Many infantry units without an MG are not worth their price

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orcbuster
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Re: Many infantry units without an MG are not worth their price

Postby orcbuster » Sat 12 Nov 2016 22:47

QUAD wrote:
orcbuster wrote:Flame thrower infantry should not be a thing in wargame. Its a device that got rendered obsolete for just about every purpose beside a few extremely niche ones the instant infantry launchers became a thing. They should not supress (neither should any launcher for that matter) or have much area of effect. It's primary purpose is to kill infantry in fortifications, but is only really usefull for this purpose once other weapons have been used to supress them so you can get close. Once you had lunchers that could put explosives into buildings and fortifications at a distance its primary purpose died.

Keep it useless, that is where it should be unless we suddenly get caves or underground tunnel complexes that needs to be cleared out (this is its only real modern day application where it is tactiacally practical compared to other weapons).


could you just view sappers ingame as also having satchel charges, grenades and the like and that's why they are good in CQC?


You mean stuff regular infantry would carry anyway?
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Re: Many infantry units without an MG are not worth their price

Postby QUAD » Sat 12 Nov 2016 23:45

orcbuster wrote:
QUAD wrote:
orcbuster wrote:Flame thrower infantry should not be a thing in wargame. Its a device that got rendered obsolete for just about every purpose beside a few extremely niche ones the instant infantry launchers became a thing. They should not supress (neither should any launcher for that matter) or have much area of effect. It's primary purpose is to kill infantry in fortifications, but is only really usefull for this purpose once other weapons have been used to supress them so you can get close. Once you had lunchers that could put explosives into buildings and fortifications at a distance its primary purpose died.

Keep it useless, that is where it should be unless we suddenly get caves or underground tunnel complexes that needs to be cleared out (this is its only real modern day application where it is tactiacally practical compared to other weapons).


could you just view sappers ingame as also having satchel charges, grenades and the like and that's why they are good in CQC?


You mean stuff regular infantry would carry anyway?


well yeah, but in wargame battlefield role has a drastic impact on loadouts unlike IRL.
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orcbuster
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Re: Many infantry units without an MG are not worth their price

Postby orcbuster » Sun 13 Nov 2016 00:58

Specialist tools and equipment for microtactics has never been a thing in wargame.

Here is the deal, flamethrowers suck, as they should. Regularly equipped and organized infantry with a smattering of firesupport should be the infantry meta. Don't change this.
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Re: Many infantry units without an MG are not worth their price

Postby rhylsadar » Wed 16 Nov 2016 06:57

Flame Thrower inf could get MGs as they could be used as mg support squad whenever the flame thrower is not at range

or doing instant wipe
or deleted...



All RR squads as well as RR should get a buff at 14 ap from 12 ap and 2X ammo..

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Re: Many infantry units without an MG are not worth their price

Postby integ3r » Wed 16 Nov 2016 09:26

If you don't think flamer infantry is decent you haven't used them. A 3 or 4 stack can melt any kinds of infantry. If it's just an infantry grind with little to no armor around it's highly cost effective. No line can hold up as they will not be able to use their MG. Fire forces enemy to move so they'll have to use on the move accuracy, flamethrowers don't need LOS, so you can fire through and over smoke.

What's useless is napalm launchers on anything that isn't SF. Maybe if they were shock they's be cool.
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