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Author Topic: [US] Infantry Doctrine  (Read 12147 times)
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3rdCondor Offline
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« on: February 08, 2011, 11:04:20 pm »

For all those US infantry players out there:

1)Small elite company
-Rangers, officers, howitzers
-You bring the muscle to the battlefield, but not scads of soldiers

2)Large basic company (you'll find a rifle when you get there)
-lots of non-upgraded rifles (or lightly upgraded) and not too many special soldiers (snipers etc)
-there's no question that you'll survive, but can you handle what the Axis has to offer?

3)Something in between
-various unlocks
-You might have some rangers in your starting callin and one howitzer, but you prefer to just sit back and enjoy the view... rather than get heavy with either strategy.

I feel like these are the three directions to go. Any ideas or comments?
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Groundfire Offline
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« Reply #1 on: February 08, 2011, 11:20:11 pm »

These are my 4 that I do off the top of my head atm.

Mechanized Raid:
5-7 M8s fully upgraded, with flame engies in halftracks and M10s, Rifles, MGs and ATGs with AP rounds
  - I like the 2 M8 w/ 2 flame+mine engies in a HT start. Sneak around back and lay mines then flank.

Triage defense:
8-10 BAR rifles, Oversupply T3 (for trip bars), Support Training T3 (for the accuracy), First Aid, 2 Triage centers.
   -place triage centers far forward and fight around them with the extra range, build sandbags, use first aid while cover to cover fighting
   -Fill out rest of company as necessesary. I like 2 Jumbos, 3 callins of flamers/nade rifles, 4 ATGs w/ stacking shells and a sniper.

Overlord and Officers:
3 Jumbos, 3 officers, escort flame engies/BAR rifles around map with the substantial aura bonuses.
    -Fill out as needed, I like 2-3 Callins of Thompson Rangers and Mgs and a howie/sniper/jeeps and ATGs.

Support Guy:
2 howies, engies with mines, M8s with mines, 2 snipers, ATGs, expendable rifles with grenades, and 3-4 call ins of 2-3 halftracks.
    -Fill out the rest with Upgun shermans and support.
« Last Edit: February 08, 2011, 11:22:44 pm by Groundfire » Logged

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spinn72 Offline
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« Reply #2 on: February 08, 2011, 11:45:47 pm »

Overlord and Officers is by far the most common Inf strat. Jumbo's are hard for PE to counter, though against Wehr they'll always struggle.

Operation Overlord is extremely popular, afaik nobody really uses the other t4's, it's always a mixture of t3's.

I'm currently using the bottom and mid t3 with a grease gun/smoke/flame strategy and it's working really well. American Officers are your best friend with a global smoke on recharge every 4 mins, as well as smoke grenades for 10mu.

You should have either a sniper or a Howi in any Inf company to assist with breaking enemy lines, and it's always a good idea to have 2-3 squads of rangers with zooks + nades to deal with PE vehicles or light AT. Make sure you have lots of Bars.. Bars bars bars!
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brn4meplz Offline
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« Reply #3 on: February 08, 2011, 11:50:05 pm »

Actually a single LATHT stops jumboplay dead in it's tracks. aslong as you have a Marder or some 50mm's nearby. Once you drop the health you can try and engine damage it. or given how slow it is try and get the side shot from green health. Either way you remove the tank from the equation
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Tymathee Offline
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« Reply #4 on: February 09, 2011, 12:01:34 am »

i like the ranger with jumbo's and support weapons, especially with tank reapers, it can easily beat a p4, stugs, i've even helped take out a couple panthers and tigers with the extra penetration. I think my vet 3 jumbo is still on the leaderboard.
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spinn72 Offline
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« Reply #5 on: February 09, 2011, 12:15:47 am »

Actually a single LATHT stops jumboplay dead in it's tracks. aslong as you have a Marder or some 50mm's nearby. Once you drop the health you can try and engine damage it. or given how slow it is try and get the side shot from green health. Either way you remove the tank from the equation

If you have marders or 50mm's nearby, I have ATG's and zooks  Grin. Come on brn, nobody leaves a Jumbo unsupported.

