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		<id>http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346682</id>
		<title>Motor Rifle Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346682"/>
		<updated>2019-01-10T16:12:00Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:3800:800:ADC5:6F85:136B:9F2E: Undo revision 545530 by Catnip212 (talk) Read the edit description as it why this was removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|The Hammer, the Sickle, the AK-47|Ahoy}}&lt;br /&gt;
&lt;br /&gt;
While tanks were the icon of the Warsaw Pact&#039;s militaries, it was the infantry that allowed these tanks to lead feared charges into Western Europe. With hordes upon hordes deployed, the Eastern Bloc often combined Soviet doctrine with training and doctrine from World War 2 or even earlier. For example, Poland&#039;s militaristic culture combined nicely with Communism while the NVA combined Soviet technology to Wehrmacht doctrine and the German reputation for precision. Regardless of their origins and uniforms, the infantry of the Eastern Bloc lacked the advanced technology that defined NATO forces but made up for it with reliable tools in sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Despite having nearly identical equipment, each faction employs its infantry in different roles thanks to the varying lists and stats. &lt;br /&gt;
&lt;br /&gt;
==Motor Rifle Company==&lt;br /&gt;
[[File:Motorrifle Company.jpg|300px|right|thumb|Ivan! Keep up you &#039;&#039;debil&#039;&#039;!]]&lt;br /&gt;
{{topquote|In the Soviet Army, it takes more courage to retreat than to attack.|Iosef Stalin}}&lt;br /&gt;
The base of all Soviet Infantry armed with AK74s for the most part. Additional weapons include PKM light machineguns, RPG-7s and a SA-14 Gremlin AA missile team. The differences in game vary mostly in specializing transport like the VDV with their Hinds and the Hardened veterans of the Afghan wars.&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Soviet_MRC.jpg|300px|left|thumb|The Stats. Cyka Blyat?]]&lt;br /&gt;
The motorstrelki have the most options for a singular unit. In addition to additional weapons, you have a choice of three transports: BMP-2s, BMP-1s and BTR-60s. A good PACT player can be told from a great one from how they build their motorized infantry lists. There is no correct answer; each of these units are competitive and have their own niche. While your infantry company WILL overwhelm a NATO platoon in a head-on fight, they require support to get there. All the infantry bases in the world are next to useless when hit by machine gun fire and artillery without cover: smoke, artillery and pinning the enemy are essential to making your motor-rifles work, and also a key reason why PACT forces are far less beginner friendly than NATO units which can mostly function on their own (but not ideally).&lt;br /&gt;
&lt;br /&gt;
While their PACT brethren may have 4+ skill, orders are not totally essential when commanding a solid wall of men. The key stats that make Soviet infantry so deadly in the game is 3+ morale and 3+ rally which allow them to recover from pinning most of the time. This means less time spent hugging the ground and more time to carry out your plan, whether its repelling attacks from a building or slowly advancing with smoke to cover. 3+ counterattack is nice to have, but not required in most game plans.&lt;br /&gt;
&lt;br /&gt;
They might be expensive, but are more versatile and have easy access to BMP-2s across most formations, unlike their PACT comrades.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Soveit BMP &amp;amp; Infantry.jpg|right|300px|thumb|Ignore the dust comrade! It will only make you stronker!]]&lt;br /&gt;
Soviet Motor Rifle infantry, known as Motostrelki, were the bread and butter of the Soviet Armed Forces since the reformation of the Red Army into the Soviet Armed Forces in 1946. As the name implies Motorstrelki, or MR as they&#039;re abbreviated to, were all motorized infantry who were to act as the main Soviet force in any conventional or unconventional conflict. Their job would to act tactically as motorized infantry, and on what the Soviets dubbed the &#039;operational&#039; level, a level of warfare between the strategic and tactical levels, help in the exploitation, reinforcement, and line holding duties, alongside supplementing tank units, their all motorized nature allowing them to keep up with the extremely high tempo warfare they had planned on.&lt;br /&gt;
&lt;br /&gt;
