Current as of Squad version 8.0: ---------------------------------------------------------------------------- Removed benefit: Helicopter access (for all except VDV)
Ah, I forgot IMF is basically a hard counter to any armored unit since practically every infantry unit has access to antitank weaponry. So, if you're team 2 and you see team 1 choose armored, pick any militia unit and watch them suffer.
If you have a friend, go HAT with the RPG-29 and LAT with fal rifle grenades, HAT for long range and first shots, LAT for finishing them off and killing light vics
@@irishkiwi477The heat nades are so OP, have multiple clips of me destroying spruts and light vics and scaring tanks with them. They do about the same dmg as an rpg but its 5 nades.
I think 'hard' counter is a bit exaggerative. Every faction can have AT in every squad so that bit is just a strange comment, the main thing with IMF is some additional anti tank grenades, but the ambusher that has them is the less popular variant and only has two while offering nothing else as a kit, the SL that has them is never picked compared to other options, so really we are just talking about the infiltrator, who is admittedly good, but the difference is usually just one extra at man per squad compared to other factions and that could very easily not happen depending on choices. Rocketmen do of course also have extra ammunition, so I don't mean to deny that there is a firepower advantage, but between the limited range of the at grenades, of the rifle grenade lat, and from having iron sights only on launchers IS a serious limitation. It just further emphasizes that armour shouldn't play super aggressive into tree lines/villages. But some maps/objectives can easily deny IMF the opportunity to ever get close enough. I have seen this happen on say grain processing on goro, or fortified farm on Black Coast, and yeho in general. Do remember the IMF do not have access to emplaced ATGMs, the field guns have a hard time penetrating tanks, and the SPG emplacement is just generally lousy.
My experience has been that teams who pick armored are more likely to win. I feel it’s easiest because the strengths of the unit are so obvious. Most players have yet to learn how to play to the strengths of other units when facing an armored faction. Once people figure out the rock paper scissors of it all it’ll be more balanced.
Armored units can also be a ticket liability. Combined with their slow speed, they tend to start with few tickets against other unit types. Tanks also cost a lot, and there's more heavy armor overall to lose in an armored unit.
One thing while playing Squad that has irritated me was people who play Armor and go off on their own without INF support but yet blow up command coms for help when they get tracked on the corner of the map away from the objective 🥴 so that’s why I move only with Infantry while I push with them to the objective
The other side of the coin is infantry begging armor to get on the objective when it's already fucking horrible. Most inf squads in the game are terrible and don't know how to break contact.
I think their utility depends a lot on map choice. Most armor units only have access to tracked logistics or support vehicles. On smaller maps, they won't feel the strain as much on their logistics. But on larger maps, they will be at a huge logistics chain and maneuver disadvantage. Also map characteristics will come into play. On more open maps like Tallil, they will thrive. But on urban maps like Narva, Mutaha, or Fallujah - or maps with large valleys like Lashkar, the tanks will be susceptible to being disabled, isolated, and destroyed. Especially if they lack infantry support.
I think its stupid that USMC not only has more units than the Army, but also has an armored unit while the Army doesn't, despite never really being known for them even when they used to have tanks. Doctrinally, USMC tanks were more commonly used for infantry support rather than as a separate unit.
It's all great in the theory, but what are the chances of having 3 competent helicopter pilots in an Air Assault unit as well as competent commander and SL coordination with the helicopters. Tanks press W and Left Click, that's the requirement for mediocre play. Mediocre helicopter pilots just crash, wiping out the heli and everyone inside which is minus 15-20 tickets.
most im portant for the sucess is that infantrie is supporting tanks in cqc situations for example dense forrests and city maps. tanks need the infantrie to guard the rear because they so blind at close range.
Do troops hide when they see a tank? the game doesn't allow this, as there is no real penalty for the player who dies and gives up at all times, he doesn't lose his special kit, respawn is quick, in other words, it's kind of boring for the tank to show up with the infantry , because the enemy keeps appearing in every corner at all times.
