多人游戏新手通用指南

0 点赞
Call to Arms - Gates of Hell: Ostfront
转载

多人玩家文本指南:基础与单位分析。本指南译自我的俄语指南,部分内容可能翻译不够准确,如有疑问可提出,我会进行说明。 适用人群、使用方式及目的: 本指南包含不同层次的知识,对新手玩家和部分中级玩家均有帮助。 若你是新手,请按顺序阅读本指南,掌握前一部分内容后再进入下一部分。只有将各部分知识整合并梳理清楚,才能如我所期望的那样运用这些新知识。 与单位相关的部分可单独查看,仅作参考。脱离手册核心本质的枯燥特性说明实际上毫无用处。 我的经验包括100小时的多人游戏时长,以及在《战争之人》系列其他作品中数千小时的游玩经历,涵盖有无模组的各种情况。 当然,在实践部分,我可能会存在一些错误,因为这些结论都是基于我的个人经验得出的。但我认为本指南中的理论部分是重要且正确的。 理论基础 我将重点介绍几个主要因素,这些因素不仅适用于《英雄连》,也适用于《战争之人》系列的其他游戏。这些内容在战斗中会自然地整合、在脑海中处理并在瞬间付诸实践,对某些人来说可能看似显而易见,但它们确实是需要了解的知识。- 了解枪支和坦克的性能 在你弄清楚应该攻击谁、如何攻击、在什么距离攻击以及使用什么炮弹进行穿透(以及什么装甲在什么距离能抵御什么炮弹)之前,你会遇到很多问题。如果你喜欢军事历史,那么这会变得更容易,因为游戏相对较好地还原了真实的战术技术性能,除了某些细节。我会在单位板块中记录一些特点,其余的则需要你自己去研究。 - 制定计划 你必须有一个初步计划——包括你理想的侧翼部署、购买单位的顺序。当然,这个计划还会不断补充和调整…… 你还需要明白——你是为了后期游戏而玩,这样是否有利可图,或者也许你需要在进入后期阶段之前就全力进攻以争取胜利。如何理解这一点——换个角度来说。 你需要预判敌人的计划,提前准备应对措施,明确自己需要什么、什么可行以及什么会适得其反。没必要盲目召唤任何坦克或火炮,这一点我们将在下一段讨论。 - 资源管理

