So, you UC survived the first minutes of the game and you have now enough ammo and tech to get a Vickers K or a WASP It will only be usefull to support your units or as a MG flanker, but it's weak to the panzerfaust since the critical engine damaged will reduce the efficiency of this unit to zero at this stage of the game. This unit as a very small fire arc when straight out of the factory (around 15°) (the weapon inside is a bren) This unit can be both usefull and useless, all depends the enemy your are facing and the situation. It works with neutral buildings or trenches,and it is the best defensive MG of the game (best MG for me) The vickers is best used in buildings since at Vet 1, they have more range than a sniper, yes, you heard me, more range than a sniper. This unit allows you to hold against greater army than yours, usually you will have less units than the axis (both OKW and Wehr), you will need the MG to hold points or attack paths. So, what do we have here, A HMG with a RoF between the browning and the maxim, with the arc of the MGs and a "slow" suppression and very decent damage. They can build sandbags, trenches (claimed to your name) and ressources caches. They can be upgraded with flares to call a arty strike from the base 25 pounder or with medkits to heal units nearby and themself (you will always need to have one medkit at least) They have Lee_enfield as weapon, you can compare it to the Kar98k of the axis for the range and use, it will be best used as long range and decent at medium, won't be usefull at close vs assault units.Īt vet 3 they get scoped Lee-enfields, more precision ( horray!) You first start with your brand new rifleman squad which is the 2nd base start unit of the game (after these damn sturmpios), A Wehr player will have their PZ4 faster than your counterpart, the cromwell, so be prepared to have AT infantry, such as PIAT or 6 pounder. The Brits have a slow Tech up, with a equal ressource income. You won't win anything doing that for the reason said before, you need to use cover, you can't ROFLMAOSTOMP like OKW or US does, just forget about it please, the UK infantry is kinda weak out of cover and also, the 35MP cost to reinforce the rifleman sections hurts. However all units (includings sappers etc) obtain a small denfensive buff when travelling in their own occupied area. In particular I must stress, Rifleman rely heavily on cover to be obtain maximum efficiency (they will be able to beat a set of grenadiers early game when at fighting at the same distance behind the same cover). Once you see this the British obtain a RoF buff, which enables them to fire more effectively, whilst taking less damage from enemy fire. This icon indicates the foot soilders are behind cover and ready for action. The British forces are extremely useful when in cover, you will notice in particular (when in adequate cover) a small green icon appears on the highlighted forces. So lets begin this tutorial and walk you through step by step hey!!! ![]() You will be able to fend off the strongest of germans armies and stack loads of wins muhahaha. ![]() By the end of this guide you will have a better understanding of both strategy and gameplay. ![]() This is a guide for newcomers to company of heroes who are looking to improve their gaming skills with the mighty British forces.
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