That wouldn't change the fact that pathfinders are a total waste of manpower. They cost more than a rifle squad and have less firepower and less utility.
Getting them earlier wouldn't help as they're not useful that early in the game. Instead, they should be either cheaper or more effective.
Take this with a pinch of salt, but I find them a reasonable support unit. They come with Camo, longer vision and decent long range dps. With vet, they become quite good imo.
Very small suggestion, i'd like to see Relic consider moving the Pathfinders in the Airborne doctrine from one CP, to 0 CP. Reasoning is, it opens up more options for USF players who are rather limited in the very early game. Similar to Assault engineers, more options would be nice, although I acknowledge it has some knock on effect on timings early game, as it means USF would be able to get a squad(S) out without building time from the barracks.
Assault grens for Ostheer appear to work okay in this regard, would Pathfinders?
As a general comment, I really dislike when units can buy Vet or begin with it in the COH franchise. It goes against one of the core designs of the franchise.
As it stands, if you have the commander, it is a no brainer choice. Which I thought Relic was trying to get away from.
Why buy 3 paras and land them at your base seems a big waste, 1200 manpower then get a Lt when you can get AT from the Para commander
Ain't got the cajones to land Para's behind enemy lines without some Pathfinders yet. Plus I did want the LMG upgrade, so needed to be in my own territory. I air dropped a HMG, but yes, generally speaking vs Ostheer you want to go for the lieutenant imo, but Stuart is fun and very handy! Just did not have the spare fuel this game due to a poor start.
@ Sluzbenik, I think he had more then enough AI, in the form of Tigers, P4's and Ostwind+ Grens/Pgrens
I have not played too many WFA games, but from my Alpha and live experience, i'd have to generally speaking agree with Ciez observations on USF mid-late game. Outside of the AA halftrack, USF have some very strong units/upgrades such as the Utility car, Paratroopers, M1919A6 and Jacksons.
The only real composition I find they struggle against late game is a combined arms Ostheer player who keeps it tight and strangles the game with that magic composition of a few gren squads, mg42's, Halftrack, Pak(s) and armour (t3/Stug E or Tiger/Elephant). Some maps are better for that then others. But tbh, Soviets also struggle heavily if Ostheer make it that far as the synergy is great and requires a mistake by the Ostheer player or something out of the hail mary play book to break it down.
And not a single mg bullet,mortar shell or a panzerfaust was used by Ostheer in this match. Guess the russian winter really fucked up the supplies income.
Good game, paratroopers seem strong but I don't think they would be as effective if grens and panzer grens were supported by mg's or smoke shells from mortars.
Didn't play against americans yet but I think this replays game me a small insight of what to expect.
GG man.
Cheers, he definitely used a faust at some point though.
Generally speaking, most USF players go for the Lieutenant and AA half-track which is OP, so i'd expect that rather then Captain play and Paratroopers
Ostheer combined arms with a Tiger tank (or more) is a very hard nut for either allied faction to crack if the Ostheer player keeps it tight and conservative.
Paratroopers upgraded with the LMG's are a very strong AI unit, albeit expensive. If your getting into a straight firefight with them as Ostheer with your infantry unsupported, good luck!