- I am not a great player.
- I am not a strategist.
- Commanders are currently being changed, so this will all be wrong soon.
1: That makes sense. So for 4v4s, things like recon planes, supply-boosting trucks, artillery and airdrops are useful perhaps?Yes. Low level 4v4 games can be won by two things arty and vehicle repair. So I use arty commanders or commanders that will repair your vehicles. Vehicles deal damage well but can be fragile. Push, inflict damage, gain veterency, repair. Do not over extend them and lose them.
2: That did occur to me, since as I mention above my choices are/were limited, but looking at things like penal accuracy enhancements would indicate to an opponent I was going T1 rather than T2. Is it still generally worth it or is the information far more valuable than the boosts?We need a strategist view here.
3: That's useful to know. Are there any commanders/factions you'd recommend starting 4v4 so I'm not too harsh a drain on my allies?
Team games usually rely on team mate support. Which will not exist until you are level 12 or so.
OKW
FORTIFICATIONS - Best stand alone commander for 4v4. OKW is very strong for about 2 minutes then they can get pushed out of territory. Emplacements are a bad investment but can help you hold territory until your team can help you. You lack recon but have artillery.
SOV
SOVIET COMBINED ARMS ARMY - Guards, Recon, Howie etc all in one commander.
ARMORED ASSAULT TACTICS - If the match does not appear to turn into an arty fight I will go this for vehicle repair. Its real strength is letting your team know what the enemy is making. So the earlier you select it the better.
WEHR
JOINT OPERATIONS DOCTRINE - recon and artillery.
USF
INFANTRY COMPANY - There is no other choice for stand alone support. Priest is very good.
BRIT
ADVANCED EMPLACEMENT REGIMENT - If you make emplacements this is the only way to go. You will get rekt hard late game so do not over invest in emplacements(they are easily destroyed late game).
MOBILE ASSAULT REGIMENT - Lots of good stuff here.