And with Raid Sections having a good all round profile that would make them easier to play with than the static IS, and with both not having snares anyways, the latter wouldn't be an unlikely scenario.
Because UKF is so hard to play to begin with
It feels like, Raid sections are a brilliant idea of someone very vocal in dev team, since you guys already tried to push this agenda of having them in the game in patch. Now you slapped them into a top pick commander.
Still, alright lets say they are indeed just a different way to play UKF and be less static, but can you elaborate why having them as a replacement, or close to be a replacement justifies the fact that they are allowing you to skip all side tech?
If one can play with all the tools UKF have in the beggining he can replace IS with Raid sections and save hell of a lot MP and Fuel. Why it should be in this way to begin with?
This decision pretty much introduced the commander that potentially can fuck up the way faction resource management works.
Its also funny to see mention of osttroppens in the same post, because as we all know power of osttroppens came from not from their combat perfomance, but from the fact that they allowed faction to do major res.skips, allowing snowballing and fucked up timings.
So in the end we have a commander with:
1) Flames on engis
2) One of the strongest CQC inf
3) Inf which allows you to skip tech
4) Rocket arty
Like come-on, is this UKF player wet dream of something?