![]() It comes quite early and troubles the British a lot. The tank will actually snipe those expensive Tommies, given the opportunity. On the contrary, it’s great vs British, because British don’t have good at-infantry, and the Hetzer has great accuracy. The Jagdpanther also won’t help much if there is an airborne blob meeting it. Hetzers can do nothing to M8 and at gun combinations. Of course, teller mines help a lot with M8s, but are useless if your enemy goes hardcore with infantry spam. This doctrine, however, doesn’t have any special anti-infantry abilities, so it isn’t very good vs American players. Sometimes, you can use them not only against tanks, but infantry – throw an anti-tank grenade or fire with your mortar if you see your opponent's squad staying near mine. They are the only special way to invest munitions. Teller mines usually destroy M8's and will immobilize Stuarts. COMPANY OF HEROES 3 KING TIGER VS JAGDPANTHER FREE3 abilities are passive, the Jagdpanther is free and the Hetzer costs only a few hundred in manpower. In fact, you don’t need much munitions or fuel to use it. The only problem is their vulnerability to strafes, so if your opponent went with the airborne doctrine, try to finish the game before you encounter hardcore strafe spam.Īs its name says, this doctrine is the best vs armor. Fallschirmjagers are especially good vs Americans when it comes to mid game because they counter infantry, at guns, and can kill Greyhounds with 3 Panzerfausts. You still need some munitions if you choose Luftwaffe, mostly for butterfly bombs or Fallshirmjager abilities. The Henschel Anti-Tank run is a great ability that works well in finishing off half-health tanks or forcing a crucial retreat. Wirblewinds can fight infantry only, and doesn’t seem worth 480 mp. However, the other abilities are not so useful, although sometimes it’s worth it to call in Luftwaffe ground forces. This makes Fallschirmjagers a multipurpose unit that dominates the mid game battlefield.īutterfly bombs are great against infantry and light vehicles use them if you have some munitions. Panzerfausts can help a lot against armor, and incendiary grenades are good vs trenches and buildings. Their reinforce cost is lower than the Panzergrenadier's, and they are extremely good vs infantry, especially with offensive veterancy. In prospect, it’s the best counter to airborne blobs, because recoiless rifles and strafing runs kill everything, but paratroopers are rather vulnerable to artillery.įallschirmjagers are the basis of the Luftwaffe doctrine. Scorched Earth is a doctrine for long games, and is good for fighting infantry hordes or simcity. My advice is to get a balanced mix of units from different tiers. The other trouble is the lack of off-map units (except the Hummel, but it comes late and costs 650 mp, making it a support unit), so you have to rely only on panzer grenadiers and some standard vehicles. There are no special anti-tank abilities here, so you need some fuel to prepare Panzerschrecks and Marders. You need 200 ammunition for sector artillery, so your munition income should be quite high. The weakness of Scorched Earth is its dependence on resources, especially munitions. Scorched Earth and Booby Trap Building are not often used, but still can be nasty surprises. Unlike sandbags, it is possible to delete road blocks at any given moment, so you can use it in infantry skirmishes, getting in cover with your troops while your opponent won’t have such opportunity. Road blocks are a bit underused, but very useful, because there isn't a tank which can run over them. Booby traps punish inattentive players, draining a lot of manpower and slowing their capping. Sector artillery and Hummels can do tremendous amounts of damage to just about everything, and are the best anti-blob weapons. Scorched Earth is very powerful doctrine, especially late game. 'Situational thinking' (read more about it here) is a key to success in this game. Don't forget that it’s not just you playing Company of Heroes, there is also your opponent. How can you avoid this? First of all, you shouldn’t pick the doctrine at the start. Your plan failed, and your doctrine is useless now. However, most of the time, it doesn’t, and suddenly you realize you can’t adapt to the situation. Of course, in this case, you would have a strict plan for coming game, and you would feel comfortable if everything goes the way you want. Panzer Elite doctrines offer a wide set of special abilities, allowing you to counter anything your enemy can throw at you.Ī lot of players choose the doctrine just after the start. Usually, you need something else, either to make a comeback or ensure your advantage. Of course, sometimes you can win without it, but this case is rare. Choosing a doctrine is an essential part of every game. ![]()
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