On the matter concerning the M5 Stuart, I would claim that it's a real good mobile fire power (tiny canon + 2MG's).
A polyvalent Light Armor designed to scout out, disturb Infantry and stronger Armor on the move, due to his disabling abilities.
But it definitely got to be supported to be at his most efficient AT point, some Bazooka's, ATG, Medium Armor or TD.
It has a pretty good synergy combined to others units, still able to rekt Infantry squads (when no Panzerschrecks in sight) and destroy trenches by his own.
However as CODguy said, it's also expensive 70 fuel, and it delays your teching into Mediums stuff.
In most cases you can hold on enemy's Light Armor with Bazooka's or/with an ATGun (stole it feels even better).
Plus, a wisely good using of the standard Mine from the RE's can really do a great job as a snare for an outrageous Puma, or insolent Luchs, use Tank Traps to force them to go in (it's cheap asf*k).
About how to hold on Germans Warmachines, I join on ShadowL. you got to know your foe, either Puma, Luchs..
According to the circumstances it can still be worth to invest in the Stuart if you feel like overwelmed by OKW/OST Light Vehicles.
As he pointed out, the M5 Stuart, with some proper micro, can do a great job against other contenders from his category
Or if you're tight on ressources, and you can't afford to wait cuz' there is a Panzer IV/Panther rollin' on the field into your line.
Such a thing won't be halted by an ATG asides Pumpkins throwers.
But may the Stuart by a smart flanking, with the support of all the ATPower you got, make a difference against the Beast.
So yeah it's a risky investment due to his cost in fuel, plus the more you got trouble with microing your Lights Trucks/Tanks and keeping them alive, the more complicated will it be to make it worthy.
Still one of the best Paper Tanks, Puma is also great, maybe ex-aequo with a + on Puma, I really love/hate this unit (love it when able to steal it).
The Stewy is fast/mobile (got to keep it on movin' cuz' it has a really decent accuracy on the move), he's fragile but still can take up to 2-3 AT shots (less when it comes to big canons, 88mm,..), and got two abilities to disabed his predators, includind the Puma.
But you still got to be very cautious on how you approach this apex, awesome range and sight (same as ShadowL. noticed it), also a solid disabling capacity, plus extra valuable Smoke Canister.
Moreover it carries a BigFuckinGun, which gaves it enough damage output to assault on Mediums, and this is incredible, how a good micro'd Puma can totaly wasted you.
That said, a well used M5 can do a serious job as counter to these threat, by disabling it the time your ATP comes in for the take out.
As previously said by many, if you want a proper job to be done, and finalize, got to support it, use it in concert with AT stuff, or you won't be (in most cases) able to gofor Touchdown (on Armor).
Yet, even if I understand the point to rush it to take initiative over your opponmentI.
I mostly try to avoid this investisment as far as I can rush Mediums cuz' the situation allows me too.
This decision is totaly depending on the previous events of the early, it's all about your own subjectivity, and also objectivity about how bad/good is it going so far ATM.
Somehow you got to trust your guts, an experimented instinct, is the most valuable weapon's of choice (AT/AI), be wise, don't overreact/rage about what happens (best way to lose precious time to launch an efficient counter attack), remain strongly focus, and the rest should come by itself.
Pathfinders certainly do not suck, theyre just not GREAT in combat without BARs. Super useful though, especially when I'm tandem with support weapons or the AAHT.
Especially the latter, my best games with a flak half-track are usually when I go airborne. Pathfinders are so helpful to spot for that thing
This really seems like an interessant Strat, this duo with Pathfinders in order to spot for the AAHT, through I think it's also valuable with many Armored units, like Jackson, M4 Sherman or even a Stuart.
I mean it's what for Pathfinders were designed to be, spotters for Heavy (Medium) stuff, Weapon Team (ATG/MG), Armor, Arty,.. caetera, even for your Infantry.
They are also excellent as support fire, with their Sniper passive provided by the 2 scoped rifles.
So I think that yes, in some cases, a Riflemen-6-pack can works better supported by those Scouts (much more when BARed ofc),
then with another 6-pack.
But as it as been pointed out, 2 Riflemen squads can face most of the situations and issues happening on the field, however, the special abilities from Pathfinders makes them worth it sometimes, it's more a play style matter.
Ofcourse you won't play the same way with a 6-pack + Scouts then with 2 6p's.
I would say it's all about your micro, cuz' Pathfinders can't go frontal, they required more "finesse", some touch.