Their use in battle was to dismount from their BMP, BTR, and MT-LB vehicles at a few hundred meters from their targets, and advance with their attached tanks at roughly equal pace which should, at least in theory, allow for infantry to keep pace with the tanks, allowing the tanks to cover the infantry, and vice versa with targets being pointed out to the tanks through the use of tracers the Motostrelki are given.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Mot-Schützen Kompanie==&lt;br /&gt;
[[File:Mot-Schützen Kompanie.jpg|300px|right|thumb|&amp;quot;Franz...are we the baddies, again?&amp;quot;]]&lt;br /&gt;
The &#039;&#039;Nationale Volksarmee&#039;&#039; was regarded as the best trained of the Warsaw Pact client states, including both their NCOs and officers who were considered to be a cut above their lesser motivated allies. Constructed on a base of communist diehards and reformed ex-Wehrmacht veterans the &#039;&#039;NVA&#039;&#039; combined the traditions of a German Army with battletested Soviet doctrine. Armed with their older MPi KM (AKM) rifles the Mot-Schützen lack the added firepower of the under-barrel grenade launcher of their soviet comrades (reflected in the stats). Though they were known for a greater usage of RPKs in the SAW role (not reflected in the stats).&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_Card.jpg|300px|left|thumb|The Stat Card...]]&lt;br /&gt;
[[File:TV113.jpg|300px|right|thumb|and the heavy weapons. Achtung!]]&lt;br /&gt;
Like any PACT army, the East Germans have a tendency towards hoards of men and machines and the Mot-Schützen Kompanie is no different. They are functionally identical to Soviet motorized rifles with identical point costs. However, they gain 4+ skill and drop to 4+ rally: expect them to pass orders most of the time, but are more vulnerable to pinning. Experienced players will realize the importance of 3+ rally when their infantry choose to stay pinned instead of moving forward, which is the main issue stopping the East Germans from being strictly better Soviets. Motorshutzen also lack 5+ firepower on their assault rifles. Take note of this when planning attacks on entrenched or garrisoned infantry. &lt;br /&gt;
&lt;br /&gt;
The two fundamental parts of your unit is the AKM Teams and your RPG-7 teams, but weapon teams make this unit more interesting. For 1 point each, you can take: an AGS-17 grenade launcher team, up to two Spigot ATGM teams and/or one Gremlin MANPAD team. Considering that you can take smaller infantry companies to bring more heavy weapons to the field, certain units may become redundant. For example, 3-4 companies of mot-schutzen with Gremlin MANPADs could fill your anti-air role in games with point values below 30. Spigots are not purchasable for BMP mounted troops, as your transports are already capable of firing missiles.&lt;br /&gt;
&lt;br /&gt;
Points cost for the motorschutzen are identical to Soviet motor rifles, including the cost of transports.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_BTR.jpg|300px|right|thumb|East German tourists, posing for a picture near the border.]]&lt;br /&gt;
One of the smaller armies of the Warsaw Pact the NVA maintained a high level of readiness like their Soviet comrades in the GSFG garrison, ready to mobilize for war within hours, and remember Berlin was split right in half with western armed forces behind the border in east German territory. If war started the first order of business was wiping those troops off the map as-fast-as-possible so they don&#039;t cause trouble. In the event of war, the NVA was to be placed directly into the 5 Soviet Armies of the GSFG, as opposed to their larger allies Poland and Czechoslovakia who would have their own Army-sized units.&lt;br /&gt;
&lt;br /&gt;
You might be wondering why the East Germans have their own infantry models while the other to PACT nations have to make do with painting soviet infantry in different colors.  When the National Volksarmee was formed in the late 1950s, they desperately wanted to prevent their soldiers from looking like Red Army clones, as the atrocities committed against the German people in the closing days of the war by the soviets were still very much in the public consciousness. In an effort to minimize obvious red army influences, many Wehrmacht traditions were transplanted directly into the Volksarmee, such as goose stepping on parade, and peacetime uniforms were almost a direct copy of the ones worn by their fathers, just with communist iconography rather than fascist ones. Their signature helmet was actually a wartime design, trailed in 1943 but never put into service due to the fact that helmet factories would have to have been retooled (it was thought that the West Germans would keep using the stalhelm, so to prevent friendly fire they needed something different).&lt;br /&gt;
