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On 4/9/2018 at 10:09 PM, domfluff said:

I usually think of Green troops as being able to do one thing. You can rely on them to take that hill, defend from this position, kill one vehicle with their AT assets etc., but you can't rely on them to do more than this.

In CMFI, Italian troops are usually Green by default. Ideally, you use them in the attack against a fixed position. You give them a ton of supporting fires, preferably from Brixia mortars, and you hope that enough of them make it to grenade range to make the difference.

Any more complex plan is inviting failure - you can't guarantee that any individual part of a Green formation will actually be able to do it's job, but with careful hand-holding and limited expectations, they can still be useful.
 

This! This is why I like Green troops for large formation assaults that historically involved waves of units (e.g. beach landings). With green troops, you can't keep piling up fresh waves to reinforce  existing waves until you overwhelm the defenders. Or expect 2/3 depleted squads to see the job through the way you might with vets or crack.

The first waves are spent after securing their objectives. Continuing to shove them forward anyway is a desperation move for a commander and will result in higher incidence of panic and more casualties. It will (and should) punish a commander who is oblivious to the state of his forces.

 "Yew had ONE JOB!" 

Edited by LongLeftFlank
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Other modifiers effect green troops. With low leadership it's like herding cats. With a leadership of +2 you can actually do something with them. One RL example would be 395th IR in Hofen. Self professed to be green, no experience. But managed to hold the line for various  reasons, one of which was outstanding leadership.

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