No structure can survive a simultaneous Priest/Time on Target barrage. Fire both barrage abilities at a stationary target of value like a Schwerer Panzer HQ, and watch it evaporate into a poof of dirt. Use the Priest in conjunction with Time on target to form a TRUE TIME ON TARGET BARRAGE. 50cal on top for Self-Defense, but do not count on it to do much. It comes with two barrage abilities: a normal barrage and a creeping barrage that strikes along a precision line - similar to the OKW Walking Stuka. The M7B1 Priest is the only Mobile Gun-Howitzer in the game, and is mounted on the M4 Sherman Chassis - giving it decent survivability compared to other artillery pieces. Mines can be good for flank protection, but you need to make sure you have the resources to equip M1919 LMGs later. ! Placing anymore than one mine in a spot will increase the damage you inflict to vehicles. The Mines are cheap at 30 munitions and should be planted by your riflemen whenever possible. However you can use your Riflemen to push to a forward position and then plop down a quick fighting position/sandbag green cover when your Rear Echelon troops aren't nearby. Riflemen also cannot fire rifle grenades out of Fighting Positions like Rear Echelons can. Parts of this ability are a bit out of place in this doctrine as I stated before the United States Forces stress mobility, so being cooped up behind sandbags and camping isn't always the best idea. However the positions can be upgraded to use the 50 Cal machine gun, and they can take cover in these positions,as they function as green cover.) (Note they do not magically turn into Rear echelons with this ability, so they cannot fire grenades out of positions they construct. They can also build sandbags - Just like Volkgrenadiers or Conscripts, and they can construct Fighting Positions. Rifleman gain the ability to plant general purpose mines - much like soviet engineers. This is an interesting part of the doctrine that is often neglected - thanks to the United States Forces' mobile nature.
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