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Author Topic: American Infantry Doctrine  (Read 3706 times)
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Scotzmen Offline
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Posts: 2035


« on: December 11, 2010, 01:27:23 am »

Wondering what doctrines to chose for the Infantry Doctrines.

Im liking the First Aid Option. How exactly does it work, if its working that is?

Also what would your recomendation be into slecting the doctrines?
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Smokaz Offline
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« Reply #1 on: December 11, 2010, 01:33:54 am »

Passives:

I've played a few games with you now. You like to use BAR rifles and handheld AT. You dont like to use at guns. In fact, you call them on and then you ignore them Cheesy

To maximize the effiency of your playstyle, you would want as strong as possible handheld AT. Luckily infantry doctrine provides the arguably strongest handeheld AT option in eirr: tank reaper bazookas.

I would suggest you grab tank reapers as your T4, forego all at guns and use bazookas (in cover or from a flank against tough targets) and vet 2 sticky rifles (primarily) for your AT. That way you dont have to worry about using AT guns and you'll still have a very good build.

For your anti-infantry upgrades I would suggest you go with a mix of rangers and bars. Use bars from medium range and always prefer cover over closing. (Unless its a weaker squad.)  A nice combination is to supress axis infantry who is in cover worse than green using bar supression and then mop up the trapped squads with a thompson-only squads.

Either top T2 or bottom T2 will be fine, they are equally good for your type of strategy. Perhaps sight buff of 3.5 is the best for you allowing to ever so slightly better see what you are walking in to.

The main thing to be on the outlook for with this build is bringing ENOUGH tank reaper zooks if you are facing stuff like: flamethrower filled inf HT, ISTs.
« Last Edit: December 11, 2010, 01:43:14 am by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
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Smokaz Offline
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« Reply #2 on: December 11, 2010, 01:38:29 am »

First aid

First aid revives 1 member of the squad if he has been wounded and not outright killed. Casualties are created the same way as regular deaths, only that the guy squirms on the ground for a while. When activated a member of your squad will run up and revive. Not overly advisable while under fire. Okay in larger pushes where all of the enemys firepower isnt aimed at your squad.

Unlocks

First Aid is a okay choice. For a ATG-less build you of course need to unlock rangers. That leaves you 5 unlock points. I would probably get the triage since thats one of the best things infantry has. That leaves you 4, and that should be entirely up to you but the 105 howitzer is the most precise arty in the game (aim the shot directly on top of a pak, seems to always get it) and your fuel could be spent on m10s or shermans.

Alternatively you could get triage, military intelligence (helpful for sure) and the skip the arty for infantry support vehicles which give you the jumbo which is a really durable sherman type.
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Scotzmen Offline
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« Reply #3 on: December 11, 2010, 01:42:48 am »

Thanks Smokaz, quite helpfull.

Aye did belive that first aid would not be advisable under gunfire.
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Smokaz Offline
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« Reply #4 on: December 11, 2010, 01:45:46 am »

Thanks Smokaz, quite helpfull.

Aye did belive that first aid would not be advisable under gunfire.

If you're gonna get first aid and you end up picking infantry equipment which gives you zooks on the cheaper but weaker rifle squads (viable for sure) you can always throw a smoke grenade (which infantry equipment gives) on the casualty area to cover yourself, reducing all types of small arms and regular tank cannons to almost nil accuracy.
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Scotzmen Offline
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« Reply #5 on: December 11, 2010, 02:00:44 am »

Quote
If you're gonna get first aid and you end up picking infantry equipment which gives you zooks on the cheaper but weaker rifle squads (viable for sure) you can always throw a smoke grenade (which infantry equipment gives) on the casualty area to cover yourself, reducing all types of small arms and regular tank cannons to almost nil accuracy.

That is actually pretty damn good. And a good tactic to. Thanks Smokaz
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Scotzmen Offline
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Posts: 2035


« Reply #6 on: December 11, 2010, 02:08:19 am »

What would you reccomend i build my company on, try to get as many Rangers as possible?

And whats is uncluded in the "full package" with rangers and how many of those should i get?
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Artekas Offline
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« Reply #7 on: December 11, 2010, 02:19:59 am »

Full package is the 4 SMGs and 2 Bazooka upgrades at the same time.
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Smokaz Offline
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« Reply #8 on: December 11, 2010, 02:20:06 am »

I should have mentioned that.

