New semester has started for me and as a result I've suddenly gotten considerably busier...
Trails of Cold Steel
I'm finally at what appears to be the final chapter, and it's clear that in the grand scheme of things the story is only just getting started. I'm not sure how I feel about putting 80-hours into a game and basically only having the prologue to show for it. On one hand, it helps establish the sheer scale of the story the developers are trying to tell, but on the other, it makes me feel a little ticked off that I put all this time into the game and ultimately there's no payoff unless I keep going to the sequel. Like, there's nothing wrong with multi-volume stories, but a good series doesn't just leave you hanging between works, and that's what I feel this game is doing. It's setting up all sorts of plot strings that are very obviously not going to get resolved before the end of the game, and that sort of sucks.
Company of Heroes 2
I've been playing a lot more USF lately. They're a hard faction to play on this setup because I don't have any keybinds, but their versatility and mobility is always a breath of fresh air coming from UKF. And while I don't think much of USF's vanilla armor, the Easy 8 and Pershing can get a ton of work done. I'm finding the Pershing's cannon to be astonishingly good against infantry, perhaps comparable to the IS-2 or King Tiger in splash radius. And the ability to triple equip bazookas on Rangers does wonders for your roaming AT capability. Most of all though, it's so nice having such a highly mobile mortar team. The range got nerfed pretty bad last patch, but the lightning-quick set up and pack up times almost make it worth it.
I've also been experimenting with using my Major more on the frontlines. The Major is traditionally a valuable unit because he can act as a secondary retreat point. Pair him up with an ambulance and USF players can essentially pick anywhere on the map to retreat to for full-service healing and reinforcements. But the Major can also call in air recon and artillery barrages, which makes him a pretty valuable asset on the frontlines as well, despite not really being cut out for heavy combat (he's really squishy, and unless you give him a BAR or two his damage sucks). Lately I've been doing a sort of three-musketeers style thing with him and the Captain and Lieutenant. Since all three can sprint at full veterency, they work well as a first-response unit before my full force of Riflemen and/or Rangers arrive. I also use them as point cappers, which saves other, more combat-oriented units from having to halt their advance. Normally I use Rear Echelons for capping, but lately I've been relying on them to provide light AT with bazookas, so I run into a lot of situations where I'm torn between having them stay behind to cap a point, or allocating them to help with a nearby enemy tank or vehicle. Plus Rear Echelons have a number of things in general that only they can do, so I've found that giving them bazookas suddenly makes them perhaps the busiest unit in my army, constantly running between engineer tasks and frontline combat.