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						 It starts working at 1cp for me. Maybe 0cp is a typo  | 
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						 In my opinion, reducing button cost to 30muni and making both button and smoke cost 30 is a better idea but the main point is making both abilities cost same amount of munitions. Sovs still need to spend 60muni just to unlock buttoning.   | 
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						 Dont stand in front of 152mm assault gun, just like you dont park your tanks in front of the Elephant.  
 
Guard grenade has very good potential to kill full squad, everytime I use these guys, I kill 1-2 squads with them. 
 Never wiped full squad with a mine though.  
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						 gg  | 
							Thread:  ISU-15210 Dec 2013, 08:36 AM
						 
						I think elephant should have a higher  chance to become critically damaged with every shot.   | 
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						 I think german multi-purpose mine may appear as a commander ability. 
lol  | 
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						 Nullist, I wasnt talking about real-life molotov, coh2 molotov does explode and has huuuuge area of effect, much bigger than real molotov.   | 
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						 Molotov explodes, so it has an explosion effect.  
(Captain Obv to the rescue) 
 
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						 Guard grenades are pretty consistent, everything inside the radius dies.(often it is full squad kill). Bundlenades are ok too. 
 
Molotovs are more random but they are still much better than riflenades imo. If you shoot riflenade at hmg or house you kill some men but they dont need to reposition or get out of the house =( 
 
The most random thing is assault grenadier grenade. I dont have that commander but I can see that rarely it kills more than 3 of my guys. 
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						 I don't tech with Guards Motor either. I build 4 conscripts then 2-3 guards and heavy mortar and 2 munition caches to have enough munitions to throw guard grenades in every engagement. Building caches also gives additional XP to get to 4cp faster.   |