Quote:
Originally Posted by Joe1960
..entrenched infantry?
Playing the USMC vs. the Iranians in a long campaign in 2010.
Dread having to assault entrenched infantry or attempting to suppress/destroy entrenched crew served weapons.
Artillery (155mm), even a B-52 strike, don't do much.
Best results (err...only!) obtained by moving a M1A1 and my own infantry to point blank range and blasting them out.
I don't like to get so close if I can avoid it.
Am I missing a good stand-off weapon in the USMC inventory that will deal with entrenched enemies?
|
155mm artillery
will kill off entrenched infantry. But you need to use time to do it, one slap won't do. Repeat the dose 4-5 moves in succession, and also have your troops nearby (under 200m I think) - otherwise the defenders in retreat or worse will not abandon the dug in positions much. If enemy is known to be close by, morale suffers more.
You
did of course, buy some artillery observer #231 or FO vehicles like #234, with TI sights or GSR to see through the ary smoke and dust for accurate placement of the rounds?.
Also - remember that the light helo class 204 is an
arty observer class and e.g. unit #172 has thermal sights.
Level bombers are basically useless - the class was only introduced for 1944 scenario design, to use for the kick-off to cobra etc. Only buy if you are making a scenario - e.g an arclight in Vietnam say. You are within tube arty range in SP games, so there really is no great need for fixed wing air.
Once located, then use M1 Abrams or Bradleys/LAVs from just outside RPG range. Once you have removed any long range AT weaponry of course! (or made them useless with smoke - as you have TI). Be prepared to hose down the target for a couple of moves. Don't move your units.
You did of course buy the close support M1s with the XM1028 gun and the load of 30 HE and 10 HEAT (useful on soft stuff)?. See unit #639 on.
Unit #470 looks rather nice too. It clears the nasty mines you might have to deal with, and with anti-HEAT armour of 158/150 frontally then any RPG should bounce.
Smaller nasty stuff? - well after ensuring that the enemy is all pinned down and hunkered in their bunkers, then engineer unit #279 could be fun. It has the SMAW-NE which delivers a napalm round out to 500 yards, 10 times further than any WW2 flame-thrower. Units which are in a flame hex may not be destroyed, but are baking at gas mark 5, which causes distress, casualties, and possible abandonment of the position after a while...
Naturally, you attacked at
night so your advantage in vision can be utilised?. (Set visibility to say 2 in battle set-up). Your rifle squads have access to vision 10 or 20, and some may have thermals (es scouts). Iranians don't in general, especially their grunts.
Andy