Stemming from the previous and almost the most important point. In this game, the number of points for a fight is limited - it is set in the lobby, and is gained during the game. Therefore, they should be spent with extreme caution and with the expectation of the whole game. 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? 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. The first - is the increase in basic points, it cannot be affected in any way. At the moment when you will be given the number of points planned for the game, it will end. The second - is the increase in points, depending on the number of CP. If you have more than 80 CP, the increase will be 0.3. From 50 to 80 - 0.5. To 50 - 1.0. Therefore, ideally, keep up to 50 points, or at least up to 80. 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. Doctrine points are separate and are not restored in any way. Let's talk about their use separately in next topics. - Sense of game and inaction In any strategy, you can not do nothing - every second should be spent usefully. While there is no fighting at your point, dig in, dig not one trench but several. Deploy infantry, demolish potential enemy shelters near your positions. If everything is completely calm - grope the enemy's defense, feel the slack - attack. If this is not possible, help your allies in any way you can. You can't just sit and do nothing, you can't! - Game mechanics The targeting of guns, the highliting of artillery on the minimap, the sounds of venchiles and infantry through the fog of war, throwing grenades through F1, hot keys, explosives in tanks, possibility of reparing , the placement of mines through shift key, double clicks - this is not all, but it is also very desirable to know this. Having put this in mind, we move on. Use of tanks, guns, infantry For everything and everything: use keyboard shortcuts. For turns, get up / lie down, unfold / fold the carriage, leave the arty/tank, disperse the squad, shelling the zone. Infantry: - Be sure to put them in positions - If there are no profitable shelters, lie down - Use expensive squads carefully and wisely - Dig trenches and reserve positions in a calm environment - Do not create accumulation of soldiers in any case - Always spread out squads - In the attack, also try to divide the squad, send submachine gunners closer, leave machine gunners to cover - Know the armament of the squad - Lie down with infantry during shelling or withdraw from the zone - Keep important infantrymen with a grenade/panzerfaust/at gun in the right place - Call an officers for decrace CP - You can throw a zone by selecting a squad and pressing a grenade throw through F1 a bunch of times, but sometimes it works crookedly - Smoke grenades are helpful - DON'T GET CARRIED AWAY WITH DIRECT CONTROL - The delay of grenades can be reduced by holding the LMB when throwing - Use the officer's binoculars for reconnaissance, especially to highlight important targets for tanks/self-propelled guns/cannons Anti-tank guns, anti-aircraft guns: - By all means avoid premature detection - Know the capabilities of the cannon and its shells - Do not keep it in a prominent place and front - Look for advantageous positions BEHIND your infantry - Ideally hold a truck for fast movement - Change positions (But not during a firefight) - If you feel that you are not penetrating, if you have received damage, attach the gun to the truck and retreat, replenish the crew and repair Machine guns: - Avoid location near houses and natural shelters - Maxim machine gun and MG can be well inserted into an infantry trench - Dig in through the special actions (only on German machine guns) - If the enemy infantry does not advance, drag mg to a reserve covered position Artillery: - Heard the sound of an airplane - change positions, shout "air" or write to the chat - Supply crates are useless, buy a supply truck - Keep the truck nearby and make sure you can quickly hook the gun and change position - When the enemy's artillery does not appear by doctrine, start counter-battery fire. Two shots of target-shooting - When returning fire, after the second shot of the enemy - change the position - Doctrinal artillery will counter conventional - Even if you are not being shot at, change your position every few minutes - Before starting counter-battery fire, it is advisable to get closer - Watch the map, enemy artillery is marked when shots are fired - Make sure that there are no trees in front of the rocket artillery Tanks: - Heard the sound of an airplane - change positions, shout "air" or write to the chat - Not needed in defense (Except for IS-2, KV-1, Kingl Tiger, Jagdpanter, SU-152/122) - Know the capabilities of armor and weapons - Do not approach enemy positions closer than 50-70 meters (Panzerfaust, shreks) - Especially not to drive closer than 15 - Use for attack only after determining the anti-tank capabilities of the enemy - If the track is damaged, throw smoke grenades, try to restore - Save experienced crews and transfer them to other tanks - To occupy advantageous positions on the ground - Must have infantry cover - In most cases, it can be repaired - Try not to leave trophies Preparation for battle and general strategy Preparation for the game begins from the lobby itself - you see the number of players, choose the doctrine (which will be discussed later), see which your allies choose. You can also see which card and what is equally important - the number of victory points. Usually it is 1000/1300/1500. To begin with, communication. Try to set it up before the start. The denser and more active it is, the better. Ideally - voice. However, you can limit yourself to chat. The most important thing is to distribute the flanks and ask for help/help at critical moments. If the coordination of the team is high, then determine the pace of the game, whether you want to go into a late game, or crush the opponent. The last option is implemented only with confidence in its capabilities, and only if the number of victory points does not exceed 1000. Otherwise, you will be exhausted, and at some moment the enemy will seize the initiative. "Pressure" consists in constant attacks, the desire to capture more points to get points. Attack with infantry, insure it with anti-aircraft guns or light guns, cling to capture zones, correctly implement special units, without counting on a late game. This can make the enemy panic, and make him do the wrong decisions. A quieter option, which is mainly implemented, is to capture the "minimum" to accumulate victory points, and this is the advantage of one point and holding it. Having one point more than the opponent, you are already gradually winning, but rather slowly. This is fraught with the fact that the game can go to late stage, when the enemy will be able to have good artillery, serious tanks and break your defenses. The listed things are certainly not ultimate but they require a large (depending on the experience of the enemy) amount of effort to counteract. Therefore, if the enemy is not active, you should take the initiative, and if possible, attack further to accelerate the victory. However, there is an important nuance - the loss of expensive units takes away victory points. And if the number of victory points reaches zero, the team will lose. This feature can be used! Doctrine as an instrument of victory There are different doctrines - some are stronger, some are weaker. I will not analyze each one, but just tell you which doctrinal units of the 3rd stage can change the course of the game. I have mentioned the late game and perspective more than once. From the very beginning, you should open the last tab and understand how you will implement such a valuable resource. Ideally, to know how the allies will manage this. If you are pushing, you feel that you can win until the late stage - realize the points without counting on the third stage. But most of the games just come to the moment when the parties use their trump cards for decisive action. The balance of the game is rather "clumsy" in terms of doctrines, especially when playing at the "middle" stage of the war (41-43). So the loss of an expensive trump card can be regarded as a big step towards defeat. The units will be painted in separate blocks. Important doctrine units "Mid war" Germans

