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Or trucking in heavy artillery and using it properly.
The Walking Stuka Rocket Launcher is absolutely devastating.
The Stug III, if protected, at closer range.
Flak Half-Track if you keep it at longer range.
I haven't seen anti-infantry mines yet in this game. No idea if they have them. But I've booby trapped points. There's a lot you can do.
I remember when it was an unwritten rule in CoH I not to use strafes. It was frowned upon. If you did it, you were chastised as a player.
Forget the rules. Start artillery bombing & strafing the hell out of them.
other units can attack at long range
hmmm, I wonder if those two are in any way connected? if only you had units that could appear behind enemy lines somehow?
Afrikakorps Armored Reserves Deployment Upgrade cost from 150 Manpower and 50 Fuel to 200 Manpower and 150 Fuel.
Afrikakorps call-in Costs increased for Assault Groups to 600 Manpower, and 80 Fuel.
Afrikakorps Tiger cost from 900 Manpower to 800 Manpower and 180 Fuel.
Increasing the build time of Afrikakorps Panzergrenadier Squad from 13 to 25 seconds.
Fixed an issue where American AI overused recovery vehicles if they took the Armored Battlegroup.
https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-company-of-heroes-3/threads/3509-company-of-heroes-3-changelog
"Edit" well, nevermind i think that change already happened. I thought those things will happen at monday but i don't know anymore.