You forgot Encirclement doctrine, boooo.
I disagree with several crossed out abilities.
-Mortar HT has napalm rounds, it can completely shut down british emplacements.
Does not actually work that good since it very inaccurate.
In addition the MHT can be killed mortar pit counter fire since it a big target and will taje serious damage from it.
-Napalm bombing is ok too for the reason above.
Again not really. The DOT damage of the ability is significantly weaker than its counter parts Soviet incendiary artillery (and Anti-Building Flame Mortar Support as far as I can remeber)
-Stug E is about half the price of a brummbar and two of them perform roughly the same, but with more range. They get insane firerate at vet3.
The unit is not bad but in most cases one is better of with ostwind since it is useless vs vehicles.
-Opel blitz can work on fuel/muni points too, allowing the owning player to get earlier vehicles or use the two quite decent aircraft support abilities. Also, one of it's underused utilities is that it can allow cut off territories to continue to provide resources.
In 1v1 its ok in team-games cashes are simply better.
-Sector arty arrives slower than perimeter overwatch, but it has a greater firerate and more precise, it server it purpose most of the times in my experience.
The ability is only good vs static targets since the tracking is very slow compared to over-watch. Imo the artillery shell should be replaced by mortars and the ability become cheaper and with lower CP.
-Riegel mine is completely fine, just happened to use it yesterday to shut down an armored flank. Seriously, the 251 halftrack is usually must have unit in team games anyway.
Not only it requires the HT that ready can plant mines (vet1) but it takes for ever to plant. M20 even get planting bonus.
Rigel is fine the commander not so much, it could be bundled with something else or the mine become available to other unit also.
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-Tactical advance, to my experience, is best used after mass retreats, to get back to the frontline much faster. Plus it affect team weapons too, I can see situations where an at gun would need that extra speed.
-Supply medical drop has its uses too (tho I agree it was made somewhat redundant lately).
The ones I agree with:
-Relief Infantry
-250 HT coming with infantry