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« on: August 09, 2010, 07:47:32 PM »
Hi there, I'm new here, and am now trying to understand the way to play an effective game on the Soviet faction, all of its doctrine. It had been very impressive, so far, afterall, I just don't feel right to have the US and the Brits take all the credits in the Europe part of WWII.
After half a week of several matches (mostly with Breakthrough Strategy) something'd been bothering me, I'm not sure if anyone posted it already.
-First, the Soviet Faction did NOT have a start-up unit (e.g. Pioneer for the Wehrmach, Kettengrad/Schwimmwagen for the Panzer Elite, Engineer for the US, and Infantry Section for the Commonwealth) but the Soviet have nothing for the startup, this could mean a sizible disadvantage in term of speed. So, at least a squad of Ingenery will be fine.
-Sharpshooter and Tank Hunter does not return to camoflaged state after they fired their first shot after assigned to go into ambush position. I'd take minutes before they can go back into camoflage, or did not go to camoflage at all. (something about 'displace after you fire, or they will find you' kind of thing?) Oh, and during the ambush, Sharpshooter and Tank Hunter does not retreat back to base after they were ordered to.
-Commander Support 'Tank Rider' requires either 6 or 8 PopCap to deploy (depending on the model of the T34) but after deploying, it will actually consume 6 or 8 +4 (Tank Guards) PopCap. But it's more convenient that way, though
-Lastly, I love the Zveroboy (though it's quite frustrating when an annoying panzer start circling around them and it wasn't quick enough to turn to blow the panzer away) but can anybody tell me what the skill 'Beasthunter' actually does? Looking at the skill description, it sounds like an ambush, and the Zveroboy will go into camoflage, but it does not. Then what it does? Increase rate of fire? firepower? attack range? sight range? I have no idea.
Please kindly answer my question.