Light Rifles
Posted: 2008-03-07 15:40
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.
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.