So far this is one of the rarest 4 achievments
BLITZKRIEG
Deploy 50 Mechanized Assault Groups and 50 Mechanized Grenadier Groups
So, for those of us who are completists or creative and don't want to dismiss anything as useless, what can we do with them?
Both of them are 520 Mp and 40 Fuel and give you an infantry squad in a 250
Mech Assault Group
PGrens in a 250
Mechanised Gren Group
Grens with an LMG in a 250
The Mech Assault group comes in the Mechanised Assault Doctrine:
0 CP AGrens
3 CP Mech Assault Group
5 CP Stug E
8 CP Light Artillery Barrage
10CP Tiger
Specifically this a doctrine that I understand if for limited or no teching, though that's not often viable.
I suppose you can put Shreks on the PGrens and use it kill armour while it's being distracted, but that's a big investement in a vulnerable unit
Or you can just take the PGrens out and use this call in in lieu of T2.
The Mech Gren Group comes in Mechanised Doctrine
3CP Mech Gren Group
4CP Smoke Bombs
5CP Scope
8CP leFH 18 Artillery
8CP Command Tank
It's interesting to note here you are paying MP and Fuel but getting something that costs muntions as the Grens come with LMGs
Both of these look like an Ost clown car, but both come too late to act as one. By the time 3CP comes there are plenty of things that can kill them and the time for swift capping is done.
I have used both in late game where infantry is depleted and a mobile capping unit can fill gaps, that works.
They may also way to move a capping squad that is semi-resistant to shocks.
Thinking if there is anything more.
The 250 itself is underwhelming, it doesn't seem to have any guns, and has an implied cost of 140 MP / 40 Fuel or so
In both cases I have considered doing the following:
Call in the Unit, take the infantry out and use it elsewhere.
The 250 can then either be used as an expendable scout/distraction
Or, you can put a Pioneer in it and use it as a capper (possiblty with flames)
What does anybody else think of these?
I extensively played Panzer Elite back in VCoH, and this commander suits my old strategy great. There are so many uses for this call in. Early they are a great mobile defense unit perfect for killing off random infantry units trying to steal your territory. They are also great at flanking weapons teams or rapidly driving around to kill off a mortar and drive away. I have also used it to drop an mg42 on the flank of an army suppressing a large part of it. When supported by a StugH they can drive around punishing flankers or flanking themselves. One of my favorite things to do is have them drive around with 222s, a throw back to my old 1s PE strat that was 2 panzergrens, 3 scout cars. Even when not upgunned the 222s and this call in will murder any few straggling infantry units not supported by Zis, they will even win vs 2 Guards.
Late game I use this call in as a Taxi or as a flanking / mobile reserve unit. It does require a lot of micro and understanding of troop movement so you do not loose the Halftrack, but usually it takes quite awhile for me to loose it, and it is usually to a chasing turreted tank.
The only problem with this strategy is that it is fuel intensive. It requires aggressive play around the fuel points and most of your anti tank will come from Paks or Panzergrens with shrecks until later on when you can afford a P4. However the early and mid game power of this commander/ call in really takes a toll on the Soviet player.
As What Doth Life said as well, this call in is incredibly devastating vs people who are waiting for call ins because it is difficult to deal with the mobility without a tank of their own.