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How to play guide for Post Scriptum
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How to play guide for Post Scriptum
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=== Logistics infantry === '''[[Gear|Engineer Medic]]:''' The main task of the medic is still building up emplacements due to the circumstance that the logistic section usually has no contact with the enemy, however, they can be utilized if the logistic section is called upon to use its AT capabilities to break cover and sabotage roads behind enemy line. In that case it is best to team up with the section's AT engineer to successfully perform this task. '''[[Gear|AT Engineer]]:''' The AT engineer has access to anti-tank mines (equipped with 1, stacks at 2 deployed). Their placement and location should always be communicated to the squad leader. Poorly placed AT [[Mine]]s can block or even endanger friendly units and lead to friendly fire. '''[[Gear|HE Engineer]]:''' The HE engineer gets a powerful [[Explosive|explosive charge]] which is best used in destroying enemy assets and light vehicles or immobilize enemy tanks. This class can be used in an offensive role hunting and sabotaging the enemy logistics section, always with permission from the section's squad leader. Due to the low count of engineers in the logistic section, a digging shovel or rolling truck can be more important than being on the frontline. '''[[Gear|AP Engineer]]:''' The AP engineer gets anti-personnel [[Mine]]s (equipped with 2, stacks at 4 deployed). They can be placed at critical places to create strategic bottlenecks, however, beware that you can also block the way for your own teammates with poorly placed AP mines so it is highly recommended to communicate their placement to your squad leader.
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