So the new patch moved Panzergrenadiers from T2 to BP0.
Previously, skipping T2 was a big risk for a 200 MP 20 FU reward. You'd be completely reliant on Panzerfausts and Tellers until your Panzer IV came out.
Now though, you've got Panzergrenadiers to cover that AT gap. There's an argument to be made that skipping T2 might even be better for AT now (840 MP for two Paks, 680 MP for two PGrens). 
Furthermore, the unit you're now rushing is the Ostwind, which comes out 30 FU faster than the Panzer IV.
Has T2 become a situational pick? It's not mandatory now, and it's not cheap.
			T2's Viability
									23 Jun 2019, 13:42 PM
				
	#1					
								
					
				
		
Posts: 3260
									23 Jun 2019, 14:01 PM
				
	#2					
								
					
				
		
Posts: 3048 | Subs: 3
It's still necessary sometimes. You cant counter an USF AA halftrack or a quad flak just with panzergrens. Sometimes you also need pak40 vs emplacements or 251 for flamer (urban maps, soviet fhq, forward reinforcement). And sometimes you even need the 222 for scout or for anti tank services if you are too low on munitions for schrecks.
			
		
									23 Jun 2019, 14:07 PM
				
	#3					
								
					
				
		
Posts: 3260
It's still necessary sometimes. You cant counter an USF AA halftrack or a quad flak just with panzergrens. Sometimes you also need pak40 vs emplacements or 251 for flamer (urban maps, soviet fhq, forward reinforcement). And sometimes you even need the 222 for scout or for anti tank services if you are too low on munitions for schrecks.
Do you think this creates a role for the Soviet M5 then? Against a build skipping T2, could it be more effective than the T-70?
									23 Jun 2019, 14:22 PM
				
	#4					
								
					
				
		
Posts: 3048 | Subs: 3
Do you think this creates a role for the Soviet M5 then? Against a build skipping T2, could it be more effective than the T-70?
definitely
									24 Jun 2019, 21:23 PM
				
	#5					
								
					
				
		
Posts: 1169
Between shreks and incendiary rounds on MG, its pretty strong vs light vehicles, I use commanders with camo in, for the infantry sprint, makes closing the distance with shreks a lot easier, and also getting a faust off to snare it first.
Another thing that makes going PGs extra good is as they come out they add considerable anti inf power to your force, really helping to solidify late early game, but then you can upgrade them when needed to shreks, covering their lost role with probably an Ostwind, it just flows super nice.
			
		Another thing that makes going PGs extra good is as they come out they add considerable anti inf power to your force, really helping to solidify late early game, but then you can upgrade them when needed to shreks, covering their lost role with probably an Ostwind, it just flows super nice.
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