Yes you can. See: Wargame. Deployments wherein players just fielded a blob of heavy tanks in the beginning just didn't happen. They didn't do it because it wasn't effective.
You complain about how "unreal" locked units are (even though it's realistic in terms of the justification given - that faster units arrive to the battlefield faster) yet your proposal is to balance units so that they make no historical or realistic sense? Because that's the only thing you're going to get everything being on parity when it comes to utility.
Hardware in the same unit typically moves together and is designed to keep pace. It's the reason you see British infantry tanks in segregated units outside of divisional organic armor.
Points to represent initiative, or any other battlefield resource, are more realistic than the phases as they are currently modeled. Because with the phases, you still
have 'income.' The only difference is that units are hard-locked due to an arbitrary timer that didn't exist in real life. I've explained over and over again, and the only arguments you guys are returning to me is "This is more realistic because I want it to be." I've given examples by way of doctrine, TO&E, and specific battles. But you select to refuse reality.
I'll take the locked units, thanks. It takes one of the good aspects of traditional RTS (a sense of progression and buildup, and the inherent balance-ability that brings)
There is no player-driven progression. In a traditional RTS, progression is dictated by the player via base building. The phases, as they are written, take that away and dictate to the player exactly what can be deployed, at what time.
whereas in wargame to some degree that happened from the beginning and you simply didn't take units that weren't great.
Underpowered units can be balanced through economy. It's extremely hard to make a unit that is completely worthless in a WWII setting; you have to be trying really hard. With the importance of LOS in the Wargame model, recon units can be made worth it without forcing players to take them via time-locked phases.
Phases aren't realistic. I've debunked this ad nauseam.
Phases don't add to the game. They take player agency away when better mechanics already exist to address the balance issues players might have.
Phases also aren't the topic of the thread. Please stop derailing it and make your own thread.