You've probably noticed in COH/EIRR that infantry actually carry the "heavy" or upgraded weapons. I like to refer to stuff like bars - lmgs - bazokas as heavy weapons. Heavy weapons are usually upgraded by a munition cost, can be dropped and picked up.

The thing about heavy weapons - is that you want yourself to enjoy the increased power the weapon gives as long as possible to give you the most for the usually expensive cost.

With the bazooka and the thompson upgrade, and the full package there is a choice involved. Do I prefer the overall flexibility and do-it-allness of the full package or should I specialize? Generally the full package is frowned upon because every man lost on a ranger squad is a weapon upgrade lost.

So weapon retention is the argument that has won merit in EIRR. Get two bazookas on a rangers, or thompsons allowing the former 4 meatshield guys or 2 for the latter.

Quote
What would you reccomend i build my company on, try to get as many Rangers as possible?

Good question. Its a problem of spreading risk, or concentrating your resources. At any rate you should get a triage to try to heal both ranger - at guns - rifles and whatnot. With heavy-ranger builds who have good health and criticals (chance of going down with low health) and blah blah blah - the act of healing consequently becomes more important, to the degree of a chore. Dutyfully repeating this chore is  associated with skill and getting the most out of your upgrade. It can sparcely be described as very aggressive. Its a tactic of attrition and preservation. When it pushes it pushes hard, but it falls back to regenerate what it can.

If you go tank reapers but not infantry equipment - and you ditch your at guns - having around 8 squads of rangers on top of any AT capable tanks and vet 2 stickies (boys at rifles are not necessary when you have tank reaper zooks) should land you in the are of sufficient. Thats quite the drain on your munitions of course and you'll probably end up with a few unupgraded rifles and shermans/tanks with repair only when you additionally have spent the rest on thompsons and bars.

If you wanna be all-in man, balls-to-the-walls man, you can build a hugely effective and strong company by going mass rifles with that single tank reaper zook from the T3 infantry equipment unlock. You will have problems with dedicated stuff going up against you, but smart play can negate this to some degree. You'll very slowly run dry if you heal alot and pick your fights well.

« Last Edit: December 11, 2010, 02:22:05 am by Smokaz » Logged
Scotzmen Offline
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Posts: 2035


« Reply #9 on: December 11, 2010, 02:49:26 am »

Quote
So weapon retention is the argument that has won merit in EIRR. Get two bazookas on a rangers, or thompsons allowing the former 4 meatshield guys or 2 for the latter.

Aye i thought about that one, and i'd probarly go with splitting the squads.

There will probarly be less munitions lost, and they'll be able to take on there personal mission. one squad to deal with potential infantry and one squad to deal.

Aye ive gone with the triage. Knowing me my troops will need it.

There are alot of gooddoctrine choice. Im kind of split though. Id like to get oversupplied as it gives you +1 on upgrades for thompson, grease gun and BAR. and plus 1 to field dressing aswell.

I was also going to go with Infantry equipment as the bazooka and 5x greaseguns sounds intresting. Are they any good?

Support training also sounds intresting with the plus +50% moving accucary

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lionel23 Offline
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« Reply #10 on: December 11, 2010, 02:52:17 am »

Scotzmen, I'm a huge fan of US Infantry and I ran the Tank Reapers company and am running a new company in light of the new focus on axis companies.  So I'll tell you my experiences with an Anti-Infantry oriented company and the benefits/playstyle of said company, as I could rehash what Smokaz says but he pretty much nailed the TR (Tank Reaper) build quite nicely, though I will add some advice on my particular build of TR too (in regards to unlocks).

US Infantry - Ranger Company (focused on Anti-Infantry)
Required Unlocks: Triage (T1), Rangers (T1), Infantry Support Vehicles (T3)
Optional: Speciality Training (T2), Military Intel (T1)

Doctrine Tree Selection: Operation Overlord (T4 - Top), Steady Sights (T2 - Middle), Support Ops (T1 - Bottom)

Company Focus: The company relies heavily on the 'ranger' squads as the core of your company, with minor support from Riflemen squads and Anti-tank guns.  I make use of the Officer to make up for the loss of accuracy by NOT choosing tank reapers, as well as his passive aura greatly helps the riflemen BARs under his command or to assist allied infantry.

