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Canadian Mechanized Platoon
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==In Team Yankee== [[File:Mechanized Canuck.jpg|300px|left|thumb|The Stat Card/La Carte des Statistiques]] If you can get them within about 16"/40cm of the baddies, these guys will easily earn back their point cost. Beyond that? Well... They're very similar to the [[British Mechanized Company|Brits]], but are are more offensive by nature of their equipment. While their ROF and firepower values can both be quite intensive, their entire arsenal is frustratingly short ranged. Not a single tool they have is effective outside the 40cm mark, and lacking IR can worsen this for night fighting. As a consequence, retaining their 3+ skill rating is a godsend. Canadians will have an easier time making movement orders than a lot of their [[US Mech Platoon|NATO counterparts]] (and all of their [[Motor Rifle Company|PACT rivals]]), therefore permitting them to maneuver across the board at a more efficient rate. This kind of hopping around will be required to line up the shots necessary to make their output count, and to avoid getting whittled down before they can bring their potential to bear. Almost all of your infantry teams have some form of AT, so anything dumb enough to get close enough and flash its side armour ''will'' die. If you do find a nice and cozy spot to open up, put the C5 GMPG to work. With ROF 5, it will eat up PACT infantry while providing cover for your other teams with unaltered moving ROF to push forward. In summary, Canadian infantry are best used for the fairly standard roles of holding objectives, denying ground, and blowing up fortified enemies. Despite this, don't discount how they're capable of some reliable and unorthodox tactics thanks to free smoke, a big honkin' machine gun and a better skill value. They won't keep pace with your [[Leopard 1#Canada|Leopard C1's]] once disembarked, but will still be able to consistently outpace most other flavours of infantry. The [[M113 Armored Personnel Carrier#Canada|M113 transports]] that come attached are nothing special outside of their armour value, but are just what you need to get the infantry into a position where they can hit the ground running and do some damage.
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