&lt;br /&gt;
The Volksarmee was so proud of its direct lineage from the Wehrmacht, that they often accused their western counterpart of &amp;quot;selling out&amp;quot; to the west in general and the Americans in particular, as the Bundeswehr had gone to great lengths to distance itself from the past by adopting American gear like the M1 helmet and by removing almost all of the past Nazi traditons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Zmotory Kompania==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide1.JPG|300px|thumb|left|Polish Stats, towarzysz!]]&lt;br /&gt;
&lt;br /&gt;
The motorized rifle company (zmotoryzowana kompania piechoty) have a very weird place in the Pact forces as having the best statline for frontline troops: resistant to morale shock and pinning but paying for it in points and weak equipment. Notably, your rifle teams don&#039;t have RPG-18s. All anti-tank duties are delegated to your RPG-7 teams, which may or may not be very significant depending on whether you expect your infantry to serve as all-rounders or to fight other infantry for the most part. They do have 4+ skill, which means you should be using orders whenever possible.&lt;br /&gt;
&lt;br /&gt;
As with other PACT forces, try not to have these teams in close combat. You may have plenty of bases, but 5+ assault means you will only land one hit per three teams. &lt;br /&gt;
&lt;br /&gt;
Polish motorized rifles (BTR/OT-64s) may purchase the following heavy weapon teams: 2 Spigot ATGM teams for 2 points each, and an SA-7 Strela team for one point. &lt;br /&gt;
&lt;br /&gt;
Mechanized rifles (BMP-1s/BMP-2s) may purchase only a single SA-7 team, with the BMP-1 mounted team costing 1 point and the BMP-2 mounted team costing 2 points. Companies above the smallest size get 2 PKM LMG teams though, which offer a very solid base of fire that can pin a NATO platoon or shred through [https://www.callofduty.com/ca/en/| doughboys in the open].&lt;br /&gt;
&lt;br /&gt;
Without mass BMP-2s, Polish players are forced to rely on the BMP-1: a decent vehicle, but lacking the AT21 ATGMs that make the BMP-2 so strong. The cost discounts of NVA and Czech riflemen balance this out, something your Poles do NOT get.&lt;br /&gt;
&lt;br /&gt;
However, they do have the best statline second to the VDV if you want your infantry to push forward or just to bog the enemy down without becoming pinned. With 4+ skill and orders, you will have an easier time giving orders to blitz or dig-in and have the required stats to minimize the chances that they will panic and go to ground when hammered by artillery or machinegun fire. 5+ FP means that they excel in close-range firefights against enemy infantry...once you get close enough of course. Use smoke, artillery and cunning plans to ensure that these men can get close and do their job.&lt;br /&gt;
&lt;br /&gt;
A key point with Polish units is that with BMP-1 and BMP-2 mounted infantry, you are paying premium points for the combination of elite infantry and 4+ BMPs with ATGMs. In fact, the maxed out BMP platoons cost 5 points more than their Soviet counterparts. &lt;br /&gt;
&lt;br /&gt;
Mediocre with BMPs, excellent with BTRs/OTs.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:PolishFlavour1TeamYankee.jpeg|300px|right|thumb|Onwards, when no-one else will!]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Motorizovaná Pěchota==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide7.JPG|300px|thumb|left|Onwards, when no one is left!]]&lt;br /&gt;
&lt;br /&gt;
[[File:Slide4.JPG|300px|thumb|right|We are &#039;eavy weapons guys]]&lt;br /&gt;
&lt;br /&gt;
The Motorizovaná Pěchota společnost (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 demoralized, underequipped soldiers who would rather be getting pissed in babushka&#039;s basement than being shot at by strange men shooting at them with big black cannons. &lt;br /&gt;
&lt;br /&gt;
Unlike their Pact brethren, Czech infantry are atrocious on the offensive. While the East Germans have 4+ skill to make use of cover and the Poles and Soviets have 3+ morale to resist pinning, the Czechs have near universal 5+ stats. Once pinned by artillery or machine gun fire, they are going to stay there for 3 turns statistically speaking. &lt;br /&gt;
&lt;br /&gt;
