Personally, I’ve never liked the Engineers.
10 Points is a lot.
They have to close into the same hex to do anything to a vehicle.
He can only ‘catch’ tanks which are disrupted or have been pinned (units with decent AT stats on opposite sides so any movement will provoke defencive fire from one of them).
If the AFV is already pinned, what do you need the Engineer for?
They’re useless against the extremely popular SS-Determination and Veteran Crew units (SS PzIVF2, SS Panther, M4 Rhino).
They’re pretty useless at ranges greater than… well. 0.
For 10 points I can get two bazookas and have 2 points left over. or get 2 flamethrowers. or a combination of both.
Bazookas can threaten even heavy tanks at short range, and lighter AFVs at medium range.
Flamethrowers can threaten any adjacent unit in the game. Even though they can’t flame them, against aircraft they still have 10 dice if adjacent.
Two Bazookas/Flamethowers can spread out, cover more ground… flank enemy units. Etc.
If you’re going first the Engineer drops off in front of the tank which then simply moves away.
If you go second then the enemy gets to fire at the engineer with AI units, and can still move away with the tank if he wants.
Add to all that; IF the Engineer does make it into the hex he can’t even do anything that turn
If he’s disrupted the tank can still move away.
And that’s why I don’t like Engineers. :-P
Sure they can get up to disrupted one (that is assuming they aren’t blown away by enemy AI fire, which you can reasonably expect will be concentrated on the Engineer).