![]() The scout car also lets you deliver a unit behind their lines quickly to put pressure on support weapons while the infantry is holding a frontline. If they're skipping T2 (which I think is what you're referring to when you say T1), they have to wait until they get out their first tank to really feel confident about killing a scout car that's harassing the flanks and delivering units to points to capture/lay mines or tripwire flares. ![]() T1 gives you an edge in manueverability and infantry fights. Then, you can tech up to T2 and get AT guns to eventually deal with P-IVs. Guards are now way more useful than before, and you can simply spam conscripts to deal with grens, then pick a commander with Guards and call a squad in to deal with any scout cars or half-tracks the Wehr player throws at you. Thus, your first conscript squad should be able to find a decent place to garrison overlooking a point.ĭ) Many commanders have Guards rifles on them. Your first conscript squad should be finished building before their first gren squad if you start construction in the very first second of the match. If they spam grens, an mg (the Maxim, for SU) should blunt their offensive pretty well so long as you are keeping an eye on the Maxim's placement (don't put it in negative cover, mainly, and make sure it is facing the most likely direction the enemy will come from).Ĭ) On some maps, your conscripts will have ample opportunity to garrison buildings. Start building T2, then start a script squad, and then start a Maxim once the T2 finishes construction. T1 = grens, MG, mortar, sniper for Wehr.ī) As SU, you could always try Maxims. A) Wehr is not 'skipping T1' when they build grens.
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