![]() ![]() When it is not countered static artillery is very powerfull. For such situation its good to lurk one artillery commander amongst the three. It happens though, that opposing team has none of very little of such abilies in the loadout, meaning that most probably they won't have them in game. ![]() It's best when they counter commander or even whole faction, that way you can make most of your decision basing on seeing leadouts of your opponents on the loading screen.įor example static artillery is generally considered bad as it is easily hardcountered by offmap strikes. You can compose your leadout from commanders that are particularly good against some kind of strategy. That opens them chance to strike with your leadout where it hurts the most. After the buffs to su85 and t-34/76, soviets are less reliant on commanders in team games than ever. ![]()
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