Core: Rangers w/ SMGs
Reason: With the +1 SMG bonus, you get a 'free' SMG to bring the total amount of SMGs to 5 in a 6 man squad.  These guys are particularly devasting and a single squad can repel many times their numbers in infantry.  Frequently my infantry squads get around 20+ kills a game on my best squads.  And note, don't be afraid to use them even when they are down to 2-3 men, as they still pack a whooping amount of firepower and can help defend ATGs/Support weapons or non-assault infantry (riflemen, tommies) from being rushed by basic infantry or even assault infantry if they fight with others.  Add in fire-up and elite armor, and they are one of the hardiest guys you can keep alive (though note they are more vulnerable to grenades and fire).

Support: Rangers w/ Bazooka
Reason: I have a few guys with this for the simple reason that SMG rangers can't fight vehicles.  The nice thing with 'Oversupplied (T3)' Bazooka squads over Tank Reaper (T4) squads is though they suck more against tanks, they come with a free SMG.  You have a squad with two bazookas, 1 SMG, and 3 M1 garands.  Not exactly stellar compared to a full SMG squad, but it gives them a bit more punch if they are being ganked by a MP40 squad and can defend itself better.

Tip: AVOID Full Package.  Taking full package makes you lose the free SMG under either package, as its split 4 SMGs/2 Bazookas.  More cost effective to get the free weapon under either build.

Opening/Support: Infantry with BAR
Reason: Throw in an officer, and you greatly increase the damage/accuracy of these guys (though they are still paper thin and need to be protected behind other allied infantry or behind rangers).  They come with +1 BAR which means a good increase in firepower. I wouldn't bother taking too many as the ranger core gives you vet survivability while riflemen, even with 3 BARs will be chewed up by axis infantry if they formed a mainline.  Treat them like 'LMG' squads with piss-poor armor and you'll be fine.  Throw in some sticky squads in HTs for disablers or add more BARs, flexibility with what you want to do there.

Support: Anti-Tank Guns
Reason: These guys are priceless to you, for the sheer fact because you'll be lacking Tank Reaper improved bazookas, this is the only thing that can protect you from heavy armor.  Your rangers/riflemen MUST defend these with your life.  If you lose one, don't be afraid to reman with riflemen or rangers.  Keep allied ATGs alive at all costs.  Remember, you have the best anti-infantry of all the allies, deal with those pesky MP40 volks hoardes, those KCH and MP44 squads, etc.

Note: Rangers should never fight flamers unless you can move in and kill them quickly with SMGs/support before they 'toast' you, just be aware of that.

Primary Armor: Sherman Jumbo
Reason: Now these guys, along with your rangers, give your company the staying power it needs to stay on the front line.  It's an improved sherman with Pershing armor and Pershing Health.  It is only armed with a 75mm cannon (great 'splash' against inf compared to 76) AND comes with a free .50 cal MG.  Hands down a much better deal than a regular sherman.  The primary disadvantage is that it takes up a whooping 13 POP and is slower than a Churchill.  Treat this guy as your big brother support tank.  Use it to mop up infantry, take out support weapons, and stall enemy tanks.  It's pretty decent against a basic axis tank (P4) as though it has a crappier gun, it has the armor and health to duel them, though very slowly.  Be VERY CAREFUL when it gets ganged up on.  It has a very slow rotation speed and can be circled and blocked very easily.  With Operation Overlord, he provides an aura of 15% less inc accuracy to your men stationed around it and shoots 1 second faster. Great for when your infantry need to 'huddle' near it in case of a puma rush and you're waiting for the tanks/ATGs/Bazookas to thin out vehicles.  When fighting, try to stick near shot blockers to prevent enemy ATGs from bearing down on you.  You want the enemy to come as close as possible to engage the tank (like a shrek squad) where it's main gun will decimate them with its 50 cal.  Also, being a heavy tank it also has the ability to CRUSH HEDGES.  Ever need to clear a field so your ATGs can pop tanks while your SMG rangers cover them? Use the jumbo as a field clearer and move it back to support your army.  It's a very cool unique unit, and working in conjuction with basic shermans and fireflys, you can stall and hold up axis forces to allow more valuable forces to escape.  Also it's vet is one of the best for tanks.  You can field 3 of these guys and sucks up most of your armor pool and fuel, but highly worth it.

