World In Conflict unit guide. (WIP)

GHub Platform · Гайд · 0 ответов · 17 просмотров

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. 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. Even though some of the units are available across the role borders, commanders of each roles do have specific responsibilities toward their teammates. Armor The Armor role is for anyone who likes to keep it simple. With unparalleled armor protection and firepower, the Armor role is a powerful presence on ground. Heavy tanks shred lighter vehicles with their offensive abilities, while Armored Transports rip apart infantry and threaten helicopters with their autocannons. 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. (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.) Air The Air role is all about fast assaults and hitting the enemy where it hurts. 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. 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. (Guide author's note: Helicopters are a little tricky to repair and need to hover really close to repair units. 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.) Infantry 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. The Infantry role is given exclusive use of Anti-Tank Squads , Troop Transport trucks, and Amphibious Transports . Demolition Squads can destroy structures and deny the enemy infantry their use, while snipers can remain hidden to pick off enemy infantry. 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. (Guide author's note: Be on alert for enemy airstrikes, as napalm and nerve gas will annihilate your squads and destroy their cover.) Support The Support role may not be the most glamorous, but it is no less critical. Support commanders gain access to Heavy Artillery and Heavy Anti-Air units, as well as a discount on Tactical Aid and Repair Tanks . 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. The Support role can be hard to master, but it is an essential role for a strong army. (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.) All units in this category share the Defensive Ability Smoke Screen , which hides units in a cloud of smoke cutting off Line Of Sight (LOS), can hide nearby units as well. Be warned that using this ability works both ways; Aside from Scout Helicopters using an ability, units cannot see in or out of the smoke alone. Units are not invincible in the smoke and can still be killed if hit by stray fire from tactical strikes or attack-ground fire. The Armor Role gets the biggest discount on Armored Transports, Amphibious Transports, and Medium Tanks, as well as exclusive use to Heavy Tanks and Light Tanks in the reinforcement menu. Heavy Tank Cost- Armor: 1,200 Air: N/A Infantry: N/A Support: N/A Heavy Tanks are the biggest baddest units on the ground, packing the heaviest armor and health pool, as well as fearsome cannons, while being almost as fast as any other tank, as such they make great spearheads for an armored assault, and will chew up most other light vehicles. They're also rather costly, and while they have large health pools they are NOT invincible, requiring proper support against infantry and especially helicopters, since they have no anti-aircraft capability. All three faction variants share the Offensive Ability HEAT Shell (High Explosive Anti Tank), which deals bonus damage against light vehicles and defensive emplacements, but isn't as effective against Medium Tanks or other Heavy Tanks. Medium Tank Cost- Armor: 800 Air: 1,200 Infantry: 1,000 Support: 1,200 Medium Tanks are a sort of in-between unit with Light and Heavy Tanks, packing fair health and armor as well as a decent cannon. Medium Tanks are cheaper than Heavy tanks, but still more expensive than Light Tanks, but while the other tank variants prefer dealing with vehicles and defensive positions, the Medium tank actually fares a little better against infantry due to it's Offensive Ability. USA and NATO Medium Tanks fire a White Phosphorous Shell which creates a relatively small burning cloud of smoke at the targeted location, while USSR Medium Tanks fire a Frag-HE Shell that simply explodes and sends shrapnel flying in a small area. Both Offensive Abilities are equally as deadly when used against infantry in the open, however the WP Shell may fare better when used against infantry in a forest or building to cause a possible fire. Medium Tanks can be used by all four Roles. Light Tank Cost- Armor: 600 Air: N/A Infantry: N/A Support: N/A 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. 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. 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. 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. 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. What's more, Light Tanks can be called in as a Tactical Aid, 6 points for an Armor player, 10 for everyone else, which means you can save on reinforcement points, but are still rather expensive and take nearly half a minute to be airlifted onto the marker via helicopter. Despite this, they are still a welcome addition to the other Roles, as a cheap alternative to using reinforcement points on a more expensive Medium Tank. Armored Transport Cost- Armor: 750 Air: 1,100 Infantry: 1,000 Support: 1,100 Armored Transports are possibly the most versatile unit in the Armor category, packing an autocannon for dealing with infantry and helicopters, an offensive ability for dealing heavy damage to vehicles, and carrying capacity for a squad of infantry, all at the cost of 750 points. However, for all this, they are still at their core, transports, they are made to ferry soldiers from point A to point B, and provide fire support if/when needed. While they are armored, they're only as beefy as other Light Tanks, and while they have an autocannon that shreds in

Источник

GHub Platform · автор25.08.2026, 21:10:20

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. 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. Even though some…

Войдите, чтобы писать в группе