Ok so in one hand you say not a problem late game. And good on Vetted squads. So that Vet 2 10% cooldown all of a sudden makes Rifles with double BARs killing Machines? Because you wont see Vet 3 where Rifles get their combat bonus until late game. Unlike almost EVERY OTHER infantry that gets it at Vet 2 which allows Vet 3 to be common mid game....
I wont be the dead horse about how Manpower cost is divided by model count so no they arent cheaper to reinforce from 1 Model. Or the cost of the BAR upgrade as well as the 120 Muni (let alone the nade upgrade cost if you bothered with it)
What i meant is getting double bars on a rifle in lategame is not a impassable munition scarcity problem since usf rarely if ever use mines/bunkers.Not that they are not a problem to beat,which they definitely are.And i'm ok with that,usf infantry can be a bit better -design.And they also invested more.My problem is i just have no options save grenadiers at all.
Well the manpower per model thing doesn't work AT ALL when it comes to pzgrenadiers.Its incomprehensible given the performance disparity between pzgrens,shock and paras how one is 42.Second is 34 and third 28.2nd and third have 2 more models for massive survivability.Second one also has 1.5 armor.
All first one has is pathetic .87 recieved accuracy..like what dodge 1 in 10 shots.Give me a break.
Plz just stop condescending papergrenadiers and remove this stupid recieved accuracy which relic oh so thoughtfully renerfed again just a few patches back and say once and for all,we do not want pzgrens to be used in any major way because they are 'terminators'.Or just remove the AI version altogether and make it a dedicated tank buster,thats its only use anyway.Stop with the paltry excuses.Flanking,cover,range etc etc.Been there ,done that.
If it was really just about method of use you would see this unit used far more in AI role in tourney and pro replays.Do you see it?DO YOU?answer speaks for itself.