Doctrine units in Commonwealth skirmish battles .
GHub Platform · Гайд · 0 ответов · 17 просмотров

Mods may change your list of call-in unit . These are based on vanilla version . Dev also may change unit call-in after an update if they think certain unit not fit in a scenario , i will update the guide when that happen . Also if you can , please point it out , any help is appreciated :) + Soviet Skirmishes unit guide : https://steamcommunity.com/sharedfiles/filedetails/?id=2889608570 + Finland Skirmishes unit guide : https://steamcommunity.com/sharedfiles/filedetails/?id=2895735438 + USA skirmishes unit guide : https://steamcommunity.com/sharedfiles/filedetails/?id=3100107161 + Germany Skirmishes units guide : https://steamcommunity.com/sharedfiles/filedetails/?id=2892683384 Difficulty : Easy . Commonwealth ( Or UK for some people ) is defensive powerhouse with a wide range of artillery and field gun choices . To be able to counter various threats , Commonwealth units are specialized in one specific role and all units work together to cover their own weakness though that mean they can't effectively tackle something outside of their expertise . When it come to artillery , they employed both small caliber artillery that reload very fast and big howitzer that will leave a hole on enemy defensive line , most of their artillery have better accuracy than other nation artillery . While USA sweat a lot when they see heavy tanks , Commonwealth can engage them directly with the powerful 17 pounders , either as field gun or mobile platform , protected by heavily armored infantry tank and when the enemy locked in place , fast cruiser tank will move in to hit them from the side or break into back line . In skirmish battle your task are to capture all Control Point ( or CP for short ) . Aside from the last CP , each of them under your control will grant new units to call in , unit cost Manpower ( MP ) which slowly refill overtime or whenever you completely disable enemy vehicle / cannon . There are 4 doctrines to choose , while they do share some of unit , each doctrine have unique unit that carter to specific playstyle : All-round : Have tools for every situation , special call in is radio operator who can call down artillery barrage . Defensive : Turtling with all kind of field gun , emplacement and slowly peel off enemy defense with artillery . Special Call in is small caliber field gun / howitzer . Offensive : Infantry tank , mobile tank destroyer and fast cruiser tank as your disposal . Special Call in is light infantry tank . Irregular : Employ unorthodox tactic with flamer , commando and experimental weapon system . Special Call in is heavy AA gun . Infantry : : Medic have the most important task of reviving infantry and supplying medical bandage via the medical tent . Commonwealth medic made one critical mistake of trading all their smoke grenade for teabag , just have to borrowing some from ded German troop as they have normal smoke grenade that can throw very far and safe to use . : 4 tank crews ready for replacing crew losses or commandeer captured German vehicles . Most tank however required 5 crews for full efficiency . Tank crew repair vehicle faster than infantry . : 2 artillerymen for manning support weapons and emplacements , they have extra efficiency when operating those big gun . Bigger weapon system require more than 2 crews . : British early war AT squad consist of 3 men , an AT rifle user , his assistant and a rifle grenadier . Their AT rifle of choice is the Boys Mk 1 , a fast firing but weak gun that can't pen armored car from the front . The AT rifle lad doesn't have other weapon and he will use his AT rifle to engage all target including infantry and proceed to miss them all thus wasting all the ammo for no gain , should either hold fire or loot a gun . The assistant have extra AT rifle ammo and 1 molotov cocktail that can burn vehicle engine and the grenadier is the real AT specialist whose HEAT grenade can seriously damage tank . : Sniper is a good job mate ! Crawling around and picking off Jerry . He have great vision and better stealth . With good micro ( and luck ) , he can solo cap a point or raid enemy enemy support weapons . : This chap with a charming voice is an officer who can use binocular to scan the battlefield and identify threats in fog of war . British officer only have revolver while other countries officer get to have SMG . : The British Expeditionary rifle squad is a poorly equipped 11-men squad . Every single rifleman purpose is to carry extra ammo for that one single Bren MK1 machine gunner . They lack smoke grenade or any sort of vehicle deterrent . Should replace them when better options are available . Support Weapon : : 2 artillerymen carrying a small ammo crate which is best use for small arms , HMG , mortar and AT gun . : A HMG that already entered service before WW1 . It does not fire as fast as German MG42 nor having better penetration like American .50 cal but all machine gun have the same role of suppressing enemy infantry . Light Vehicle : : Refuel your tank with this truck . : Resupply your big guns with this truck . Special Call-in : : Forward artillery observer are authorized to call down a barrage from nearby 25 Pounder team to dislodge infantry and emplacements via his flare gun with 6 flare rounds , though they should be given to Sniper who can get close to the enemy because flare gun have max range of 70 m . They can not be combined with flare ammo from a new signaller , nor using them . The 25 pounder barrage last for a while to compensate for having much weaker payload . Limit to 3 . Starting Support Weapons : : QF 2 pounder easily penetrate early war Panzer and can snipe infantry too , all are done with only AP round . Thank to their design they can turn very fast and quickly acquire new target on a dime . : The stereotype 81 mm mortar , bad accuracy and waste a lot ammo trying to kill the target . British mortar round fly so slow that the crews already finish their tea before it land . Buy 3 and barrage fire . Starting Light Vehicles : : 30 mm of plate armor give this car the uncanny ability to bounce German Light AT gun if they hit the upper part . One valid tactic is to do a mad dash toward said AT gun , ram it and gun down survivors , having Bren MG as main gun add more fear factors . Crew is vulnerable to shrapnel from mortar round and vision on par with normal infantry . : The universally bad troop carrier have Bren MG , a sad excuse of a machinegun due to having small clip size , plus lightly armor and can be disabled by machine gun fire . They can ferry 4 extra men and launch smoke canister . Infantry CP unlocks : : Recce section is 7-men squad with great vision and being a large squad they can cover more area , they only have rifle and generally should hide behind bushes and avoid combat , a must to buy if fog of war enabled . : Heavy rifle is the same 11-men rifle section but replace 2 riflemen with AT rifleman and his assistant , giving them some sort of token anti vehicle capability . The Boy AT rifle is weak and it owner gonna waste bullet shooting at infantry . At least they have 1 molotov cocktail . : Guard section is rifle section but teeny tiny bit better in term of stats , have the same problem of poorly equipped with a bunch of rifle and one Bren MG ....Try to loot German equipment , it will help in the long run . Support Weapon CP unlocks : : The fast firing 20mm light AA is extremely lethal to infantry and armor car , and before you ask , no , i can not spell its name . : 40 mm Bofor medium AA gun is a must to fortifying your ground . The early version only have HE but that is enough to scatter infantry or stun Panzer . : 84 mm QF 18 pounder is a light howitzer with max range of 345 m , also work as an AT gun . If you load the AP round , it max range will reduce to 180 m and the gun now fire directly at enemy . : An oversized infantry gun that can hit enemy in the trench or burn them all with White Phosphorous round . Due to having slightly bigger caliber compare to
ИсточникGHub Platform · автор25.08.2026, 23:44:38
Mods may change your list of call-in unit . These are based on vanilla version . Dev also may change unit call-in after an update if they think certain unit not fit in a scenario , i will update the guide when that happen . Also if you can , please point it out , any help is appr…
Войдите, чтобы писать в группе