In a firefight, the Czechs are rather mediocre. With their AK-74 rifles having FP6+ and pinned ROF 1 combined with a 5+, they are incredibly unlikely to actually get a shot off once supressed by artillery or gunfire. They may have the numbers, but they don&#039;t have the guts to actually fire back at the enemy or close in where their ROF3 AKs can do their work. On the attack, a pinned company is a dead company that will fall to machinegun fire, rockets and almost anything that the enemy has to offer. On the defensive? This is where things start to change....&lt;br /&gt;
&lt;br /&gt;
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&#039;t make their points back against all but the worst opponents, infantry in Team Yankee are still the toughest units to dislodge when &amp;lt;s&amp;gt;hiding in&amp;lt;/s&amp;gt; taking bulletproof cover. 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.&lt;br /&gt;
&lt;br /&gt;
BTR/OT-64 mounted infantry can purchase AGS-17, up to 2 AT-4 Spigots, and/or an SA-7 Strela missile team. You can purchase a 4 point company with 4 rifle teams and 3 RPG teams mounted in 4 vehicles. 13 points gets you 10 rifle teams, 9 RPG teams and 1 LMG team with 11 BTRs or OT-64s.&lt;br /&gt;
&lt;br /&gt;
BMP mounted infantry may only add on the AGS-17 and SA-7 Strela teams if desired. You can get a 5 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-1s, or 7 points for BMP-2s.&lt;br /&gt;
&lt;br /&gt;
Maximum sized infantry companies may ride on 12 BMP-2s for 18 points or 12 BMP-1s for 14 points.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:CzechFlavour1TeamYankee.jpeg|300px|right|thumb|KSC men looking badass, proper firing posture not included.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2001:8003:3800:800:ADC5:6F85:136B:9F2E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346680</id>
		<title>Motor Rifle Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346680"/>
		<updated>2019-01-10T06:23:24Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:3800:800:ADC5:6F85:136B:9F2E: /* In Team Yankee */ 40:1 refers to the POLES being outnumbered, not the other way around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|The Hammer, the Sickle, the AK-47|Ahoy}}&lt;br /&gt;
&lt;br /&gt;
While tanks were the icon of the Warsaw Pact&#039;s militaries, it was the infantry that allowed these tanks to lead feared charges into Western Europe. With hordes upon hordes deployed, the Eastern Bloc often combined Soviet doctrine with training and doctrine from World War 2 or even earlier. For example, Poland&#039;s militaristic culture combined nicely with Communism while the NVA combined Soviet technology to Wehrmacht doctrine and the German reputation for precision. Regardless of their origins and uniforms, the infantry of the Eastern Bloc lacked the advanced technology that defined NATO forces but made up for it with reliable tools in sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Despite having nearly identical equipment, each faction employs its infantry in different roles thanks to the varying lists and stats. &lt;br /&gt;
&lt;br /&gt;
==Motor Rifle Company==&lt;br /&gt;
[[File:Motorrifle Company.jpg|300px|right|thumb|Ivan! Keep up you &#039;&#039;debil&#039;&#039;!]]&lt;br /&gt;
{{topquote|In the Soviet Army, it takes more courage to retreat than to attack.|Iosef Stalin}}&lt;br /&gt;
The base of all Soviet Infantry armed with AK74s for the most part. Additional weapons include PKM light machineguns, RPG-7s and a SA-14 Gremlin AA missile team. The differences in game vary mostly in specializing transport like the VDV with their Hinds and the Hardened veterans of the Afghan wars.&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Soviet_MRC.jpg|300px|left|thumb|The Stats. Cyka Blyat?]]&lt;br /&gt;
The motorstrelki have the most options for a singular unit. In addition to additional weapons, you have a choice of three transports: BMP-2s, BMP-1s and BTR-60s. A good PACT player can be told from a great one from how they build their motorized infantry lists. There is no correct answer; each of these units are competitive and have their own niche. While your infantry company WILL overwhelm a NATO platoon in a head-on fight, they require support to get there. All the infantry bases in the world are next to useless when hit by machine gun fire and artillery without cover: smoke, artillery and pinning the enemy are essential to making your motor-rifles work, and also a key reason why PACT forces are far less beginner friendly than NATO units which can mostly function on their own (but not ideally).&lt;br /&gt;
&lt;br /&gt;