Have to admit yet that I don't really see the point to spam them or building more than one squad, Riflemen are still our spinal structure, flexibles, potent scaling when Vetted up + 2 weapons upgrades.
Scouts are specialists, 4 men squad, low fire rate, not so accurate (to not say not at all) while moving, they're not here to be Assault Team, but Shadow Warriors.
They excell at one thing, recon purposes + eventually Fire Support when needed.
To fight off an enemy squad alone, you need to get them Vetted, at least one BAR, long/medium range engagements with cover workings or garnison.
In other cases (except rare circumstances) better for their own safety to make them fight as stealth reco with Hold Fire to spot something out, then when your others units are moving in with surprise effect, allow them to fire on too, or avoid fighting when they're lonely.
Hope you guys going fine, either Unkle Sam's fellows, Gran' Father Stalin's conscripts, Queen's defenders, or Axis soldaten.
As a USF player, I usually goes for (spam) the Heavy Cavalry Commander, who can say "no" to Field's Defences (Sandbags spam, Mines + Fighting Pits), a decent Smoke Artillery, the Mighty Rangers a.k.a "Battlefields' Gods", the only Heavy Tank available by the USF, the powerful
Land Raider hm M26 Pershing gunned in 90mm, and should I not forget effective Combined Arms.
Also got a longdate crush with Airborne, those scouts Pathfinders, extremely efficient AI Paratroopers, MG or ATGun drop to skip a Tier + P47 Strike (RIP).
Recon Support is fine too, but I think it was better with an ATGun on the Paras Force Drop, still love those stealth Parazookas tho', really fun to play, special mention to the M8 Greyhound and his Cannister Shot, plus the Clusters Bombs Drop ability.
But here's not the matter, I wanna hear more about your experiences, feelings and possibly tactics/strategies about the Mechanized Company.
I must admit that I really appreciate the recent rework, I didn't try this Commander so hard before the add of the Lightweighted Rangers, those Cavalry Riflemen are serious troubles when it comes to throw an AT Statchel or waving Thompon's up (and M3 Grease Gun).
They got also Smok'nade which comes out pretty useful in many scenarios, a good alternative to our standard Riflemen-6-pack, zbs on urban maps.
The extra ability as far as I understand act like kind of a suppresive/slow in exchange of acuracy ? Or maybe I'm telling sh*t
A pretty potent unit IMO, that can filled up both AT and AI tasks.
To conclude it's a great versatile unit, that suits perfectly in the USF mantra, able to go harass trough enemy lines, flanking Crew Weapons or damaged Armor, tough enough to hold their ground versus most units of the game when Vetted up.
The WC51 can possibly be your prelude to YellowSchoolBus, either another wreck on the field due to its fragility.
However it's as fast as it is fragile, with a bit micro, you won't let a rest to your opponment, scouting and cutting his lines off.
Can be upgrade with .50cal MG (is this the same as the M2HB?), it's like gambling, that said, it's always nice to roam on the field chasing retreating units while firing at them.
Plus it allows you to deploy the Dog alone, by giving it some self-defense fire power, in order to harass.
Even better when you hop'on some Cav'Rifles or Lt/Cpt, this way they can obliterate squads, untill there's no valuable AT support around.
Still works with standard Rifles even with RE's, those lasts are not the best pick, but hey when it's war everything is still better than nothing.
The Arty Barrage at 180 Ammu' is a lil'BigBang, that can took out buildings or static defence lines.
One thing exclusive to this 4*4 is the ability to mark enemy Armor, amplifying the damages taken.
It's also cool to see the good old Jeep from CoH1 coming back from West Coast Customs, pimped asf*ck.
M3 Half-track is a nice and fast two squad cargo, wellknown as "Bazooka Bus" thx to Twisted Tootsy (Big Up), if you don't know that guy, can be worth to check his replays out, really interesting moves and tactics, dare to be ballzy.
This Light Vehicle comes in with an MG on top to provide support, and most valuable thing to me, can serve as an auxiliary 3/4 Ton Ambulance + Medipacks drop.
It has a really good synergy with Infantry, to sustain your frontline and follow the bending of it.
