On one hand, most vehicles in mid war can be penetrated by your lightest AT guns, so these should be good. Your AP shells lack HE filler, so while you can stun vehicles reliably, destroying or disabling them can be a different story.Īnti-Tank Guns(4/10)These are a bit tricky to define in mid war. The downside, however, is that it’s twice the cost of a mounted MG, and it’s a bigger target. You can also use these, if you’re diligent enough to spot planes on the map and manually target them with a right click, to prevent bombers from reaching their target. In mid war it makes a decent anti-tank weapon too It’s high rate of fire makes it difficult to recover from being stun locked, and it’s HE shells shred infantry squads like no tomorrow. Pinpoint your position when they can’t see you.)ĪA Gun(6/10)The AA gun is, well, a beefy MG. (Sandbags, unlike foxholes, can be unspotted when they enter the fog of war, meaning it’s harder for the enemy to A must-have for defense, especially considering it can deploy it’s own sandbags if you want to place it in a more open position without sacrificing survivability as much as you would with a traditional MG soldier. The MG gun is good, for half the price of a full squad you get an incredibly accurate MG that can prevent the enemy from rushing down a position. Machine Gun/Anti-Air Gun (6/10)They’re alright. They do, however, cost the same amount as a medium tank (While also taking up more CP!), so it’s heavily dependent on if you need better infantry to hold a position or a tank to eliminate enemy support guns/tanks. These guys, however, aren’t the greatest in close-quarters combat, so these are only at their best when you give them long sightlines outside of grenade ranges, if the sniper wasn’t a clue to how you should use them. It also has two MG guns, and being a tier four squad, are very difficult to out-cap when put on a position. With 360 health, incredible accuracy, and the only squad in mid war that spawns with a sniper in it, they can not only survive HE shells landing near them but also proceed to kick ass afterwards. The downside, although, is that they are also twice as expensive. Your recon units also boast greater firepower in relation to Russian counterparts, with an MG to help cover your units when they inevitably find themselves in combat. Adding onto that, it’s one of your largest squads in your roster, meaning it’s also just as easy to screen large areas effectively for your MG. Utilizing Pioneers to their fullest extent, you come with weaponry ranging from an AT rifle, a flamethrower, to a plethora of grenades and dynamite charges. While the regular rifle squad is essentially identical to the Russian counterpart, the Armored riflemen come equipped with two MGs. These units, compared to Russian counterparts, are far superior. Ultimately only good if you need filler units for preventing stealth units sneaking past or to draw enemy fire from your MGs without wasting points on a more elite squad. Utilizing only rifles and one singular SMG, it’s not much different from it’s Russian counterpart, but it does cost 3 more CP and 6 more MP. German infantry is incredibly solid all throughout They make up the core and heart of every army. Infantry is often the unsung hero of the battlefield. Thanks to Cdey, a more active community member in helping to make this guide German Infantry This entire guide is also available in video format : Aswell as a rating to show it's overall usefullness in relation to the rest of the roster In a game this complex and multi-dimensional just covering unit states is not enough, I intend to cover how you should use the units and how they play with one another. I'm a huge fan of PvP in gates of hell and with the community evolving and expanding I'd love to cover some of the units in the game - starting with Germany.
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