Your changes to the ambo would be problematic. What's stopping the USF player from taking his medics out of the ambo and leaving them at base then letting allies crew the ambo and using it normally?
Perhaps this was the intention but seems cheesy to me
The entire commander is based around closing the pocket and is a terrible commander without it.
I don't see how 4 players can let the enemy destroy both your cutoff caches, decap the points, and keep them cutoff for even a few moments.
When you pull it off its you deserve the reward for your risk, when it's pulled off against you, it's time for bed cause you ain't paying attention.
You either remove it from the game or leave it as it is.
There are so many ways to prevent this from happening in a game and shutdown the entire commander it's not even funny
I had some games where whole late game I've tried to find a moment when I can take this thing down. When I finally commit to it and get the job done... opponent just calls in another one.
I think it would be better if heavy armor call-ins that are restricted to single unit on the field would go on cooldown after that unit is lost instead of after it was called in.
If they dont change the damage like they plan to then yes I agree. Limit it to one chance to call it in.
Is it always that bad?
They are the ones with the AT nade after all, I do it sometimes when I got a spare squad or one that isn't gonna hit vet3 for Double BAR, it makes them good at ambushing armor from sight blockers!
Put zooks on RETs. They have low accuracy but tanks are pretty hard to miss.
It depends on the situation and enemy army compositions in my opinion.
If they have lots of medium tanks supporting the JT or elephant then the British player should get ATGs (2-3) to counter enemy mediums, Soviet player spams Katushyas (like 3+ at least) to destroy all enemy blobs/support units (aim for okw trucks where repairs happen) and USF can spam M10s or Calliopes (the only viable team game cmdrs imo) to wipe either infantry and tanks with calli or trade M10s with enemy tanks.
If the enemy has few or no medium tanks, use your tanks in the sides of the map and force the enemy to fight next to their tanks while again you spam rocket artillery and obliterate all their infantry/structures/support units.
Understand that the JT/Elephants biggest weaknesses are their mobility, reliance on the map geometry and pushing power. An elephant/JT isn't gonna dive your Katushyas.