On Withdraw and Refit specifically,
The problem I see with Withdraw and Refit is that Mechanized in its DBP incarnation doesn't really have units you want to send away.
The WC51 is so cheap that it's not worth refunding, especially when you've sunk munitions into arming it. The M3 Halftrack turns into the highly effective Bazooka Bus: you're more likely to call in a second when you lose it than send it away. The original WC51 was worth refunding but nothing in the commander really becomes obsolete now.
Withdraw and Refit is an ability I think is better served in a commander that wants to call in something expensive later on, like Heavy Cavalry Company or Tactical Support Company. Getting rid of all your light utility vehicles feels more like it's fighting against the Mechanized theme of the commander than for it.
On the commander as a whole,
I think the problem is less the large number of abilities Mechanized has and more that they're bolted in weird places. That's the result of the DBP team trying to preserve the original flavour of the abilities: they created a commander that works but one that feels very awkward.
155mm Artillery and Mark Target got bolted onto the WC51 where they really don't belong, the Assault Engineer crew in the M3 works better than the original battlegroup but
feels odd. The Bulldozer upgrade for the 75mm Sherman created a unit that was visually identical to the completely different Sherman Bulldozer.
I like where this commander is going, but I think what Mechanized needs more than new stuff is decluttering. DBP Mechanized was never a
bad commander. I'd wager the reason it got into this rework patch in the first place is because it's an
awkward commander.
Anyway, it's pretty unhelpful to point out problems and pose no solutions so here's where I'd personally go with this commander.
- WC51 Call-in
- Mark Target and 155mm Artillery removed.
- With Raid removed, possibly give it the ability to cap either as standard or as a 15 munition upgrade.
- Mechanized Regiment
- Adds the M3 Halftrack to the Barracks. It has a normal vehicle crew.
- Adds the M21 Mortar Halftrack to the Barracks.
- Both are gated behind an officer unlock.
- Cavalry Riflemen Call-in
- Combined Arms is attached to Cavalry Riflemen, either as a passive (which only benefits the Cav Rifles themselves) or as an activated aura.
- Both implementions encourage Cav Rifles to stick near vehicles, and the second adds some counterplay to Combined Arms for the opponent.
- 155mm Artillery
- 76mm Sherman
This removes Combined Arms as a Commander Bar ability so Heavy Cavalry will need a replacement. Withdraw and Refit could work: liquidate your other tanks to get a Pershing out.