flame nade is not a good MG mechanic.. you joking right
1.270 manpower for 4 squad is pretty expensive for something that basically a bootleg grenadier with stronger incover and weaker out of cover... and they dont have snare which is a MASSIVE drawback
and IS fighting capability is far from ober
2.volks is the problem not the damned IS fault
usually in midgame when both of them already upgraded one with 5 man one with STG.. both of them fight equally without cover... not long until the big bad weapon rack upgrade come
3.you sure? since nearlly all UKF doctrine feel very awkward in 1v1 unlike the other doctrine.. because usually theres one or more useless or bad ability inside it
4.you seriously 1v1ing vicker with your own mg? Kappa vicker supressiom without vet and garrison is really bad and they just really good inside garrison.. uc with flamer have slightly faster timing than 222 and its actually ok.. but the Vicker K is the one that creating havoc
"pls learn learn to uses anti mg as british"
oh please teach me brother...
5.17 pounder has no drawback? immobile lot of cost and pop cap is not a drawback? ok
their late game tank are strong and can fight equally vs their axis counterpart TD is ok not really that strong and the offmap.. i agree with that.. they have the strongest offmap in the game
a 20range flamenade needs be thrown into the mg/ building. which means u need to walk up. a good anti MG mechanic out range a MG. this means u arent in trouble to make the mg move. and a well possition MG ...maybe even saved by other MG is not possible to flame nade it. so yeah..flamenade is only good vs MG when the enemy dont focus this combat or is circled by a lot more units than he have at this time.