Jdane
Posts: 456
Joined: 6/5/2020 Status: offline
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I went for artillery at first too, but it's not really an early game solution, not until you can unlock the so-called OOBs to mix some artillery pieces into your infantry formations. Independent artillery battalions are quite expensive in metal early game. I would suggest to think in terms of establishing a perimeter. Your militia does not really have the firepower to attack marauders at first, but it can screen and if needed hold a line. An independent recon battalion is good to deal damage to marauders in open terrain. Admittedly less good in rough terrain, but if you can leave some open hexes for the marauders to venture in, you can then punish them with a buggy rush. This way, you can keep the marauders at a distance, and punish them if they come too close. But if you want to destroy them, you have to encircle them, then attack them. To that end, you can use militia battalions to hold a line, use the motorized ones to reach the back of the enemy, and depending on terrain, deliver the killing blow with a regular unit of buggies or infantry. Alternatively, MG battalions are good for holding strong points. They only cost 500 recruits to build, and will shred the marauders if they dare to attack. And don't forget you don't necessarily need to set up the economic council first, nor the military research one. Even with the basic techs, if you set up the model design council, you can upgrade your riflemen - and maybe MGs too, I'm not certain though, and give your buggies better armor. Going from the default 5 mm to 25 mm improves their durability quite significantly. Plus, you can research artillery but more importantly light tank types from the very start, and those tanks roll over marauders, or minor regimes' militias. Don't forget either that you can call the governor to increase the number of recruits you get each turn, should you need more manpower. It only costs 2 PPs. TLDR : complete encirclement is the way to destroy them. If you can't encircle, push them back with buggies or light infantry depending on terrain. Block their advance with militia or MG battalions. Consider the model design council early if you're under pressure (remember you can call your secretary anytime to set up a new council, you just need some PPs to create it). P.S. : I had missed twotribes' message and ended up repeating the point about the model design council. The staff council is good too, but less necessary early game, since you can create independent units without needing it, and even attach two of those to an OHQ should you have raised a proper formation in order to benefit from its bonuses.
< Message edited by Jdane -- 7/13/2020 1:38:19 AM >
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