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==Motorizovaná Pěchota== ===In Team Yankee=== [[File:Slide7.JPG|300px|thumb|left|Onwards, when no one is left!]] [[File:Slide4.JPG|300px|thumb|right|We are 'eavy weapons guys]] The Rota motorizované pěchoty (motorized infantry company) of the Czechs represent the cheapest infantry one can buy in Team Yankee and interestingly, are the only ones presented as a true conscript force with unmotivated, underequipped soldiers who would rather be getting pissed in babushka's basement than being shot at by strange men shooting at them with big black cannons. Unlike their Pact brethren, Czech infantry are atrocious on the offensive. Like the East Germans they have 4+ skill to make use of cover, but their 5+ rally stat mean that once pinned by artillery or machine gun fire, they are going to stay there for 3 turns statistically speaking. In a firefight, the Czechs are rather mediocre. With their Vz.58 rifles having an 8" range, FP6, and pinned ROF 1, they are incredibly unlikely to actually do any damage once suppressed by artillery or gunfire. They may have the numbers, but they don't have the guts to actually fire back at the enemy or close in where their ROF3 Vz.58s can do their work. If you don't run minimum sized companies the Vz.59 LMG team(s) can try to get a few shots off, but you only get one or two depending on your transport choice. On the attack, a pinned company is a dead company that will fall to machine gun fire, rockets and almost anything that the enemy has to offer. On the defensive? This is where things start to change.... It may seem the Czechs have THE most worthless infantry in the game, which is false thanks to one redeeming factor: cost. While your infantry won't make their points back against all but the worst opponents, infantry in Team Yankee are still the toughest units to dislodge when <s>hiding in</s> taking bulletproof cover. And with skill 4+ you stand a decent chance of digging in. Taken as a single allied company, your conscript horde will HOLD the objective. Any player who has tried to repel dug-in British infantry will give horror stories of these troops gunning down all who tried to get close, before tearing through their men with 3+ assault. NATO players can look forward to sharing their own story, where an objective was protected by 7-21 bases of dug-in infantry. Your dug in infantry company can literally outlast your opponents, having enough bodies that it becomes a mathematical impossibility to capture objectives unless all firepower is focused on killing the defending company. The body-blocking tactics are a possibility with Czech players thanks to their discounts. You can pay 1 or 2 points for a single stand of AGS-17 grenade launchers and/or SA-7 AA missiles per company with a transport for each team, with the BMP-2 mounted teams costing more. OT-64 mounted infantry also have the option of taking up to 2 stands of AT-4 ATGM for 2 points per team and transport. If you are attacking then these are just extra points for a single stand that will probably spend most of the game moving or pinned down. On the defense the AT-4 ATGM teams, while pretty mediocre, at least mean the enemy can't ignore the company until it is convenient for him to close in, but taking them nullifies any points you saved by not bringing BMPs. Take any points you were considering investing in the AGS-17 and/or SA-7 teams and just bring [[ZSU 23-4 Shilka|Shilkas]] With BTR-60 and OT-64 mounted infantry you can purchase a 4 point company with 4 rifle teams and 3 RPG teams mounted in 4 vehicles, an 8 point company with 7 rifle teams, 6 RPG teams and 1 LMG team with 8 vehicles, or 13 points gets you 10 rifle teams, 9 RPG teams and 1 LMG team with 11 vehicles. The BTR-60 is slightly less likely to get stuck in terrain, where the OT-64 is can dash a few inches more. BMP-1 mounted infantry can get a 5 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-1s, a 10 point company with 7 rifle teams 6 RPG teams and 2 LMG teams mounted in 9 BMP-1s, or a 14 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-1s. BMP-2 mounted infantry can get a 7 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-2s, a 13 point company with 7 rifle teams 6 RPG teams and 2 LMG teams teams mounted in 9 BMP-2s, or an 18 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-2s. ===IRL=== [[File:CzechFlavour1TeamYankee.jpeg|300px|right|thumb|KSC men looking badass, proper firing posture not included. That's not an AK.]] Probably the most rebellious nation in the Eastern Bloc, Czechoslovak forces were generally quite displeased at being on the Soviet Union's side, especially after the Soviet invasion during the Prague Spring. There was a good degree of mutual animosity between the Soviet Union and Czechoslovakia, so Czechoslovak forces had limited access to or desire to use Soviet gear, often preferring local designs. Humorously enough prior to the 1960s Czech motor rifles would actually be found riding in the German designed SdKfZ 251 half track of World War 2 fame, as these were already in production in Czechoslovakia and they didn't want to switch to making Soviet gear. Like most Pact forces outside of Russia proper, at the time Team Yankee is set the Czechs still use the older 7.62x39 cartridge instead of the more modern 5.45x39. Contrary to appearances, the Czech forces do ''not'' use a variant of the AK rifle and instead use a native design in the vz. 58, which operates differently and has no interchangeable parts (not even the magazine). Compared to an AK it is more accurate, features a last round bolt hold open and uses lighter aluminum mags than the overbuilt steel mags used by the AK, but on the downside gets unmanageably hot, even with gloves, much quicker. Today the vz. 58 is being phased out in favor of the CZ 805 BREN 5.56x45 NATO. Due to heavy legal restrictions on rifles based on the AK and AR15 platforms, the vz. 58 remains popular among Canadian civilians since the vz. 58 is not an AK. In addition to not being a restricted firearm, it is able to hit the broad side of a barn, uses readily available detachable magazines, is able to use modern accessories with minimal work (while never issued with the Soviet side rail, it's easily added by a gunsmith and often imported with one already on) and can use the cheap Chinese 7.62x39 all while not being prohibitively expensive.
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