USF Mech game 1
At first i having an idea about spamming with WC51 but it got balanced by munition require so no more .50cal at point blank range.

Raid ability seem to prove the main idea of this commander by allow light vehicle to scare infantry off then secure the sector or even fast decap on protected point
USF Mech game 2
i've found this commander has it sweet spot on mid to late game since it can be risky to encounter by opponent counter part also the big investment on early game could affect timing in mid game
There a moment in late game that i can call WC-51 just to get mark target since he denied all my AT gun and it solved lack of tank destroyer issue and allow me to build tanks wall
Sherman 76 itself pack a punch enough to keep Axis tank at bay without tank destroyer this commander can build a stronger tank wall and the Mortar HT with WP round is enough to scare AT gun off the field
WC-51 also prove it's useful on late game by harass unprotected teamweapon while main army defend 1 or 2 sector