Text Guide for Multiplayer Players, disassembling basics and units.
For whom, how and why
If you are a beginner – read the manual sequentially, go to the next block when assimilating the previous. Only by combining and ordering all the information received in the blocks can be used with new knowledge as I assumed.
Blocks associated with units can be viewed separately from the rest for general reference only.. Dry characteristics cut off from the very essence of leadership will be practically useless.
My experience – 100 hours played in multiplayer, as well as several thousand hours in other games in the series “Behind enemy lines” with a variety of mods and without.
Undoubtedly, in the practical part I may be wrong about something, after all based on my experience. but theory I consider an important and correct part this leadership.
Theoretical preparation
Until you learn that, whom, how and at what distance and with what projectiles it pierces (And what is at what distance what shells it holds) – there will be problems. If you are interested in military history – then it will be easier for you, because real performance characteristics are transferred relatively well, except for some moments. I will describe some features for the block with units, however, the rest will have to be studied by yourself.
You must have an initial plan – the perfect picture of your flank, unit purchase queue. And of course it will be supplemented, change…
Also need to understand, do you play leith, will it be beneficial, or maybe you need to push, to win to the late stage. (How to understand it – in another block).
It is necessary to predict the plans of the enemy, prepare for countermeasures in advance, know, what do you really need, what will work, and what is the other way around. No need to mindlessly call any tanks or cannons, about this in the next paragraph.
Calling out any cannon or tank, you need to ask yourself: Why do I need it? Does it make sense to wait, and take something better for the game in the future? If I waste so many resources now, then by what means will I be (and whether?) operate 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: +1.3 and +1.0.
The first – this is the increase in basic points, it cannot be influenced in any way. In the moment, when you will be given the number of points planned for the game – it will end.
Second – increase in points, depending on the number of KOs. If you have more 80 KO – the increase will be 0.3. From 50 to 80 – 0.5. To 50 – 1.0.
Yet, logically, this parameter may temporarily increase due to losses, however I cannot understand, Is it so.
Hence, ideally hold on until 50 glasses, or at least up to 80. How can I do that? Very simple – call an officer, it lowers the number of KOs by 20, and is also very useful on its own.
Doctrine points are separate and cannot be restored in any way. Let's talk about their use separately..
In any strategy it is impossible to stay idle – every second should be well spent. While there are no battles at your point – dig in, dig not one trench, but several. Deploy infantry, demolish potential enemy hideouts near your positions. If everything is completely calm – feel the enemy's defense, feel weak – attack. If this is not possible – help allies as much as you can. You can't just sit, it is forbidden!
Sighting guns, manifestation of art on the map, sounds of vehicles and infantry through the fog of war, throwing grenades through F1, Hotkeys, explosives in technology and the possibility of repairing the latter, placement of mines via shift, double clicks – That's not all, but knowing this is also very desirable.
Putting it in my head, moving on.
Use of technique, guns, infantry
Infantry:
– Be sure to arrange by position
– If there are no lucrative shelters – lie down
– Use expensive units carefully and wisely
– Dig trenches in a calm atmosphere, reserve positions
– Do not create clusters in any way
– Always spread out squads
– In the attack, also try to divide the squad., send submachine gunners closer, leave the machine gunners to cover
– Know the armament of the squad (Will be scheduled)
– Lie down with infantry during shelling or move out of the zone
– Keep important grenade / panzerfaust / PT rifle grenades in the right place
– Call an officer for reconnaissance
– You can throw a zone by selecting a squad and a bunch of times by pressing a grenade throw through F1, however, sometimes it works crookedly
– Smoke grenades are working
– DON'T GET DIRECT CONTROL
– The delay of grenades can be reduced, holding LMB when throwing
– Use the officer's binoculars for reconnaissance, especially for flashing important targets for tanks / self-propelled guns / guns
Anti-tank guns, antiaircraft guns:
– Avoid early detection by all means
– Know the capabilities of the cannon and its projectiles
– Do not keep it in a visible place and front end.
