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The regular founders infantry are my favorite, and if I could upgrade Mercs I'd exclusively use them.
As for rangers/mercs/gurillas etc. I think clearing buildings with infantry is waste of time and people. Use arty/bradleys/mass recoilless/snipers.
Movement Snipers are very good as well offcource.
Honestly dedicated anti-infanty makes little sense except snipers. Even humvee with .50 does the job better than any infantry squad.
Infantry Squads can be given a cool upgraded rocket launcher (with less ammo), they do have the power (with their SMAW) to engage and destroy legion tank IF you flank them. Clearing with infantry is optimal for non-essential target (You want to keep your ammo for the main show, not the extra). Also you don't want to assault a building held by a bunch of terminators...unless your have people with EMP around, if there are more than one unit...you can disable them all, and just punch them to death without suffering a single loss and without spending too much, which can be a game changer on the long run, logistic wins the war.
Got a building held by Legion? EMP and send them in.
Need to defend against an armored convey? C4 the roads.
Fighting Legion Armor in an urban environment? It's Heaven on Earth for them, EMP then plant charges.
They can trade with other infantry types. Their sniper rifles mean you guarantee a kill per shot.
These are all situations when they operate alone but together with other units... You get the picture. Just a bit microintensive.
Pure Combat power - Founder Infantry.
Most efficient - Movement Heavy Weapon.
Most versatile - Movement Technicians (drivers, tank crew, helicopter crew, engineers, cheap).
Best scouts (because they allow every other units to actually engage at max range) - Founder Snipers.
Snipers/sharpshooters are good for scouting.
I personaly love Movement RPG squads, since with the perk to use other rockets they make engaging buildings/light vehicles/medium infantry (revs) much easier and they hold more rockets then founder infantry.
The only ones I don't find use for are Guerillas. I guess they are perfect for ambushing, since plasma shotguns are ungodly powerful but real close range, plus they can have armour, camo and emp upgrades. Even if they got the building in the assault they will never be able to hold it and will get killed outsde of their range.
And you don't really need to have more than like 4-6 techinician squads, since there are not that many tanks/heli that you may want till a point when you get more tank crews/engineers to pilot them. RPG squads can drive too and since they are 5 models (with upgrade) they are more durable to driver/opened hatch losses.
Guerillas are to stay on the attack, they clear building, they don't hold them, that the militia/infantry squad job and they get really usefull in some situations (New Tortuga bombing, Sabotaging the Integrator Strike Force...)
Best EMP thrower: Saboteur with 10 EMPs
Best sniper: Movers sniper due to +1 man
Heavy weapons team with recoilless (snipes infantry and clears buildings) and plasma recoilless (powerful against legion tanks hits as hard as an abrams cannon or ATGM) are great options.
The infantry for meta gamers? Founder engineers due to OP mines (if you already know where the enemy will spawn) and able to drive any vehicle (best for looting). Despite having shotguns they can't storm buildings but that doesn't matter because you are up against legion by the time you have any significant amount of engineers.
But hey, you do you and we'll do us.