In order of importance: 1. units that must remain on the field at any cost, eg. grens capping crucial VP or MG holding off entire blob until reinforcements 2. sniper 3. any direct combat squad (ie. not support weapons and pios) that is below half health when fully reinforced. This one doesn't apply if I'm sure that any casualties have high probabilty of turning into zombies.
3. any direct combat squad (ie. not support weapons and pios) that is below half health when fully reinforced. This one doesn't apply if I'm sure that any casualties have high probabilty of turning into zombies.
Low health pios are some of the prime candidates for medpacks in my mind as I will likely get vet for my infantry but not for my support squads. KCH are also great to use medkits on while in combat because they have so much health that they should be able to keep healing without losing any squad member.
I thought using medpacks not only slowed your guys down but also imparted a gigantic recieved damage debuff? (which is why I never use them in combat)
They don't receive a damage debuff but they do move slower. To get around this just use them in cover which will also help keep more of your guys alive and so the medpacks will be more effective. I believe the regen is 72 per squad member.
Jbereton I've even seen a couple of Wehr specialists use medpacks on half-health Volks just before engaging in combat, to great effect. As such I only use medpacks on half health infantry, or Snipers. I don't for MGs unless they are really low health, as I prefer scouting ahead with inf and using the Mg42 suppressing at full range. If I don't have scouting infantry support, my MG shouldn't be there in the first place.
Posts: 54
Game: