WeaverofBrokenThreads
Posts: 71
Joined: 6/8/2020 Status: offline
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quote:
ORIGINAL: KingHalford quote:
ORIGINAL: Tssha Copied from page 325 of the manual: quote:
Foot is mostly defensive Soldiers on foot without ranged attack have their Soft and Hard Attack Values divided by two. I have made so many mistakes. I'm thinking I'll start over, and not attack with infantry unless they're paired with artillery or APCs. And maybe tanks, they count as ranged units too, right? This is a bit simplistic: you'll have to attack with infantry in the early game and they can be most effective: remember that despite that Soft/Hard Attack penalty that they're TWICE as effective as the Minor Regime units overall. Also, later in the game when you've got your infantry armed and armoured with advanced tech they can become incredibly strong! I believe that manual entry is not worded properly. Infantry, I think, always has their attack cut in half, whether they are with ranged attack units or not. I'd have to confirm, but this modifier appears in their model design window thingy. So does the machineguns. In my opinion, the infantry is just bad for the attack. You should never, ever, make infantry, mechanized or otherwise, with the intent to use it to attack. The role of infantry units when used properly is thus: * To break through enemy lines and destroy artillery. * To kill tanks. * To protect artillery. * To reduce entrenchment (Probably by dying a lot; Soviet style) The role of infantry OOBs, and their mechanized/motorized variants is to cut off supply roads (Only works on Majors) and to surround the enemy to give your tanks and artillery stupid bonuses, and to ensure that the unit you encircled is dead. Think of them as sheepherders. I cannot stress this enough: Absolutely do not build infantry in the early game (on diffs higher than regular) If you build infantry, it is for the purpose of sitting on your truck stops, and you cannot afford MGs or want just a little more 'oomph' on a desperate attack option (maintain zones on supply roads). Later on when you get to laser rifles and better, your infantry will have options other than 'go and die for the motherland' and 'sit here 'till you die of old age... and then some more' Do not get me wrong, I am talking about infantry OOBs that are exclusively infantry and elements that carry them. OOBs that mix tanks and infantry or artillery and infantry are godlike. Infantry performs a different role in those OOBs. But yes, as BATTLEMODE says, when you get battledress, laser rifles and jetpacks, infantry become... interesting. Also, some unit feats will only attach to subunits composed of 100 members - those are infantry. And they're very strong. I hope this helps you strategize your early starts better, and make use of proper OOBs in your next/current game. EDIT: I forgot to mention one other extremely important use for infantry. DEFENSE. Front-line defense, especially in ruins, makes infantry extremely good. As good as walkers. Most things that kill infantry cannot shoot well in ruins, forests, or river-crossings, and this is where your infantry (on defense) does well. Also, sacrificing a few thousand to break through the enemy front line in these places is a good use for them.
< Message edited by WeaverofBrokenThreads -- 6/11/2020 8:05:48 AM >
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