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  • Infantry+vehicles=pwnage

    get a squad together and have the SL get in a vehicle...any vehicle will work except 4 gunship and have the squas spawn on him and keep the vehicle and the infantry working as one, experienced players have no fear of lone vehicles bcas of how easy it is to sprint from cover 2 cover when they arent looking, getting close to them and rdxing them, however with infatry protecting the vehicle you must not only engage the infantry attacking you but everytime to get up to engage them the awsome firepower of the vehicle comes into play.

    Ive done it once on 2142 with a 4 man squad and a jeep it wasnt much armor but i was sl and my squad spawned on me and we moved point to point

    (if u are going to use a jeep then limit the squad to 3)


    sry 4 typos im in a hurry i gotta b sumwhere.

  • #2
    There is a little tactic with gunship that can be used to cap many flags in no time nearly simultaneously when executed with decent coordination.

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    • #3
      orly....tell me plz

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      • #4
        Spawn and drop them at certain silos/flags, I'd presume.

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        • #5
          This works well with the tanks, keep your driver/main gunner as SL in the tank, have each member spawn and exit, the last member stays in to man the MG.

          Works best with the A8 Tiger as it's more long range, so you don't have to worry as much about your target owning your infantry support. Need to move fast? Have everyone jump onto (not into) the tank.

          Not very effective for the walker, infantry can't use it as cover/it does fine on it's own.

          APC is okay with it, but you might as well keep all 6 inside to conserve ammo and have protection.

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          • #6
            it should work very well with the walker however not as a get in and go kinda thing, more like frontline combat putting fire where it needs to be.

            All to often walker pilots burst into enemy lines and wreak utter havoc for a few minutes but they are surrounded by infantry respawning with rdx and rocket launchers.

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            • #7
              An APC is perfect for this. As silos are capped, the squaddies take the local vehicles and use them to protect the APC.

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              • #8
                nice strat, i hate it when you have multiple vehicles protecting each other, it hampers the speed of the fight a bit but at the end of the day vehicles with no supporting infantry always come out on bottom unless of course the terain the like that of a peice of paper for miles

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                • #9
                  Originally posted by eddyeddyd
                  get a squad together and have the SL get in a vehicle...any vehicle will work except 4 gunship and have the squas spawn on him and keep the vehicle and the infantry working as one, experienced players have no fear of lone vehicles bcas of how easy it is to sprint from cover 2 cover when they arent looking, getting close to them and rdxing them, however with infatry protecting the vehicle you must not only engage the infantry attacking you but everytime to get up to engage them the awsome firepower of the vehicle comes into play.

                  Ive done it once on 2142 with a 4 man squad and a jeep it wasnt much armor but i was sl and my squad spawned on me and we moved point to point

                  (if u are going to use a jeep then limit the squad to 3)


                  sry 4 typos im in a hurry i gotta b sumwhere.

                  And this is going to stop me putting a tank round into the jeep from 200m away how....??

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                  • #10
                    In the end a skilled engi can just kill the vehicle with one Pilum round though, so all that planning is kinda pointless.

                    My favorite thing to do is snag an air transport, fill it up, fly around capping silos. Way easier.

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                    • #11
                      yes but not all of us are hero units in the eyes of the commander and its not always a jeep you are using it could be a tank or an apc and sure flying around with the transport is easy and fast but im talkin about groud warfare...berlin...belgrade

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                      • #12
                        Originally posted by eddyeddyd
                        yes but not all of us are hero units in the eyes of the commander and its not always a jeep you are using it could be a tank or an apc and sure flying around with the transport is easy and fast but im talkin about groud warfare...berlin...belgrade
                        Yes, one Pilum round to the soft spot of a tank or APC and it's at 5HP, 1 shotted as well. Walkers are less likely for this to happen, but I still maintain that infantry support for a walker = dead infantry the moment another vehicle passes by, which is very likely on Belgrade, and somewhat on Berlin.

                        IMO, infantry support is only practical for tanks. APCs have machineguns that can be used from within, protecting the squad. Walkers have ample infantry defenses, and provide no safety for the infantry who end up walking under a giant metal target out in the open. FAVs are so weak they don't need defense, some PKs or any rocket launcher and goodbye. Tanks, on the other hand, have one slow rate of fire cannon, a large blindspot, only one anti-infantry weapon, a large body, and long range fire to engage enemy vehicles without endangering the infantry support. An infantry escort removes it blindspot and RoF weaknesses, while the size of the tank makes it portable cover for the groundpounders following it. It's cannon means it covers all ranges, and the F2 MG position can be used for full AA support since the infantry are already watching the ground.

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                        • #13
                          sure the walker isnt a great thing to provide cover however is guns are much better at forcing the enemy to sit down and shut up while its rockets combined with its elevated vantage point make it rgeat for taking out a dug in...anybody.
                          despite apcs machine guns I find it still pretty easy to sprint from cover to cover and pop up, fire a rocket, get down and reload, and fire another...wash rinse repeat.

                          the anti air unlock in this game is almost useless, aircraft arent nearly as much of a threa as they where in bf2 they are mor ejust there for a little fun.

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                          • #14
                            Getting troops around or behind armor vehicles is the whole idea of using armor in urban terrain in the first place.

                            Tanks+infantry = good for slow advance on open area (easy movement, more range), infantry should be spread wide to guard against long-range AT firing. Hover tank should be preferred in urban areas because it's smaller and moves better inside streets.

                            APC+infantry = well, that's why APCs were built, carry a squad fast into an area or get everyone inside for protection, same things as for tanks only APC is faster and easier to move inside streets.

                            AirTransport+infantry = same things as for APC, only it flies (!), much harder to keep up with it for speed, much easier to be targeted by AA/SAAW because of little cover.

                            FAV+infantry = extremely light version of APC-based squad, can carry only 3 members, little defensive cover but *very* fast, probably best if used in teams of 2-3 FAVs close together (safari-like!).

                            In all ground-based versions, the three major hazards come from: (a) an unnoticed enemy tank firing from long range, (b) a well-hidden and skilled pillum user, and (c) gunships. All these can be addressed by careful choice of vehicle-vs-terrain, infantry spread, portable AA (SAAW) and of course close cooperation.

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                            • #15
                              transport + infantry in 2142 bf2 and bfv anf dc has proven to be an excellent means of sewing havoc behind enemy lines, they just cant be sure that the flag they capped will stay capped for long if used right an air transport can easily be the weapon of the day, aside from using it to cap flags its an excellent defensive tool if an important flag is being capped (aircraft,walker,tank,vehicle spawn) then you can keep it hovered over the flag and let people spawn in it and bail this means your entire team can get to the area faster after death than the enemy who has to walk from the nearest flag.

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