I play on servers in Brazil, at least here the Squad Leaders have no power in the squad, it's each individual, even if there is a leader, people give up and drain the tickets, all to quickly respawn and try to destroy the tank.@ddontyy
Unfortunately. I have 200 hours of play, and it's always the same mess in the matches, there is no real teamwork, it's every man for himself, excessive giving up, I can't put together a squad because the players want to play solo.@ddontyy
Nice video overall! But I do disagree with the presented counters. I would argue that the best units to combat the Armored division alongside Air Assault *is* Light infantry as opposed to that being light infantrys bad time. You have the same ability to build double ATGM positions plus a couple of extra missile systems from the vehicle mounted ones you start with. Something that is utterly terrifying to tank crews, plus you still have a starting helicopter and the still superior to tank division mobility of IMVs to get to points faster, and crucially get engineers and HATs to chokes faster. The IMVs allow for some ability to rally flank quickly, and in the case of the unconventional factions + MEA you can have tons of jeep logisitics as an alternative to helicopter insertions (arguably better since helos are very capable of being spotted by tanks watching the sky and potentially shot down.) Though i would also honestly say that the russian kamaz logi is fast enough to fit for this role as well just with the downside that they are more limited a resource. Plus if you do pull off great armour destruction, you have a plethora of IMVs, especially RWS ones to take advantage of the opportunity and give you the edge in what infantry fighting still has to be done. Rather the other unit that Armored definitely counters is motorized, since like Mechanized they rely on IFVs that simply cannot match tanks and are usually even worse than their tracked alternatives at trying. The only one that even has a chance is the Stryker MGS of US army motorized. One could also make the argument for Combined arms units since they also in practice rely on 3 ifvs, dont have extra atgms, and only have a mobility advantage in a few imvs. Also small thing, i know these videos are meant to be concise, and a touch introductory. But i do feel it important to note that Armored units are one of the ones that includes multiple APCs, and thus mechanized infantry ought to be part of the discussion of the unit and how they best compliment tanks as opposed to how they might best compliment the IFVs of mechanized/motorized.
Outstanding feedback! While spending copious amounts of time deciding the best fit strengths and weaknesses of Armored units, I too struggled to fully convince myself both for and against Light Infantry units being the weaker force. After weighing my own experience with the meta and input from the community, I ultimately pulled the trigger. Affirm, regarding the cooperation of APCs and mechanized infantry as key players in successful Armored units. Again, after much deliberation I chose to preserve my original vision of showcasing the 'main' strategies associated with each unit types highlighted or unique assets/specialties. The core principles and fundamental strategies from each of the 8 unit types video guides, complimented by dozens of valuable comments by seasoned players, could then be applied interchangeably to any unit. That is the pipe dream, anyway.
I’ve had over 4k hours on this game and the most annoying thing i find is that armour squads are so addicted to just blowing up vics and never supporting infantry on assault whenever possible, always so scared on being a supportive squad
It's easy to get tracked and sniped by enemy verhicles if you try to support infantry. Or you run into ATGM/HAT. Usually enemies will hide from the tank so it won't see much infantry, making the crew feel exposed and useless. Must focus on map control and enemy vics lest they pay the price.
Pretty good video. If only the tanks could do what tanks do in game instead of trading shots for 30 seconds and actually being good with tanks not mattering because you didn't hit the magic war thunder weakspot.
No? Most armored units get 2 tanks, 3 is for the factions that have lower quality tanks. It wouldn't make sense balance wise for the MEA to get three of their top tank.
I won't say that air assault units are a threat to a tank battalion. My gunner in an MBT shots almost any helo down there for the enemy Team is doomed when they pick air assault.
Current as of Squad version 8.0:
----------------------------------------------------------------------------
Removed benefit: Helicopter access (for all except VDV)
Ah, I forgot IMF is basically a hard counter to any armored unit since practically every infantry unit has access to antitank weaponry. So, if you're team 2 and you see team 1 choose armored, pick any militia unit and watch them suffer.
If you have a friend, go HAT with the RPG-29 and LAT with fal rifle grenades, HAT for long range and first shots, LAT for finishing them off and killing light vics
@@irishkiwi477The heat nades are so OP, have multiple clips of me destroying spruts and light vics and scaring tanks with them. They do about the same dmg as an rpg but its 5 nades.
