RO2 Assault

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The Assault troopers role is to get up close and storm enemy positions, armed with sub-machine guns. Standard weapons are the German MP 40 and Russian PPSh-41 and hand grenades. In realism and action modes you can unlock the opposing side's sub-machine gun after veteran rank is attained.


Following tactics developed in the First World War and subsequent conflicts, both the Wehrmacht and Red Army employed squads, platoons and even whole battalions of "Shock Troops" equipped with sub-machine guns, grenades and even trench knives and sharpened entrenching tools. The battle for Stalingrad was characterised by intense, close hand fighting - reports exist of Russian and German solders holding alternating floors in buildings, shooting through holes in floorboards.

In order to counter the German tactics of air and artillery support, Russian troops would use rubble, cellars and sewers to close to within tens of meters of German lines so that aerial bombardment would cause friendly as well as enemy casualties, nullifying the German technical advantage. A tactic soon to be known as "Hugging the enemy". German troops hated these tactics and conditions, dubbing them "Rattenkrieg" or "Rat-war".


In-game, numbers of Assault troops are limited and so must make use of their superior firepower. The spearhead of their team, flanking and attacking strategic areas of the map are primary responsibilities with emphasis on "up close and dirty" fighting. The Assault trooper will often be the one to clear a route through the enemy into a capture zone, and then hold it until reinforcements arrive.


Dashing from cover to cover, or through smoke are the most effective way for an Assault trooper to move into the capture zone, before doing as much damage as possible with grenades and sub-machine gun at close range. With so many bolt action rifles on the battlefield, provoking riflemen to fire, and then moving in for the kill while they are chambering another round is a valuable tactic, as is moving constantly while in buildings to remain hard to locate. Whilst the sub-machine gun's low velocity pistol round lacks the stopping power of a rifle bullet, aiming at an enemy's waist and firing a burst of 3-5 rounds will often see several bullets hit, the last bullet often scoring a head-shot as recoil raises the gun barrel.