1. Defensive construction makes defenses available to riflemen which over the years with a lot of good player leaving, becomes less and less popular. Back then with a lot of strong players, having many riflemen with the ability to make defenses was a great strategy (and still is but just less popular). There were some fine players like joethepro that built and entire army composition of tons of riflemen in trenches. Others like babysealbatter would lay mines everywhere with riflemen. I personally have been trying to be a lot more active with my backline reserve and "resting" infantry by setting up prepared defenses just to keep them not idle and create fall back points. I'm not going to critique the current meta here but I'll definitely say there is room for the doc upgrade to be used. You should try!
Dont forget me dude! I am disappointed. Army size 322 or something was my top.
5 med trucks etc.
I fought luftwaffe with 7 or more rifle squads and captain. That was a pain of micro managment. 65 clicks per minute (i had a program to check this). Once even 70 with inf doc. After that my entire hand and fingers just hurt.
Those i couldnt mirco were put in trenches (which they made themselves) or upgraded stuff.
For assault i during my last real active BK days 2-4 ranger squads (depending on situation with zooks or without) followed by 3 rifle squads to which captain was attached as second line shooting and retreat back up or using rifle nades VS light vehicles that didnt die by single zook. The area was put in smoke as good as possible. But smoke didnt always work.
Medic Truck wrote:
I think this is the reason why after initial capture push, all allied players run towards either the Quad Halftrack and snipers to push back the ever
strong and growing in vet - grens.
Isn't the argument in favour of grens is that they cost more? How much substance does this hold as things die quite quickly in the battlefield here in the BK. Also, I have seen Infantry Doc players that only use artillery in team games combined with the Quad and the 2 Tank Hunter squads.
Well.... They cost 410 MP. Elites with comparable weapon stats require unlocks and cost more, esspecially reinfoce cost. You get inf that is much worse for 400 MP. Grens are simply good when they come... just like that. Rangers for slightly lower cost (but high upkeep, almost twice that of grens) are usually usefull after that inf doc upgrades. Same goes for commandos that are way more costly.
In def doc they get this massive defensive bonus. If they are put in cover then you wont get suppressed actually. And they survive much longer. In a late game crater map they can take massive beating.
In Terror doc they also get quite nice boosts that increase survivability. And the more get killed the stronger get the remaining guys in the squad.
In BK they are obsolet so far as kwok said. Except you go rather for tanks only which i wouldnt reccomend.
And as US the M16 is simply the unit that keeps you in game and saves your ass. Coz its the only unit you can get that is capable of killing axis infantry at distance reliable.
As for WH i felt that one of the "ultimate combos" was volks, recon, 50 mm pak, 20 mm puma and 81 mm mortar. That way you had the total dominance in any ranged combat against US. You was well defensive but also offensive and highly mobile.
In the infantry doctrine specifically, how these things are really useful because I don't see in any game replays these things being used? -
1. Defence construction twice as that as before by engineers (Tank Traps,Wires,Covers).
You meant that upgrade after faster inf production? Its usefull coz all your rifles can get defenses by their own. But also increases the speed with which engis build emplacments. But i might be mistaken here.
2. Fortified Outpost. How good is the Fortified Outpost's prospect in a team game?
Highly depending where it is and more importantly what your role is within the team as inf doc.
@Markr: thx a lot for that information