1. And crates are also only put in you base, because they are immovable just like a bunker. They are very rarely deployed anywhere else for the same reason OST does not typically build forward bunkers in 1s and 2s. It's extremely inconvinient, inefficient and vulnerable to the enemy. The whole forward healing edvantage people are trying to push here is nonexistent.
UKF's healing is mobile, infinite, does not constantly drain your MU and has an aura. It is significantly better than crates.
2. Yes? That's why I wrote just like brits.
3. No you can't without an exploit. SP drop a stack of 3 crates and you only heal 1 squad per crate. Also, unless you rolled some really nice RNG chances are you are still going to need to reinfocre lost models after retreat most of the time and medics will heal damaged models while they do that. So practically there is very little advantage here uless you want to send out not fully reinforced squads back to the field.
4. As I sad, that's a tradeoff if you got too greedy and pushed the ambo too deep and made it vulnerable. Same goes for every other thing you mentioned including crates. BTW, you can't heal while in combat and you better have at least 3 squads where you placed it, otherwise you are wasting even more MU.
5. What's the argument here? Something being better than terrible doesn't make it good.
6. See №4.
7. Do you even realise that this makes it an even bigger waste of MU in this situation? 30 per squad just to deny it to your enemy? What a bargain.
8. In the first place, you aren't even going to put in MU for healing because you want more grenades for garrison clearing and winning engagements in the early-game.
See, works both ways.
9. Want me to run a test?
11. And then need to backtech for a mere 400MP + 50FU if you don't want to bleed MU like a pig the rest of the game.
The reason why I made the list of pluses in the first place is to show that
comparatively, OKW has good options for healing via munitions crate.
For the sake of a more coherent argument, I'm not going to list replies to specific parts of said list.
The whole putting crates forward thing is to allow your troops which have suffered minimal casualties but taken HP damage to not have to retreat in order to get healing. It is entirely situational to use them when put in enemy territory.
And while you like to mention Brit healing capable of allowing you to move while healing, it is the
only allied faction that can do that.
You also mentioned USF ambulances are a mobile platform that allows you to reinforce and heal. I've mentioned the fragility of the ambulance and its requirement to stay within the healing radius and the requirement of tommies being in close proximity to the squad(s) they want to heal. I've also taken the liberty of comparing it to the Ost faction's healing options to get a better grasp of how medic crates compare.
If you want to keep comparing other factions' pluses, you need to also look at the negatives.
You overstate the negative effect of having medical supplies stolen- But that is only in part of bad placement (similar to overextending ambos and bunkers).
And no, I wasn't referring to 3 squads per "crate" as in box, but "uses".
You're free to run tests on how much crates would heal.