Combat Engineers have the simple addition of having a small handgun, effective against enemy engineers. The GDI's Steel Talons subfaction in the Kane's Wrath expansion sports a Combat Engineer. Rifle Squads, with their large groups, prove to often be effective meat shields for the deadlier missile squads. However, they should always move and attack in large groups at least three missile squads are required to eliminate an APC.īecause each Missile Squad only has two members in it, it is imperative they be protected. However, because they sport missiles, they stand a stronger chance against anti-infantry vehicles such as APCs and Gun Walkers. Missile Squads have the same weakness as Riflemen do: anti-infantry fire. Anti-infantry aircraft, such as the Venom and Hammerhead, can prove superior to Missile Squads, except when in a garrison. While in early patches Missile Squads had limited use, currently missile squads are highly effective against all forms of vehicles, especially tanks. While slightly slower than riflemen due to their heavy launchers, Missile Squads should not be under any circumstance be underestimated. Missile Squads are good against what Riflemen are poor against: tanks and aircraft. A Hammerhead can be further equipped with Snipers for further anti-infantry punch or Grenadiers if the Riflemen are in foxholes.Īs with most infantry, Riflemen can easily be squished by treaded vehicles (hover vehicles such as the Seeker are exempt from this benefit). Venoms and the Kane's Wrath-specific Hammerhead Gunship can attack Riflemen with impunity. Since their damage type is gun, they also have difficulty attacking any means of vehicle, with a possible exception of tier-1 missile vehicles (Pitbulls, Seekers, and Attack Bikes). Of particular pain are Black Hand units, as they can take a lot of punishment before falling. Foxholes work best with missile squads, protecting their mere two-man team from being squished by enemy tanks.Īs ordinary infantry, Riflemen are prone to any and all means of anti-infantry and small-arms fire. They can also, therefore, be taken over by an enemy force. Foxholes are identical to any structure capable of holding a garrison, including the liability of being cleared out by flamethrower weapons, for instance. Additionally it protects the riflemen from being run over by tanks. It takes them a few seconds to set one up, so setting one up in the middle of a firefight can prove difficult, but a foxhole can take a lot more punishment than the riflemen alone. One ability unique to GDI Riflemen is their ability to create small structures that can hold two infantry squads known as Foxholes. Although their usefulness is eventually phased out later when vehicles become a larger issue, Riflemen are a cheap and effective counter against Missile Squads - something that higher-tier vehicles will have issues dealing with. While certain units are more dedicated, Riflemen are capable of, in adequate numbers, dealing with almost any threat. GDI Riflemen are cheap and fast, and naturally excel at eliminating other infantry. It should be importantly noted that certain units can instantly kill any garrisoned structures.Ĭomposite Armor, AP Ammo, Tiberium Field Suits To issue them to garrison buildings select the infantry squad and order them to move into a structure. Also all Infantry can garrison structures except the Zone Trooper. All infantry except Commandos and Engineers form a squad to boost their efficiency.
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