So the goal with them is to hold onto objectives. In missions where there is little or no AA I can then use them as a quick reaction force to claim objectives in the last couple of turns or use them quickly to move to another point on the board to hold an area.
Now for the main course, the Mech Company. These little beauties will be able to advance with my Chieftains and try to push of enemy infantry from an objective or act as a quick response unit to plug the gaps. The mech boys have similar stats to the they airborne brethren but get the addition of the Carl Gustav which can be useful to dig out infantry and side shots on tanks. The Chieftain’s part in all this is to clear a path for the infantry to take the objective and to keep eyes on them and away from those soft skinned FV432’s. The Scimitars and the Abbot’s role is to pin the enemy infantry so that your infantry can assault the objective. The Abbots can also fire their guns in a direct fire role where the AT 17 Firepower 1+ will take a toll if the enemy gets too close.
At this stage of the game you start to see how combining armour and infantry works for taking the objective. Keep an eye out for Soviet BMP and BTR hordes with either T-72 or T-55 tanks as they are great at doing this quickly.
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