You realize a 222 can kill it WAY faster then an M20 or Greyhound can kill an Ost halftrack let alone the OKW medic truck.
Yeah I know.
Benefits/Drawbacks list.
I feel these advantages cancel out the disadvantages. It serves a different role the medic truck compared to the HT.
- HT option to be used offensively or defensively in intense fighting. You do have to eventually hard retreat to heal though. Yes, you can build your medic bunker further up as well, however that often has even more risk than the medic truck and your hard retreated infantry must always come to this bunker (may be longer route).
- Medic best used in intense defensive fighting (behind building/hedge). Alternatively, it can be used in controlled offensive (you know you can easily soft retreat).
But yes it comes early is cheap on fuel (but the Manpower cost is still high enough I dont want to be constantly replacing this thing)
Yeah it is my kill priority when I see it. Killing it actually rewards you somewhere in the order of 400-500MP. Not only does it cost a lot but the lack of healing in the next few engagements costs manpower.
If you get it early you lose a squad on the map, however you also get a lot more map sustain so clever building usage, cover and flanks can overcome.
I think the only way to make this thing easier to kill would be to make it immobile. I mean a single squad can easily kill it from full health before it can escape in most cases and that is just wrong. This is why most people leave it at HQ.
I often bring it forward but bring it back later to HQ because I hard retreat more than soft retreating as my opponent gets more hard hitting units. If I know I am going to lose an engagement to LMG gren or ober, P2 or 222. I rather get out immediately via hard retreating as it saves more manpower. I will not bring the medic back up until I get the Major.
Manpower cost is enough and the Micro demand is so high its not worth the Squeeze unless of course you are the StephenJF, Cataclaw, VonIvans of the world. If I am fighting a battle and dodging potentially squad whiping Rnades all damn day I generally have a hard time sparing tasks for the Ambulance thats going to surely die in a few hits.
Micromanagement speed is irrelevant sorry. This falls into map awareness and vision control, not micromanagement. Positioning your rifles/RE in the right positions on the map prior to fights even commencing make it safe for your medic indirectly. If you can spare time to listen in the FoW it is extra points. The key to the medic truck is safe and smart unit positioning and that shouldn't be lost.
Low Armor and HPs. The only way to reliably escape a SturmPio is to literally retreat the Ambulance BEFORE it sees the Sturmpio.
I love my medics. I typically get them earlier than other players. Trust me though, if there is no risk in having them on the field (aka everyone does it) and they can quickly speed off it could be really tricky to deal with USF on urban maps. It already is pretty hard when USF get good building control.
Catching the medic with its pants down as Axis due to negating the USF players vision control is a early/mid game tactical maneouvre that should be rewarded strongly.
At most I would bump the Medic truck acceleration by the smallest of margins (0.2-0.3). Do not touch its top speed. I rather see no change though to be honest. It is a good risk vs. reward variable and at the moment it is probably one of the easiest risk elements to predict. There is a lot worse risk RNG elements that throw me off than a predictable truck placement.