![]() Just, make sure kill that Heavy Tank quickly, because it only takes maybe three shots AT BEST to kill a Light Tank, TWO if it uses a HEAT round. These abilities enable Light Tanks to punch above their weight, even Heavy Tanks need to be wary due to these offensive abilities dealing almost half a health bar's worth of damage, killing a Heavy Tank in two or possibly three hits. Their Offensive Abilities involve a Shillelagh Missile for the USA, an AT-5 Spandrel Missile for the USSR, and a HESH Round (High Explosive Squash Head) for NATO. They are the cheapest of the tanks, actually slightly cheaper than an Armored Transport, and as such their shear numbers can make them rather dangerous against other vehicle groups. Light Tanks are cheap, lightly armored vehicles, that trade durability for a respectably high speed in comparison to heavier armored units and a cheap cost. (Guide author's note: don't bunch up your artillery in one spot, and keep your artillery on the move to minimize risk of incoming counter-artillery fire from either enemy tactical strikes and/or artillery units.) The Support role can be hard to master, but it is an essential role for a strong army. Artillery can severely weaken enemy defensive positions and engage in counter-artillery fire, while anti-air units provide cover against enemy helicopters and air strikes, and your repair tanks can help keep your vehicles and allies alive. Support commanders gain access to Heavy Artillery and Heavy Anti-Air units, as well as a discount on Tactical Aid and Repair Tanks. The Support role may not be the most glamorous, but it is no less critical. ![]() (Guide author's note: Be on alert for enemy airstrikes, as napalm and nerve gas will annihilate your squads and destroy their cover.) It's best to let your allied armor commanders to assault and take open ground, and move up your infantry to hold the ground that was taken. Demolition Squads can destroy structures and deny the enemy infantry their use, while snipers can remain hidden to pick off enemy infantry. The Infantry role is given exclusive use of Anti-Tank Squads, Troop Transport trucks, and Amphibious Transports. The Infantry role leans more towards a defensive playstyle in cramped environments such as forests and urban areas, where infantry squads may take cover and hide among foliage and buildings to initiate ambushes against the enemy and hold ground. AA units and emplacements will make quick work of your helicopters, use the Heavy Helicopter offensive ability to launch an ATGM at these units first, then focus on transport units as their autocannons and machineguns can engage your airborne units.) (Guide author's note: Helicopters are a little tricky to repair and need to hover really close to repair units. Although the Air role is a powerful offensive force, it lacks the ability to capture Command Points, so either invest in tactical aid in the form of airdropped jeeps and Light Tanks, or clear the way for your allies. The Transport and Scout Helicopters give Air commanders the benefit of larger vision range and the ability to see hidden infantry among the buildings and forests, as well as the mobility to quickly deploy infantry squads around the battlefield. The Air role is all about fast assaults and hitting the enemy where it hurts. (Guide author's note: investing in a couple jeeps will help keep your units alive by providing repairs if there are no Support players on your team, no more than two are necessary but try to keep at least two around so they can provide mutual repairs to one another.) Keep your armored units facing towards the enemy and they can take considerable amounts of punishment, while seeking to hit the enemy on their flanks. Heavy tanks shred lighter vehicles with their offensive abilities, while Armored Transports rip apart infantry and threaten helicopters with their autocannons. With unparalleled armor protection and firepower, the Armor role is a powerful presence on ground. The Armor role is for anyone who likes to keep it simple. Even though some of the units are available across the role borders, commanders of each roles do have specific responsibilities toward their teammates. You can only play one role at a time, and you will have to rely on your teammates to cover your back when you need it. To quote the booklet manual that comes with the CD version of WiC All the units available in the game are divided between four different roles.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |