it actually does and the commander is quite decent for team games.
It limits you to one commander always if one of your opponents has Encirclement in his loadout and it does not protect vs "Break Supply Line" only vs normal decaping. Just try it yourself.
If an arranged team wants to completely dictate their loadouts to pull this off including 2 meme CAS (I don't play 4s but I assume CAS is still pretty dead in most game modes) then more power to them. No heavy tanks, no elephants, and no howitizers... I think I'd take my chance with Close The Pocket lol
Panther and Pzwerfer is all you really need for that. Add the right support units and you'll be fine. All the units you named are optional if playing Ostheer, they don't fill blank spots.
This ability is damn expensive and quite hard to pull off (if playing with randoms). Just keep an eye on your cut-off.
Thats it exactly, it is pretty hard at randoms. It is a problem with arranged teams and it is uncounterable if they know what they are doing. I will tell you how we did it at Redball and Whiteball more than once.
1) Take 2x Encirclement and 2x CAS.
2) CAS players use their abilities freely and feed the team with mun, Encirclement players don't use their abilites, especially not Stormtroopers to not warn the enemy and prevent mines at buildings near cut off points
3) Once you reach 12 CPs:
- both CAS players spawn recon plane for sight
- both CAS players call down a Stuka bomb, one on each cache
- directly after activating Stuka bomb offmap, both Encirclement players call down "Break Supply Line", one on each cache since both abilities have same delay as Stuka bomb
- ativate Close the Pocket in meantime
- Stuka bomb will hit 1-2 seconds before Break Supply Line, both points get decapped, Close the Pocket gets activated
- spawn CAS AI Strafe (2x) and Encirclement Stormtroopers (x2) in time at the point that is at risk to get recapped
4) To get it even better:
In many games at Redball/Whiteball it was possible to breakthrough on far left if we were on top or far right if we were on bottom with a reasonable armoured force supported by some infantry. Don't bother if you trade bad here. Take one point, concentrate on the other point with all your offmaps and call-ins and swing in with your breakthrough force to hinder enemy units from drawing back. If you can pull this off it usually results in a total victory.
Edit: Conclusion
It is a bs ability, because...
...it only works on some maps
...it is op if executed with timings at arranged team (basically easy to execute but it needs a lot of communication, preferable per voicechat)
...it is next to useless in randoms or at some other maps
...it is all or nothing and that shouldn't exist
To much arguments if you ask me.