SIG 33b——拥有威力强大的高爆弹(HE),可应对任何坦克,对步兵尤其有效。射击时的弹道平直性带来明显优势,但装甲非常薄弱。 Pz. 751(KV-1)——这是一辆缴获的KV坦克,换装了一门优秀的德国火炮。其良好的装甲仅在面对ZiS-2、SU-100Y时较为脆弱,有时也会受到F-22和T-34-57的威胁。 通信兵用于清理阵地,但极易损失,可能会让游戏变得有些棘手。实际上,最好不要使用该单位。 8.8厘米高射炮(Flak)——能够对抗任何敌方坦克,是少数可以摧毁KV-2的武器之一。 2门sFH18——两门强大的火炮,是非常强力的单位。我们可用这两门火炮进行反炮兵作战,之后再摧毁敌方防御阵地。21厘米臼炮——偶尔可用于反炮兵射击,但两门sFH18会好得多。 空袭是非常重要的手段。专门用于打击高价值敌方单位:如被瘫痪的敌方坦克(KV-2、KV-1、SU-100Y)或敌方火炮。 15厘米NbW41火箭炮——火箭炮,是游戏中效果最差的,但我们没有更好的选择。 虎式重型坦克(Pz.VI Tiger)——在早期阶段仅惧怕超重型火炮、SU-100Y、空袭,有时还会惧怕ZiS-2反坦克炮或KV-2。 苏联方

F-22——可摧毁所有敌方坦克,运气好的话甚至能击毁虎式坦克。 2辆KV-1——德军只有依靠 doctrine 虎式、Pak-40反坦克炮、近距离命中的破甲弹以及 doctrine 高射炮才能击毁KV-1。如果你设法击毁了虎式和高射炮,那么摧毁一些Pak-40就不在话下。一旦反坦克炮被摧毁,你就可以召唤它们并全力推进。 SU-100Y——是我们对抗虎式坦克的救星。仅在敌方虎式出现时召唤。 85毫米52-k型火炮——可以轻松对抗所有敌方坦克,有时也能对抗虎式。 榴弹炮和重型迫击炮就不用介绍了,希望你懂的。 空袭与德军的类似——只针对重要的、被瘫痪的目标。 喀秋莎火箭炮是通往胜利的直接途径。它可以对敌方坦克造成伤害甚至将其摧毁。完美清理据点。他们开火后,你立即从准备好的起始位置发起攻击。 KV-2是非常强大的单位。它拥有出色的火炮,具备小角度弧形射击能力,以及强大的装甲。如果找到合适的位置,你能造成惊人的伤害。 M-42被认为是一门优秀的火炮,除了虎式坦克外,它能击穿所有目标。 【重要的“后期战争” doctrine单位】 游戏现阶段的平衡更加灵活。在战争的这个阶段,有一名玩家拥有空袭能力非常重要。 德军

黑豹/虎式王牌坦克——能为你节省大量资源,但它是“最强之中的最弱”特种单位。 猎豹坦克歼击车——在高手手中,它能压制IS-2和SU-152,但无法与SU-100抗衡。总的来说,如果你有适合自行火炮的良好位置,选择它是合理的。 虎王坦克——不要让敌人攻击到你的侧面和炮塔脸颊。不要靠近敌方阵地。如果履带被打断,要尽快修复。如果你不知道为什么需要它,就不要选择它。 15/30厘米 Nebelwerfer(喷烟者)火箭炮、火炮和空袭——与“中期战争”类似。但我要重申——你需要提前部署部队,以便在火箭打击后发起进攻。 斐迪南坦克歼击车——唯一的缺点是它是一款自行火炮。一把出色的主炮能让你应对IS-2,但你需要非常小心。 特别推荐山炮——这是一款通用且性能尚可的主炮,具备弧线射击能力和破甲弹,能让你在早期(有时甚至是后期)阶段与坦克作战。 苏联方

SU-100/122 ISU-152 - are very powerful anti-tank self-propelled guns. They should be afraid of the Royal Tiger. However, in the right hands, he is not a hindrance. IS-2 - great gun, good frontal armor. A great tank, if there is one in the doctrine, we will definitely go out into it. BS-3 is a heavy anti-tank gun with an armored car for transportation. There is nothing better than her from the ATguns in the game. Separately, singled out the M-43 - an analogue of the German mountain gun. Also two T-34-85 - we get good tanks and a detachment of infantry for a very good price (If converted into regular points, it's about 1,700), and we still have as many as 60 doctrine points. The beginning of battle It depends on the map and the number of players, which forces will be confronted on the flanks. In most cases, you will encounter one player on your flank, occasionally, in 4 vs 4 mode, two will pile on you. I will introduce the concepts of points: The central one is sometimes the hottest and depends on the flanks. It's better to have an experienced player there. Flanking-forward is a common point that can be located in different ways: it is more profitable for you or your opponent, and this should be taken into account. However, the fact is that in almost all cases it needs to be captured and held. Home point that is not unlike the previous ones on the front line. Most likely, no attacks will be made on it until the flank or center is pushed through, so from the start you can leave one man there or skip it altogether, since we need to hurry to the disputed points. The main thing is not to forget to come back. Also in 4x4 mode, one player can take the role of support - buy an armored vehicle at the beginning of the game, help at points, send reinforcements to problem areas. The starts can be different - with a plan for attacking deeper enemy points, for pushing through any flank due to the more advantageous location of the same points, or completely standard. For beginners, it is better to choose the latter option - to go to your flank and your front point. An important point is to memorize the sounds of the Soviet and German truck, and then at the beginning of the game point the camera at the spawn of the enemy and listen. Through the fog of war, you can hear the enemy. If you hear the sounds of vehicles that do not sounds like trucks, then there is an armored vehicle, and you need to understand where it is moving, as well as warn the allies. If he is coming to you, it makes sense to buy a AT shooter, or ask a support player to help. Some maps are quite large, so don't be stingy and order a truck, and then a detachment of infantry (not scouts / conscripts in any case), put them in it and let them go to the point. The truck is a useful thing, after unloading the infantry, it must be driven to the spawn. By the way, they can also capture the missed home point. If you arrived at the position earlier, then half the job is done. We have very little time to arrange the soldiers, start digging trenches. Having destroyed or discarded the first enemy detachment, we already have an excellent advantage. Plan defense Defense in GOH multiplayer is the most profitable type of combat, but this does not mean that it is easy. It is worth knowing that you are in a mirror position in terms of resources, this will help you anticipate and understand approximately how many resources the enemy has. We defeated the enemy in a rearguard action. What's next? It is not worth developing an offensive - the next point will be "home" for the enemy, we need to get to it for a long time, divide the forces into an attack and cover the newly captured point. At an early stage, if we are not playing for a quick victory, we first need to take care of protecting the newly captured point. What to defend against? From infantry, tanks and artillery fire. - Infantry With a flat, well-shot terrain, enemy infantry attacks can be repelled with small forces, because we have the advantage of the defenders. And in order to have it, equip the positions properly. If the battle takes place in conditions of urban combat or hilly terrain, you will have to conduct close combat, throw grenades, run away from them. The outcome of such a confrontation depends on your microcontrol skills. The enemy will try to get to your positions through courtyards, destroyed workshops, hills, beams. You must have some kind of reserve, a detachment or several fighters who, with losses, will take the place of the fallen. It makes sense to call a machine gun or anti-aircraft gun, but the latter will bring down the pace. - Tanks Sooner or later it will appear. Usually I somehow try to endure and hope that I will have time to save up for a good gun (ZiS-3/2 or Pak-40) to protect my point from almost any tanks. However, sometimes you have to buy a AT-gun or a lighter gun for protection. The anti-aircraft gun can also provide protection for the first time, until you get the opportunity to purchase a better gun. - Mortar Nasty stuff. It is possible to act very risky - at the first shot to try to break through with infantry, since the 240 points spent bring down the pace, and it is likely that the cover of the mortar will be weak. If there is already a serious gun, try to roll out to a good position and destroy it with direct fire (while possibly destroying the shelter) Another option is to order a fast light tank or armored vehicle and then break through and crush the enemy mortar. You can join the artillery fight and order your mortar, but it will be a duel of accidents. With light howitzers , we act in the same way, or try to counter-fire with good gun like ZiS or PaK.

