[guide] Choosing your PACT infantry

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DeuZerre
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[guide] Choosing your PACT infantry

Postby DeuZerre » Tue 10 Apr 2012 07:27

Based on AP damage to morale patch (V 12.10.08.950000069)

This is the second part of this topic, about NATO infantry.

As a reminder, these are mainly my opinions, they are bound to change, and can be flawed, but I'd be happy to correct myself if proven wrong.

Just as a little side story, this topic had been erased by mistake because of a SPAM, but saved thanks to Kovlovsky who was still on the page, and copy/pasted it for me.

So here is a quick guide with a rough description of each and every PACT unit, by category.

Categories are, for me:

Rifle squads
These have HE 1 and are generally armed with LAW type launchers. They are generally numerous and have average stats. They form the blunt of infantry forces.

Shock squads
These have HE 2 and are generally armed with LAW type launchers. Better against infantry than Rifle squads, they are support for regular Rifle squads.

Special Forces
These have HE 3 and can be equipped to face Air or armour. Very efficient against infantry, they often cost a lot to field.

Recon squads
These have very good optics but generally poor combat efficiency due to being few in numbers.

LAAD teams
These are armed with shoulder mounted AA missiles, for occasional air defence.

ATGM teams
These are used for long range anti-tank duty, and generally with poor infantry combat ability.

Special roles teams
Strange out of the box units.

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TRANSPORTS
The transports are an important part when choosing your infantry units, depending on the role you want them to have. Never neglect the transports you choose for your units.

- Wheeled vehicles all go at the same speed on roads. All tracked vehicles go at the same speed on roads. Tracked vehicles are slower on roads than wheeled ones. Wheeled vehicles have trouble managing difficult terrains (hedges, forests, etc...) and go very slowly.
- No armour means that anything can damage the vehicle, including rifles. Light armour means that there only is frontal armour. Armoured means frontal and side. All round means... At least one armour on each sides. Heavily armoured means that there is at least one side with 2 armour. Helicopters never have armour.
- Some units have 5 hit points (HP). This means they are rather fragile. All other vehicles have 10 HP. For air units, it is more important as against some weapon systems, it means they can die in one shot.
- MMGs have shorter range than HMGs. HMGs can stun helicopters. Autocanons are efficient against all targets and can stun. They are particularly good against unarmoured or lightly armoured targets.


POLAND/CZECHOSLOVAKIA

- OT-62 TOPAS (Tracked, light armoured, MMG, cheap. Does his job)
- OT-62 TOPAS-2A (Tracked, light armoured, MMG and recoilless rifle. Personal favourite, giving light anti-tank ability and anti-infantry efficient support)
- OT-62 TOPAS-2AP (Tracked, light armoured, fast and a HMG. Does his job)
- OT-64 SKOT-1 (Wheeled, light armoured, really fast, cheap, but unarmed. Ideal for reducing costs)
- OT-64 SKOT-2 (Wheeled, light armoured, really fast and with a MMG. If you can spare the points, it's a viable option in order to have usable empty transports)
- OT-64 SKOT-2A (Wheeled, light armoured, really fast and with a HMG and MMG. Not really useful upgrade.)
- OT-64 SKOT-2AM (Wheeled, light armoured, really fast and with a HMG, MMG and ATGM. Not really useful upgrade as the ATGM only has 4 ammunition and is rather inaccurate, for a big price compared to the crew it transports)

EAST GERMANY

- SPW-60BP (Wheeled, light armoured, cheap, fast but poor operational range and inaccurate HMG. Does its job.)
- BMP-1 SP-1 (Tracked, armoured, with an inaccurate main gun and poor ATGM. Overall it is feeble against infantry and acceptable against armour)
- BMP-1 SP-2 (Tracked, armoured, with a main gun and better ATGM. Poor against infantry and acceptable against armour, it is quite better than the SP-1 version for barely 5 more points)
- Mi-24A LSK (Helicopter, multipurpose [Autocanon, rockets, ATGM] and fuel consuming. Acceptable for the price, but unreliable.)
- Mi-24D LSK (Helicopter, multipurpose [Gatling, rockets, ATGM] and fuel consuming. Not so good for the price, and not too reliable.)
- Mi-8T LSK (Helicopter, poor operational range and slightly slower than other choices, cheap and unarmed. The cheap choice that might drop where you want but won't manage to come back, and won't be any use after that)
- Mi-8TV LSK (Helicopter, rockets. Good to keep supporting troops that have been dropped by stunning targets)
- Mi-8TVK LSK (Helicopter, HMG and unreliable ATGM. Not a really good choice)

