Greetings peep's
About the USF MHT, which I personally love for his mobility and various Barrages' types, including the White Phosphorus Strike (at top of the reasons to use it, with Delay Fuses).
WP, what a wonderful area/building denying tool ?
Excellent against Infantry but does nothing more then sightblock versus Armor.
For denying those you got Delay Fuses, pretty hazardous but still.
Regarding WP, let's admit it, it's a pretty awful experience to go through I guess.
The area DoT, slow + smoke, provided by those chemical shells makes it an extremely viable AI ability, worth to use, mostly cuz' of his attractive cost.
But this also can be an Ammunition black hole then spammed non-wisely.
Concerning the slow on retreating units, I mean, your retreating speed is also affected by this slow only in the denied area, to me that makes sense.
Running while you get shooted at by a MG is a thing, do this in a blinding cloud of burning WPhosporus is an all other matter.
That said, I would agree on a Vet 1 to unlock it, but delay fuses aswell (Vet 1), cuz' it's still a fragile unit, vulnerable to any form or ATPower.
Vet 2 may not be reached in time (or not at all) to make it worth versus advanced HQ/Trucks.
N.B: we could still switch the crew, so why not.
As a USF player, to me, it's fine the way it is
, but this may lack of objectivity tho'.
Still without those numerous and potent Barrages, we don't got to forget that it got terrible accuracy on regular hit and lowest pen rate of all Mortars.
One thing I would love to see on the Mechanized Company MHT, is a top gunner upgrade to provide some self defense.
You can still decrew but this seems not like the best way to defend it when isolated, better run away.
However I dunno if it has been done during WWII (probably I suppose, among the ton of versions/variations that get the HT).
Plus it sounds like kinda OP, and anyways you should not let it roll alone in most cases, cuz' of enemy Light Armor response.
Here I don't say that you should build more than one, maybe two in teamgames, or more if you want when it's part/core of your Strategy.
As a personal choice I'd rather stick to one (max 2 on Team games), BUT we all got 100PopCap and it's all about the way we wanna spend it.
Keep it (or they if you want/need) not so far behind your frontline, as it's (they're) mobile(s) enough to follow your line.
In order to got the best range available (cuz' the MHT range is really limited), and reactivity to others Indirect Fire Devices.
Or at least not alone (even if you have two or more of them), and the cake should be baked.