its a pretty interesting commander. the pathfinder arty drops extremely fast, and two of them will outright destroy any OKW truck. on top of that they can be dropped into fog. saving up 280 munitions is not TOO difficult as USF if you plan ahead for using the arty strikes.
i find the best target is the schwerer HQ. if you can take it out before the OKW player can get out a luchs or a few ober squads, you can really shift the balance of power towards you since they wont have a way to quickly kill your vetted rifles.
the greyhound is kinda cool...i guess. the canister shot can be a squad wipe in a lot of situations, but its very much a one trick pony since its main gun deals so little damage.
the paradrop callin is pretty meh, i think the manpower would be better spent on other things.
so far i find that hunting for the enemy schwerer HQ and bombing it to death with 2 IR pathfinders is the most viable strategy. you deny access to obers and the luchs so that your rifles will be able dominate infantry fights and seize control of the map.
its possible to have 280 munitions and 2 pathfinder squads by the time, or shortly after, the schwerer goes up, assuming munitions control has been even or in your favor.
this. i heard it on computerheat's cast when ciez talked about what lemon just said.
even with only one IR Arty, it does good damage, therefore it is easy to connect with other AT fire if that is possible.
i don't know about IR Pathfinder's combat capabilities though. didn't see any difference when i mixed them in with riflemen. iR's fake arty is great though.
but that is about it about the commander for me.