Commando is however, baffling for me. It is a fun faction but I find that it, like Artillery lacks anti-tank and indirect fire strength. All it gives is a bunch of expensive SMG infantry units. I literally believe that only Engineers really help the British in their offensive ability.
You aren't being imaginative enough with this doctrine.
- Commandos aren't just SMG infantry. They can be inserted anywhere. They have a semi-cloak ability/get-out-of-trouble smoke grenade that doesn't cost to use. They can set Demo charges. Their glider can be used as a forward reinforce. And they cost the same to reinforce as an infantry section.
- Commando demo charges are super mines that are user detonatable, and with the ability to give you vision.
- The triangulation is a sort-of-nerfed maphack (the best way to use it is with the TacMap).
- Intercepts tell you what the opponent is teching and building.
- keep clicking the fake artillery so when the real ones come he isn't prepared.
- The HQ glider is cheap, and it gives you commando sappers that won't cost you muni to upgrade, commando mortar (a real mortar unit), and commando MG, two units the brits don't normally get. All these units get the smoke grenade.
The HQ can be an additional reinforce point and can be used also to scout like an AB recon flight while it is landing.
My one big question... and I haven't yet seen a definitive answer, is whether commando units benefit from either the Capt or Lt. buffs.