Quote:
Originally Posted by Kartoffel
So do you guys prefer the 8 hex automatic rifle or the 10 hex bolt?
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Generally speaking, I'll go for the range extension, all other things being equal.
If it is an SLR, like the garand or FAL, I'll take that over the M16 or AK option every time. e.g in MBT if playing South Africa or Cuba in Namibia, both have options for battle rifle or assault rifle at certain times. The SLR is almost as effective as the AsR, beyond a hex or 2, and the 2 hexes can make the difference in the open terrain.
Therefore, the full calibre "battle rifle" SLR is my favourite weapon, in 99% of all cases, WW2 or MBT. Backed up with an equivalent range LMG of course!.
The AsR is still much better than the SMG, and if you remember the 2 hex advantage the bolt or SLR has, and move tactically using cover so the encounters tend to be at 8 or less, you are gold. Provided the AsR team has a full-calibre LMG for the long range engagements (9-10) that might (will!) occur. But try to disengage from any such, or at least close if necessary!.
An AsR team (+LMG) is still a good choice for "desant" mounted tactics if you like to storm your transports right into close range and hose folks down. As is the SMG, but with the requirement to get that bit closer. But desant tactics are very reliant on your initial preparation of the target (Suppressed or routed by other weapons, usually arty and tank fire).
So - AsR is OK for mech inf, but less so for leg inf, IMHO.
If you can
guarantee that your battles will usually be at close range, then the AsR is also a good choice. Think Vietnam, or other jungle stuff (Burma?). SMG as well then (Stalingrad say),
but they can really lose out if caught in a clearing or down a road etc.
AsR is therefore a good choice for "jungle bunnies" then. SMG less so.
SMG is really not good for "leg" grunts if they have to walk forwards (e.g attacking)
unsupported. SMG with no attached LMG are
particularly weak, they have no way to reply to longer ranged weapons, and can be shot down like dogs. Defending, they
can use cover, if there is any (even rear slope ambush). But not out in the open, even in trenches. SMG troops really have to rely on their supporting arms (arty, mortars, HMG, T-70). If attacking, then they are best used behind a Soviet-style massive barrage, for executing smashed up enemy the arty did not quite dispose of, and using the masking provided by the smoke and crud of the barrage itself to avoid long range fire-fights. The AsR is a much better choice if available, even the SKS(8)/M1 Carbine(5) type weapon is a better choice if available than the 3 hex range SMG IMHO.
I do not bother with SMG troops much in any core. Perhaps organise a Guards platoon with 2 rifle sections and an SMG one if the SMG has something otherwise useful (AT mines?). Otherwise, SMG troops are support, and bought for a particular tactical purpose (city fight, or a 2 hex visibility night action - esp
defensive). So, I might take AsR troops in the core, depending.
But overall, the best "long" the infantry can have in SP type games is the SLR in 7.62 NATO or other "battle rifle" calibre. And squads without a battle rifle calibre LMG are poor value.
The bolt action full-bore rifle is something else I'll take over any SMG troops, if backed with an LMG. In open type warfare, I
may well even prefer the bolt over the AsR for those 2 hexes as well. If playing a WW2 GE LC, I stick to the Kar98 bolt rifle groups.
But the basic rule of infantry combat really is - don't leave home without a section LMG.
Andy