Terminator: Dark Fate - Defiance

Terminator: Dark Fate - Defiance

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damart Mar 7, 2024 @ 5:01pm
Best Infantry Unit?
I think it's Movement Heavy Weapons Team with recoilles. They are cheap, they level pretty fast, they can drive vehicles, there can be 4 of them. If massed they can do some real damage and hold points without vehicle support. And .50 or plasma HMG will outgun any other light infantry guns as well.
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Showing 1-15 of 28 comments
ThatZenoGuy Mar 7, 2024 @ 5:39pm 
Yeah, heavy weapons squads are pretty nifty. I tend to dislike how few soldiers are in the squad though.

The regular founders infantry are my favorite, and if I could upgrade Mercs I'd exclusively use them.
Neyreyan_Youtube Mar 7, 2024 @ 6:53pm 
founder infantry, great with anything, fits in a bradley, breach anything, chews gum and kicks buts
Warnoise Mar 7, 2024 @ 7:08pm 
Founder infantry are the best. Skirmishers with the extra model perk are amazing. Heavy weapons are also good if used properly. Rangers are extremely good with their snipers and grenade launchers
Wardaddouche Mar 7, 2024 @ 7:10pm 
Founders Infantry Squad (more so with Rocketman perk) and Founders Rangers (The Sniper rifle and extra punch in close combat + perks are neat) are my favorites
Last edited by Wardaddouche; Mar 7, 2024 @ 7:14pm
damart Mar 7, 2024 @ 8:30pm 
I agree that Founder infantry is overall very solid, but they do lack both AT power and range. And they cost like 4 heavy veapons team. 4 heavy veapons team is 4 guns that will chew through both vehicles and infantry alike.
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.
Last edited by damart; Mar 7, 2024 @ 8:31pm
Wardaddouche Mar 7, 2024 @ 9:16pm 
Originally posted by damart:
I agree that Founder infantry is overall very solid, but they do lack both AT power and range. And they cost like 4 heavy veapons team. 4 heavy veapons team is 4 guns that will chew through both vehicles and infantry alike.
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.
damart Mar 7, 2024 @ 9:41pm 
Originally posted by Wardaddouche:
Originally posted by damart:
I agree that Founder infantry is overall very solid, but they do lack both AT power and range. And they cost like 4 heavy veapons team. 4 heavy veapons team is 4 guns that will chew through both vehicles and infantry alike.
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.
SRAW has range of 80 and 2 rockets,Not enough for a legion tank. Maneuvaring with infantry without smoke usually lethal, with smoke - pointless. HW team can take out legion tank front faced with enough ammo to kill another one, and engagement range of 120. Also, for the price of 1 infantry sqad you get 4 HW teams, which will annihilate legion Tank in a salvo or two. I know it hard to admit but I realized how good they are when cartel teams beated a couple of my bradleys without detection.
Last edited by damart; Mar 7, 2024 @ 9:43pm
Mr. Brightside Mar 8, 2024 @ 4:40am 
Rangers. Sniper Rifles, EMP, C4, smokes, amazing camo and they can drive.

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.
Rin Palora Mar 8, 2024 @ 4:47am 
It depends on how you define best.

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.
HeathenSW Mar 8, 2024 @ 4:56am 
Founder Infantry in general, Rangers for specific things.
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.
Last edited by HeathenSW; Mar 8, 2024 @ 4:58am
Wardaddouche Mar 8, 2024 @ 8:47am 
Originally posted by HeathenSW:
Founder Infantry in general, Rangers for specific things.
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...)
Darth Glorious Mar 8, 2024 @ 9:07am 
Best arty crew: driver with 20% fire rate perk
Best EMP thrower: Saboteur with 10 EMPs
Best sniper: Movers sniper due to +1 man
Mr.Kill Mar 8, 2024 @ 9:14am 
RPG squads if you can get the rocketman perk ready for them. Otherwise mercs do everything that founder infantry can do and better (but I don't believe you can upgrade them so they are rather pricey) and technically speaking the best infantry would be Rev 6 (CQC score of 16 whereas highest human CQC is 8) or templars (does everything mercs do and has an ATGM) but the player doesn't get those.

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.
damart Mar 8, 2024 @ 9:25am 
All the options you've guys proposed are not survivable on their own. You need to actively manage them, and you have better things to do. Why I like HW team is that in late game for the price you can load whole building with them and forget about it, everything in 120m range will die. You cannot say that about any other infantry due to lack of range or ammo
Rin Palora Mar 8, 2024 @ 12:00pm 
You do know ambush stance is an option right?

But hey, you do you and we'll do us.
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Date Posted: Mar 7, 2024 @ 5:01pm
Posts: 28