Light Rifles

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Expendable Grunt
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Light Rifles

Post by Expendable Grunt »

Technique I came up with that's particularly useful early game, when the "line" is not established yet, and fighting takes place far from your own zones.

Basically, a squad spawns one officer, one medic, and four riflemen (ammo or optic).

This squad should be good at medium to short range fighting.

Why "gimp" yourself this badly? (or, "OMG NO SN1P0RZ??//?") Simple. Early game involves a lot of casualties by transport destruction on many maps. A prime example is Jabal; BH's coming down carrying LAT, HAT, SAW, Marksmen, snipers, spec ops, etc. get torn up real bad on the way in (assuming they make it that far in the first place). This kits are a total loss, and units more fortunate as to have a stable LZ (read: east beach) are unable to use those lost kits to repel a counter assault.

So early game, your squad consists entirely of basic riflemen, and a medic. You set your rally, but disregard any gets until you know what's going on. No need to grab up stuff unless you need it, lest you risk it.

This config works even laster in the game, especially on the bunker assaults in Kashan, with little modification. You can rely on light transports for heavy MG firepower. This config is king of short range fire fight, as you always know what you have (not much), and still have grenades and smoke for indirect support weaponry.

Mid and late game, you can tote light AT or a grenadier, or if really needed, an auto rifleman.
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ratlover232
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Post by ratlover232 »

Seems reasonable to me. The only thing that this lacks is any type of anti-armor capability, but I ususally tend to keep my squad away from armor. Also, I generally run with a pair of medics, as one can revive the other should he take a hit. It also lets me split my squad for assault and fire support without having to worry about losing a man in either element and not being able to have him operational. And, seeing as how the medic and rifleman have the same weapon, it does not have a significant affect on the amount of effective rounds my squad can put downrange.

I think that the kits are great when used correctly, but I run into people who always feel the need to have a requestable kit. Have you ever had that happen in your squad?
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Expendable Grunt
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Post by Expendable Grunt »

All the time. I've never successfully pubbed and had them stay with spawnable kits, even in areas where we're likely never to land / see combat. For the lesser players, it seems to be a general consensus that the spawnable kits are a sort of "limbo", before you can get a "good kit".
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Morgan
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Post by Morgan »

Like the sound of this but ammo rifleman are pretty much obsolete. Auto Riflemen are under used in most pub matches and are a way way way better alternative to the ammo rifleman. So i'd have to say Officer, 1 or 2 medics, 1 auto rifleman, rest scoped rifleman. I just feel that if you can get your mits on auto rifleman why not take it over ammo rifleman?
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Expendable Grunt
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Post by Expendable Grunt »

Morgan wrote:Like the sound of this but ammo rifleman are pretty much obsolete. Auto Riflemen are under used in most pub matches and are a way way way better alternative to the ammo rifleman. So i'd have to say Officer, 1 or 2 medics, 1 auto rifleman, rest scoped rifleman. I just feel that if you can get your mits on auto rifleman why not take it over ammo rifleman?
Because it's a limited kit...the POINT is early game expendability.
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Rudd
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Post by Rudd »

I like your squad loadout personally, unless you will be engaging on open terrain like kashan.

I would feel unprotected leaving base without some AT capability, but if there is a good dedicated armour squad covering my back I'm with this loadout all the way.
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Cyrax-Sektor
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Post by Cyrax-Sektor »

Good plan. I tend to stick to unlimited kits (medic) exclusively, unless the leader requests me to be a limited kit. Can't tell you how many times people get hurt and need my support. :mrgreen:

I have to agree, however, that Automatic Riflemen are better than iron sight Riflemen. They have more bullets in their gun, and are deadly accurate if used properly. Like you said in the original post, it's best to get your limited kits after things have settled down.

Many times, SLs get the Rifleman kit for the scope. I suppose they don't realize the officer kit has a scope, SL capabilities and extra equipment as well.
Zegel
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Joined: 2008-07-21 18:43

Re: Light Rifles

Post by Zegel »

What is the advantage of the optics-equipped rifleman over the non-optics equipped one? Another bag of ammo hardly seem worth the sacrifice.
WildBill1337
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Re: Light Rifles

Post by WildBill1337 »

light AT and other regular infantry kits would be good as well because you can usually request them again right when you respawn. just dont take the sniper kit or HAT kit. that would be bad

anyway, my loadout: officer, medic, light AT, marksman, 2x rifleman optics,
Last edited by WildBill1337 on 2008-08-07 00:02, edited 1 time in total.
WildBill1337
Posts: 317
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Re: Light Rifles

Post by WildBill1337 »

well, kits like light AT and marksman would be good because they can usually be requested right after you respawn. HAT and sniper are bad ideas though

anyway, my loadout: officer, medic, light AT, marksman, 2x rifleman optics
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