Also, three panzerfausts don't finish an Allied light armored car, while spending all available munitions.
So AT guns are literally the only thing you can bring out that can survive against armored cars. Of course, an armored car can easily drive to the other side of the map and harass there, while the AT gun can't follow effectively.
All while simple, unupgraded rifle-wielding Allied infantry directly counters the 222, and various handheld AT solutions seriously threaten the 251.
Ostheer has been "medium tanks or bust" for so long, that all the waxing philosophical about opening up "new strategies" is, frankly, a farce.
Basically, OKW has come to the point where they need a gazillion of weapons available at T0 from early on.
Perhaps the best way to address this without making Luchs rush OP is move raketen/mg34/ISG to a separate, cheap tier structure (or side-grade) that allows OKW to get all that stuff sooner, if necessary.
OKW T0 units should be the core army pieces that are supported by various T1-T2 units, and T3 are the elite heavy hitters.
Whats your opinion on giving the Flaktrack a targeted smoke ability like the Sherman? Then instead of smoke the ISG could get flares.
Add dedicated 4 man BAR team to LT tier and 4 man Zook team to Captain for 300 MP each. No grenades, RE carbines as regular weapons. Volley Fire and sprint as abilities at vet 1.
Those would have to be some pretty bad grease guns lol. And how much of an increase would that be? Like paratrooper/ranger levels or what?
Having cavalry rifles in mechanized would really add something positive to the whole commander and hardy close quarters infantry that can tacke buildings is yet another thing nondoctrinal usf lacks, so I'd be all for it.
Even if they increased damage to Rifle levels it would make them much more cost efficient, plus smoke for possibly cheaper and rifle nades (reliable muni based anti garrison that doesn't require flanking).
CQC anti-garrison infantry is exactly what I was thinking, plus vet that compliments them with vehicle. Perfect for using with a Stuart, IE they flush out AT guns or Puppchens and wreck Grens up close.
I say instead of "Cavalry Rifles" just add Rangers with an emphasis on demolitions and light AT support. Demolition Rangers: Come equipped with 2 bazookas, AT mine, and demolition charges that can be thrown freely or at vehicles like Penals. cost 400mp
USF needs more branches than just straight Rifle blobs backed by call ins. This commander could in essence persuade skipping the Captain Tech.
I also agree that we need the Pershing and Ez8 in at least one other commander respectively. I think the Recon commander needs a bombing run akin to the Russian Bombing run for 200mu. Heavy Cav company has almost no good answer to mg/mortar/lel gun spam
This is something I would recommend if Infantry Company got re-worked.
I'm sorry, it's just that this could be a very good meme ^^
I think the greyhound needs a bit more of everything. A bit more health, a bit more damage. If it becomes to good, just make it more expensive. If everybody then still uses it bcs it's a callin, then lock it behind teching a tier. In the end that's the only solution with all light vehicles-medium tanks that are op bcs of their callin
DBP Greyhound is perfect.
@A. Soldier: I can live with it not having a tank call-in because the M3 Halftrack, Withdraw and Refit, WC51, and Assault Engineers all point to it being a light vehicle commander. IMO Combined Arms replaces a tank call-in as a lategame ability.
Armored Rifles would be pretty OP because they would have M1919s and Bazookas alongside M1 carbines if they were portrayed accurately. IMO just basically copying and pasting Cavalry Rifles from campaign would be good enough, but Satchels and Grease Guns would be really flavorful.
Speaking of Grease Guns.. RE's should really come stock with Grease Guns, and have to upgrade to Carbines that provide smoke and rifle grenades plus a DPS increase.
Mechanized: Should be a light vehicle centric commander that specializes in sweeping attacks and aggression.
WC51: transport ability overlaps with M3 and M3A1, and is punishing for a short amount of time but useless later. Boost DPS, remove transport, and allow it to uncapture enemy territory.
Withdraw and Refit-fine.
Engineer call-in: Replace with Cavalry Rifles. Paratrooper carbines, Satchel Charges, and a Bazooka that can be toggled on and off like Rangers in the campaign. Health boost to M3, and vet similar to pzgrens with regards to being near vehicles. M3 Grease gun package (flavor) to turn them into an assault squad.
Recon Flight-Replace with Combined Arms: Combined Arms is literally what Mechanized Infantry does, so this should definitely be part of the Commander.
155mm Artillery: Should be a cheap, precise shot with a quick cooldown like the one in the campaign, something to decrew Paks with.
Recon Support: Should be Airborne, but with less offensive punch and more support and defense. (Hence the name.)
Rifle Observers: replace with Recon Package upgrade that grants 2 M1 carbines and a +5 sight boost.
I&R: the dummy barrage is fun, but replacing with a fast fighter run would be incredible. Would make the commander good for combating blobs in team games, and building sniping in 1v1.
Greyhound: Perfect, but replace canister with the T70 recon mode.
Recon Sweep: redundant. Replace with a supply drop ability that can boost income.
Combat Group: Good concept but too much. Remove AT Gun, and make Support Paratroopers focused on long range defense and fire support like Guards. Add rifle grenades as an ability, remove weapon upgrades, and allow them to construct defenses. Give them M1 Garands with a better long range damage profile. Give them 3 weapon slots. 370 Per squad, 2 squads for 620 MP. (Discount for bulk.)