DarkPhoenixRising

Advanced Roles - Infantry

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This guide I have put together is intended for advanced tactics to support the team, it is based to tried and tested strategies by myself but is only based on my experience results may vary from person to person. I am hoping this will be a guide that will help newer players who seek to become more diverse and well rounded players, I welcome any additions to this thread however I respectfully ask lets not argue over the tactics what works for one person may not work for another so a good variety of tactics delivered in a positive manner I believe will be infinitely more useful than a thread arguing over the tactics as I would like the information clean and easy to access for new players.

 

The Defender

Spoiler

 

The Role of the Defender is to protect the captured point closest to the front line to buy the team time to progress and capture the next point, this role is intended to be used up to a maximum of 4 players. The defenders for a small point is usually required to be around 2 players these are you A,B,C and D line points, a 2 Man team is usually enough to defend these points by making effective use of Anti-Personnel Mines, Grenades and Sub-Machine gun. On the small points place your mines in exterior hides that players like to frequent or on the inside of the wall on jump points avoid placing them in the building and areas where the enemy like to throw grenades, your aim is to make the enemy get so busy hunting for mines that they are not able to do this and look for you at the same time. On the larger Points you may need up to 4 people defending as there is more ground to cover, again with this place you mines wisely and not in grenade prone areas. Only relay information when it does not put you at imminent risk, remember you are there to buy your team time if one of you dies they should raise the alert for that reason do not clump up in the same place for defence.

 

Note: Make sure to tell your team you are placing mines and roughly where they are so they don't fall foul of them.

 

Recommended Build (Guide):

  • SMG - With high RoF, you will be in close quarters you want to have shorter barrel to get around corners and the higher RoF means you get more rounds down range and can result in multiple kills.
  • Anti Personnel Mine - This will allow you to mount a strong defence when used wisely
  • Defensive Grenades - These are for when you hear a lot of foot steps in the building throw a grenade down the suspected direction quickly and switch straight back to SMG
  • APC - Park an APC close to the defensive location but well hidden this will allow you to re-enter the location rapidly and continue the defence.
  • Heavy Set - Gives you that little extra resistance and allows you to stay on point longer
  • Grenadier - Gives your mines/grenades that extra little pop that might just kill more enemies or take a heavy set player down.

 

 

The Rambo

Spoiler

 

This role is one that can make capping point extremely easy for the rest of the team, your goal is simple mount a hit and run war against the enemy on their reinforcement routes. You should destroy enemy vehicles kill enemy players, but you should not get drawn into a extended engagement you cannot win you goal is to annoy the enemy so much that they come after you. Your focus should be the vehicles first the more of these you take out the less make it back after the battle and the more strain you put on their war economy, in some battles where they have a limited amount of vehicles this can cause a victory in its own right as they slowly get reduced to foot and civilian vehicles. The more the enemy is chasing you the less they are sending to defend points or attack new points.

 

Note: This also doubles as a tank hunting specialist

 

Recommended Build (Personal to me may not work for all):

  • M1 Garand(50 Rounds) - With 2 hit kill config (I use this with a scope to pick enemies at around 150-200m, this tends to draw their attention)
  • Bazooka (5 Rounds) - Use this to take out enemy vehicles, don't be shy about hitting enemies loading into vehicles, priority to war resource vehicles.
  • Jeep or Bike - The jeep is great if you can stash it somewhere with supplies on once you gain experience in the role, the motorbike is great for getting to a location leaving it about 100m behind you hit the enemy hard run get on the bike relocate and repeat.
  • Grenadier Badge - increased damage from explosives for the extra pop
  • Iron Fist - extra damage vs Tanks

 

 

The Support/Marksman

Spoiler

 

This one i know draws a lot of controversy but please hear me out, the aim of the support marksmen is to have a bolt action configured for maximum possible damage over 200m. This person is not meant to be a ghost that is reserved for the recons which can arguably be done more effectively in most battles by the Rambo role. They should support the infantry assaulting points by suppressing/killing enemy soldiers defending the point with a special focus on those posing the greatest risk to assaulting team mates, another aspect of the role is providing intelligence such as how many enemies in each building. Where possible this person should also be alert to the surroundings and support friendly armour if they are up closer to the enemy by killing rpg guys.

 

Note: With this role you risk being misunderstood by your team at first, don't rise to the insults this will sow distrust. Your role is to support the team, to do this you need them to trust you to work more effectively as you do this through out the battle you will find allies come to depend on you and you will get more friend invites after battle. Just make sure you follow all aspects of the role and DO NOT just sit and snipe.

 

Build (Guide):

  • M1903/Kar98/Nagant - Configure for maximum damage at 200m and less, scope optional depending on preference.
  • Med kit (Large if possible) - This is not just for you this is for your team also, once they have captured the point move up and heal them up. The more you do this the more the team tends to rely on you for it.
  • Binoculars - This will help you paint enemy vehicles and infantry that you cannot take out, this is great for supporting friendly tanks as you can paint the enemy for them to fire on blind.
  • Motorbike/Kettenkrad - You should only need this to get into position to support the assault and then to rush in and provide first aid to wounded giving them a full health pool to assault the next point. The Germans arguably have the better option with the kettenkrad as this can fit a supply crate on it.
  • Combat Medic - This will give you more med pouches which may become needed when some teams come to rely on you as their support
  • Heavy set/Marathon Man - Depending on how much you find yourself being fired on you may want to use Heavy set, alternatively my preference is Marathon man as i can get into position fast stabilise my stamina and shoot.

 

 

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Tete_Brulee    27
On 1/26/2021 at 12:27 PM, DarkPhoenixRising said:

Grenadier Badge - increased damage from explosives for the extra pop 

On the Rambo build:

This badge only works on infantry. As far as I am aware, the extra damage written on the badge description does actually not affect vehicles or tanks. Only Iron fist will help you deal more damage to tanks.
So I highly advice switching this badge for a fast reload badge (on the smg ribbon) to increase the DPM against tanks.

Good guides otherwise!

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On 1/31/2021 at 11:02 PM, Tete_Brulee said:

On the Rambo build:

This badge only works on infantry. As far as I am aware, the extra damage written on the badge description does actually not affect vehicles or tanks. Only Iron fist will help you deal more damage to tanks.
So I highly advice switching this badge for a fast reload badge (on the smg ribbon) to increase the DPM against tanks.

Good guides otherwise!

 

Yeah my aim with the Grenadier badge is also to kill the troops more often in jeeps if you don't one shot it, I do occasionally swap it for rapid reload

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