I generally go with 1 inf section ( on top of the starting one) into machine gun followed by universal carrier. I find either upgrade viable, it just depends on what you need, The machine gun is very good if you're fighting in open areas as the mobile machine gun is ridiculous. But the WASP is also effective in open areas, it just happens to be crazy good against buildings as well( for obvious reasons. With good micro keeping it at maximum range against infantry you can duel even singular panzershreck squads, as you can take a singular hit and then roll off and repair without engineers. Use the machine gun to hold down key areas and use the infantry to cap and support the carrier with more firepower. If you're playing special weapons regiment you can rush out the Boys rifle infantry which will give your infantry security against a flame halftrack. And if you Come up against the dreaded Flak halftrack, a AEC or more Boys rifle infantry should deal with it. Without the Special Weapons regiment life is harder, a quick AT gun rush may help, but AT guns can die easily.
"When in doubt rush Centaur
"
Thanks Nboaram.
I'll give these softer AT options a go. I have previously steered clear of the AT section but i'll give them a go for sure. I must admit my 6 pounder has been over-run a few times which often has follow on consequenses like losing a trench or mortar pit from flame HT or 222.
Perhaps if I go AEC it will lure opponents into building too much anti-tank infantary.
Thanks for your input
Clerv