USSR

- BTR-60PAI (Wheeled, unarmoured, cheap, fast but poor operational range and inaccurate HMG. Does its job.)
- BTR-60PB (Wheeled, lightly armoured, fast but inaccurate HMG. Does its job.)
- BTR-70 (Wheeled, armoured, fast but inaccurate HMG. A bit costly for the job)
- BTR-70A (Wheeled, lightly armoured, really fast but inaccurate HMG. A costly for the job, but useful on some units)
- BMP-1 (Tracked, armoured, with an inaccurate main gun and ATGM. Poor against infantry and acceptable against armour)
- BMP-1 Obr 1970 (Tracked, armoured, with a main gun and ATGM. Poor against infantry and acceptable against armour, it is quite better than the BMP-1 for barely 5 more points)
- BMP-1P (Tracked, armoured, with a main gun and good ATGM. Poor against infantry but good against armour, it can be useful as an ATGM platform)
- BMP-1D (Tracked, all round armoured and strong front armour but slow, with a main gun and a grenade launcher. Acceptable against infantry, it costs a lot for what it does.)
- BMP-2 (Tracked, armoured, armed with a quite good ATGM and an autocanon. Reasonable price for a good support vehicle)
- BMP-2D (Tracked, heavily armoured, armed with a quite good ATGM and an autocanon. Good price for a good support vehicle that can suffer some punishement)
- BMP-2 Obr 1986 (Tracked, armoured, armed with a good ATGM and an accurate autocanon. Reasonable price for a good support vehicle that can deal a lot of damage but can't take much punishment)
- BMP-3 (Tracked, havily armoured, armed with a quite good ATGM, an accurate anti-infantry main gun and a really accurate autocanon, for a steep price. Useful as a multipurpose support vehicle, but to be used in small numbers.
- Mi-8T (Helicopter, poor operational range and slightly slower than other choices, cheap and unarmed. The cheap choice that might drop where you want but won't manage to come back, and won't be any use after that)
- Mi-8TV (Helicopter, rockets. Good to keep supporting troops that have been dropped by stunning targets)
- Mi-8TVK (Helicopter, HMG and unreliable ATGM. Not a really good choice)
- Mi-17 (Helicopter, with strong rockets, and enormous operational range. Good to keep supporting troops that have been dropped by stunning targets)
- Mi-24A (Helicopter, multipurpose [HMG, rockets, ATGM] and fuel consuming. Acceptable for the price, but unreliable.)
- Mi-24D (Helicopter, multipurpose [Gatling, rockets, ATGM] and fuel consuming. Not so good for the price, and not too reliable.)
- Mi-24P (Helicopter, multipurpose [Autocanon, strong rockets, efficient ATGM] and fuel consuming. Good fire support for the transported troops, it is a true attack helicopter with transport ability)
- Mi-24V (Helicopter, multipurpose [Gatling, rockets, efficient ATGM] and fuel consuming. Good fire support for the transported troops, it is a true attack helicopter, slightly more orientated against tanks because of a bigger ATGM load, but is less efficient overall than the P)
- Mi-24VP (Helicopter, multipurpose [Autocanon, rockets, efficient ATGM] and fuel consuming. Good fire support for the transported troops, it is a true attack helicopter with transport ability)


_________________________________________________________________________________________________________________________________________

Rifle Squads
To be used in forests and building for ambushes or denying the opponent critical areas.

PIECHOTA ZMECH (POL)
Very cheap for 5 points, the piechota Zmech have poor overall stats, especially against tanks, come in small numbers/squad, and only 24 squads available. There are better choices, but can still be useful in sufficient numbers. Ideally brought with the SKOT-1 for speed and price or TOPAS-2A to compensate their weaknesses while keeping the prices low, they are still available in BMP1 variants, but I don't recommend it.

MOTOSTRELCI (CSSR)
Very cheap for 5 points, they have poor overall stats, but are surprisingly good against tanks. They come in small numbers/squad, and only have 24 squads available. They are good choices to prevent armour from entering woods but suffer against most other infantry. Ideally brought with the SKOT-1 for speed and price or TOPAS-2A to compensate their weaknesses while keeping the prices low, they are still available in BMP1 variants, but I don't recommend it.

