![]() ![]() IS->IS->Tech-> UC (immediately upgrade with Vickars MG)-> IS/MG/RE Restricting this to Early orders as builds get more fuzzy the longer game goes on, I will offer a few for you to try out ![]() How you do this varies between the two factions but in general you will want to establish map presence early to make full use out of the UKF cover bonus. ![]() To help with this relative weakness on the attack, Infantry sections have AOE healing from an upgrade to help heal up after taking an entrenched position, the pyrotechnics upgrade can call in smoke or base mortars to help push a point.Įarly game the UKF tends to grab territory and place sandbags on key points, to enable this I recommend you work your way up to 3-4 Infantry Sections early and use the universal carrier as mobile support and to harass the enemy preventing them from contesting your capping. They also have compared with other mainline infantry poor moving accuracy. Infantry sections take more damage and reload much slower out of cover. Infantry sections are the core of the UKF roster, using them correctly will be crucial in getting a lot out of the UKF as a lot of their “power budget” is in them. Holes in stock army (Rocket Artillery, flamers and mobile mortar) Potentially static playstyle counted by snipers and indirect fire Potentially very snowbally with cheap technology Infantry Sections are very powerful with the right upgrades Advice I give is mainly oriented on 1v1 while there are some things that are transferable keep this in mind. Upcoming balance changes may affect these but I doubt for the foreseeable future they will change things to a point that you need to completely relearn the faction. In this guide I won’t go in detail about every single unit that the UKF has at its disposal but will try to give general advice to how you approach using it and to improve your decision making. ![]()
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