I'm not sure if it is a bug so I won't put it on the COh2 Bugs section but the reason why your ambulance can teamkill is because around the USF base there are barrels that can be crushed if you drive close to it.
Crushing them will count as teamkill. Now you know why sometime your ambulance is granted teamkill, it is usually the only vehicle driving close to your base fences.
Ostheer: Needs T1 (Mortars) because it can't survive with Pios + MGs only (besides Call in 0CP units like Osttruppen.
Soviets: Need T1 (Penals) or T2 (Mortars) because they can't survive with Cons + Engineers only
USF: Have a Mortar in T0.
UKF: Also lack anti garrison in the early game, still I made experiences that MGs clear out buildings very good if they are also in a building.
A T0 AT-Gun is not useful because you can't get vehicles at minute 0. On the other hand you can occupy the key building of the map in about 15-20 seconds.
Just saying nobody get Anti-garrison T0, now you can invest munition on pios/engy but that's not anymorer T0 at the time it becomes available. It is true that USF get the mortar t0, I just personally not consider it as a good anti-garrison unit, not like flamethrowers or flam-nade, but still my mistake.
About OKW T0 ATG, as OKW you don't need to care about anti-tanks because whenever you decide to go T1 or T2, you already have access to it. This is not true for Sov/Ostheer/USF.
OKW just needa a T0 suppression platform, meaning the MG34 that's already there, without the hindering tech requirement. And smoke, OKW just needs none doc smoke, either on the leigs or on the sturms/volks, but I'd rather go with the leigs or volks.
And finally, be able to build caches. With no unique resource system there is no point in having no caches available since they werent given to the OKW in order to balance their unique resource system.
You can't give a faction as starting unit an Elite troop + T0 best capping unit + T0 ATgun and on top of that a suppressive platform.
So you always keep your MGs packed up and ready to move? Basically let enemy engage first, unpack, shoot back?? My instinct would be to always have MGs ready to fire. Or do you mostly mean the "offensive MGs" in this tip?
I like the idea that one should move the MG with the infantry, pin enemy with MG, while using infantry to flank. To use the MG in the attacks. nice.
I'd like to discuss more about using MGs as part of infantry, and the likes. Is it useful to keep a infantry squad with the MG to counter flanking, or even use 2 MGS with widely spread fields of fire to cover about 180 degrees to avoid flanking... 2 MGs, one house (not to be confused with a rather nasty video about a cup and young ladies...), using wire to secure flanks, using bunkers to house MG squads etc..
first point, unpacking the HMG avoid unnecessary lose by mortar barrage, you opponent knows it location so he is going to flank it. In my opinion, a HMG deployed for no reason is a half dead HMG, because your opponent will see it and flank it.
Second point, packing and unpacking a defensive HMG take a lot of time. So if you have been flanked it is usually result in ordering a retreat. But if you HMG is already unpacked and waiting for your order, you have enough time to deploy it in the right direction. All of this of course requires to have spotters, do not let your HMG alone.
Allied TD have been buffed so much (to deal with the KT) that axis armor advantage is quite pointless. Axis tanks would be far better of if they had less far less armor and where cheaper or had more DPS.
Su-85 chance to hit Panther at range 60 4X24=96%
Su-85 chance to penetrate frontally Panther range 60 220/320=67%
Su-85 vet 2 chance to penetrate frontally Panther range 60 220X1.3/320=90%
M36 chance to hit Panther at range 60 3.5X24=84%
M36 chance to penetrate frontally Panther range 60 200/320=63%
M36 AP chance to penetrate frontally Panther range 60 240/320=75%
Why are you comparing vetted Su/M36 vs non-vetted Panther?
Non-vetted TD having between 60 and 70% chance to penetrate is a good value.