Optional (Your Preference): Howitzers
Reason: I don't run support weapons due to their inferiority compared to their axis counterpart, and having one howie (or maybe two) is nice for when you run into those mass 88s/pak/infantry blobs where its impossible for a jumbo to break or your rangers to push without taking heavy losses.

Triage Use: If you plan to do rangers, triage is a MUST.  Always heal your men AND repair your handful of ATGs.  If you plan to focus on riflemen, get rid of triage as riflemen don't live long enough to take advantage of it.  Many a game I will only go through half my rangers due to healing, and with Oversupplied, your triage has DOUBLE range pretty much.  You can be more aggressive with triage placement.

Steady Sights: Take advantage of this whenever possible! Your rangers and riflemen get additional accuracy in ANY cover, and combine that with an officer makes you a master at cover-to-cover fighting.

============


If you plan to focus on TR, it's a great tree and I recommend taking American Command (T2 - Bottom) to get the additional LOS that it offers. Avoid using SMGs when possible in a TR build (if you want to, have a HANDFUL of squads), but your primary force will be rangers with lots of bazookas and relying on ranged M1 garand fighting to support allies and deal with tanks/vehicles.  Unlocks I recommend for this build are:
Rangers (T1), Speciality Training (T2 - For the officer accuracy), Triage (T1 - Keep those rangers alive).

If you REALLY want to overkill it, take ATGs also with Stacking shells or no AP rounds, since your ATGs are improved over normal 57mms (also, if the crew is killed, the gun still retains buffs just like your bazookas when dropped).  Tell allies when you DROP YOUR BAZOOKAS so they can pick it up and use an improved bazooka.  Worst thing in the world is to give axis troops your own better weapons.

I'll let Smokaz attest to First Aid, to me it's too dangerous and expensive to use, maybe affordable under a bazooka only build (80 MU over 180 MU for SMGs), but remember the whole squad has to move to the man to 'pick him up' and is vulnerable while doing so.  With bazooka rangers that might not be so bad as you really want M1 rangers as a buffer to protect the bazooka carriers.

Artillery Saturation doesn't seem bad either if you want more arty off-map, and taking the above unlocks will cost you 4 PTs, leaving you 4 more to sink into two T2s or a T3 and T1.

That's my advice to you, if you want to 'talk shop' with me sometime, grab me on Vent, all right? I'm always happy to help another Infantry Player.
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)

Artekas Offline
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« Reply #11 on: December 11, 2010, 03:00:47 am »

Wait, Infantry Company gets T1 Triage while Defensive Medbunker is T3?
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salan Offline
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« Reply #12 on: December 11, 2010, 03:44:49 am »

Wait, Infantry Company gets T1 Triage while Defensive Medbunker is T3?

they also get medkits, at no tier...
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smurfORnot Offline
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« Reply #13 on: December 11, 2010, 03:49:03 am »

luft para drop medicine is T3...now we could argue they also dont have healthpack as base...we could just move  triage to T3 to make things even  Roll Eyes
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lionel23 Offline
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« Reply #14 on: December 11, 2010, 04:10:46 am »

Crazy, Triage needs to stay a T1 or T2 at most (which wouldn't affect my coy). The Med Bunker on the other hand, considering the lack of 'unique' infantry like 4 man KCH or Elite Armored Grens (which I really think should have gone to Defensive, or making +1 man on ALL SQUADS and not just support weapons and volks), that Medic Bunker needs to be moved down with the 88mm and call it 'Fixed Positions' or something.  I tell you it's hard to run an Infantry Company without healing, and Defensive with no unique elite infantry and no healing is painful to grind, hence the whole reason I'm running a Blitz company to be my new defensive company to hold ground and just be 'tough'.
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Demon767 Offline
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« Reply #15 on: December 11, 2010, 04:13:31 am »

Or...

Go buy tank reapers as T4

Only buy 4 rangers only with SMGs

Buy the doc to give zooks to rifles so basically you have cheaper versions of spammable shreks

buy 4-5 shermans

easy combo - Run 1bar,1zook,1atg,1sherman. rince and repeat and win
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