View Full Version : What Do You Build For Early Game Combat Units?
Propbuddha
14th Sep 06, 8:04 AM
What do you build when you start off (After the engineers)?
I'm talking the first thing (or two) you build, before you have a good feel for what the enemy is using...
MGs? Snipers? Riflemen/Volksgrenadiers?
Personally, I go for an MG first. It can hold down a sector alone (unless a sniper comes along).
MirvShag
14th Sep 06, 8:11 AM
You can't go wrong with an MG first, but it can backfire later if u don't cover the MG from a sniper. but early MG is good. I personnally don't attack and try and hold until I have 2 deffierent units. MG and volk, volk and bike, MG and bike or mixed sniper. Mg's never abad choice first.
Infantry can be more flexable and less risky. It hurts to loose that MG squad right off the start.
Hellraiser
14th Sep 06, 9:23 AM
MG, bike, volks.
That bike is good for scouting, harassing enemy engineers, and supporting your own pioneers/volks and sniper detection. The MG is used as an area denial unit or as support for capping squads. Volks kill anything that tries to get near my points or caping squads.
cmdr Cee
14th Sep 06, 9:53 AM
I either go MG, Sniper, Volks/rifle or rifle,rifle,mg etc
jus7addwater
14th Sep 06, 10:37 AM
I go bike right off the bat and hit the enemy hard all acroos the map i build 2 bikes, it does wonder however it really depends on the type of enemy your facign alot of players like to go for rifle men so that take bikes as a main means of attack out
TheDeadlyShoe
14th Sep 06, 4:38 PM
For Axis I typically do 4 pioneers, MG, and 3-4 Volks squad. If the map is wide open, I skip the MG and just do Volks.
For allies I virtually always do 3 enginers+riflemen for the win. I get flamethrowers and grenades/BARs as soon as possible to deal with MGs.
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