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February 7th, 2006, 09:09 AM
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Private
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Join Date: Jan 2006
Location: Vilnius
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Re: Best way to use airmobile and panzergrenadiers
Quote:
c_of_red said:
The most dangerous weapon on the battlefield costs zero points and is available in every nation's OOB. It is suprise.
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You forgot fear, ruthless efficiency, an almost fanatical devotion to the Pope, and nice red uniforms.
I'll shut up now 
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The Following User Says Thank You to Sarunas For This Useful Post:
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March 14th, 2006, 12:17 PM
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Sergeant
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Join Date: Nov 2005
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Re: Best way to use airmobile and panzergrenadiers
I myself consider Mobhacks tactics very effective and above all flexible. They work both against AI and Human players, and even when a human decides not to let you win this time, the flexibility of your combined arms force still gives you a fighting chance.
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March 17th, 2006, 05:36 PM
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Join Date: Mar 2006
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Re: Best way to use airmobile and panzergrenadiers
I don't know if this is a best way but I guess works with my playing style.
I speed up PzGrenadiers and Marauders to strategic points before enemy gets to it and regroup infantry units so they have nice view. Depends what kind of terrain is but I keep infantry covered in trees or buildings and APCs at backline so ATGMs can't get those. Other cheaper APCs also would do fine, but I like that I have least one ace in my sleeve if enemy MBT shows up. Infantry ATGM is vulnerable to arty and enemy inf. so if they gets wasted out, I still have that one ace to use against MBTs.
Usually play with Germany at early 90s and I have problems getting rid of enemy MBTs, 2A4s are darn expensive so I don't have afford much else and 1A5s are crap against UK or US tanks, which against I play most of time. So ATGM APCs come handy then 
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March 22nd, 2006, 03:09 PM
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BANNED USER
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Join Date: Jan 2006
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Re: Best way to use airmobile and panzergrenadiers
The top attack ATGM work well against the more expensive tanks, even if they have ARENA or VIRSS (because those run out of shots quickly). What I don't like is that a lot of these ATGM PCs cost almost as much as an MBT. BMP-1s and -2s cost only about 100 points and are fine because they can stand up to HMG fire and have heavier armament, but I never buy them because I consider it better to just buy heavier infantry instead of a heavier APC. You should stop buying Marders and just buy TOW-2B, RBS-56 or Javelin infantry teams if you can.
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April 14th, 2006, 06:41 PM
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Corporal
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Join Date: Jun 2005
Location: HQ-RS, Kabul, Afghanistan
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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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April 15th, 2006, 12:23 PM
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BANNED USER
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Join Date: Jan 2006
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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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April 25th, 2006, 04:30 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
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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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October 10th, 2009, 08:11 AM
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General
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Join Date: Jul 2008
Location: Uk
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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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