I think 'hard' counter is a bit exaggerative. Every faction can have AT in every squad so that bit is just a strange comment, the main thing with IMF is some additional anti tank grenades, but the ambusher that has them is the less popular variant and only has two while offering nothing else as a kit, the SL that has them is never picked compared to other options, so really we are just talking about the infiltrator, who is admittedly good, but the difference is usually just one extra at man per squad compared to other factions and that could very easily not happen depending on choices.
Rocketmen do of course also have extra ammunition, so I don't mean to deny that there is a firepower advantage, but between the limited range of the at grenades, of the rifle grenade lat, and from having iron sights only on launchers IS a serious limitation. It just further emphasizes that armour shouldn't play super aggressive into tree lines/villages. But some maps/objectives can easily deny IMF the opportunity to ever get close enough. I have seen this happen on say grain processing on goro, or fortified farm on Black Coast, and yeho in general. Do remember the IMF do not have access to emplaced ATGMs, the field guns have a hard time penetrating tanks, and the SPG emplacement is just generally lousy.
too bad squad leaders can nearly never work together and make the armor work with the inf, but when it works its so rewarding. great vid!
This is why it's important to foster a cooperative and knowledgeable community.
We might don't have the same experience then, IFVs always work with infantry in our FR servers and it's fearsome
My experience has been that teams who pick armored are more likely to win. I feel it’s easiest because the strengths of the unit are so obvious. Most players have yet to learn how to play to the strengths of other units when facing an armored faction. Once people figure out the rock paper scissors of it all it’ll be more balanced.
"Rock paper scissors" I like that
Armored units can also be a ticket liability. Combined with their slow speed, they tend to start with few tickets against other unit types. Tanks also cost a lot, and there's more heavy armor overall to lose in an armored unit.
One thing while playing Squad that has irritated me was people who play Armor and go off on their own without INF support but yet blow up command coms for help when they get tracked on the corner of the map away from the objective 🥴 so that’s why I move only with Infantry while I push with them to the objective
The other side of the coin is infantry begging armor to get on the objective when it's already fucking horrible. Most inf squads in the game are terrible and don't know how to break contact.
@@Kafkodesu Keep spawning on rally 😂😂
@@iTzHoku yep lmao
I think their utility depends a lot on map choice. Most armor units only have access to tracked logistics or support vehicles. On smaller maps, they won't feel the strain as much on their logistics. But on larger maps, they will be at a huge logistics chain and maneuver disadvantage.
Also map characteristics will come into play. On more open maps like Tallil, they will thrive. But on urban maps like Narva, Mutaha, or Fallujah - or maps with large valleys like Lashkar, the tanks will be susceptible to being disabled, isolated, and destroyed. Especially if they lack infantry support.
Affirm all, very true.
Logistics is such a vital lifeline to any operation. That's why support units are my favorite.
I think its stupid that USMC not only has more units than the Army, but also has an armored unit while the Army doesn't, despite never really being known for them even when they used to have tanks. Doctrinally, USMC tanks were more commonly used for infantry support rather than as a separate unit.
I agree the army is much better known for their use of tank.
USMC doesnt even have tanks anymore
I was surprised by this choice, but I imagine the decision comes from feeling that two abrahms and two Bradley's is just too powerful.
It's all great in the theory, but what are the chances of having 3 competent helicopter pilots in an Air Assault unit as well as competent commander and SL coordination with the helicopters.
Tanks press W and Left Click, that's the requirement for mediocre play. Mediocre helicopter pilots just crash, wiping out the heli and everyone inside which is minus 15-20 tickets.
most im portant for the sucess is that infantrie is supporting tanks in cqc situations for example dense forrests and city maps. tanks need the infantrie to guard the rear because they so blind at close range.
Mechanized units almost always win against armor squads. Because all ifvs have to do is play objective and they will never see enemy tank.
Can you please make a playlist of these guides in your channels? I wanted to share this in our community ❤
ruclips.net/p/PLfqVqjxGHOoz7-60AYeZF9zOgxC3NCmzy ❤
@@Tatsu6Actual Ohhhh nice, thanks! I thought it didn't exists since it's not featured in your Home page of your channel. Looks empty 😅
Do troops hide when they see a tank? the game doesn't allow this, as there is no real penalty for the player who dies and gives up at all times, he doesn't lose his special kit, respawn is quick, in other words, it's kind of boring for the tank to show up with the infantry , because the enemy keeps appearing in every corner at all times.