– Look for vantage points BEYOND your infantry
– Ideally hold a truck or wedge to move quickly
– Change positions (But not during a shootout)
– If you feel, what are you not punching, if damaged – hook the cannon to the truck and retreat, replenish the crew and repair
Machine guns:
– Avoid location near houses and natural shelters
– Machine gun Maxim and MG can be well inserted into an infantry trench
– Dig through the gear (only on German machine guns)
– If enemy infantry does not advance – drag to standby position
Helicopters
Artillery:
– Heard the sound of an airplane – change positions, shout out “air” or write to chat
– Supply boxes are useless, buy a supply truck
– Keep the truck nearby and make sure you can quickly hook the gun and change position
– When non-doctrinal artillery of the enemy appears – start counter-battery fire. Two shots of sighting will give you the advantage
– On return fire, after the second shot of the enemy – change position
– Doctrine artillery counters conventional
– Even if they don't shoot at you, change position every few minutes
– Before starting counter-battery fire, it is advisable to get closer
– Watch the map, enemy artillery is noted on shots
– Dig through the gear
Tanks:
– Heard the sound of an airplane – change positions, shout out “air” or write to chat
– Not needed in defense (Except for the IS-2, KV-1, Royal Tiger, Jagpanthers, SU-152/122)
– Know the capabilities of armor and weapons
– Do not approach enemy positions closer than 50-70 meters (Panzerfausty, shrek)
– Moreover, do not drive closer than 15
– Use for an attack only after determining the enemy's anti-tank capabilities
– If the caterpillar is damaged, throw smoke grenades, try to restore
– Experienced crews save and transfer to other tanks
– Take 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
To start – communication. Try to fix it before the start. The denser and more active it is – all the better. Ideally, voice. but, can be limited to chat. The most important thing is distribute flanks and ask for help / help at critical moments.
If the teamwork is at its best – determine the pace of the game, do you want to go to the late game, or crush the enemy. The last option is implemented only with confidence in their capabilities, and only if the number of victory points does not exceed 1000. Otherwise you will be exhausted, and at some point the enemy will seize the initiative.
“Pressure” consists in constant attacks, seeking to capture more points to get points. Attack with infantry, insure it with anti-aircraft guns or light weapons, cling to capture zones, correctly implement special units, not counting on late game. It can make the enemy panic., make bad decisions.
A quieter option, which is mainly implemented – capture “minimum” to accumulate victory points, and this is an advantage in one point and its retention. Having one point more than the enemy, you are already gradually winning, but rather slowly. This is fraught with, that the game can come out in leith, when the enemy can get good artillery, serious tanks and break your defenses. The listed tools are certainly not ultimatum., however require great (depending on the experience of the enemy) amount of effort to counter.
Hence, if the enemy is not active, you must take over, and if there is an opportunity to attack further, to hasten the victory.
However, there is an important caveat. – 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
I have mentioned late game and perspective on more than one occasion.. From the very beginning, you must open the last tab and understand, how will you sell such a valuable resource. Ideally, know, how the allies will handle it.
If you push, feel like you can win until the late stage – sell points without counting on the third stage.
Only now most of the games just come to that moment., when the parties use their trump cards for decisive action.
The balance of the game is pretty “irreconcilable” in terms of doctrines, especially when playing on “average” stage of the war (41-43). So the loss of an expensive trump card can be regarded as a big step towards defeat..
Units will be assigned in separate blocks.
Important unit doctrines “Mid war”
SIG 33b – very powerful land mine, that deals with any tank and even more infantry. Light flatness when shooting gives a clear advantage, however the armor is very lousy.
Pz. 751 (Kv-1) – captured KV with a German cannon installed on it. Good armor is vulnerable only to the ZiS-2, SU-100Y, sometimes F-22 and T-34-57.
Signalman – for cleaning positions, very easy to lose, can turn the game into some kind of horror. It's actually better not to use.
8,8 Flak – counteraction to absolutely any enemy tank, one of the few ways to destroy the KV-2.
2 sFH18 – two powerful artillery cannons. Very strong unit. Enemy artillery with a counter-battery from two guns, and then we destroy the defensive positions.
21-cm Morse code – occasionally can be taken for counter-battery firing, but 2 sFH18 will be much better.
Airstrike – very important thing. Use exclusively against valuable enemy units: on immobilized enemy tanks (KV-2, KV-1, SU-100Y) or enemy artillery.
15-see Nebelwerfer – rocket artillery, the most ineffective in the game, however, we have no better.