也就是说,我们的“理想防御计划”是找到一门合适的火炮,用它切断敌方坦克攻击我方据点的可能性,摧毁前进的步兵以及烦人的迫击炮。 敌人可能会撤回火炮——这时你也不得不进行一场对决。有时你可以不用高爆弹(HE),而是使用穿甲弹——它们的射程更远,并且能对敌方火炮造成轻微损伤,以便你之后将其彻底摧毁。 接下来该怎么做? 如果你觉得敌人在经验上不如你,且已遭受惨重损失,同时离你最近的据点离敌方出生点不太远(相应地,离你也不太远)——那就发起进攻,别忘了在你的据点留下防御工事。如果敌人进入盲目防御状态,可用地雷加固你的阵地,并开始支援盟友。 如果敌人持续尝试占领据点,需进行相应的反击。 如果丢失了据点,查看地图。若阵地丢失并非致命,且你有后期作战计划(如喀秋莎火箭炮或 Nebelwerfer 火箭炮,也可能是 IS-2-44 坦克或 KT 坦克),可以放弃该据点,但务必守住下一个据点,同时保护中央盟友的侧翼。此外,若敌人没有进一步推进,切勿原地不动,要去支援盟友。 如果无法放弃据点,向侧翼盟友或支援型盟友请求帮助。要缠住敌人、发起攻击(但需明智行事)——关键是扰乱敌人并牵制其兵力。制定进攻计划 如果后卫行动失败,情况固然糟糕,但并非致命。现在你的主要任务是不让敌人站稳脚跟。 如果你确定敌方没有反坦克人员,可以通过装甲车或轻型坦克夺回主动权。然而,掷弹兵小队中的德军配备有射程60米的筒式反坦克手榴弹,更不用说铁拳火箭筒了。在这种情况下,要么保持距离,要么持续机动,一秒钟都不要停留。 不要正面进攻——从侧翼迂回,尝试从出其不意的方向发起攻击。 如果敌方步兵优势不是太强——就进行步兵战斗,设法智取敌人。 你可以带上机枪——逐步推进,压制敌方步兵。理论上,机枪或防空炮同样有效——它们能在短期内提供反坦克防御,并且可以有效消灭步兵。 一些早期阶段的 doctrine 单位( doctrine units)有助于夺回对无防备对手的优势。 这招奏效了吗?我们转入防御,你知道该怎么做。 没成功,敌人站稳脚跟了? 我们在可用阵地上构筑工事——选择最有利且离敌人最近的位置。我们持续发动攻击,不让敌人自由行动,努力夺取火力优势,尽可能靠近敌人,并运用所有相同的战术。 如果你感觉完全无法应对——我们就转入被动防御,保护中路玩家的侧翼,加强剩余据点的防御。此外,我们绝不会消极待命,我们会感知敌人的动向,对其进行袭扰,并迟滞其兵力。若局势对我方极为不利,我们会支援盟友。 未来,该据点可与战友协同夺取,也可由你亲自利用火箭炮兵、 doctrine( doctrine)坦克或集结的突击兵力来攻克。 德军单位 我们约定如下:如果我写道“火炮能击穿坦克”,即表示在中等距离且命中正确部位的情况下,该火炮能够穿透坦克装甲。如果我未提及某火炮能击穿任何坦克,并不意味着它完全无法击穿。 V - 适用于实现特定目标的优秀单位 X - 我认为不值得征召的单位 ! - situational unit( situational unit) ?- 我没有足够的实际经验将这个单位归到任何类别中,或者说我对此存疑。 我认为是这样的——如果你处于防御状态,坦克只在后期对抗敌方重型坦克时才需要。只有在确认没有敌方反坦克单位的情况下,才能使用装甲车和坦克发动攻击。 至于造价高昂的步兵,你需要谨慎召唤和使用,要特别注意。要么将他们妥善部署在防御的有利位置,要么在确信其能力的情况下发起进攻。 所有步兵都应仅根据其战斗素质来评判! 中期步兵