MOTOSTRELKI (USSR)
Not very good for 10 points, they have bigger numbers than other PACT rifle squads, and have 40 squads available. Brought on hte battlefield with BTR or all BMP vaiants, I recommend bringing them in BMP2s, chosen depending on the situation. With their average stats compensated by support vehicles, Motostrelkis can do a good enough job, but won't do miracles due to their inferior to most NATO squads stats.

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Shock Squads
These squads are generally here as a support to regular rifle squads, in order to gain an advantage in infantry VS infantry fights. For an acceptable price, they can turn the odds in your favour.

SPADOCHRONIARZE (POL)
Despite their unpronounceable name, "Spades" are very good against infantry units, while lacking in RPG accuracy. Only 16 squads can be brought into battle. They can be brought by air with the Mi-8 Variants (I recommend the TV version to keep prices low but keeping fire support available) or by SKOT transport (Personally in SKOT-2 to differentiate them from other SKOT-transported infantry) for ground support. Due to their weak anti-tank, they are better deployed on the ground to support infantry than deployed by air for special duty. They complete motostrelcis very well.

VYSADKARI (CSSR)
"Ysas" are good against infantry units, while but it is their RPG efficiency that shines. Only 8 squads can be brought into battle sadly. They can be brought by air with the Mi-8 Variants (I recommend the TV version to keep prices low, or the 17 for long range operations) or by SKOT transport (Personally in SKOT-2 to differentiate them from other SKOT-transported infantry) for ground support. Due to their good anti-tank, they can be deployed both by air or ground with efficient results, either in commando infiltrations or ground support. However, due to better infiltration units available in PACT decks, I recommend them to be used in ground support. They complete Piechota Zmech quite well, but really suffer from their very low availability.

MOT.-SHÜTZEN (DDR)
Shützens, actually PanzerGrenadiers, are very good against infantry units, while lacking in RPG accuracy. 20 squads can be brought into battle. They can be bought with SPW or BMP transport, making them ground-only shock troops. Taking SPWs to keep prices low is slightly better than taking BMPs if your rifle squads are already deployed with them. They are the most available shock troops squads, and are a bit more well rounded than POL or CSSR shock troops by being very good against infantry and good with RPGs.

VDV (USSR)
VDVs are airborne only shock troops with excellent (10 accuracy 12 AP) anti-tank ability, while remaining quite good against infantry. They are also the shock troops that cost the most, both with and without transports. They can be brought with both Mi-8s and Mi-24s, but no ground transports. Up to 20 units can be fielded, making them quite available. Using them in their standard role of shock troops is a bit of a waste, while their lack of improved optics prevent them from being really efficient as commandos behind enemy lines. They are efficient, but they don't always bring the results you expect from them. Better infiltration units are available. They can however be used to cut reinforcement lines with great efficiency if provided with AA cover.

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Special Forces
Generally very good units against infantry they cost a lot to field on the battlefield. They are best suited for discreet missions where they might encounter light resistance: Infiltrating behind enemy lines in assassination/sabotage missions. They can be used with great efficiency for cutting supply lines, but in that situation should always be supported. They often have better optics than regular infantry, but can come in smaller squads. Their grenade range is also better [thank for that gem solvens]

4 VPZU (CSSR)
My personal favourites. With great optics, efficient anti-infantry and anti-tank abilities, these special forces are an incredibly valuable asset. Available in both SKOT ground transports and Mi-8s helicopters, they are best used as airborne units where they will use their assets to the fullest. Very good for reconnaissance, identification and destruction of high value targets, they have enough firepower to move in unsecured forests, and sometimes push their way through enemy defences around a hidden command. They are scarce with only 8 units available for purchase/battle, but that's enough for them in most battles.

FJB-40 (DDR)
Armed with an anti-air Strela-2, FJB-40 can either come as airborne or with SPWs. Two units of FJB-40s brought in Mi-24s can be used to ambush reinforcement lines with the helicopters taking out ground targets and the FJB-40s taking down air units. Good against infantry, they can be used as AA support for infantry units with already good enough AT power. Otherwise, they are too costly to use as anti-air ambushers, but as 12 units can be bought, this makes them the most available special forces/deck choice.