Pz.Vl Tiger – at an early stage, only afraid of heavy artillery, SU-100Y, airstrikes and sometimes ZiS-2 or KV-2.
“Mid war” Our
F-22 – punches all the equipment of the Germans, if you're lucky – Tiger.
2KV-1 – the Germans have the ability to knock out the KV-1 only with the help of the doctrinal Tiger, Pak-40, cumulative shells that hit a short distance and doctrinal Flak. If you somehow knocked out Tiger and Flak, then it will not be difficult to destroy some Pak-40. Once the VET is destroyed – can be caused and strongly pressed.
SU-100Y – our savior from the Tigers. Call only if one appears.
85mm 52-k – can fight all enemy vehicles, sometimes against the Tiger.
Howitzers and heavy mortars I hope they don’t need an introduction.
Airstrike similar to German – only on important, immobilized targets.
Katyusha – direct path to victory. Can damage or even destroy enemy tanks. Cleans the point perfectly. A volley – immediately attack, from prepared starting positions.
KV-2 – very strong unit. Excellent cannon with light flat fire, as well as powerful armor. If you find a good position – it will be possible to inflict incredible damage.
Highlighted the M-42 as an excellent gun, piercing everything except tigers.
Important doctrinal units “Late war”
“Late war” Germans
Panther / Tiger As – saves you a lot of resources, however this “the weakest of the strongest” special unit.
Jagpanther – in skillful hands outperforms the IS-2 and SU-152, however, it does not equal the SU-100. Generally, if you have a good position for this self-propelled gun – makes sense to take.
Royal tiger – do not substitute the sides and cheeks of the tower. Do not drive close to enemy positions. Try to fix the caterpillar as soon as possible, if she was hit. If you don't know why you need it – Do not take.
15/30see nebelwerfers, artillery and airstrike – similarly “Mid war”. But I repeat – you need to have units in advance to attack after a missile strike at the shipyard.
Ferdinand – the only drawback is, that it is a self-propelled gun. An excellent gun will allow you to cope with the IS-2, however you need to be very careful.
Highlighted mountain cannon – versatile and moderately good gun with flat shooting and cumulative, allowing you to fight the technique early (and sometimes later) stages.
“Late war” Our
Artillery, katyusha, aviation – everything should be clear.
SU-100/122 ISU-152 – very powerful anti-tank self-propelled guns. They should be afraid of the Royal Tiger. However, in skillful hands he is not a hindrance..
IS-2 – excellent cannon, good frontal armor. Great tank, if there is in the doctrine – be sure to go to it.
BS-3 – heavy anti-tank gun with armored car for transportation. Better than her from the PTO in the game there is nothing.
Separately highlighted M-43 – analogue of the German mountain cannon.
Also two T-34-85 – we get good tanks and a detachment of infantry for a very good price (If translated into regular glasses – it's about 1700), and we still have whole 60 points of doctrine.
The beginning of the battle
I will introduce the concept of points:
Central – sometimes the hottest and most dependent on the flanks. Better to have an experienced player there.
Flank-forward – common point, which can be located in different ways: more profitable for you or your opponent, and this must be taken into account. However, the fact is, that in almost all cases it must be captured and held.
Home – point, which is not unlike the previous ones on the front line. It will most likely not be attacked., until they push through the flank or center, so from the start you can leave one person there or skip altogether, since we need to rush to the controversial points. The main thing is not to forget to return.
Also in 4x4 mode, one player can take the role of support – buy an armored vehicle at the beginning of the game, help on points, send reinforcements to trouble spots.
The starts can be different – with a reserve for the attack of deeper points of the enemy, to push through any flank due to the more advantageous location of the same points, or completely standard. For beginners, it is better to choose the last option. – go to your flank and your front point.
An important point – memorize the sounds of the Soviet and German truck, and then at the beginning of the game, aim the camera at the spawn of the enemy and listen. Through the fog of war, the enemy can be heard. If you hear the sounds of technology, not like trucks – then there is an armored vehicle, and you need to understand where she is going, and also warn allies. If goes to you – it makes sense to buy a PT shooter, or ask the support player for help.
Some maps are pretty big, so don't be stingy and order a truck, and then a detachment of infantry (by no means scouts / conscripts), put it in it and let it go to the point.