Theory crafting ftl
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brn4meplz Offline
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« Reply #6 on: February 09, 2011, 12:17:57 am »

Jumbo eats alot of population. thats where the At fits in the gaps. you can have an LATHT and a marder and still be population positive against a Jumbo. The unit is slow and the LATHT makes it much worse
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Tymathee Offline
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« Reply #7 on: February 09, 2011, 12:20:57 am »

Jumbo eats alot of population. thats where the At fits in the gaps. you can have an LATHT and a marder and still be population positive against a Jumbo. The unit is slow and the LATHT makes it much worse

Rangers =D thats what the rangers are for.
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Spartan_Marine88 Offline
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« Reply #8 on: February 09, 2011, 12:21:36 am »

Jumbo eats alot of population. thats where the At fits in the gaps. you can have an LATHT and a marder and still be population positive against a Jumbo. The unit is slow and the LATHT makes it much worse

The point of the Jumbo, is that if you are using it, you have a big strong tank near your infantry that gives them the buffs (believe its -recieved damage) jumbo + 2 squads of rangers = dead PE
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brn4meplz Offline
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« Reply #9 on: February 09, 2011, 12:27:37 am »

Again the LATHT can mop up rangers easily too
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NightRain Offline
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« Reply #10 on: February 09, 2011, 12:57:51 am »

Again the LATHT can mop up rangers easily too

Two BAR squads can handle one LATHT quite quickly :p

But treadbreak and Marder is good combo, however what do you do, when the rangers come. Zooks have a magical heat seeking missile instead of a rocket when it comes to Halftracks
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LeoPhone Offline
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« Reply #11 on: February 09, 2011, 01:01:58 am »

what is the armour on the jumbo?

i checked in corsix and it said panther skirts armour. wtf???

how is that compared to pershing armour or something? and wont giving an allied tank axis armour a lot of unseen bugs like panzerfausts bouncing off and bikes having a x1000 damage modifier?
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Tymathee Offline
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« Reply #12 on: February 09, 2011, 01:44:13 am »

what is the armour on the jumbo?

i checked in corsix and it said panther skirts armour. wtf???

how is that compared to pershing armour or something? and wont giving an allied tank axis armour a lot of unseen bugs like panzerfausts bouncing off and bikes having a x1000 damage modifier?

only weird thing is stugs get 100% pen last i checked.
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AmPM Offline
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« Reply #13 on: February 09, 2011, 01:51:01 am »

It's a .45 pen modifier actually.

So a STuG at long range for instance, would be penetrating 36% of the time without getting the 1.5 damage modifier vs other Shermans.
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Tymathee Offline
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« Reply #14 on: February 09, 2011, 02:25:00 am »

ok so that was just with panther armor, which it used to have, then they changed it to panther skirted without telling anyone or fixed that but i know for sure stugs used to pen 100% of the time, even when i played with it, i feared stugs.
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NightRain Offline
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« Reply #15 on: February 09, 2011, 03:35:51 am »

ok so that was just with panther armor, which it used to have, then they changed it to panther skirted without telling anyone or fixed that but i know for sure stugs used to pen 100% of the time, even when i played with it, i feared stugs.

If you are using Armor, you SHOULD be afraid of StuGs...every tank except Pershing and Firefly HAVE to be afraid of StuGs :p
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BigDick
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« Reply #16 on: February 09, 2011, 03:42:22 am »

what is the armour on the jumbo?

i checked in corsix and it said panther skirts armour. wtf???

what? last time i checked it it was pershing armor as far as i remember
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AmPM Offline
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« Reply #17 on: February 09, 2011, 04:10:38 am »

It uses Panther Skirt Armor.
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brn4meplz Offline
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« Reply #18 on: February 09, 2011, 04:14:20 am »

Bob went through and fixed a bunch of weird interfactional damage stats. (like fausts doing 2.25 to everything axis)


Jumbo does indeed use Panther skirted. nothing thus far has jumped out as obscenely broken against it.

We had it at Pershing +10% recevied pen. before and thats wasn't exactly what we wanted either
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3rdCondor Offline
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« Reply #19 on: February 09, 2011, 10:55:23 am »

I've never really had that much success with US infantry, but I know it's because of my doctrine builds because I have been successful with armor. I want to take advantage of the unlocks, but I wasn't sure which way to go.

I'm torn between two strategies (described by Groundfire)

1) two tier 3s, Oversupply and Support Training with emphasis on grease guns, bars, and triage centers... one howitzer.

2) Operation Overlord with officers, 1 howitzer, jumbos, a few rangers, and rifles with grenades. (munitions go quickly)

This is probably the only doctrine in the mod (for me) that revolves almost completely around unlocks rather than the natural units.
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