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Deploy infantry, demolish potential enemy shelters near your positions. While there is no fighting at your point, dig in, dig not one trench but several. In any strategy, you can not do nothing - every second should be spent usefully. Let's talk about their use separately in next topics. How can this be done? It's very simple - call officer, he lowers the number of CP by 20, and is also very useful in itself.ĭoctrine points are separate and are not restored in any way. Therefore, ideally, keep up to 50 points, or at least up to 80. If you have more than 80 CP, the increase will be 0.3. The second - is the increase in points, depending on the number of CP. At the moment when you will be given the number of points planned for the game, it will end. The first - is the increase in basic points, it cannot be affected in any way. In the attached picture, we are interested in the first and third lines, as well as additional values to the right of the first: +0.0 and +0.5. When calling any gun or tank, you need to ask yourself: Why do I need this? Does it make sense to wait and take something better for the game in the future? If I spend so many resources now, what means will I (and will I?) operate in a late game? Therefore, they should be spent with extreme caution and with the expectation of the whole game. In this game, the number of points for a fight is limited - it is set in the lobby, and is gained during the game. Stemming from the previous and almost the most important point. There is no need to mindlessly call any tanks or cannons, about this we talk in next paragraph. You need to anticipate the enemy's plans, prepare for counteraction in advance, know exactly what you need, what will work, and what will work the other way around. (How to understand it - in another block). You also need to understand - you play for late game, will it be profitable, or maybe you need to push to win until a late stage. And of course it will be supplemented, changed. You must have an initial plan - an ideal picture of your flank, a queue for purchasing units. I will write down some features in the unit block, but the rest will have to be studied by yourself. If you are fond of military history, then it will be easier for you, because the real Tactical and technical characteristics has been transferred relatively well, except for some moments. Until you don't learn whom, how, at what distance and with what projectiles it penetrates (And what armor at what distance what projectiles it holds) - there will be problems. Knowledge of the capabilities of guns and tanks These things are assembled in battle and fit in the mind by themselves, processed and implemented in seconds, may seem obvious to someone. ![]() #Call to arms gates of hell seriesI will highlight several main factors that are applicable not only for GoH, but also for other games from the series MoW. However, I consider theory to be an important and correct part of this guide. Of course, in the practical part, I may be wrong in something, because I am based on my experience. ![]() #Call to arms gates of hell modsMy experience is 100 hours played in multiplayer, as well as several thousand hours in other games of the "Men of War" series with a variety of mods and without. #Call to arms gates of hell manualDry characteristics separated from the very essence of the manual will be practically useless. Only by combining and ordering all the information received in the blocks will it be possible to use the new knowledge, as I assumed.īlocks related to units can be viewed in isolation from the rest only for general reference. If you are a beginner, read the manual sequentially, move on to the next block when mastering the previous one. ![]()
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