I'd suggest having at least two riflemen because you gonna need them to push against green cover and flanking MG
Well, its obvious that I will eventually get more riflemen, but in a specific one situation where Im… lets say facing two volks/grens squads, will it be more likely to defeat them with a riflemen squad that has a Paths squad slighty behind them, or do I have more chance with double rifles squad
An in-game/straight from menu launched map editor, simple enough for a chap who has never touched a PC to effectively work with
SP Campaigns for Brits and Germans + More theater of war DLCs (reasonably priced)
CoH3 Announcement and feedback plea
Fix or remove the gardening Moscow map, remake Lorraine, Wolfheze and Pointe-Du-Hoc from CoH1, also add more maps with Ice (but balanced ones ffs)
Further balance improvements, bug fixes (no matter how much BS is still left, the progress from post WFA armies and post Brits releases all the way to now deserves a medal)
Also hire Gary Oldman as a new announcer for Soviets
Before teching to T2:
Another IS, one vickers, one UC (the order depends heavily on the map, sometimes I even skip the MG)
After T2: Immidiately REs followed by a third IS (this one upgrade with the arty smoke) and second REs (the order again depends on how much ammo I got and general situation, sometimes I dont even get the third IS)
Then the AT gun
If your opponent likes to rush your IS, nade upgrade
No AEC nor Bofors, straight for T3 and Anvil, then Churchill
Then bolster upgrade, weapon upgrades and either another Churchill or a Firefly, depends on the situation
4) I´d rather remove the cost, but keep the after-penalty as it´s an interesting "think ahead" mechanic (of course remove the effect upon retreat, in fact no movement slow down should ever be applied to any retreating inf.)