“Well-armed and plentiful, these troops are effective at tearing down enemy buildings.”
Assault Infantry is the level 10 standard Heavy Infantry unit unlocked in the Global Age. Its predecessor is Shock Infantry and it can be upgraded to Elite Infantry. It is researched in a level 9 Armory.
The standard Heavy Infantry's default A.I. or purpose is to destroy the closest building (excluding walls) but when attacked by an enemy troop; will fight back. They're excellent at taking down defensive Heavy Cavalry (noticeably on cavalry at an age lower than them) and are able to destroy buildings quickly. However, their disadvantages are that they have low health meaning that they can be killed very quickly. They can get destroyed easily by Splash Damage Structures such as Catapults or Mortars and Multiple Target Damage Structures such as Redoubt or Machine Gun. They are also weak against other Heavy Infantry (and even Ranged Infanty} spawned by the City Center, Garrisons, Ambush Traps etc.
Mediterranean: Wears a tan uniform similar to that of a Greek soldier at the time. Also carriers a rifle similar the the Boys anti-tank rifle . Wears a green glove and wears a European style Mustache. The helmet appears to be an American type M1 helmet with netting.
North European: Wears a green Adrian helmet, with a blue-gray style french M1938 greatcoat and trousers. Has a green glove and wields a Boys anti-tank rifle like weapon. Has a stereotypical European mustache.
Oriental: Wears a green uniform and has a leaf-attached helmet. It was used during Burma campaign.
Assault Infantry are typically organized for mobility with the intention that they will penetrate enemy defenses and attack into the enemy's vulnerable rear areas. Any specialized, elite unit formed to fight an engagement via overwhelming assault (usually) would be considered Assault troops.
Historical Description in Dominations:
The semi-automatic M1 Garand was standard issue for U.S. infantry during WWII. This rifle was gas-operated; the expanding gas of the last round fired was channeled to cock the rifle and load the next round into the chamber. When the last round in the clip was fired, the gun made a distinctive ping sound as the empty clip was ejected from the stock.
- If these units are used in large groups and not in heavy fire; then they can be devastating and can destroy a base easily.
- Catapults or Mortars, with their splash damage, are devastating against these units and can kill a group of them in a few hits if in the range of the impact. Spread the units around so that the mortar would have to hit each infantry to kill it and that its impact would not affect other infantry as well or deploy a few Heavy Cavalry to destroy it.
- Redoubts or Machine Guns (Building) can likewise be devastating against these units, if it is not dealt with appropriately. Keep the units away from it until it is destroyed or position them to destroy it quickly.
- Missile Silo can elemininate a group of these units quickly. Don't group them together so much that will attract the Silo attacks. Or deploy them after the Silo is destroyed, sabotaged or distracted by other units with high HP.
- Use Ranged Infantry to support them, so they don't perish easily.
- They can be used as a distraction for many defenses and can help protect ranged infantry such as riflemen from heavy fire from defenses.
- A group of them can easily overwhelm single target defensive towers but are vulnerable against Machine Gun (Building).
- The level 9 Garrison can train up Assault Infantrys to help defend the village from attackers. Put the garrison defended and inside walls. That way, the garrison can train Assault Infantrys without getting attacked for a short amount of time. It is suggested that a garrison should be close to the Acropolis since training Assault Infantrys would be more quicker than usual.
- The level 6 Ambush Trap deploys Assault Infantrys when triggered by enemy troops are too close to it. It is suggested to put in areas where enemies may deploy in Heavy Cavalry.
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