I just played 3 games in a row against this commander. Did someone recently use this strategy.
Most recent game, player doubles up on MG and Assault Grens rushes my Cutoff and attempts to wait out for PGREN call in. As the opponent you push them to stop the strat which helps them by building up their CP. Also due to not having to build T1 or tech they are able to keep pressure up until car comes in.
In the first games it was same player and they did build T1 for Gren snare, but again did not tech up save fuel for car. He did not attempt to cap map at all, parked his MG in front of cutoff was able to build reinforce bunker next to it and I had to completely loop around to get him. He didn't really play well either as I stole a MG from him but once the came it took to much to kill it which he promptly replaced again. At that point I said fuck it and GG.
In the end, the main issue is the ability to get PGREN without tech. Since they can save the Fuel and MP from tech and building it puts massive pressure on opponent to outplay them.
Assault grens themselves don't seem to be to big of an issue but combine with techless Pgren it is extremely oppresive. My suggestion would be to remove Pgren from car call in or require BP1 before car can be called in.
so i actually decided to watch your replay because you provided one. heres my feedback
dont use your first engi to fight --> cap with it
dont get scour car first --> get penal, cap 1 point
go for muni first fr faster flamer
use your units in conjunction--> you fought a lot with single units in bad positioned
you capped with scout car when it was loaded -> at this point you should have attacked the mg s
you had 70 muni and you still didnt get the scout car flamer. instead you threw a satchel -> thats not cost efficient
firtst cap muni, so you can get flamer earlier
you had no map control and no heal, but you decided to get t3--> this forced your to be idle a lot because you hadt got enough fuel
get t3 after medics.
at penals were good. but why 2 sqads? this cost you ant inf power, but he had only inf
you let your mg too far behind when you regained map control. use it to cover front munis/fuels
to sum up: you chose bad confrontations. you often let single units fight vs multiple units, sometimes even you didnt use cover
i suggest following build order: engie, penal, scout car penal
cap muni first, get 1 flamer, avoid confrontation at this time, when you have flamer car and 2 penals, attack his mg with all of that, leave other engy behind to cap and maye lay mines
get only 1 at penal -> he had only 1 vehicle, stall it and use cover
your heal was way too late, get it before t3
get muni point firstm when you lose muni point try to get it back immediately
good attacks on cutoff