

Oh yeah, also microing them is easier than BAR rifles, since you can just A move them, no reason to get any closer, and even if enemy gets closer to paras, elite M1s will make paste of the enemy squad (also longer bursts from LMGs will shred them). Add to that grenade, 6 models, ability to reinforce from beckons (squads and weapon crew models alike, particulary useful in recon support with howie), and mines/demo charges and you have a squad that is useful in every engagement. STGs of volks, G43s of grens and Pgrens don't really excel at longer ranges, unlike the 30 cal.

It's pretty simple, axis don't really have much reverse DPS counters. Originally posted by mustachewarfare:Also, why is LMG paratroopers considered best in your opinion? To me it seems like a solid long range elite infantry but nothing really outstanding to them to make it a best anti infantry unit. Here unvetted FG42 falls die again, leaving 3 brenmando models alive.

They still lose the enagement, but they'd dealt massive health damage to surviving two models. Vetted (vet 5 for falls, vet 3 for brenmandos) falls drop models more rarely, and their improved DPS manages to drop 3 commando models. Unvetted falls with FG42 upgrade die to brenmandos. Also keep in mind that I can't guantee that both units get their first strike bonuses. However, as ambush infantries with access to large grenade (Bundle grenade and Light Gammon bomb), I assume they would usually prefer to start engaging around this range.Since I was in game atm, I decided to do three tests: short, mid range and long range, two for each distance (I'd do more engagements, but please understand that revealing infiltration units in test enviroment is pain in the ass). Originally posted by mustachewarfare:Doesn't Fallshimjagger has better performance in mid combat range (around 20) compared to commando and Bren commando? I agree commando has more firepower at close range (10 range and below) and bren commando has more firepower at long range.