惩戒营——我不会用他们。理论上,他们可以充当战斗侦察单位。 装甲侦察兵不行。我们不需要无法挖掘工事的不完整小队。 步枪兵和重武器步枪兵是我们的主要作战单位。后者配备两挺机枪,非常适合防御。 工兵——用于近战突击和复杂地形作战。他们有炸药包、火焰喷射器和多种不同的手榴弹。 老练步枪兵——是射击技能出色的小队,不应让他们去白白送死。 “大德意志”(部队)非常稀有,需要有优势且渴望掌控强力单位时才会使用。 步兵后期

燧发枪兵/侦察兵与中期阶段的单位类似。 掷弹兵——现在配备了筒式手榴弹,既可用于对付步兵,也可用破甲弹(HEAT)攻击轻型坦克。最好将持筒式手榴弹的士兵带到安全的地方。 装甲掷弹兵——装备铁拳火箭筒和两挺机枪。 猎兵——是训练有素的步兵,适合部署在防御阵地,不要轻易损失。 山地兵、燧发枪兵——都是训练非常精良的步兵,武器装备优良。不要让他们白白送死,需谨慎部署。 花费389帝国马克的小队纯粹是凭心情配置,但最好还是不要这样做。 火炮

MG-34/42通用机枪:若你准备使用它,在步兵作战中会获得初始优势。建议部署在散兵坑或进行挖掘工事。 2厘米高射炮:步兵的克星,具备对轻型火炮和坦克造成伤害的能力。 3.7厘米反坦克炮:很快会失去作用,威力比高射炮略强一些。 5厘米Pak-38反坦克炮:如果有机会升级到Pak-40,最好不要选择它;或者可以选择7.5厘米LG40无后坐力炮,虽然其反坦克能力稍弱,但在反人员方面表现最佳。 Pak-40反坦克炮:必备武器。 7.5厘米LG40无后坐力炮:一种强大且令人头疼的武器,能够对抗轻型坦克,有时甚至可以对付中型坦克。 迫击炮:已被削弱,仅在地形条件极佳时考虑使用。 榴弹炮:用于反击迫击炮、火炮以及步兵集群。若出现学说火炮(己方或敌方均可),则失去作用。坦克中期

我长话短说——一号坦克(Pz.1)是用来突袭和摧毁迫击炮的。其他坦克大多会被大多数火炮击穿(如果考虑到PTRD反坦克步枪的存在),而且速度太慢,武器也不是最好的。标有问号的坦克——偶尔在确实需要坦克时才会使用。 四号坦克F1/F2型——F1型配备了不错的高爆弹,可对付轻型装甲车、防空炮、轻型有时还有中型坦克、轻型火炮、机枪和步兵。F2型可以对抗T-34,运气好的话甚至能对付KV-1。 三号突击炮(StuG)——很少使用,看心情。 后期坦克

三号坦克N型是一辆配备优秀高爆炮的坦克。如果我们在使用M-42时遇到问题,最好先等待。 四号坦克H型——如果你迫切需要一辆中型坦克,可以选择它。在IS-1/2、SU-152等“恐怖单位”出现前,它或许能发挥作用。 虎式/豹式坦克——在IS-2/SU-152出现后就会失去优势。它们可能会尝试反击,但需要付出更多努力。这些坦克也出现在战术 doctrine 中,还是节省常规点数为好。 三号突击炮G型——可根据心情选择,但也会出现在战术 doctrine 里。不过它们并不值得投入。 支援车辆

欧宝卡车——在敌人之前将步兵运送至目标点。然后将火炮拖到该点。 Sd.Kfz 221装甲车——用于摧毁迫击炮。 Sd.Kfz 231装甲车和搭载防空炮的卡车——在熟练玩家手中能发挥重要作用,但没有它们也可行。 补给卡车——当出现火炮时,需要用它来补充炮弹并进行运输。 工程单位——如果你计划全面防御目标点。 苏联单位 V——适合实现特定目标的单位 X——我认为不值得召唤 !—— situational unit ?——我缺乏足够的实战经验将该单位归为任何一类,或者我只是对此存疑 至于昂贵的步兵单位,召唤和使用时需要谨慎,并给予特别关注。要么将他们妥善部署在防御的有利位置,要么凭借他们的能力自信地发起进攻。所有步兵仅以其战斗素质来评判!步兵中期

