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Wehrmacht utility squad/ mobile HQ

Posted: 20 Jan 2018, 09:36
by Dangerfield
I have been using Wehrmacht faction to familiarize myself with this excellent BKmod and i have been using a little squad that can be raised relatively early in the game and is quite utilitarian.

Take a skd 251 troop halftrack and load it up with officer, medic and pioneer. imagine all the wonderfull things this squad can do for you!

Halftrack provides mg support in a light skin of armor as well as rapid transport and reenforcement for friendly infantry.
Officer provides leadership bonus to closeby infantry and can have infantry retreat to safty near frontline without running all the way home (and so much more. officers are mighty usefull. i could write a whole post on how great officers are)
Medics always stay inside the halftrack to man guns and mend the wounded infantry from the safty of the vehicle.
Engeneers can repair tanks and field guns. whats more, they can commandeer abandoned equipment such as mg, mortars, at guns, aa emplacements etc and then reenforce from the halftrack back to full strength. can also capture flags, at a slower rate of course.

im a noob and this seems profound to me. if any more experienced players want to critique my new toy please do let me know what you think.

Re: Wehrmacht utility squad/ mobile HQ

Posted: 20 Jan 2018, 16:12
by Warhawks97
ive been playing a lot with captain, halftrack and rifle squads and other inf. Either the captain and HT remained as retreat point or i put a flag somewhere and used the captain and HT during attacks allowing me to lengthen it. Optional the retreat point was on a save spot when i had to retreat more forward placed inf.

My fav HT combo is the BK doctrine with the special stormtrooper HT (automatically heals) and the storms.

Re: Wehrmacht utility squad/ mobile HQ

Posted: 23 Jan 2018, 08:58
by Redgaarden
It's great, no doubt. Big investment, definietly pays off. The only problem is putting alot off eggs in one basket. one shot from a 270 mp gun and you lose over 700 manpower. Other problem, they are so effective you wont stop attacking intil you run out of resources.
It's must have in keeping your frontline. Other problem is when you retreat your army and the all clump together, arty hits everything. And you lose 90% of your army.

My tips is keep it hidden. Move it if you think the enemy has spotted it. And keep it away from the frontline lategame. Various call ins will kill your vet 4 captain easily. So dont get too attached to it.

I for one always laugh when I see the enemy use it, since I know, one powerul blow will smash it to pieces. I can go to furhter details if you want it.

Re: Wehrmacht utility squad/ mobile HQ

Posted: 23 Jan 2018, 18:20
by Warhawks97
Its always a risk. And that arty thing is a true problem. But you have to deal with it. There is no real save spot on the map standard axis arty cant reach and they let arty rain down across the entire map anyway. I am generally calculating more than 50% of my losses to arty anyway when i play allied. So the only real save area would be your base. I am trying to keep my retreat spot hidden. Thats why i often have m20 on patroles.

Also i am not rushing with the ht into AT guns when i know there are some. Usually i send a first wave and vehicles while cpatain boosts the "second line" with rifles and rangers using lmgs.

So its more a two line attack with second being the boosted.

Re: Wehrmacht utility squad/ mobile HQ

Posted: 25 Jan 2018, 04:08
by Dangerfield
Its done good things for me early game. Sure do have to keep it safe. Gotta scout before you pull forward to squirt the mg at someone. I lament when it gets blown up for sure, but nothing lives forever.