0 CP- Dodge. I haven't used it much since the original nerf but it seems to me to be a very effective unit and exactly what the USF needs to round out its T1. Can it face or beat the kubel?
2 CP- Withdraw/Refit. In theory a very useful ability. Practically speak....very eh. One of those "when am I ever gonna use this" abilities. Maybe there are some niche ones like swapping a stuart for a sherman. And for getting your dodge off the field. But still very eh
3 CP- M3/Ass engie. Great unit. Terribly overpriced. Not sure why it was nerfed further. Needs to be cheaper. Not viable
4 CP- Recon sweep. Redundant mostly
8 CP- 105mm arty strike. Great support artillery strike from what I remember. A bit lackluster though compared to other commanders' last abilities.
Overall I feel it has a lot of potential but just currently isn't viable. It seems best to keep in your back pocket in case of kubels but to lose a slot for inf, para, and rifle hurts.
			Mech commander viable?
									2 Nov 2014, 06:49 AM
				
	#1					
								
					
				
		
Posts: 395
									2 Nov 2014, 07:28 AM
				
	#2					
								
					
				
		Posts: 431 | Subs: 1
It's better to use this commander only for 1v1. The howi abilty is actual any tank one shoot ability.
			
		
									2 Nov 2014, 08:12 AM
				
	#3					
								
					
				
		
Posts: 395
I'm keeping it on my 1v1s now. I just played a semois game and guess what was parked outside my base? It's really satisfying to send a dodge down the fucker's throat. 
			
		
									2 Nov 2014, 08:21 AM
				
	#4					
								
					
				
		Posts: 1963 | Subs: 1
The Dodge is very good at beating the kubel. It won't kill it instantly obviously but it's good enough/.
			
		
									5 Nov 2014, 11:40 AM
				
	#5					
								
					
				
		Posts: 1216
I only find it interesting with the USF equivalent of Kubel/clowncar, and the M3 halftrack which is finally a reinforcing vehicle with a hint of durability.
			
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