征召兵——最好不要带。如果需要去执行侦察任务——可以带。 游击队/侦察兵——不要带。 常规小队(步枪兵)——是主要作战单位。配备有PPSh冲锋枪、机枪、手榴弹。 反坦克炮手小队——除了分配给盟友外。我们要3个反坦克炮手有什么用?… 伞兵是装备精良的分队,配备SVT步枪、AVT步枪、冲锋枪和两挺机枪。还有大量手榴弹。 海军陆战队——装备有步枪、两挺机枪、一支冲锋枪。 后期步兵

一切都与中期类似,但新增了冲锋枪兵(无需过多解释)和卫队——步枪兵与冲锋枪兵分队的改进版本。 海军卫队——配备两枚铁拳火箭筒、数把PPSh冲锋枪、一挺机枪、自动步枪和普通步枪,还有大量手榴弹,技能十分出色。 中期火炮

基本原则——若地形和战况允许。 25毫米高射炮——能在敌方重武器出现前击退敌方步兵和轻型装备。 M-37是一门性能较弱、很快就会过时的火炮。 ZiS-3——不错的高爆弹,能摧毁除虎式坦克和缴获的KV坦克外的所有敌方坦克。 ZiS-2——高爆弹威力较弱,但能摧毁包括虎式和KV在内的所有敌方坦克。 76毫米团属炮——类似德军的“喷灌炮”,但缺乏良好的破甲效果,对坦克基本无效(极个别情况除外)。 迫击炮——作用存疑,仅在拥有良好阵地时才考虑获取。 榴弹炮——用于摧毁迫击炮和火炮,在炮兵战术出现后便会失去作用。 后期火炮

SG-43比马克沁(Maxim)略好一些。 DSHK能在中等距离击穿轻型载具和部分坦克,建议选择初始型号并好好操控。 45毫米M42炮精度极佳,能击穿许多中型坦克,尤其是轻型坦克,对步兵的高爆弹效果也很好。在等待ZiS-2炮时,这是个不错的选择。 中型坦克

说实话,最好什么都不带……不过: KV-1——如果你确定没有Pak-40/虎式坦克/高射炮。它很难被反制,它们只害怕这些东西,还有一点点装备长炮的四号坦克。最好保持距离。 BT-7——压制迫击炮,有可能突破到炮兵阵地。 T-40——可以驱散步兵。 后期坦克

T-70:适合对抗轻型装备突破。 T-34-85:用于应对敌方大量Pz.III/IV坦克。 IS-2:拥有强大火炮和中等装甲。可常规击毁所有敌方坦克,但惧怕虎王、斐迪南、少量猎豹和虎式王牌坦克,以及侧面的Pak-40反坦克炮和88毫米高射炮。操作得当则无所畏惧。 SU-152:火炮威力强大,适合占据射击阵地,在敌方战术单位的坦克出现前将其摧毁。 其余装备要么装甲在战斗中作用不大,要么火炮威力较弱,要么存在更优替代型号。 支援车辆

ZiS-5:用于运送步兵,也可运输火炮。 T-27:能更方便地转向和引导炮兵,还具备还击能力。不过,基本上不建议选择。 带防空炮的卡车:若操控得当,能发挥一定作用,但它非常脆弱。 BA-20以及后期的BA-64:用于摧毁迫击炮。 补给卡车:用于运输和补给炮兵。 工程车:可显著加固据点。 总体而言 一些标有红十字的车辆或许有用。但在技术娴熟的玩家手中,几乎任何单位都能产生足够的影响力。 以上均为我的个人经验。我曾与不同水平的玩家对战过,有强有弱。你的经验可能与我大相径庭,或许你的实战技巧比我更出色。每个游戏都能让你置身于各种情境之中。 提升综合技能和微操作。寻找敌人防御的薄弱环节,进行迂回包抄。派遣破坏者到地图侧翼,并且不要忘记封锁他们。不要在开发者设定的射程之外射击。学会投掷手榴弹。保持沟通。尝试新战术。不要浪费资源。帮助盟友,必要时也向他们求助。寻找可以组队游玩的队友。尝试大胆进攻,运用出其不意的策略。体验多人游戏!