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Flamethrowers are hard infantry counters in cities, thermobaric rocket launchers are hard
infantry counters in forests, and grenade launchers work for both. This is why Spetsnaz, Li Jian
'90, Formoza, and Navy SEALs are so lethal: they're commando teams wielding anti-infantry
weapons in place of their anti-tank weapons. The REDFOR units in that list (everything except
the SEALs) are particularly good because they wield SMGs or carbines as their primary weapon,
the best weapons to have for a commando team.
Otherwise, the engineer teams (the ones with flame weapons) and ordinary commandos are
your best bet. Except Deltas. Deltas are terrible and will lose to a halfway-decent shock squad.
In any case, you still need some other infantry squads with them to take damage for your
engineers/commandos so that your damage-dealers don't get focused down by every enemy
squad and/or provide a single target for enemy support assets (artillery, bombs, cheap assault
guns, etc.).
Light infantry with SMGs such as Gurkhas '90 and Lehka Pechota are good, too, because SMGs
are the best in cities and they can use their speed to move from block to block like commandos
can. 15-man marine squads make for good damage tanks if they're available. US marines are
great because they have decent weapons and come in an armored transport that can provide
grenade launcher fire support...which is good because US infantry is otherwise not super great.
...Of course, you could also just play Eurocorps or Scandinavia and use the buzzsaw MG3
horde.
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