Fed Posted February 23, 2013 Share Posted February 23, 2013 This be a stupid question, but how do you use mechanized infantry? I unload the troops, but they don't take the bazooka, etc with them. They don't seem to use the bazooka when on the vehicles. And the driver alone doesn't seem to use any weapon. Any help would be great! Thanks in advance, Fed 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted February 23, 2013 Share Posted February 23, 2013 I unload the troops, but they don't take the bazooka, etc with them. Before you unload the troops, have them use the Acquire command to get the bazooka. Be sure they get the rockets to go with it too. Michael 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 24, 2013 Share Posted February 24, 2013 Some suggestions: [*]During setup split the squads, Assault team first, then AT team. [*]Mount the AT teams in the halfies, use the Acquire command to grab the tube and bombs. [*]Mount the assault teams from the "wrong" squads into the halfies, so that A and C teams from the same squad are not in the same track [*]Mount the remaining rifle teams into the half tracks so that they're not in a track with any other team from their squad. 0 Quote Link to comment Share on other sites More sharing options...
easytarget Posted February 24, 2013 Share Posted February 24, 2013 Somehow that doesn't feel like it's sufficiently complicated. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Schultz Posted February 24, 2013 Share Posted February 24, 2013 Like womble said... split, acquire, load. Example - A single 251/3 and two Opels will hold a Panzergrenadier platoon plus additional teams. 9 man squads, except for a single squad which has organic shrek. Any squad with two or more MP40s is split into "assault" team first. This ensures best use of 9mm ammo and short range weapons. All other squads are split normally. The two-man shrek team goes into the 251/3 with the platoon HQ, filling it. All "A" teams go into one truck. All "B" teams go into another. This leaves three slots in one truck and four in another for any additional teams, such as scouts/snipers/breach. ---- No one will re-combine, and all ammo acquires will use the type needed most efficiently. ---- This also speeds the deployment process up, as each team can be given its individual orders while still in transit. 0 Quote Link to comment Share on other sites More sharing options...
easytarget Posted February 24, 2013 Share Posted February 24, 2013 Ah, I like your description a bit better. I can remember split, acquire, load. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Schultz Posted February 24, 2013 Share Posted February 24, 2013 Yes, acquire BEFORE final load. The amount available in a single "acquire" command varies depending on the total amount remaining in each vehicle. You may not want 200 rounds of 9mm for an HQ with a single MP40... so wait until the supply has been depleted by an assault team drawing 600, then hop in for a quick 100 rounds. Then hop out and allow the final passengers to embark on a stripped, and now expendable, transport. Good rule of thumb... Take nothing into the line of fire that is still carrying ammo. --- I try to bring three vehicles for every Company for ammo purposes if nothing else. A platoon can strip a truck or hannomag of all its ammo without waddling too badly. 0 Quote Link to comment Share on other sites More sharing options...
Ted Posted February 24, 2013 Share Posted February 24, 2013 Will an increase in a squads ammo load out slow it down or tire the squad sooner if it is moving quickly? 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 24, 2013 Share Posted February 24, 2013 Will an increase in a squads ammo load out slow it down or tire the squad sooner if it is moving quickly? Yes. I do not know what the tipping point is. Each increase in weight is tracked, however, when that increase produces an effect which you'd notice is not something I have knowledge of. Fully laden squads (cannot add another round) will tire MUCH more rapidly than non-laden squads. A few hundred more rounds, or various rockets, will not make much difference. It'd take thousands of extra rounds. Ken 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 24, 2013 Share Posted February 24, 2013 Any squad with two or more MP40s is split into "assault" team first. This ensures best use of 9mm ammo and short range weapons. Even if your Assault team isn't going to end up with any SMGs (American Armoured Infantry Battalion, I'm looking at you...) you may want to consider splitting the Assault team off first, otherwise the AT team will get the lion's share of the grenades. Once you've sent the TubeGuy off out the way, you can recombine the two rifle teams and then use "Split Teams" to get an even distribution of grenades if you want interchangeable teams. Or leave the A-Team as designated assaulters with all the 'nades, for easy identification later. 0 Quote Link to comment Share on other sites More sharing options...
Fed Posted February 24, 2013 Author Share Posted February 24, 2013 Thank you all for the info. It really helps. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.