Now - APC troops.
Some have opined that these are useless.
Not so - if used properly.
I am not a great fan of the "everything plus the kitchen sink" AIFV. These are really too expensive for the task in question - moving grunts from fighting position to fighting position, and protecting them from MG and rifle and HE fire as they do so. I would rather have the ATGM on another dedicated platform - e.g an accompanying BRDM-sagger platoon.
Infantry are not expendable, but APC
must be considered so - they are just tin taxis. If the APC is getting to the cost of a MBT, something is wrong. (Or, you have an army rich enough to afford them
!
If I have such APC in a campaign core - I am willing to lose them, if it saves a rifle section or MBT which has built up hard-won experience. Experienced core APC are nice to have - but not necessary as they are really just there as a taxi service.
I prefer the BTR type of APC. I like one with a small but useful autocannon, if I can get it. Fast is good. Useful cannon depends on time frame. It has to be able to reasonably reliably duff up enemy APC and light recce vehicles. The 14.5mm is useful against most NATO APC, the problem ones being marders, Bradleys, and Warriors when they arrive. FV432, M113 types with only an MG they eat for breakfast. Any armour beyond basic bullet-proofing is only useful if it buys you protection against the main enemy APC-cannon threat. If you really cannot defend against say 30mm cannon, a few points of armour is wasted points. use "hide with pride" tactics in that situation.
Essentially - the APC should not be too expensive (Unless this buys something concrete against the current enemy. Marder with ATGM may have enough defensive armour to be immune from a soviet force who uses only BTR, with the accompanying tanks doing the execution of any enemy MBT that threaten them, with some help from the mounted ATGM. But I would still take the marders sans ATGM, and offload the ATGM task to overwatching dedicated missile carrier, given the choice).
As to APC with thermal sights - nice to have, but if accompanied by MBT and light scout cars/tanks/dedicated AT vehicles which DO have thermals, not really that vital. If you have the option - possibly only equip the lead company team of the attack with the thermal-equipped model, any supporting teams may possibly be better value without it, and the excess points spent on say a bit more artillery, or ammo carriers or a few more inf-SAM etc.
The turreted MG (and the 2-MG punch of the BTR is good, also the long range of the 14.5 can be useful for e.g picking off morars left out in the open) is ideal for infantry support one you have dismounted. If there is no AT weapon threat - keep the APC 1-2 hexes behind the walking dismounts, and use to fire at infantry and MG etc in support.
The HS-30 with its 20mm, is another APC I like (and in its time frame is one of the few APC with a decent anti-APC cannon). Also the early marder
without the expensive ATGM, if fighting the soviets - it is a reasonable buy versus 14.5mm pact APC, but the 73mm BMP cannon if met
is a problem if it is allowed to connect.
It is the job of the accompanying MBT to defend the APC against threats from enemy MBT or APC/AIFV which are too much for them to handle. APC should
never act unaccompanied by thier "Big Brothers"!. The MBT should move first, then the APC. The MBT should execute any enemy MBT ASAP, and then move on to accompanying APC. If the APC have a useful cannon - fire them after the MBT and at the enemy APC. If the enemy APC is an AIFV and it has moved, its missile system will be useless. (one reason I like to offload that task to dedicated ATGM carriers in overwatch!
If loaded APC are in a situation where they have been caught in a bad position, and you cannot motor out of it etc, then offload the infantry, they
may survive the next turn even if the APC do not. APC are expenable assets, remember. You can always use a surviving APC once offloaded to pick up the straggler squad whose ride has been trashed later on. Meantime, assuming he gets his current headache sorted out, he can march towards the battle on "shanks pony". He will still usually be much closer to the action than any leg grunts.
In the defence, APC infantry are useful as they can be repositioned quickly, unlike leg elements. But I would probably tend to keep an APC co (+tank platoon) in reserve, and use leg rifle coys dug in as the main force (with a tank platoon supporting each dug in coy).
The AIFV can be useful in the defence if its missile is worthwhile for the period, and you have a useful LOS. That is because it will be relatively stationary, unlike in the advance. If you have the points, it may be worth considering an AIFV mech unit defensively. (But it may be better buying some dismounted milans and ordinary cheapo APC !)