The truck is a useful thing, after unloading the infantry, it must be driven to the spawn of the units. By the way, they can also capture the missed home point.
If you arrived at a position earlier, half done. We have very little time to place soldiers, start digging trenches. By destroying or knocking back the first enemy squad, we already have a great advantage.
We defeated the enemy in a rearguard battle. What's next? Developing an offensive is not worth it – next point will be “home” for the enemy, we need to get to her for a long time, divide forces into attack and cover of the just captured point. Early stage, if we don't play for a quick win – first of all, you need to take care of protecting the point you just captured. What to defend against? From the infantry, equipment and artillery fire.
– Infantry
With an even, 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 positions properly.
If the battle takes place in urban combat or hilly terrain – have to fight, throw grenades, run away from them. The outcome of such a confrontation depends on the skills of your microcontrol. The enemy will try to get to your positions through the yards, destroyed workshops, the hills, beams.
You must have some kind of reserve, squad 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, however, the latter will slow down.
– Technics
Sooner or later she will appear. I usually try to endure in one way or another and hope, what can I save up for a good gun (ZiS-3/2 or Pak-40), to secure your point from almost any tanks. However, sometimes you have to purchase a PT-gun or a lighter cannon for protection.. Antiaircraft can also provide protection for the first time., until you get the opportunity to purchase a better gun.
– Mortar
Nasty thing. You can do it very risky – at the first shot try to break through with infantry, since spent 140 glasses break the pace, and it is likely that mortar cover will be weak.
If you already have a serious gun – try to roll out to a good position and destroy with direct fire (while possibly destroying the shelter)
Another option – order a fast light tank or armored vehicle and then break through and crush an enemy mortar.
You can join the artillery fight and order your mortar, however it will be a duel of accidents.
We also act with light Howbiters.
I.e, our “perfect plan” defense is, to get into a good cannon, cutting off the possibility of attacking our point with the help of technology, destroy the advancing infantry and mortars harassing us.
The enemy can pull out the cannon – then you will have to enter into a duel too. Sometimes you can shoot not with land mines but with armor-piercing shells – their range is greater, and they can not weakly damage the cannon, so that later you can finish it off.
If you feel that the enemy is weaker than you in terms of experience, suffered heavy losses and the point closest to you is not too close to the enemy spawn (And accordingly, not too far from you) – come on, not forgetting to leave a barrier at your point. Preventing the enemy from advancing on your starting positions – mine.
If the Enemy is on the defensive – reinforce your point with mines, start helping an ally.
If the enemy is constantly trying to capture the point – respectively, counteract.
If you lose your point – look at the map. If the loss of positions is not critical, and you have a late game plan (Katyushas or Nebelwerfers. Possibly IS-2-44 or CT) you can pass the point, however, it is imperative to protect the following, as well as the flank of your central ally, and also do not dare to sit still, if the enemy does not advance further – help your allies.
If surrender is unacceptable – ask for help from an ally on the flank, support ally. Cling to, attack (However wisely!) – the main thing is to disturb the enemy and delay his forces.
Implementation of the plan, Attack
If you are sure that there are no anti-tank guards – can be played through an armored vehicle or light tank. but, the Germans in the grenadier detachment have an anti-tank grenade, beating on 60 meters, this is not to mention the faustics. In this case, either keep our distance, either we maneuver and don't stand for a second.
Do not attack in the forehead – flank, try to step from an unexpected direction.
If the enemy's infantry advantage is not too strong – engaging in infantry combat, trying to outplay.
You can take a machine gun – gradually promoting it, we will clamp down on enemy infantry.
In theory, cannons or anti-aircraft guns are also suitable. – they will provide anti-tank defense for the near future and are able to effectively knock out infantry.
Some doctrinal units at an early stage can help to recoup the advantage of a loose opponent..
Happened? Going on the defensive, you know the procedure for doing it.
It didn't work out and the enemy was entrenched?
Digging into cash positions – the most profitable and closest to the enemy. We carry out continuous attacks, we do not allow the enemy to act freely, trying to capture the fire advantage, moving as close as possible, using all the same methods.
If you feel, that you don’t pull at all – we go into a deep defense, take care of the center player's flank, we strengthen the remaining point. Further – nand in any case we are not inactive, feeling the enemy, disturb him, pull back forces. If it's too unprofitable – helping allies.
