Given what it actually does, its 100% intended to be used against these moving objects, at least as long as they have wheels or threads.
Its much more expensive satchel charge that is equally useless vs vehicles, despite having criticals specifically against vehicles.
Sorry, by mobile i was meaning non-team infantery and fast moving vehicles.
I wont say it is useless as it does significant dammage (somethin' like 200 for gamon + stun and 300-350 for satchel) to vehicles. 3-4 secondes to detonate may seems a lot but i found it enough to hit a vehicle that stop his engine to aim better as he cannot escape the danger zone in time. Plus, a satchel/gammon in the face is often unexpected and catch most player by surprise, focused they are, on the positionning of your at guns.
Which defensive tools do you have in mind. I'm 100% sure it doesn't deal enough damage to kill a bunker (I've tried it a few days ago -- however, before the patch to be precise).
Also, regarding weapon teams. Does it take out just the crews, or also full-health guns themselves? Does it make a difference if the guns have been previously abandoned, or not?
I haven't tried it against mobile AT guns, but I know it doesn't work vs LeFH/Pak43 (again, pre-patch).
Nah indeed, bunkers and weaponteams wont die. If i remember, weaponteams all have 350 hp, so even a satchel leaves a dozen of hp left on a virgin weapon. But at least it clears everything around and inside, which is something to consider. Oh, it also clear OKW flak emplacements, but a strong wind too, as a bunch of coleric goose.
For what really matters, most "defensive tools" axis have consist of garnisons (bunkers and trenchs) and immobile vehicles. (Un)fortunatly, penals also have flamers that do a far better job at dealing with garnisons.
What is interesting is that both upgrades are almost "free". I mean that you didn't specifically paid for them and you obtained them with a pack of a lot of other more interesting things.
Kozokus.