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Recon Squads

Recon squads are small teams with very good optics that, due to their very small size, can see a lot without being spotted. A great tactical advantage, they are often harder to use than regular recon vehicles, and tend to die at every single mistake. Even the ones with acceptable fighting abilities shouldn't be used in an aggressive manner. They move faster than other infantry however.

GRENZER (DDR)
Rather weak in combat and only available in SPW-60PB, this 5 man recon squad can rarely be used far behind enemy lines, leaving this job to 4 VPZU squads. They can however be a valuable asset as defensive recon in isolated buildings where recon vehicles would be easy to spot. Their survivability rate is however really low if found out, and at 20 points apiece, they have situational use, with few replacements available.

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LAAD teams.
Infantry carried AA, these units are often rather unrealiable at taking out enemy helicopters, but can create "no man's skies" for cheap, unlike anti-aircraft artillery that is often more reliable but also costs a lot more. They are also a bit less vulnerable due to their immunity to ATGMs.

FlaRak Strela-2 (DDR)
Weak against infantry, with an inaccurate AA and bad transport, these 5 man teams can be deployed in most strategic places of the maps, buf for generally poor results. 16 units can be brought on the battlefield.

PZRK Strela-2 (USSR)
Similar to FlaRak Strela-2, they can also be brought with air transports. Needless to say, it's a waste of points. 16 units can be called.

PZRK Strela-3 (USSR)
With better AA accuracy and damage than the other Strela units, Strela-3 teams can be a good addition to a deck. Available as airborne or ground forces, they are best used in SPWs instead of Mi-8s. They are around the same price as similar mechanised AA while harder to spot. 12 units can be brought on the battlefield.

PZRK IGLA (USSR)
With better AA accuracy and damage than Strela teams, IGLA teams can are a good addition to most decks. Available as airborne or ground forces, they are best used in SPWs instead of Mi-8s. They are around the same price as similar mechanised AA while harder to spot. Extremely accurate and with enough damage/missiles to one-shot most NATO helicopters, IGLAs prove efficient for the right price. They work best in pairs to take down heavier helicopters, but reload fast enough to bring down high value helicopter before their retreat if used on their own. Because of their range and their size, they are excellent at destroying recon helicopters. However, only 8 units can be purchased.

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ATGM teams.
Long range anti-tank units, with a particular mechanic: They have to keep line of sight with the target and don't move or they lose the missile that has been shot. Always have supply trucks near these infantry units: They eat a lot to keep firing.

PARL FAGOT (DDR)
Before any jokes, know that FAGOT is the Russian for Bassoon, a musical instrument you should know about if you heard any jazz, so their name actually has class. More accurate than most NATO ATGMs, this DDR version of the ATGM team lacks the accuracy or range of KONKUR teams, and only has access to a 10 points transport, making it slightly worse than USSR variants. 12 units can be called to battle. With the same range as high end NATO tanks, they have to be used carefully.

PTUR FAGOT (USSR)
Available in BTR or Mi-8s, the PTUR FAGOTs can be used for rather cheap long range AT fire. With a better range than most of their NATO counterparts but slightly inferior AP, they are a good addition to any deck. They have poor rifle skills however. 12 units can be bought. With the same range as high end NATO tanks, they have to be used carefully. If vetted, these can have a slightly better price/efficiency than KONKUR, but a smaller range.

PTUR KONKURS (USSR)
With good accuracy ATGM and better range, they are very good ATGM units for an acceptable price but suffer slightly form an AP of only 12. Due to their good accuracy and range however, KONKURS can be useful as airborne units, to take down high value targets behind enemy lines, that wouldn't be accessible by RPG -armed squads without being spotted. Only 8 units can be placed on the field.

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Special roles teams.
Out of the box units that don't totally fit an other category.

SAPERZY SZTURMOWI (POL)
Unlike French SAPEURS, Saperzy are efficient flame-throwing infantry, due to their HE 2 rifle skills. They are the shock troops as they are purely support for infantry units and should only be used that way. While sharing the small speed of other flame-throwing infantry units, their ability to deal continuous rifle damage means they actually take part in the fight before "opening fire" once in flamethrower range. For barely 5 points more however, Spetsnaz can do a better job against infantry, but the flamethrower's ability to stun both infantry and vehicles makes them pretty much even, the 5 points difference explained by better optics. Useless as airborne infantry, they are best transported by SKOTs. Only 8 units can be bought.

