@Aeon221
The 75mm M4A3 is definitely a strong unit right now at 130 pts and veteran, but it's not really an early Phase B but unless you're fairly confident the enemy doesn't have anything beefy to throw at you (basically 716th and Windhund, the latter only because M4A3 76mm doesn't do much vs Jagdpanther that a 75mm can't do or an ATG given the armor level). The AT is mediocre compared to the 76mm M4 if you are confident in your tank's safety. I can only really see relying on 75mm primarily when I doubt the safety of the tank, meaning a 50 pt price cut in expendability. It's simply so hard to pass up the sheer power of the M4 76mm because it just deletes when you can ambush with it and holds much more psychological weight. An enemy is much more likely to be baited by a 76 than a 75mm, because they are not only neutralizing your armor by killing it, but also a substantial AT threat, allowing you to get that side shot with your elite ATG that you've been fishing for on his Panther for the last two minutes.
Another reason 75mm Shermans are somewhat harder buys IMO is the M21 is simply a fantastic platform. Just press C behind a mostly safe treeline and everything those lines touch is your playground (unless it's Falls or elite Panzer IIIs/Pumas). One is already a game changer, but two make any HE contribution a Sherman (that's not a 105mm) could provide seem small. They remain viable the entire match, and if you don't have the points to buy a truck for them, you have yourself a bonus .50 cal HT to put on the front.
I think the key to ratting out ATGs is putting pressure on them. You are obligated to have an abundance of HTs in this deck due to the utter lack of non-HT infantry, which means you'll always have one handy. The .30 cal ones are somewhat useless on their own, and as such are entirely expendable if you're not hurting for HE DPS. This makes them great pressure tools to fish for AT. Simply keep your hard counter (mortar/M8/M4/etc) around and drive at where you think an ATG might be. If someone is waiting for a favorable shot, they'll have to decide to kill the HT or back up, which gives you ground to play with. Sure, that's one less HT for that cheese rush halfway through the game once you have six sitting vaguely near the front line doing nothing in particular, but that's not much out of your pocket compared to losing a Scott to a lucky ATG.
Engineers are kind of vital for this deck as they're the only (relatively) cheap counter to Falls and Pioneers you get in forests. Calliope is still usually your best bet, but 200 pts is a lot for a unit that takes an awfully long time to reload once you're finished with your first three to five targets using the ammo that comes with the vehicle. Just remember to run the hell away from Pioneers and drop mortar rounds on them as you will not win that frag fight.
The 75mm M4A3 is definitely a strong unit right now at 130 pts and veteran, but it's not really an early Phase B but unless you're fairly confident the enemy doesn't have anything beefy to throw at you (basically 716th and Windhund, the latter only because M4A3 76mm doesn't do much vs Jagdpanther that a 75mm can't do or an ATG given the armor level). The AT is mediocre compared to the 76mm M4 if you are confident in your tank's safety. I can only really see relying on 75mm primarily when I doubt the safety of the tank, meaning a 50 pt price cut in expendability. It's simply so hard to pass up the sheer power of the M4 76mm because it just deletes when you can ambush with it and holds much more psychological weight. An enemy is much more likely to be baited by a 76 than a 75mm, because they are not only neutralizing your armor by killing it, but also a substantial AT threat, allowing you to get that side shot with your elite ATG that you've been fishing for on his Panther for the last two minutes.
Another reason 75mm Shermans are somewhat harder buys IMO is the M21 is simply a fantastic platform. Just press C behind a mostly safe treeline and everything those lines touch is your playground (unless it's Falls or elite Panzer IIIs/Pumas). One is already a game changer, but two make any HE contribution a Sherman (that's not a 105mm) could provide seem small. They remain viable the entire match, and if you don't have the points to buy a truck for them, you have yourself a bonus .50 cal HT to put on the front.
I think the key to ratting out ATGs is putting pressure on them. You are obligated to have an abundance of HTs in this deck due to the utter lack of non-HT infantry, which means you'll always have one handy. The .30 cal ones are somewhat useless on their own, and as such are entirely expendable if you're not hurting for HE DPS. This makes them great pressure tools to fish for AT. Simply keep your hard counter (mortar/M8/M4/etc) around and drive at where you think an ATG might be. If someone is waiting for a favorable shot, they'll have to decide to kill the HT or back up, which gives you ground to play with. Sure, that's one less HT for that cheese rush halfway through the game once you have six sitting vaguely near the front line doing nothing in particular, but that's not much out of your pocket compared to losing a Scott to a lucky ATG.
Engineers are kind of vital for this deck as they're the only (relatively) cheap counter to Falls and Pioneers you get in forests. Calliope is still usually your best bet, but 200 pts is a lot for a unit that takes an awfully long time to reload once you're finished with your first three to five targets using the ammo that comes with the vehicle. Just remember to run the hell away from Pioneers and drop mortar rounds on them as you will not win that frag fight.