While their PACT brethren may have 4+ skill, orders are not totally essential when commanding a solid wall of men. The key stats that make Soviet infantry so deadly in the game is 3+ morale and 3+ rally which allow them to recover from pinning most of the time. This means less time spent hugging the ground and more time to carry out your plan, whether its repelling attacks from a building or slowly advancing with smoke to cover. 3+ counterattack is nice to have, but not required in most game plans.&lt;br /&gt;
&lt;br /&gt;
They might be expensive, but are more versatile and have easy access to BMP-2s across most formations, unlike their PACT comrades.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Soveit BMP &amp;amp; Infantry.jpg|right|300px|thumb|Ignore the dust comrade! It will only make you stronker!]]&lt;br /&gt;
Soviet Motor Rifle infantry, known as Motostrelki, were the bread and butter of the Soviet Armed Forces since the reformation of the Red Army into the Soviet Armed Forces in 1946. As the name implies Motorstrelki, or MR as they&#039;re abbreviated to, were all motorized infantry who were to act as the main Soviet force in any conventional or unconventional conflict. Their job would to act tactically as motorized infantry, and on what the Soviets dubbed the &#039;operational&#039; level, a level of warfare between the strategic and tactical levels, help in the exploitation, reinforcement, and line holding duties, alongside supplementing tank units, their all motorized nature allowing them to keep up with the extremely high tempo warfare they had planned on.&lt;br /&gt;
&lt;br /&gt;
Their use in battle was to dismount from their BMP, BTR, and MT-LB vehicles at a few hundred meters from their targets, and advance with their attached tanks at roughly equal pace which should, at least in theory, allow for infantry to keep pace with the tanks, allowing the tanks to cover the infantry, and vice versa with targets being pointed out to the tanks through the use of tracers the Motostrelki are given.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Mot-Schützen Kompanie==&lt;br /&gt;
[[File:Mot-Schützen Kompanie.jpg|300px|right|thumb|&amp;quot;Franz...are we the baddies, again?&amp;quot;]]&lt;br /&gt;
The &#039;&#039;Nationale Volksarmee&#039;&#039; was regarded as the best trained of the Warsaw Pact client states, including both their NCOs and officers who were considered to be a cut above their lesser motivated allies. Constructed on a base of communist diehards and reformed ex-Wehrmacht veterans the &#039;&#039;NVA&#039;&#039; combined the traditions of a German Army with battletested Soviet doctrine. Armed with their older MPi KM (AKM) rifles the Mot-Schützen lack the added firepower of the under-barrel grenade launcher of their soviet comrades (reflected in the stats). Though they were known for a greater usage of RPKs in the SAW role (not reflected in the stats).&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_Card.jpg|300px|left|thumb|The Stat Card...]]&lt;br /&gt;
[[File:TV113.jpg|300px|right|thumb|and the heavy weapons. Achtung!]]&lt;br /&gt;
Like any PACT army, the East Germans have a tendency towards hoards of men and machines and the Mot-Schützen Kompanie is no different. They are functionally identical to Soviet motorized rifles with identical point costs. However, they gain 4+ skill and drop to 4+ rally: expect them to pass orders most of the time, but are more vulnerable to pinning. Experienced players will realize the importance of 3+ rally when their infantry choose to stay pinned instead of moving forward, which is the main issue stopping the East Germans from being strictly better Soviets. Motorshutzen also lack 5+ firepower on their assault rifles. Take note of this when planning attacks on entrenched or garrisoned infantry. &lt;br /&gt;
&lt;br /&gt;
The two fundamental parts of your unit is the AKM Teams and your RPG-7 teams, but weapon teams make this unit more interesting. For 1 point each, you can take: an AGS-17 grenade launcher team, up to two Spigot ATGM teams and/or one Gremlin MANPAD team. Considering that you can take smaller infantry companies to bring more heavy weapons to the field, certain units may become redundant. For example, 3-4 companies of mot-schutzen with Gremlin MANPADs could fill your anti-air role in games with point values below 30. Spigots are not purchasable for BMP mounted troops, as your transports are already capable of firing missiles.&lt;br /&gt;
&lt;br /&gt;
Points cost for the motorschutzen are identical to Soviet motor rifles, including the cost of transports.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_BTR.jpg|300px|right|thumb|East German tourists, posing for a picture near the border.]]&lt;br /&gt;