I play on servers in Brazil, at least here the Squad Leaders have no power in the squad, it's each individual, even if there is a leader, people give up and drain the tickets, all to quickly respawn and try to destroy the tank.@ddontyy
Unfortunately. I have 200 hours of play, and it's always the same mess in the matches, there is no real teamwork, it's every man for himself, excessive giving up, I can't put together a squad because the players want to play solo.@ddontyy
Nice video overall! But I do disagree with the presented counters. I would argue that the best units to combat the Armored division alongside Air Assault *is* Light infantry as opposed to that being light infantrys bad time.
You have the same ability to build double ATGM positions plus a couple of extra missile systems from the vehicle mounted ones you start with. Something that is utterly terrifying to tank crews, plus you still have a starting helicopter and the still superior to tank division mobility of IMVs to get to points faster, and crucially get engineers and HATs to chokes faster.
The IMVs allow for some ability to rally flank quickly, and in the case of the unconventional factions + MEA you can have tons of jeep logisitics as an alternative to helicopter insertions (arguably better since helos are very capable of being spotted by tanks watching the sky and potentially shot down.) Though i would also honestly say that the russian kamaz logi is fast enough to fit for this role as well just with the downside that they are more limited a resource.
Plus if you do pull off great armour destruction, you have a plethora of IMVs, especially RWS ones to take advantage of the opportunity and give you the edge in what infantry fighting still has to be done. Rather the other unit that Armored definitely counters is motorized, since like Mechanized they rely on IFVs that simply cannot match tanks and are usually even worse than their tracked alternatives at trying. The only one that even has a chance is the Stryker MGS of US army motorized. One could also make the argument for Combined arms units since they also in practice rely on 3 ifvs, dont have extra atgms, and only have a mobility advantage in a few imvs.
Also small thing, i know these videos are meant to be concise, and a touch introductory. But i do feel it important to note that Armored units are one of the ones that includes multiple APCs, and thus mechanized infantry ought to be part of the discussion of the unit and how they best compliment tanks as opposed to how they might best compliment the IFVs of mechanized/motorized.
Outstanding feedback! While spending copious amounts of time deciding the best fit strengths and weaknesses of Armored units, I too struggled to fully convince myself both for and against Light Infantry units being the weaker force. After weighing my own experience with the meta and input from the community, I ultimately pulled the trigger.
Affirm, regarding the cooperation of APCs and mechanized infantry as key players in successful Armored units. Again, after much deliberation I chose to preserve my original vision of showcasing the 'main' strategies associated with each unit types highlighted or unique assets/specialties. The core principles and fundamental strategies from each of the 8 unit types video guides, complimented by dozens of valuable comments by seasoned players, could then be applied interchangeably to any unit. That is the pipe dream, anyway.
I’d say most players go oh tannkkss not these logis are slow and bad
I’ve had over 4k hours on this game and the most annoying thing i find is that armour squads are so addicted to just blowing up vics and never supporting infantry on assault whenever possible, always so scared on being a supportive squad
It's easy to get tracked and sniped by enemy verhicles if you try to support infantry.
Or you run into ATGM/HAT.
Usually enemies will hide from the tank so it won't see much infantry, making the crew feel exposed and useless.
Must focus on map control and enemy vics lest they pay the price.
Pretty good video.
If only the tanks could do what tanks do in game instead of trading shots for 30 seconds and actually being good with tanks not mattering because you didn't hit the magic war thunder weakspot.
this one literally clears
Wait how come MEA has 2 T72s and 1 T62, shouldn't it be 3 T72s????
No? Most armored units get 2 tanks, 3 is for the factions that have lower quality tanks. It wouldn't make sense balance wise for the MEA to get three of their top tank.
Wait, no Aussies?
I won't say that air assault units are a threat to a tank battalion. My gunner in an MBT shots almost any helo down there for the enemy Team is doomed when they pick air assault.