![]() Players typically capture territory on flanks with individual infantry squads and defend them with infantry or HMGs garrisoned in buildings. I look at a group like this as a highly mobile and highly versatile assault force particularly suited for capturing points in lightly defended territory (usually flanks) where you’re unlikely to find a combined arms force. It’s also not a concern that the Panzergrenadiers give up some of their offensive power against infantry when they get the Panzerschreck upgrade because both the Half-track and Pioneer squad can make up for it. ![]() It’s not important that Pioneers are ineffective at destroying vehicles because their role in this group is to clear infantry from buildings, repair the Half-track, and attack infantry that try to rush the Panzergrenadiers or Half-track. Now, consider a group of units that consists of a Panzergrenadier squad with Panzerschrecks, a Pioneer squad with a Flamethrower, and a Half-track to carry them both. It can acquire an LMG42 upgrade to increase its effectiveness against infantry so long as it remains stationary, which allows it to excel at its main role but provides no increased flexibility, and incentivizes you to use it more defensively. Its Rifle Grenade can be useful against Snipers and HMGs if it manages a good hit, but it’s not something to rely upon. A Grenadier squad suffers against Snipers, it is shut down by HMGs, it has limited effectiveness against vehicles, with its Panzerfaust primarily disabling rather than destroying them. It can beat Engineers one-on-one, it can beat Conscripts at long range, it can beat Mortars and AT guns. You can analyze a Grenadier squad as an independent unit. In Multiplayer, the tactical decisions available to you are expanded through the use of Commanders that provide access to unique units and abilities. Understanding a unit’s capabilities and how to employ it alongside complementary units is an important skill to develop. Tips from COH2.In Company of Heroes 2, victory is largely determined by the quality of tactical decisions you make throughout a battle. This is a high value target for your enemy to attack, make sure to defend it. Behind a shot blocker and near the front line is a great choice. Halfway across the map in the open is a bad location. ! Choose wisely where to place this structure. The medics must be unlocked with further manpower and fuel. This tier also provides players with a strong indirect fire weapon, a unique infrared half-track, and a potent anti infantry halftrack suppression tool. The building can also be deployed at the players base sector for a more traditional base. The building can be taken down by virtually any AT weaponry, but can also provide enough support to take on superior numbers. It poses a unique Risk versus Reward decision: Deploy forward to put a strangle hold on territory, or hold back and keep it safe. This is a strategically powerful tool that savvy commanders will use to great potential. The Battlegroup Headquarters allows OKW players to deploy a forward healing, reinforcement, and upgradeable retreat point. Retreat point, available medics can heal nearby infantry once upgraded." "Permanently convert the sWS Supply Half-track to the Battlegroup Headquarters. Use this advantage to create baits for enemy vehicles or to hunt down a weakened vehicle without being spotted. Raketenwerfers can camoflage themselves from enemies. If using Grid keys be careful to observe that "R" will retreat the unit, not reverse it. Purchase early to fight Soviet M3 scout cars or other light vehicles. ! Put in buildings to provide greater protection, and don't be afraid to retreat. Raketenwerfers can camouflage themselves from enemies. It can also be deployed earlier than any other AT weaponry in the game, giving the OKW a unique capability of fighting early vehicles effectively. Unlike other AT guns, the Raketenwerfer is capable of retreating and of garrisoning buildings. It lacks the penetration and punch of larger AT guns, but makes up for it with mobility. Can retreat and can garrison most structures." Effective against light vehicles, medium tanks, assault guns. "Engage any vehicle, tank, or buildable structure with armor-penetrating rockets.
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