![]() 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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