One of the smaller armies of the Warsaw Pact the NVA maintained a high level of readiness like their Soviet comrades in the GSFG garrison, ready to mobilize for war within hours, and remember Berlin was split right in half with western armed forces behind the border in east German territory. If war started the first order of business was wiping those troops off the map as-fast-as-possible so they don&#039;t cause trouble. In the event of war, the NVA was to be placed directly into the 5 Soviet Armies of the GSFG, as opposed to their larger allies Poland and Czechoslovakia who would have their own Army-sized units.&lt;br /&gt;
&lt;br /&gt;
You might be wondering why the East Germans have their own infantry models while the other to PACT nations have to make do with painting soviet infantry in different colors.  When the National Volksarmee was formed in the late 1950s, they desperately wanted to prevent their soldiers from looking like Red Army clones, as the atrocities committed against the German people in the closing days of the war by the soviets were still very much in the public consciousness. In an effort to minimize obvious red army influences, many Wehrmacht traditions were transplanted directly into the Volksarmee, such as goose stepping on parade, and peacetime uniforms were almost a direct copy of the ones worn by their fathers, just with communist iconography rather than fascist ones. Their signature helmet was actually a wartime design, trailed in 1943 but never put into service due to the fact that helmet factories would have to have been retooled (it was thought that the West Germans would keep using the stalhelm, so to prevent friendly fire they needed something different).&lt;br /&gt;
&lt;br /&gt;
The Volksarmee was so proud of its direct lineage from the Wehrmacht, that they often accused their western counterpart of &amp;quot;selling out&amp;quot; to the west in general and the Americans in particular, as the Bundeswehr had gone to great lengths to distance itself from the past by adopting American gear like the M1 helmet and by removing almost all of the past Nazi traditons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Zmotory Kompania==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide1.JPG|300px|thumb|left|Polish Stats, towarzysz!]]&lt;br /&gt;
&lt;br /&gt;
The motorized rifle company (zmotoryzowana kompania piechoty) have a very weird place in the Pact forces as having the best statline for frontline troops: resistant to morale shock and pinning but paying for it in points and weak equipment. Notably, your rifle teams don&#039;t have RPG-18s. All anti-tank duties are delegated to your RPG-7 teams, which may or may not be very significant depending on whether you expect your infantry to serve as all-rounders or to fight other infantry for the most part. They do have 4+ skill, which means you should be using orders whenever possible.&lt;br /&gt;
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As with other PACT forces, try not to have these teams in close combat. You may have plenty of bases, but 5+ assault means you will only land one hit per three teams. &lt;br /&gt;
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Polish motorized rifles (BTR/OT-64s) may purchase the following heavy weapon teams: 2 Spigot ATGM teams for 2 points each, and an SA-7 Strela team for one point. &lt;br /&gt;
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Mechanized rifles (BMP-1s/BMP-2s) may purchase only a single SA-7 team, with the BMP-1 mounted team costing 1 point and the BMP-2 mounted team costing 2 points. Companies above the smallest size get 2 PKM LMG teams though, which offer a very solid base of fire that can pin a NATO platoon or shred through [https://www.callofduty.com/ca/en/| doughboys in the open].&lt;br /&gt;
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Without mass BMP-2s, Polish players are forced to rely on the BMP-1: a decent vehicle, but lacking the AT21 ATGMs that make the BMP-2 so strong. The cost discounts of NVA and Czech riflemen balance this out, something your Poles do NOT get.&lt;br /&gt;
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However, they do have the best statline second to the VDV if you want your infantry to push forward or just to bog the enemy down without becoming pinned. With 4+ skill and orders, you will have an easier time giving orders to blitz or dig-in and have the required stats to minimize the chances that they will panic and go to ground when hammered by artillery or machinegun fire. 5+ FP means that they excel in close-range firefights against enemy infantry...once you get close enough of course. Use smoke, artillery and cunning plans to ensure that these men can get close and do their job.&lt;br /&gt;
