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Old April 14th, 2006, 06:41 PM

whdonnelly whdonnelly is offline
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Default Re: Best way to use airmobile and panzergrenadiers

One thing I've noticed about ATGMs is that the AI will target them first, especially as they come out of the helo or APC transport. I'm trying a mix of RPG/RRs in place of the ATGMs in the close engagements, due to the inabilty of my Dragons to get more than one or two kills before being destroyed. Maybe the shorter range weapons will be more survivable.
Will
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Old April 15th, 2006, 12:23 PM

Mustang Mustang is offline
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Default Re: Best way to use airmobile and panzergrenadiers

It does seem to me that ATGM teams have a higher profile and are more prone to getting shot at. But if you want a survivable tank killer, buy a normal infantry team. RPG and like kinds of weapons teams are soo small that they're often killed by one or two hits.
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Old April 25th, 2006, 04:30 AM
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PlasmaKrab PlasmaKrab is offline
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Default Re: Best way to use airmobile and panzergrenadiers

It is all a matter of how you use these units. The smaller head count of most AT teams makes them easier to kill, but also harder to spot. So ambush is the word, but I admit that wasz easy to guess. AT-heavy infantry sections have their advantages, but they tend to raise the overall cost of the formations to unpractical levels, and lack the flexibility of self-contained AT teams.

One big drawback of ATGM teams is generally their low ammo loadout. That's perfectly understandable for top-heavy missiles like a TOW or a HJ-8, but in game terms, the consequence is that you either hold their fire or have them closely followed by ammo supply units.

In recent-years settings I tend to use long-range TI-able ATGM teams, alongside high-vision FO teams, as long-range spotters at critical choke points or on good sighting spots. That adds the advantage of having some antiarmour punch to get rid of that critical dangerous vehicle (tank hunter, SP artillery, SPAA...) as soon as it becomes urgent.
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Old October 10th, 2009, 08:11 AM
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Default Re: Best way to use airmobile and panzergrenadiers?

On the original question air mobile have there uses but only if the situation allows or warrants it due to there high cost.
Good masking terrain drop off as far forward as possible, you now have 2 choices continue on foot or act as scouting parties so main force can move in relative safety, losses its effectivness unless main force is fairy mobile to. They can then fall back mount back up & become a reserve to go in once AA is at an acceptable level.
Several hills to drop them off behind would be an example perhaps not on the best viewing spots as they could be pre plotted for arty.
The other use is more high risk & will incur losses so its a case of will the loses gain me time & prevent other losses. Going for chokepoints might be worth it, things like a river crossing control of the other bank or an idea of whats defending it can be worth the casulties. Timing is the key thing they will not survive on there own they are a distraction to let the main force cross in relative safety. Again several options trying for direct control of the riverbank could be very high risk but landing further back means his reserves are chasing them instead of moving to cover the crossing.
There main use though is as a fast response team once the enemy is already engaged cutting of routes for reinforcement & or route allowing for quick destruction of the enemy so you can hopefully get out of there before the arty turns up, encirclement in a nutshell.
But its always a high risk op hence there needs to be a reason to commit them, just like Paras there will be losses.
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