Quote:
Originally Posted by iCaMpWiThAWP
Quote:
Originally Posted by Charles22
Quote:
Originally Posted by iCaMpWiThAWP
I personally like heavy infantry, something like slots: 1.rifle 2.SAW/BAR/LMG 3.Hand/rifle Grenade(GL or mortar maybe?) 4.satchel, flamer, rocket, bazooka...whatever is heavy enough to blow tanks and bunkers with,EDIT: HA! MOLOTOV! it rocks tanks
|
So that's your ideal unit? You wouldn't rather get another LMG in slot 3 if possible? I guess that's pretty much what your 12-13 man squad consists of, one rifle and one LMG, although even those can be different, like the SMG units having SMG instead of rifle, but your main area of choice ends up being usually in slots 3 and 4.
|
well, another LMG slot would make units lack heavy weapons, like satchels, because usually they are given Hand grenades, it would be like,a 12 man squad would pack, 10 rifles, 1 smg or 2 LMGs, hand grenades for everyone, filling the 4 slots
Quote:
Originally Posted by Charles22
Quote:
Originally Posted by Ironfist
U.S. Army: FSSF
12 men, commando type
Weapon:
M1 Rifle (semi-auto)
3 BARs
Bazooka
Flame
|
Sounds really good. How about before the bazooka was available?
|
Hand grenade perhaps?
|
From what I have seen, unless you're talking about scouts or a unit with not all the slots used, you won't see satchel charges in slot 3, so you wouldn't have any choice there if true. I have always seen, on units with all the slots used, the satchel charges in slot 4.
Slot 3, from what I have seen, is "usually" another anti-personnel weapon (again, for units with all the slots used). I'm pretty sure I have seen infantry with two anti-tank weapons, but it is really rare. I believe the only units I have seen with 2 anti-tank slots were engineers. Come to think of it, I can't recall any non-engineer units having flamethrowers available so your best anti-tank, at least the short range assault variety, seem pretty much just engineer and elite units territory. One pioneer SS unit actually has three slots for anti-tank (all range 1).