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M113 Tirailleur Peleton/YPR 765 Pantserinfanterie Peloton
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==Pantserinfantrerie Peloton== ===In Team Yankee=== [[File:Dutch infantry card.jpg|300px|thumb|left|]] The Dutch represent NATO's strongest armoured infantry, with some very respectable IFVs and enough anti-tank weapons to threaten anything but the latest tanks. Unique among armoured infantry, your pantserinfanterie have the versatility to take the fight to the enemy if needed. While the West Germans and French sacrifice raw numbers of infantry, the Dutch pay additional points and get some very nice tools indeed. They might not be amazing in firefights with 6+ FP, but ROF 3/2 is more than enough when holding your ground and engaging infantry in the open. What sets this unit apart is their access to Carl Gustavs and Dragons, weapons which make these units a nightmare for enemy armour to deal with. Combining these two weapon systems in the same platoon means that a platoon has a threat range up to 28". Unlike the Americans, closing in just means that the CGs can get to work against your vehicles. Similarly, Staying beyond the CG's 24" threat bubble won't do much unless you can totally ignore Dragon missiles flying at your face. What you are left with is a unit of infantry with rather unimpressive stats (4+ on everything), you have one of the most versatile loadouts for an infantry platoon. When used poorly, their weapons will make them a thorn in your opponent's plans. Used well, they can threaten virtually any unit on the board aside from aircraft. Whether flanking or holding a trenchline, the pantserinfanterie are a very dangerous unit that should expect to be fired on whenever possible. This is not a unit your opponent wants in their face. A 9 point pantserinfanterie platoon comes with 4 GMPGs, 3 Carl Gustavs, 2 Dragons and 4 YPRs. A 7 point platoon gives you 3 GMPGs, 2 Carl Gustavs, 2 Dragons and 3 YPRs. {{clear}}
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