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A key point with Polish units is that with BMP-1 and BMP-2 mounted infantry, you are paying premium points for the combination of elite infantry and 4+ BMPs with ATGMs. In fact, the maxed out BMP platoons cost 5 points more than their Soviet counterparts. &lt;br /&gt;
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Mediocre with BMPs, excellent with BTRs/OTs.&lt;br /&gt;
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===IRL===&lt;br /&gt;
[[File:PolishFlavour1TeamYankee.jpeg|300px|right|thumb|Onwards, when no-one else will!]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Motorizovaná Pěchota==&lt;br /&gt;
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===In Team Yankee===&lt;br /&gt;
[[File:Slide7.JPG|300px|thumb|left|Onwards, when no one is left!]]&lt;br /&gt;
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[[File:Slide4.JPG|300px|thumb|right|We are &#039;eavy weapons guys]]&lt;br /&gt;
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The Motorizovaná Pěchota společnost (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 demoralized, underequipped soldiers who would rather be getting pissed in babushka&#039;s basement than being shot at by strange men shooting at them with big black cannons. &lt;br /&gt;
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Unlike their Pact brethren, Czech infantry are atrocious on the offensive. While the East Germans have 4+ skill to make use of cover and the Poles and Soviets have 3+ morale to resist pinning, the Czechs have near universal 5+ stats. Once pinned by artillery or machine gun fire, they are going to stay there for 3 turns statistically speaking. &lt;br /&gt;
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In a firefight, the Czechs are rather mediocre. With their AK-74 rifles having FP6+ and pinned ROF 1 combined with a 5+, they are incredibly unlikely to actually get a shot off once supressed by artillery or gunfire. They may have the numbers, but they don&#039;t have the guts to actually fire back at the enemy or close in where their ROF3 AKs can do their work. On the attack, a pinned company is a dead company that will fall to machinegun fire, rockets and almost anything that the enemy has to offer. On the defensive? This is where things start to change....&lt;br /&gt;
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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&#039;t make their points back against all but the worst opponents, infantry in Team Yankee are still the toughest units to dislodge when &amp;lt;s&amp;gt;hiding in&amp;lt;/s&amp;gt; taking bulletproof cover. 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.&lt;br /&gt;
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BTR/OT-64 mounted infantry can purchase AGS-17, up to 2 AT-4 Spigots, and/or an SA-7 Strela missile team. You can purchase a 4 point company with 4 rifle teams and 3 RPG teams mounted in 4 vehicles. 13 points gets you 10 rifle teams, 9 RPG teams and 1 LMG team with 11 BTRs or OT-64s.&lt;br /&gt;
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BMP mounted infantry may only add on the AGS-17 and SA-7 Strela teams if desired. You can get a 5 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-1s, or 7 points for BMP-2s.&lt;br /&gt;
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Maximum sized infantry companies may ride on 12 BMP-2s for 18 points or 12 BMP-1s for 14 points.&lt;br /&gt;
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===IRL===&lt;br /&gt;
[[File:CzechFlavour1TeamYankee.jpeg|300px|right|thumb|KSC men looking badass, proper firing posture not included.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
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{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
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[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2001:8003:3800:800:ADC5:6F85:136B:9F2E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=British_Mechanized_Company&amp;diff=105151</id>
		<title>British Mechanized Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=British_Mechanized_Company&amp;diff=105151"/>
		<updated>2019-01-10T04:54:08Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:3800:800:ADC5:6F85:136B:9F2E: Oh say can you shart, in the local walmart&lt;/p&gt;
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&lt;div&gt;[[File:Brit Mech platoon.jpg|right|300px|thumb|&#039;Ain&#039;t I killed you before?&#039; Literally all PACT players]]&lt;br /&gt;
