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I ask you kindly to play some more USF before giving us your great opionion on their balance, as you seem to be having tunnel vision at the moment.
Rangers are ♥♥♥♥♥♥♥, in team games. 3v3 and 4v4 at least.
They're too expensive, and you can easily deny them impact with MG's/Any Flak vehicle if you're half decent, and close the gap once you get medium/heavy vehicles out.
I wont speak about 1v1, as I never play it.
I know you're not speaking about 1v1 either, as you don't play it either.
I usually go double MG and just move them around with my units. Really hard to defend tho because they usually run around a lot so I just keep the MGs on my attacking force just for the rangers.
As for DAK, I usually get the Flak AA truck before they get their bazookas, after I also tech into MGs again.
Playing as Wehr it is quite difficult but I found that a stummel (half track upgraded from T3) with MGs works wonders at cutting down their health bar
When they charge use your PGs to hold the line and give some sight just be careful of AT guns
Sometimes an early sniper can help just whittle down their numbers and force them to tech to early vehicles which stops the tech to Sherman then spam meta
Clearly you havent played USF with the new commander, it cost 50 mp to build the artillery radio and takes up to 2 minutes to recharge unless you supervise which will take half tthe time. also you have no control where it shoots the shells so if the MG is not the first thing it spots thhen its worthless
It doesnt work like the artillery officer for the wehr
Also the sprint option is at VET 1 and is called cover to cover. they need to get in cover and then jump out to get the bonus, but it doesnt deny supression.
I'm of the opinion that there's enough cratered moonscapes to go around, and be created by players, that the 'Sprint cover-to-cover' is seldom, if ever, a problem for Rangers to make use of... and Vet 1? It can't be that hard to achieve on a unit that will never die.
Good to know about the strange 'build and forget' Artillery radio.