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6/30/2025, 4:25:01 PM
The problem with infantry that people seem to struggle with is that there are basically 3 kinds of squads that matter.
ATGM squads. These are self-explanatory. They have a minimum range and cannot fire in forests, so they can't be your only source of AT.
Close range AT squads. These are launchers powerful enough to threaten vehicles in close range where ATGMs can't fire, where the squad essentially faces a DPS race with a vehicle. AT-4s and RPG-26s cannot serve this purpose against anything heavier than a BMP-2, because their damage, penetration and ammo are too low relative to the armour available to heavier vehicles. They literally run out of ammo before dealing lethal damage to side armour, even in pairs. Marines are arguable the closest to a 'viable' AT-4 squad, because they carry 6 launchers and have a truckload of health, but two Marines will still run out of ammo before killing a Barbaris.
And Anti-infantry specialist squads. Once again, self-explanatory. There's a colossal gap in anti-infantry performance between squads with AT and squads without and the ones without are always considerably cheaper. If you need to kill infantry, you bring one or two of these.
"Hybrid" squads don't make any sense unless they're as good at one job as a specialist. Marine Raiders AT, for example, are as good at fighting tanks as NGWS, but also beat most infantry 1v1. Morskaya Pekhota are better at fighting vehicles than a squad of Rangers RAAWS, but also quite capable against infantry. I wouldn't use Morskaya in place of a dedicated anti-infantry squad because they aren't good enough to be a replacement--but I need less anti-infantry squads because my dedicated AT squad is also good vs infantry.
If your 'hybrid' squad sacrifices efficacy in both jobs then it's not good enough at either.
Pic related is why the AT-4 is NOT adequate anti-tank firepower.
ATGM squads. These are self-explanatory. They have a minimum range and cannot fire in forests, so they can't be your only source of AT.
Close range AT squads. These are launchers powerful enough to threaten vehicles in close range where ATGMs can't fire, where the squad essentially faces a DPS race with a vehicle. AT-4s and RPG-26s cannot serve this purpose against anything heavier than a BMP-2, because their damage, penetration and ammo are too low relative to the armour available to heavier vehicles. They literally run out of ammo before dealing lethal damage to side armour, even in pairs. Marines are arguable the closest to a 'viable' AT-4 squad, because they carry 6 launchers and have a truckload of health, but two Marines will still run out of ammo before killing a Barbaris.
And Anti-infantry specialist squads. Once again, self-explanatory. There's a colossal gap in anti-infantry performance between squads with AT and squads without and the ones without are always considerably cheaper. If you need to kill infantry, you bring one or two of these.
"Hybrid" squads don't make any sense unless they're as good at one job as a specialist. Marine Raiders AT, for example, are as good at fighting tanks as NGWS, but also beat most infantry 1v1. Morskaya Pekhota are better at fighting vehicles than a squad of Rangers RAAWS, but also quite capable against infantry. I wouldn't use Morskaya in place of a dedicated anti-infantry squad because they aren't good enough to be a replacement--but I need less anti-infantry squads because my dedicated AT squad is also good vs infantry.
If your 'hybrid' squad sacrifices efficacy in both jobs then it's not good enough at either.
Pic related is why the AT-4 is NOT adequate anti-tank firepower.
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