It is a map dependent commander, at least in terms of tech of what you choose.
So the first thing you should consider is floating manpower at some point before you activate Industry. The main problem with this commander is that at some point your ability to spend your increased fuel income runs out because of the manpower drain. If you activate this commander immediately, it will only take another few minutes before you start struggling to reinforce and get new units. I suggest floating from 3 CP's to around 5-6 depending on how you're doing in the game.
If you effectively float for this period of time you should have anywhere from 800-1500 mp as a bank, then you can activate the commander and spend your around 150 fuel after teching. So now if you just focus on getting new tanks, this bank should keep you spending fuel regularly for around 30 minutes assuming you dont loose infantry units left and right.
As for your tech choice it matters a little based on what your team mate is doing and the map. On certain close maps you should go T3 because it will be really hard to use SU-85s, and have your partner go for something heavier like IS-2s or T34-86's. With this tech choice you will also be able to get M5's whenever you want because spending all the munitions you get is difficult with this commander. On more open maps T4 is a solid choice. You can get Katushya for indirect support fire, SU-85s for solid AT, and it synergies well with being able to call in a KV-2 or KV-8.
Another thing to note is that double engineers is a must. There is no way you are ever going to spend all your munitions well with just one engineer squad, and so those resources will go to waste. Make sure to be mining up and demo charging everywhere. Plus they help keep your tanks on the front line.
Strategically speaking in the early game you have to play defensively and rely on your team mate. T2 is a sold choice because you can get support weapons which are not as draining as say a con spam or penals. Snipers are a good choice too, but make sure your ally gets T2. As the game progresses your tank ball should start rolling. repair station and double engineers will allow the tanks to keep fighting. Remember to do most of the work with your vehicles, any damage done by your tanks is FREE damage that you can repair as long as you dont loose the tank. Sending infantry to do the bulk of your fighting is a great way to loose your manpower bank and loose the game.
You are playing Industry, if your tanks are not doing most of the work later on you are doing something wrong.
Dammit Vort, you beat me to it!
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