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what exactly is bad?
i am a new player, and all i ask is which faction has good infantry..
i like okw but after reading some guides it shows okw more as an vehicle faction
255mp for 25 reinforce with infantry that can compete with all allied infantry once they hit vet 5, and you can have up to 4-5 without any bleed, everyone else has to deal with costly 280 mp units with 28 mp to reinforce
usf may have the strongest core infantry but the bleed destroys you as the game progresses, as well as losing 1-2 rifles at vet 3 is going to cost you the game, while okw can just ♥♥♥♥ out more volks like its nothing
soviet conscripts are 20mp to reinforce but they cannot beat anything once axis starts having elite vet 5 infantry
This faction is good for new players as it have no obvious weaknesses and best opening unit.
USF have best Doctrinal infantry. Rangers and Paratroopers is on top the food chain.
Riflemen are versatile as jack of all trades.
UKF have best core infantry.
Tommies are good in urban maps and will defeat any Axis opening unit inside the building or in cover. But downsides are they lack ability to engage light vehicles and clear infantry garrison (They will get off the building and get inside again if you use nades).
Royal Engineers are cheap and excel at close range and may defeat Sturmpioneers with 5 men.
OST have infantry that are only good by their own set of role.
Grenadiers are good at infantry and nothing else.
Panzergrendiers are good at assaulting or (after upgrade) anti tank squad
SOV have bad infantry (and tanks). But they are cheap and should be spammed
Doctrinal infantry are still bad. No (Good) Handheld AT weapons. This faction is serve to spam cheap units.
Overall it's situational.
my last 3 games i had 2 units of obersoldaten, and while they have only 4 men per unit they rake in alot of kills when i give them good cover.
i am trying to get enough supply for the scanveger doctrine i have read that that is the best one to use. long way to go since i have only 2000 supply yet, but i will get there.
i am still experimenting with weapon upgrades. volksgrendaiers have only 1 and it seems to be worth the cost, the 2 better rifles help alot for close combat when my sturmpioneers are not near to close in/flank.
for sturmpioneer i have mixed feelings, the bazooka is nice and somethimes i find a second one on the floor if i kill an enemy that has it so it turns the unit of sturmpioneers in quite decent medium vehicle stoppers, can also use the ability from the volksgrenadier to assist in vehicle duties
but as said the obersoldaten is really good. with a doctrine (i forgot name) they have 2 upgrades, one is with scopes. which do you guys prefer? i allways go for the non doctrine upgrade as i find it more effective.
but the true units i like to use are the fallschirmjagers, those are soo good and cool. ^^
i will give usf some tries then, maybe play versus okw on expert mode to see how good/bad both faction seem when i play as, and against them. i might learn one or two things
For raw power (in cover) brits
For abilities, USF
80% of ♥♥♥♥♥♥♥ just waste them like conscripts and complain on forums.
As for "Infrared STG", it's not uppgrade over LMG. It's a special weapon, with special abilities for "special situations".
yes i found the lmg better i thought i was using the infrared wrong, but apparantly i'm not
my hardest thing to work on still is "what weapon is a good upgrade" like with the fallschirmjagers, they have no upgrades..does that mean that you just play with them the way they are, or are there some weapons that are good to pick up. like if i find a BAR type machinegun(i think it's one, or is it a lmg? i'm not 100% fammiliar with fireweapon types and names) xould that BAR be worth picking up with fallschirm, or even obersoldaten or would it be a reduction in effectiveness for the unit?
with my volksgrenadier i try to mix. if i find a mortar, then i take it. if i find a flamethrower early i will take it. sme goes for basically every weapon
so yes, some help on what is the best weapons would be great [^^
Infrared ignore cover and most of defence, detect stealth and tear apart any mele unit that tries to advance.