Reason: there is no need for artillery units to remain in the frontline once they use their barrage.
IRHT is a HT which needs to remain in the frontline to get value out of it's vision.
The problem I have with this reasoning is that the Infrared HT is a variable reward, but ZERO risk unit.
I see how the unit is useful, and it's not a super overpowered one. But I dislike the fact that there is essentially zero risk involved in it's use. Plop it down behind some cover near and you're fine. I think that is bad game design, as risk and reward should balance each other out.
One could give it other uses, for sure. But as it stands, it really is just a nobrainer. 5 fuel? Come on now.
With units like the valentine, for example, not only is there risk involved, but they do infer a cost by higher popcap if they are forgotten/not used well.