In the future, the point can be helped by comrades, or you yourself – with rocket artillery, doctrinal (and not really) tanks or forces accumulated to strike.
Wehrmacht units
V – the unit is good for the implementation of a specific goal
X – I don't think it's worth calling
! – situational unit
? – I do not have enough practical experience, to assign this unit to any of the categories, or I just doubt
I think so – if you are on the defensive, tanks will be needed only in late to counter serious enemy vehicles. Attacks with armored vehicles can only be carried out after making sure that there is no enemy anti-tank system..
Of the important units in the second contribution – PT arrows, calculations with patsnarshrek, an officer, maybe engineers.
The usefulness of units is evaluated solely by combat parameters.. Scouts have better visibility, hence – good for observation.
About the expensive infantry – you need to call and use it carefully, with special attention. Or competently place in good places in defense, or attack with confidence in your abilities.
Penalties – i don't use them. In theory, they can serve as reconnaissance in force..
Aufclearers – not. An incomplete detachment that cannot dig in, we do not need.
Arrows and heavy arrows – our main combat units. The latter have two machine guns, which is great for defense.
Sappers – for assault in close combat and rough terrain. Explosionpackages, flamethrower, many different pomegranates.
Shooters veterans – squad with good shooting skill, not worth sending to hell.
“Greater Germany” – rarely, with an advantage and desire to control.
Fusiliers / Aufcleares similar to mid.
Grenadiers – now have a barrel grenade, what can be used against infantry, and loading the cumulative against tanks. Better to take the shooter with a barrel to a safe place.
Armored grenadiers – faust, two machine guns.
Gamekeepers – well trained infantry, put on the defensive, just don't lose.
Climbers, fusiliers – very well trained infantry, good weapons. Do not send to hell, dispose of carefully.
Detachment for 389 reichsmark solely by mood, but still better not.
MG-34/42 – if you are ready to follow him, have an initial advantage in the infantry.
2-see antiaircraft gun – infantry death, has the ability to harm light weapons and tanks.
3,7 again – quickly loses relevance, slightly more powerful anti-aircraft guns.
5-see pack-38 – if there is an opportunity to endure up to Pak-40 – better not to take, or choose le LG as slightly weaker in terms of anti-tank defense, but better in anti-personnel.
7,5 LG – Watering can. Serious and annoying weapon, capable of fighting light and sometimes even medium tanks.
Mortar – nerfed, take if the terrain is very good.
Howitzer – counter mortars, guns, concentrations of infantry. Loses relevance if doctrinal artillery appears (Never mind – own or enemy)
I'll be brief – Pz.1 needed to crush mortars. The rest of the tanks are penetrated by most of the guns. (and if we take into account the presence of PTRD / S and them), too slow and not very well equipped. Marked with a question – occasionally, if you really need a tank.
Pz.4 F1/F2 – the first one has a good explosive device with light flooring, anti-aircraft gun, light and sometimes medium tanks, light cannons, machine guns and infantry. F2 – counters or is an equal opponent for the T-34, if you're lucky – can handle the KV-1.
Stug – rarely, if the mood allows.
Pz.lll Ausf N – a tank with a land mine in another building. If you have a nightmare with m-42 – better wait.
Pz.lV H – if you need a medium tank, you can take. Before the appearance of the IS-1/2, SU-152 and other horror stories may have time to be realized.
Tigers / Panthers – lose their relevance with the appearance of the IS-2 / SU-152. May try to snarl, however, more effort needs to be made. They are also found in doctrines. – better to save regular glasses.
Stugs – by mood, but also in doctrines. However not worth it.
Cargo Opel – deliver the infantry to the point before the enemy. Then drag to the point of the weapon.
Sd.Kfz 221 – crush mortars.
Sd.Kfz 231 and a truck with an anti-aircraft gun – can make a rustle in skillful hands, but you can do without them.
Supply truck – when artillery appears, you must take, to replenish shells and transport them.
Engineering – if you plan to totally defend the point.
Units of the Red Army
V – the unit is good for the implementation of a specific goal
X – I don't think it's worth calling
! – situational unit
? – I do not have enough practical experience, to assign this unit to any of the categories, or I just doubt
About the expensive infantry – you need to call and use it carefully, with special attention. Or competently place in good places in defense, or attack with confidence in your abilities.