Another versatile thing to our Arsenal, which allows to launch fast Raids/Flanks with squads on board, and react faster to enemy's moves by moving your owns faster on the field, but keep in mind to not roam in War Fog without being a bit aware of what's on your way, 'cuz a simple Raketen or any ATGun can be a serious threat, Puma's and Armor too if you don't get Bazookas inside (a Minesweeper is also very effective, not versus Armor ofc), or a Light/Medium Armor escort (the M5 Stuart suits perfectly to this task, the M20 is still a potent/valuable pick, Mediums Tanks simply f*ck da way).
The contested Mortar Half-track (M-Idontremember), some says it's effiecent as a Pinguin attempting Handjob, others claims it's a decent call-in of a mobile Mortar, which is a bit inaccurate got-to-say, however what I love most about this mobile support is the possibility to spread four differents type of Strikes/Barrages.
Ain't got so much to say about the regular one, not so accurate (again) so you never know how effiecient will it be, but it's steal an area denying tool.
Smoke,.. I mainly play USF because of Smokes, such a blessing, many uses availables except damage makin', in Armor fights you better remember to use Smokes, and think/react fast 'cuz they need a few sec to get deployed (from M4 Sherman) but it trully make a difference to me.
This applys also, as everybody should known, with Infantry moves, Lt/Cpt Cavalry Rifles RE's got them, and offcourse our Mortar Half-track.
Use theses without restrictions but wisely, for capping, cover approaches/flanks, caetera..
Let's speak about a lovely thing called White Phosphorous, simply terrific, perfect area denying effects, some MG's nesting in buildings?
No problem, bring them Hell in a rain of burning Phosphorous Gaz.
Want to totaly deny a VP for a moment or break an incomming charge ?
Let it go, Infantry won't be able to stay in position or go through the area.
At last but not least, H.E.A.T charges, when you spot Armor group or a damaged Armor getting repaired, strike with this efficient AT shells.
They deal a ton of damage IMO, enough to deny Medium, and in smaller proportions, Heavy Tanks.
Those two lasts specials shells are exculise to this Mortar unit, or you should go for Pack Howitzer.
In a few words, a potent indirect mobile fire support, the counterpart takes form by its chronicle inaccuracy and the typical Half-track vulnerability.
Here comes the M4 Sherman 76mm gunned, less AI power then the regular, great AT compared to his lil'brother, a strong add to your Armor, ja it cannot go toe-to-toe with Tigers but this is Mister Jackson's duty, to deal with Heavy Armor at maximum range, as far as possible.
Sherman 76 want to face off Medium Armor properly, those PIII / IV couldn't ignore its threat, cuz' it can deal serious damage with special AP round and got a decent rate of fire, enough to stand his corner, still preferable to support it with some AT or MG, at least give it Rifles or RE's.
With the .50 cal upgrade, it has some solutions to throw Infantry away from it, despite the lack of HE rounds "Squadkiller".
Same as on the 75mm (and most USF units), never underestimate the Smoke abilities, to cover your advance/flanks/retreat, block sightline, blinding Weapons' Team and Armor, these can stop an incoming attack/flank when properly used.
IMO it's a really good alternative to the standard M4, as many availables units by this Commander are, solids alternatives to regulars' ones.
I did forget to speak about the Dozer' Blade upgrade on the 75mm, which allows it to set up and destroy road blocks that can act as green cover, and go through trees/walls like if it was an Heavy Tank.
Pretty useful on forest maps to clear the way or either create news ones, still can be used on others maps to block a path, or provides cover to your Infantry.
At 4 CP comes Combined Arms, which with so much Light Vehicles, and Armor affordables, comes out incredibly strong for a quick hit hard raid supported by Infantry, in order to protect the flanks and cap the owned ground.
This sinergy get optimal with the two exclusives troops transports which when loaded with units still apply the effects to each others.
Just got to think about activate it, sometimes it's harder than it seems to remind it, but when you do, it provides really nice bonus either to your Infantry or Armor.
It's like the quintessence of the Mechanized Company, reliable to nearly all units.
I would said it's more an aggressive competence (designed for Assaults), but still works in defense.
That's almost an Introduction of what I got to say about the specifics units and aspects that brings this Commander in game.
Many Light Vehicles added, to work on your early/mid game to ensure late, plus a great synergy with Infantry and Armor.
Without omitting the awesome flanking potential provided by those lasts.
Here is the results from my personal feelings about Mechanized, which is currently my beloved pick.
Otherwise I know there is plenty more to develop, an that's what I'm lookin' for.
What about you Generals ? How do you feel about this Company ? Did you even tried it ?
And remember : "Chill out ! War is over".