SAPERY (USSR)
Sharing the exact same disadvantages as SAPEURS in NATO decks, SAPERY should be avoided at all cost (in use) in their current form. Slow speed and low firepower make them wastes of points, and only 8 units can be brought on the battlefield.

SPETSNAZ (USSR)
Best anti-infantry unit in the whole game due to their flame-throwing rocket launcher (RPO), these special forces are not to be used in infiltration missions due to an absolute lack of anti-tank (armed transports can take them down with ease). They are to be used as shock troops, supporting weak infantry with already good anti-tank power, and to counter unsupported NATO special forces (remember only FERNSPÄHER can come with ground transports). I recommend using BTR-70A with them in order to move fast enough to react to special forces or infantry attacks. Only 8 units can be bought.

[Special thanks: Kovlovsky for saving this whole guide, Hegemon, ...]
Last edited by DeuZerre on Tue 16 Oct 2012 12:21, edited 27 times in total.
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Re: [guide-Work in Progress] Choosing your PACT infantry

Postby OpusTheFowl » Tue 10 Apr 2012 07:30

Very nice !

Thank-you for the work!

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Re: [guide] Choosing your PACT infantry

Postby Hegemon » Tue 10 Apr 2012 08:07

Brilliant! Great work :)

You can field only 8 Vysadkari.


In my last PACT deck I use infantry which complements each other and other forces:
Motostrelki in BMP-2D - mostly bonus for BMP-2D, comes in handy as BMPs are part of maneuver assault groups

Spadochroniarze on SKOTs - shock troops
4 VPZU on SKOTs - assault multiplier, AT capability, great optics. Can be used as standalone force when needed to.

Infiltration group/reinforcement hunters
VDV on Mi-8TV - average anti-personel capability with great AT capability
FJB-40 on Mi-8TV - great anti-personel capability with AA support and nice optics

Rarely such inflitration group can be wiped out with forces cheaper than it is worth (if they manage to land).
The difference in cost compared to 4 VPZU is only 5 pts on infantry and full price of second heli.

I am thinking about getting some cheap fillers or ATGM infantry instead of 4 VPZU. They are great but very costly.
Last edited by Hegemon on Tue 10 Apr 2012 08:45, edited 1 time in total.
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Re: [guide] Choosing your PACT infantry

Postby DeuZerre » Tue 10 Apr 2012 08:17

Hegemon wrote:Brilliant! Great work :)

You can field only 8 Vysadkari.


Oh, my forgot to add this for some units. Thanks!
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Re: [guide] Choosing your PACT infantry

Postby Hegemon » Tue 10 Apr 2012 09:10

Hi, some more thoughts:
PTUR FAGOT (USSR) - 12 squads available
PTUR KONKURS (USSR) - 8 squads available
200m range difference and one point of accuracy more for 5 pts (25%) more. IMO they balance each other, but I prefer vet FAGOT.

The difference between BMP-1 SP-1 and SP-2 is ATGM type. SP1 has MCLOS - SP2 SACLOS - huge difference for 5 points. The same is between vanilla BMP-1 and any other version (D,P, Obr. 1970).
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Re: [guide] Choosing your PACT infantry

Postby DeuZerre » Tue 10 Apr 2012 09:13

I'll check this up. I know one is faster than the other, but I never remember which ones...
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Re: [guide] Choosing your PACT infantry

Postby Hegemon » Tue 10 Apr 2012 09:22

SACLOS are better. Being faster means that enemy has less time to dodge or to close and fire at the ATGM team.
I'm not so good in micro, but it is efficient to hold fire with ATGMs and let them fire when enemy units are already engaged with something else.
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Re: [guide] Choosing your PACT infantry

Postby Mazz » Tue 10 Apr 2012 09:48

A vet 1 FAGOT team is 1 point more then a Konkurs team with the same damage, transports and 2.5% higher accuracy.
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Re: [guide] Choosing your PACT infantry

Postby DeuZerre » Tue 10 Apr 2012 10:02

But they have a smaller range, and 200m, while a small difference, counts quite a lot when engaging armoured targets.

The point of ATGM systems isto make no-man's land. Extend it's size, and all's for the best.
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Re: [guide] Choosing your PACT infantry

Postby Nils1983 » Tue 10 Apr 2012 10:03

nice post, but i really struggle what to do best against enamy reinforcment arrows. on nato you simply put an delta force but here?

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