{{topquote|England expects that every man will do his duty.| Lord Horatio Nelson }}&lt;br /&gt;
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By 1985, the British infantryman has evolved into a mechanized unit, riding FV432s into the battlefields of Europe. Platoons number around 35 men, composed of 4 Rifle sections and a command section. As with all NATO armies, the platoon is led by a 2nd Lieutenant (pronounced “Leff-tenant in the British English) and a Sergeant as his second in command. The Rifle sections have 6 riflemen with L1A1 Self Loading Rifles (SLRs), 2 riflemen manning an L7 GPMG, an anti-tank gunner with a Carl Gustav 86mm Recoilless Rifle and a Squad leader with an SLR. In real life, disposable 66mm Anti Tank rockets would be issued by Battalion depending on the mission and are not part of the standard loadout. More importantly, they are disposable and not carried like tic-tacs the way it&#039;s represented in the game.&lt;br /&gt;
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==In Team Yankee==&lt;br /&gt;
[[File:TB105.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The British Infantry are represented in Team Yankee by the Irish Guards as part of the 4th Armoured Brigade. It is composed of 3 or 4 infantry sections; made up of a support fireteam (with a Carl Gustav or a 2&amp;quot; mortar) and a GPMG team with a LAW. Compared to other NATO infantry Platoons, the Brits field a greater number of teams and anti-tank armaments, making them far deadlier against enemy entrenched infantry, main battle tanks and even other infantry in assaults, since the Gustav fireteam can fight equally well in close combat as any rifle base. Another base of note is the mortar team, capable of destroying enemy infantry but ideal for blinding key enemy units with smoke, such as heavy weapons. Their &amp;lt;s&amp;gt;alcohol rations&amp;lt;/s&amp;gt; Irish heritage grants them 3+ Assault. &lt;br /&gt;
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Despite all their strengths, they suffer from the same weaknesses as other infantry, such as vulnerability to being pinned. While the M113 and Marder feature .50 cal MGs and autocannons capable of fighting light armor, the FV432 features a comparative peashooter with AT 2, limiting it to fighting enemy infantry or unarmoured tank teams like BM-21 Grads. A key difference is that they retain a moving ROF of 3 and have 1 armor all round, so expect these things to way die faster than the infantry they are supposed to protect. Another weakness is their inability to defeat entrenched infantry with a piddly FP 6+ on their rifles, encouraging their role as defensive troops.&lt;br /&gt;
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===Options===&lt;br /&gt;
You may purchase 2 Milan teams for 2 points, giving them the ability to RELIABLY destroy enemy tanks at range. When the enemy comes close, these Milan sections can be excellent sacrificial lambs to try bouncing shots towards in order to protect your far more valuable Carl Gustav teams.&lt;br /&gt;
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You may also purchase a GPMG team for 1 point, providing the effective fire of two MG teams with 6 shots stationary and 2 shots on the move at AT6. Ideal for an anti-infantry role, but competes with units like the Scimitar which can engage light vehicles. A situational purchase when you absolutely need more machine gun fire, as 2 GPMGs would be far more specialized than a Scimitar platoon. &lt;br /&gt;
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In the triangle of survivability, firepower and close combat the British stand proudly as the best infantry in the game in literally every category except shooting entrenched infantry. Expect to paint many of these Leprechauns if you wish to play a tournament level British list.&lt;br /&gt;
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==IRL==&lt;br /&gt;
[[File:37279b9e.jpg|300px|right|thumb|It&#039;s a long way, to Tipperary....]]&lt;br /&gt;
The vast majority of British infantry are equipped with FV432 APCs, with Armored Divisions transitioning to Warrior Infantry Fighting Vehicles from 1988 onward; exceptions include the Territorials and the Parachute Regiment. Today, the infantry operate a variety of transports for different missions, including the Warrior, the Bulldog (a modernized FV432) and Cougar Mine Resistant Ambush Protected Vehicles.&lt;br /&gt;
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{{British Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2001:8003:3800:800:ADC5:6F85:136B:9F2E</name></author>
	</entry>
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