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Old August 14th, 2009, 04:35 AM
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Default Re: Infantry-only Tactics and Help?

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Originally Posted by Cragspyder View Post
So far this has been very helpful, thanks so much to everyone who is participating!

Regarding the Light Mortars that come with Infantry Platoons, from what I have gathered from the discussion here, is it always better to fire them directly at a unit (similar to an MG or Infantry Squad), or is it sometimes better to use the Indirect fire option?

I have found so far that if I use the indirect fire option with those light mortars, they don't seem to have much effect, but perhaps I am using them wrong....

So I can see that the main idea is to use Infantry level support weapons, such as Machinegun Teams or Mortars, to supress the enemy, then advance with your main troops, and above all try to have a numerical advantage . I suppose lacking in specialized squads, you have to use additional generic infantry to provide covering fire, though no doubt with much less success.

In another scenario, I was trying to defend my position using Infantry only, against a combined force of tanks and Infantry. The problem was that the enemy infantry would spot my own infantry before the tanks could get in assault range, and then the tanks would take them out.

Obviously a diverse force is going to be better then my own by default, but do you folks have any advice in that sort of situation?

As well, is there any point in firing Korean war era anti-tank teams, such as Bazookas or Recoilless Rifles, at a distance of more then 1 hex? Even if they do hit (which isn't often) I find that they just go 'tink' and then the team is immediately shot down.

Some modern infantry have very long anti tank weapons, some even have ATGMs. In fact, if you are going for an all inf army against a combined one, you should get ATGM teams and if you can, CM artillery.
One way to deal, partly, with the enemy inf discovering yours is to discover the enemy first, with advanced teams and then rain mortar/arti on them before they spot your main force.
Don't use machineguns unless they are separated from your other inf for obvious I hope reasons.
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Old August 14th, 2009, 11:34 AM
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Default Re: Infantry-only Tactics and Help?

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Regarding the Light Mortars
Dont know I generaly use indirect as cant see the target, as said slow. But use direct to at short range (inacurate) still picking a hex surrounded by targets. Not that I use that often most sides dont have use the arty arm ones 80-120 all the time & much easier due to range, normaly 2 per Inf Co.

Quote:
the main idea is
As Cross said outnumber them due to terrain or smoke, suppress then fire with safest units alternating firers preferably from stationary, now move forward with the rest.

Vs tanks, tricky you need to use the terrain so you are not spotted until close. Defending in woods or just behind a hill etc so the tank has to come in close for a shot. Or use your MTRs again to drop smoke behind the infantry so the tanks need to come through it if no TI. It all varies on the map which is the fun of this game adapt to the situation there is no one correct way of doing it.

Quote:
is there any point in firing Korean war era anti-tank teams
You will have to answer the penetration thing yourself based on each weapon, hiting depends 3-4 hexes is best 6 or so possible then need to get lucky. Again look at the weapon a RCL with a range of 24 can push it a bit further.
Using like any weapon for best results stationary unit in good order consecutive shots at target 2nd or 3rd should hit with luck. If you move your unit to take the shot get close its rare for a tank to survive 2 or 3 attacks from adjacent by an RPG equiped unit beside it. Moving may be needed for a flank or rear shot, once hes in position if it turned use another unit to get his attention.

All this depends on troop quality morale if it varies drasticaly from the norm.
Vs some one like Argentina with morale in the 40s suppresion is easy anything will get them running the problem is keeping up. The likes of Israel with 80 morale is a whole diffrent ball game. Plus twin LMG Squads APCs briming with MGs & tanks that outclass anything you have once the Merkerva arrives on the scene means you are in for a fight, it is an ideal force for fighting in open terrain even the later tanks have multiple Smoke Disch to provide cover. Of coure if you happen to be Argentina or some other low morale side playing is challenging when that tank bursts through the woods he was supposed to assault he might panic & fluff it or even run away.
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