Smokaz
Honoured Member
Posts: 11418
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« Reply #40 on: October 12, 2010, 07:59:12 am » |
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EIRR-historically, a good AB company had mass AB with AB divided into subroles of 1) satchels on stuff in the back 2) RRs 3) grenade airborne to just break up the defence of axis before it became dug in, and it was usually supported by 75mm shermans, quads and Crocs for AI duty.
This stemmed from the more frequent axis defend scenarios this mod used to have back in old EIR and the old repair system where axis would have repair bunkers. And doctrine abilities which made base airborne cheap, behind the line drops effective (raid) and so on.
In modern EIRR the ability to drop in to satchel a repairing tank which is immobile is strangely unpopular, forcing repairing tanks off the field used to be a sign of good play.
Other iterations of good AB play is the RR and flamer company, centered around the use of the 60mm mortar to take advantage of mortar smoke cover which the RR functions under while negating a lot of good counters to them. It was very popular some patches ago in a mortar-smoke metagame.
Airborne Rifle's centric companies seem the weakest concept to me, because they are very poor against PE and take up precious infantry pool and while the bar isn't a bad weapon objectively, it's not super good either. Hit'n run which is the AB armor type strength isn't particulary meaningful with the BAR.
The way I see it there's two main routes to go; tanks for AI/AT and a airborne type doing the other role, or a mix of both AI and AT tanks and both AB rifles and RRs.
If you want a good balanced Airborne company able to fight and win under most circumstances, it should probably contain:
2 x 60mm's --> mortar smoke RR's -> anti tank, mortarsmoke weapon Flamers -> anti inf, building -> mortar smoke Crocs with bulldozer -> anti tank traps, mortar smoke Satchel Airborne -> anti 88, anti good defenses, mortar smoke, anti-repairing tanks Shermans - AI duty from range Hellcats* Airborne medic**
*Or similar vehicle good at dealing damage to pumas and AC's **With all your high health, high number, high cost squads recycling their health is important
Doctrine choices that reduce droptime/reinforce time are good for this type of build, as it allows flexibility in when and where you drop and how much you drop.
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