As I said before, infantry in buildings are ♥♥♥♥ing amazing.
I have entire decks built around this simple, universal fact. If you take on my 5-point Danish reserves with your 170-point T80Us, I’m going to win every single time. Infantry in buildings are amazingly cost-effective
. So, the answer to cheap infantry is better infantry, right? Ahahaha - not even sort of. Observe:
What you’re looking at is some of the cheapest infantry NATO has, costing only five to ten points, destroying entire Pact advances, including plenty of Spetsnaz and Morskaya Pehota infantry that are objectively superior. So what gives? This is nothing less than a demonstration of the sheer power of well-managed infantry in towns.
Generally speaking, infantry are at their best in urban zones. You can of course just bypass small urban zones, but this is a nuisance, crossroads are almost always at towns, and more importantly, this gives the enemy a prepared fighting position where he can place infantry-borne ATGMs and MANPADS to harass your forces and incur losses. Plus, urban zones teeming with infantry make great defensive positions, especially since infantry are incredibly cheap. Finally, infantry in buildings are in cover and stealthed, making it difficult to judge their forces from a distance.
The first rule of urban warfare is you never, ever, ever send your tanks into, through, near, or alongside an unsecure town.
They will die like a ♥♥♥♥♥
. Almost all non-specialized infantry units carry anti-tank rockets. In close quarters, they will cheerfully use them to waste your tanks. Tanks are at their best covering open territory. They are not instruments of urban warfare.
The only possible use tanks have in this type of conflict is being parked outside of towns where they can fire into the side of town, at ranges beyond the reach of RPGs.
So, if not by heavy armor, how do you take a town held by enemy infantry? First off, know that fighting over an occupied town is going to be messy
. When done right, much of warfare in Wargame involves your units hard-countering enemy units. The best battles in Wargame are when your forces completely rout the other through superior positioning, training, weapons, and counters, while incurring few losses. This is not
the case for close-quarters infantry fighting. Forcing an enemy from a held town will be bloody, difficult, and you will lose infantry of your own. This is one major reason why cheap infantry in numbers are superior to expensive infantry.
There are three different weapon systems that are most effective. The first is 1000kg bombs,
as delivered by American Nighthawks and Strike Eagles, the Norwegian F-16, or the Czech Su-22M4. These bombs are powerful enough to kill infantry squads outright while in cover; they also have an immense stun radius. If you can safely deliver them, do so, you will see little clouds of +10 +10 +10 +10 +5 +5 +5 +5 whenever they drop in enemy towns. However, be wary of MANPADS in the town, even if they’re not ideal vs. jets, it’s still embarrassing to lose a 200-point plane to a 15-point Igla squad.
The second is napalm. As previously mentioned, napalm never goes out of style.
Napalm will instantly panic and stun troops, then burn them alive. Additionally, napalm is an instant smokescreen - if you burn certain sectors, you can move in right behind it and the enemy will get a nasty surprise once the smoke clears. Flame tanks, as previously mentioned, should not approach towns directly without support, but napalm aircraft or the Soviet TOS-1 “Buratino” napalm launcher are absolutely devastating against dug-in infantry. However, there is a “but” to this, and it requires knowing how urban sectors work. Napalm can be rendered ineffective if a sector is not properly covered.
This brings us to the second rule of urban warfare. The second rule of urban warfare is you do not talk about urb- nah, sorry, that’s just too easy. It’s that you must understand how urban sectors work
if you want to succeed.
“What’s a sector?” you ask? This is:
See the little white outline over one part of the town? That’s a sector. Mouse over any town and the sectors will be individually highlighted. So, what’s the big deal about sectors? Sectors dictate what the infantry occupy, not individual buildings.
A sector can be a very large building, a street corner, or even a whole block. Only one group of infantry
(up to 4 squads) can occupy a sector at a time.
If you try to move two groups of infantry into one sector, the second group of infantry will just stand out in the open. Infantry out in the open are vulnerable and can be killed easily.
To occupy a sector, you merely move your infantry into it - they will “snap” into the sector automatically. You can also unload a transport inside of a sector and the infantry will immediately occupy the sector as they unload. Occupied sectors will turn blue or red (depending on if you’re NATO or Pact) to show you that your infantry control that sector.
Infantry in a sector are stealthed, in heavy cover, and freaking difficult to kill through firepower alone.
Also understand that infantry squads can move rapidly, as if teleporting, from one side of a sector to another.
This means if your napalm weapon only covers half of a sector, the infantry squads will simply move to the other side of the sector. This is the cause of the “napalm doesn’t work on towns!” complaint people so often have.
Napalm DOES work perfectly well, but not if you give the infantry a safe place to hide by missing part of a sector.
By the way, while only one group of your infantry can occupy any one sector, infantry from both sides can occupy a sector together,
thus making a “contested” zone outlined in purple. Infantry with the [CQC] tag on their machine gun can use it in a “contested” zone against the enemy infantry, which gives them a huge advantage. Also, infantry from neighboring sectors can provide fire support on a contested sector.
This means that if you are contesting one sector and the enemy holds all of the surrounding sectors, your infantry are going to be taking fire from every occupied sector there.
The third rule of urban combat is the use of the third effective weapon in urban combat. As many NATO troops will tell you, it always comes down to the infantryman and his rifle.
There is no
good substitute for having your own troops in the town. When napalm or 1000kg bombs are not enough to clear a town that you have decided you must take, do not
make the common mistake of wasting thousands of points trying to clear out a couple hundred points’ worth of infantry. The best way to seize a town in a straight-up infantry battle is the ballsy technique of ramming a wave of infantry straight into them. This is a technique I use to great effect in my mixed-nation NATO infantry deck, but you must
use the principles of urban combat and the advice of attacking defensive lines to make it worthwhile.