I'm not a stats wizard by any means but I'm pretty sure that the AoE of the flamethrower avoids both armor and 'received accuracy'. I know a stats-wizard who claims as much at least!
- Do you have any specific adjustments for 1v1?
I haven't tried it in 1v1. Probably not. Well. I might not get a Pack Howitzer in 1v1s. I dunno, the new buffed Pack Howie is actually pretty solid but the price tag might be hard to justify.
Even in the video you can see that my ally is helping me support it's forward position that allows it to auto-attack so many things.
I'm not a huge 1v1 player but I find my strategies drop weapon teams for more generic infantry to help control the map. This strategy might suffer a little mid-game in 1v1s when you need to lean on the power of your support weapons the most. I imagine it would roar back pretty well around the 'Easy Eight'.
- Do you ever dismount your Utility Car crew to deal with an early vehicle?
I do! I actually used to really like switching the Bazooka crew with my intial Rear Echelon squad. (this is a great way to get the upper hand on a 222 or Puma)
It is almost always worth it to switch the squads. The only exception to consider is when you're playing against an Ostheer player pretty much.
The Vehicle Crew's repair critical power is just too valuable against panzerfausts. It lets you play far more aggressively with the M20 Utility car. A great tactic if you get caught by a Panzerfaust is to pop smoke, jump out, repair the damaged engine, and then speed away. Most Ostheer players don't go for a 222 so you don't really need an early Bazooka.
Otherwise the Bazooka is pretty good and Rear Echelons are not that valuable.
My use of the M20 Utility car in the video is really poor and a bad reflection of the value of the unit. I messed up and didn't get Armored Skirts ASAP which caused it to die. I didn't swap out the RE squad and Bazooka Boys too. I didn't really need the early bazooka but it would not have hurt.
- Without grenades, how do you deal with MGs before the Utility Car comes out, or if there's an AT gun covering an MG? Just avoid them until the howitzer comes out?
Pretty much. Doesn't take long for a Pack Howitzer to materialize. You get your Utility car out at like ~4-5 minutes with this build so it tends to be way before any AT guns have arrived to the battlefield. Use this time to the fullest to unseat the enemy and delay any really annoying entrenched positions like the one you've described.
Plain Riflemen can actually fight MGs well depending on the map. Exploit buildings which will usually require mortars to unseat you. This will push the enemy into being less prepared when your M20 arrives. It's all very situational but your M20 will give you a clear advantage.
The M20 has great sight range and smoke so you can always probe for really nasty ambushes and keep mobile.
- Are there circumstances in which you would upgrade grenades, bazookas, or BARs?
Hm. Tough to say. I have gotten BARs in the past to pump up my infantry. I'm trying to remember why I felt it was necessary...
Honestly if there's a weakness I have as a player it's not really considering these upgrades close enough? I often write off grenades and BARs as I prefer to tackle elite infantry with Shermans and weapon teams.
I usually only get these upgrades once fuel is not needed to get units out at their most crucial timings.
For the purposes of this build that's basically two times: after the Captain (you won't need fuel until CP9 and you can probably spare 15-25) or after your second 'Easy Eight' (at which point you will almost certainly be waiting for fuel before the third and thus can diversify your tech a little).
I would not want to slow down my M20 Utility Car or my Captain as I think these units are cruical to countering specific threats early game.
- Similarly, are there circumstances in which you would tech Major?
I avoid it as much as possible.
The 'Easy Eight' is a better Sherman.
The M8A1 can be simulated with the Pack Howitzer. It's not nearly as good or flexible but it works.
The Jackson can be simulated with an AT gun. Same as above. Not as good but it fills the same tactical role. The Easy Eight helps with losing this tank.
Yeah... I'm not sure there's any unit that I really think you need Tier 4 to counter. The Jackson is the most crucial unit I'd say and most really heavy armor like the Jagdtiger and the King Tiger can be defeated with overwhelming 'Easy Eights' and some fire support from an AT gun.