I think so – if you are on the defensive, tanks will be needed only in late to counter serious enemy vehicles. Attacks with armored vehicles can only be carried out after making sure that there is no enemy anti-tank system..
Of the important units in the second contribution – PT arrows, calculations with patsnarshrek, an officer, maybe engineers.
The usefulness of units is evaluated solely by combat parameters.. Scouts have better visibility, hence – good for observation.
Conscripts – it's better just not to take. If you feel like going to reconnaissance in force – can.
Guerrillas / scouts – not.
Arrows – main combat unit. There is a PCA, machine gun, grenades.
PT arrows – perhaps to distribute to allies. Why do we need 3 PT calculation?..
Parachutists – well-armed detachment with SVT, AVT, machine guns and two machine guns. Lots of pomegranates.
Marines – armed with rifles, two machine guns, machine.
Everything is similar to the mid, however added submachine gunners (I hope there is no need to explain) and guards, improved versions of rifle and assault rifle squads.
Marines guards – two Fausts, several PCA, one machine gun, automatic and simple rifles, a lot of pomegranates, great skill.
Maksim – if the terrain and the situation allows.
25-mm anti-aircraft gun – will allow you to drive away infantry and light vehicles of the enemy, until a serious weapon appears.
M-37 – weak, rapidly losing relevance gun.
ZiS-3 – good land mine, knocks out all enemy tanks except the Tiger and the captured KV.
ZiS-2 – weak land mine, knocks out all enemy tanks, including Tiger and KV.
76-mm regimental gun – analogue of a German watering can, however does not have a good cumulative, useless against tanks (with rare exceptions)
Mortar – dubious thing.
Howitzer – knock out mortars, guns, loses relevance when doctrinal art appears.
The same as in mid., but some types of weapons have been replaced.
SG-43 – slightly better than Maxim.
DShK – penetrates light vehicles at medium distances, it's better to take the first version and control it well.
45-MM M-42 – excellent accuracy, penetrates many medium and even more light tanks, well spreads land mines on infantry. An excellent option to ZiSa-2.
Honestly, it's better not to take anything… But:
KV-1 – if you are sure of the absence of Pak-40 / Tiger / Flak. It's hard to counter, they are afraid only of these pieces and a little pz.4 with a long gun. You better keep your distance.
BT-7 – crush mortars, it is possible to break through to the artillery.
T-40 – it is possible to drive off the infantry.
T-70 – good for fighting breakthrough light vehicles.
T-34-85 – when spammed by the enemy Pz.lll/IV.
IS-2 – powerful cannon, medium armor. Destroys all enemy vehicles for regular points, only afraid of the Royal Tiger, Ferdinand, a little yagpanther and Tiger Asa, pack of 40 on board and Flac 8.8. With a good game – not afraid of anyone.
SU-152 – powerful cannon, good for firing positions, destruction of tanks before the appearance of tanks from doctrines.
The rest of the technique has either armor that is too irrelevant for the fight, or a weak cannon, or a better analogue.
ZiS-5 – carry infantry, further guns.
T-27 – in order to more conveniently twirl and direct artillery, and also be able to shoot back. Mostly not worth taking.
Truck with anti-aircraft gun – with good control, it can lead a naughty, however very fragile.
BA-20, in the BA-64 late – crush mortars.
Supply truck – carry and supply artillery.
Engineering – strengthen the point very strongly.
Outcome
All of the above is my personal experience.. I played against different players – and good, and bad.
Each game can put you in a wide variety of situations. Your experience can be strikingly different from mine.. Perhaps your practice is better than mine. Write to me in private messages or discord (Nekoro # 9149) – describe your point of view, maybe I'll add alternative options to the guide.
Improve general skills, microcontrol. Look for joints in the enemy defense, detours. Send saboteurs to the flanks of the map and don't forget to cover them. Do not shoot beyond the range planned by the developers. Learn to throw grenades. Communicate. Try bold tactics. Don't waste resources just like that. Help allies and, if necessary – ask for help yourself. Find teammates to play on the same team. Try daring attacks, use unexpected maneuvers. Play multiplayer!
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