The defensive is about the only place I would use AIFV as the missile is useful for thinning out the attackers units, provided they are reasonably vulnerable to HEAT, and provided there are reasonably long lines of fire. But these will still be a back-up for the MBT who should be the main killer element. I'd still rather use a useful (minimum effective cannon armed) APC for the APC role, and separate the ATGMs onto a dedicated platform like a BRDM though.
In the advance - the APC (almost) always follow the MBT. (the 2 scout car section accompanying advances ahead of the company of course!). With the Soviet style 3 tank platoon and 1 attached APC platoon, the APC is primarily there as spotter/security (e.g. the enemy try to sneak up assaulting inantry or inf-at) and to sniff out close terrain.
Once the enemy AT threat is eliminated (your MBT have executed all visible MBT), the APC (even an MG armed one) is a mobile MG pillbox. Use it first, ahead of the riflemen to biff up soft targets, assuming you are out of RPG range. If there are enemy squads in RPG range - use the acompanying MBT to supress these before opening up with the APC armament. Then use the infantry small arms, or move them if the enemy is now supressed enough. Keep a tank with all shots remaining as a reserve though - your grunts may spot a significant previously unspotted element at the end of the turn, so keping a tank of the supporting tank platoon loaded up with shots in reserve is wise.
APC should never be exposed to any significant AT threat.
The key thing to a mech infantry approach is to avoid entering open killing grounds (threat exposure) as much as is possible. Use the mobility of the APC and accompanying tanks (never leave them alone, always have "big boys" to protect them!) to use covered approaches towards where you want to go. (dark and smoke can do this job). Each company team (tank heavy or mech heavy) should have a scouting section - even 2 jeeps will do at a pinch - clearing the intended route ahead, but not too far ahead that they are unsupported though. When you anticipate contact, work over the planned route with at least a section of mortars just ahead of the scout element as a delousing plan - and once you bounce him, you now have some arty on-task in the contact zone to quickly adjust onto the actual contact. You may even blow up an enemy vehicle and get a clue from the wreck!.(consider buying ammo supply if you plan to continuously pound the ground as delousing).
Because your tanks have accompanying infantry elements, they can fight in close terrain with more confidence than your tanks-only tread-head opponent. You can use a wood say to laager up and fight him from ambush and sniping positions, and the supporting infantry now make his job of trying to outflank you through the woods a more "interesting" experience, because the tread-head did not bring any infantry to the party. (Also - tread-head types who ignore infantry usually also often ignore arty
Having said all the above, my preferred combat solution (a group tasked with taking an objective cluster of a 3 objective map) is basically the German solution (at least I have been told they do teams this way). Here, instead of cross-attaching platoons to make integrated mixed type company teams, we instead marry up a pure tank coy with a pure mech inf coy, which then operate in close cooperation as a combat group. (presumably the more senior coy commander of the 2 coys is in tactical command). So my combat group of choice looks like:
1 Tank coy
1 APC coy
(where every APC platoon marrys up with its corresponding MBT platoon)
Plus - if not already provided from the tank or inf coy above (integrated support platoon say):
+ 1 or preferably 2 recce sections (prefer something useful like scimitar, ie can reliably kill light armour, than a ferret if using light tanks/armour cars), otherwise a BRDM type platoon with integral scout team dismounts.
+ 2 sections of 2-3 SPM for delousing/close support
+ 1 or 2 sections of AAA assets (gun or missile)
+ 1 battery of 105mm+ arty dedicated to the direct support of the group
(if it is acting as the point group of an attack/assault, then at least a
batallion of medium arty dedicated to delousing its intended approach march to the objective)
(optional)
- tank destroyer team (gun or missile, or inf APC carried dismounts). If my MBT can handle anything the enemy has, I usually do not bother with ATGM vehicles. This team (e.g in a campaign core) may well be the only AIFV type mech platoon I use (e.g a BMP platoon where the main force uses BTR), as a flank security element/deep reserve.
- Ammo units (use to resupply the mortars, tank destroyers, and also may be useful for cannon armed APC which have low ammo burst capacity, or tanks where the critical rounds are low (e.g if using T-5X which have only 4-5 HEAT rounds, and the OPFOR has say Centurions..)) Add to taste.
Remember that using combined arms tactics, the sum is greater than the constituent parts. One of the few things in life where 2+2!=4
!
Cheers
Andy