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Re: Grenade Launchers
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Re: Grenade Launchers
The Jackal MWMIK with the GMG is a nice piece of kit for grunt-bashing.
Just stay back out of RPG range (or unaided vision range at night) and blaze away with GMG + GPMG. Thermals for night action as well. (Thermals are slightly better than eyeballs for detecting stuff too, even in daylight. Can detect grunts a hex or 2 further than eye). Pretty nippy too, so when out of ammo, you can zip back to the logistics wagons for a top-up in no time. And only a few points more than the WMIK Rover (TI), but faster and armoured. Andy |
Re: Grenade Launchers
Not a test so subjective as so many variables like experience etc but as do not use foot GLs much did an assault with 12 teams as my support element working in 2 groups of 6, nearly 1 per inf platoon. This quickly became 4 engaged & 2 rearming but I do feel they are more effective vs dug in troops than MGs & was able to make quite fast progress at turfing them out if terrain allowed LOS. Often dug out 2 turns after found best weapon modern tank as very accurate move to 150m & finnish the job after GLs & APCs "Prep fired" from safe positions. Squads main job was finding new targets & sometimes finnishing the job so loses were light & nearly all to new targets no costly firefights vs dug in guys, lost a few APCs to rash moves as always. Next time more ammo carriers as feeding tanks & Gls taxed my supply guys.
Also for night fighting most GLs seem to come with 10 vis while most MGs dont so are a liability as should not be used up close. MGs still reign for long range fire & against non priority targets in the open due to ammo load but the GL now gets a:up: for attacking main targets. Could not judge properly but at least as good at pinning ATGMs so they can be dealt with, Vs not dug would expect a few outright kills. |
Re: Grenade Launchers
Meant to say but as did not use high end helos like Apaches are very good to, short move to 2 hexes & can easily kill a dug in squad with a couple of volleys. Starting to look like the key to assaults is good supply as keeping the arty going helps & flame equiped infantry are another great tool. Anything that makes it a decisive battle rather than a drawn out one saves lives.
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Re: Grenade Launchers
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Re: Grenade Launchers
[quote=Suhiir;718354]
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According to the game manual : 4 - Machine Gun = Base MMG/HMG (tripod) type 65 - LMG Section = Infantry Clone 144 - Para MG = MG Clone, Paratrooper abilities 149 - Para MG Section = MG Clone, survives para drops better 176 - Heavy MG = MG Clone 177 - Heavy MG Section = MG Clone, use for multiple MG unit 193 - MG Unit = MMG/HMG (tripod) Clone 194 - MG Section = MMG/HMG (tripod) Clone 254 - Machinegun Team = Crewed Machinegun Clone Now, the only Unit Class identified as a "Team" is UC 254. Is this the only UC that does splash damage??? |
Re: Grenade Launchers
[quote=Suhiir;718449]
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So they will get the MG + crew icon. And will do splash damage with MMG/HMG (or AGL) because they are all basically UC #4. AGL will do splash damage, because of the mix of weapon class + warhead size (3). Cheers Andy |
Re: Grenade Launchers
Thanx Andy !
:happy: :happy: :happy: :happy: :happy: |
Re: Grenade Launchers
These things are great firing at things like people in rough terrain or have just been lucky. Not much good defending though seem to spend more time out of foxhole reloading than firing. Mind you my MGs ran out to which is unusual perfect setup for once only a few squads even fired & nearly all long range weaponry visited the ammo supply, it was like being at the supermarket had to queue. Was a strange game ran out of arty smoke to covering my guys getting in & out of foxholes for reloads
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Re: Grenade Launchers
Old post, I know, but figured I'd pipe in and say that I like using the AGl teams for support. I prefer the US 40mm to the Russian 30mm. I particulary like the Hummer monted ones. There, two bits given. Signing off.
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