or buying the Upgrade Cards, and the Axis Apes to give the Axis a little bit of Close Combat power? Command Units seem to be the standard first expansion suggestion, but that doesn't seem to be what's needed from just the Revised Core set, exactly. Help appreciated!