View Single Post
  #2  
Old April 1st, 2019, 03:05 AM

sigeena sigeena is offline
Sergeant
 
Join Date: Aug 2012
Posts: 297
Thanks: 3
Thanked 121 Times in 75 Posts
sigeena is on a distinguished road
Default Re: Infantry class differences, MG fire modes while delaying

I think their ability to spot doesn't depend on their class of infantry. Even scouts or recce also don't get a bonus. They only get a bonus to their size. Ability to spot seems to rely largely on unit morale and experience.

As for fighting hard targets, I suppose you're referring to anything with armor value of at least 1 all round. I figure as long as the infantry has something with PEN of 1, and WH 3, you're good to go with regards to fighting hard targets, mostly close assaults.

MGs wise, if they are not being interdicted by enemy units, i.e., not getting return fire, I'll use 1 MG team to fire consistently till the EN is retreating. This way, you'll likely maximise the accuracy ladder.

It's rare to run out of ammo, provided you use MGs in an optimal manner. I usually play Battalion sized maps, around 120x80, with around 45-60 turns for Advance and Attack missions. The MGs usually only start firing around turn 10 onwards, and really have to fire continuously from turn 15 onwards. And the battle is usually over by turn 35-45, so there's enough ammo most of the time. Really, it's more optimal to use MGs at around 75% range, anything more than that is really waste of ammo, unless you've got a fat juicy soft-skinned or crew served target. You're also showing your cards too early, be prepare for a response.
Reply With Quote
The Following 2 Users Say Thank You to sigeena For This Useful Post: