The cap order was to ensure fuels were taken, but admittedy im not sure what a good cap order is or why a certain order is good or better than another. Any advice on this front?
Youre right about needing more infantry and shermans, it was a key hole in my play for the whole game. I had picked airborne to get a pathfinder squad and a fast m20, and completely forgot to get either. This was a big mistake and hurt a lot. It might just be in my head, but shermans seem useless even againt medium, let alone heavy armor. I find they bounce shots left and right, and get penned and die easily, essentially throwing away 110 fuel.
Lastly, is p47 strike meant to be so inconsistent? For 240 munitions, I expected at least a few solid hits on the Tiger, but felt like they just didnt do enough for the 480 I spent. If I will be forgoing this ability along with the doctrine, where is it suggested I spend munis that pile up once squads are upgraded? More nades? The lack of mines can be such a headache as USF.
Thanks again for the reply and time spent watching that terribly long game. Heres hoping I can implement what youve given me and close games out when I have an advantage.
