It’s a common belief that attacking in Wargame is discouraged or even impossible - that’s quite simply wrong. In general, offense requires decisiveness, speed, and aggression. Because the losing side is the one forced to attack, I find Conquest to be a less interesting mode of play I feel that Conquest is decided in the first few minutes of the game moreso than other modes. Use air power and especially napalm to stop attacks in their tracks - remember, even if you have to sacrifice a bomber, it may be worth it to blunt a massed attack in its tracks. When defending in Conquest, remember to keep a good reserve or a QRF and plenty of air support to respond quickly to attacks - the attacking team may be the one currently losing, but they can concentrate their attacks in just one sector. If you can manage to take “half plus one” of the map and start setting up defenses, you force the losing side to be the one on the attack, and since incomes are fixed for both sides, attacking can become very difficult. Like in Economy mode, it is generally better to grab territory quickly, then defend. In Conquest mode, incomes are fixed for both sides and victory points are accumulated by holding sectors. Know that particularly cost-effective tactics, such as infantry in urban zones or using deep-insertion of special forces behind enemy lines to spot and kill enemy command vehicles, is a very good idea in Economy. However, if a command sector can be seized on the cheap, don’t hesitate to do so - sometimes you have to spend points to earn points, especially if your team is at a significant economic disadvantage, in which case it is better to attack. It is doubly better to defend instead of attack in Economy because your enemies will be banking more points, which means it will be significantly easier for them to call in reinforcements in an emergency. In Economy it is generally better to grab territory quickly, then defend, because, again, defense is much more cost-effective than offense. In Economy, it is essential that you find the right balance between buying enough forces to seize and defend command sectors (which give your team income) without buying so much that the other team pulls ahead. If you buy a bunch of expensive units, your team is going to hate you because that sets back the entire team. This means that cost-efficiency is the order of the day. In Economy mode, you win by your team reaching the required command points, not score points. Total Destruction is my favorite mode I find it’s the one that most encourages aggression rather than defensiveness. However, you will usually be aiming to kill every enemy command vehicle in Total Destruction. Obviously, this is subject to the specific circumstances of an individual game - if you’ve only got ten minutes on the timer left, the enemy team is turtling hard, and your team is massively ahead in points, then you might as well just wait out the timer rather than risk letting the defenders close the points gap. In Total Destruction mode, it is generally better to attack. In Total Destruction mode, you win by having more points at the end of the time limit (unless that is disabled, too) or, more commonly, by destroying every enemy command vehicle. The exception is Total Destruction mode, where there is no point limit. Victory is judged not by how much of the map you control at the end of the match, but by who first reaches the point limit. This means that it is generally better to defend, because defenders usually get more points than attackers. An alternative way to win is by killing every command vehicle on the map - however, you’re generally going to hit the point limit before you pull that off except in very unusual circumstances. Your main strategic objective is to accumulate the most points while feeding the enemy as few points as possible. This is your shock infantry which is fast and very solid, you have the CG M3 which has 275m extra range for the LAW than normal and 20AP, Comes with Best MG ingame and comes with acceptable AR.In Destruction mode, points are gained by killing the other side’s units. It used to be 15pts with 2FAV 2SAV… It’s still a decent IFV The other reason to use this is for the TH495. It’s 5ptr sucks but you can still use this as Cannon Fodder. The improved version of the above… It gains a LawA4 but loses avail. This is only really here to spam, it has more availability than Can Rifles 85 so it comes down to do you prefer extra availability or the improved LAW… Use these for Cannon Fodder Canada’s Infantry Tab (Along with Mexas) are the only really reason to play Canada over any other nation… It is solid but along with DLC BS and French Bias, it’s nothing higher.
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