Infantry Recommendations:
First of all, the 2-dollar good brother prefers German infantry with high damage and high armor. When the number is greater than or equal to 5, it has strong lethality.
(Mainly just cannon fodder that is cheap and does not occupy the population)
We recommend the machine gun of the Soviet Union. The noble Maxim has a range of 30 and 42 damage. It is cheaper than the Polish one and does 2 points more damage.
(It can be used to quickly kill the infantry at the counter when the Bobcats are not out. It is recommended to place 2 of them aside to prevent friendly forces from getting stuck or being crushed by enemy tanks)
AT soldiers recommend that the US has a long range and high damage. If it hits, it can directly kill other infantry.
AT gun recommends the American 37 gun 3S CD, the 182 wear is the best among the same price.
(Put it behind the machine gun, also to the side)
Each assault troop class has its own characteristics. The following is a personal preference.
The Soviet assault troops have higher overall damage (in the first point they have infantry support, and at the assault point they can move and attack). The German ones are more fleshy.
The Stormtrooper is suitable for quick counting and grenade range damage because of its high burst. The Soviet Guard is more fleshy and prefers to maintain the front line. It cooperates with hospital doctors and others for long-term consumption, saving Lynx or 4 Bursts.
The following is the core unit of output
Bobcat, the noble 85 armor can occupy points with basically no damage to a single vehicle, and the 86 damage from 12 rounds allows it to effectively counter infantry/erectors/buildings that are not moving.
(It is recommended that 6 or more vehicles rush sideways in 2v2 mode or 8 vehicles head-on in 1v1 mode)
Si Tu is the most cost-effective line-resistant heavy tank. With Si Tu as the core, two machine guns, two AT cannons and some infantry for vision, it can be defended and allow the Lynx cluster to side attack.
(Mainly used in 2v2 or more player modes)
The pipe organ, with its high health and armor, is not as prone to sudden death as other multi-barreled pipes. It also has up to 30 rounds of ammunition, which can instantly solve the crisis of infantry groups and can also cause devastating damage to medium armor.
Multiple tubes are used to attack defense lines and immobile infantry groups.
The defensive building recommends the 201 position, which can be used for anti-armor and counter-stepping. It is cheap. With the Polish sentry tower (cheap), it can defend the side points (2v2). Of course, if you can stabilize the pressure on the opposite side of the middle, there is no room for side attacks (201 position can use the 6S CD To move laterally, you can use 3 infantry to occupy the point and then evacuate directly)
204 is more focused on attacking people, so it usually works with Pike 40 positions or 88 guns.
The advantages of the hand-pushed multi-tube can be obtained quickly, but it does not have the survivability of the pipe organ. This multi-tube is mainly used to destroy high-threat buildings such as 88-gun/Pike 40 (the plot of the last section of Chapter 2).
Zhongtan recommends 76 steamed buns - the King's price/performance ratio is higher than that of No. 4H
For tank destroyers, four are recommended (generally, tank destroyers need to be matched with assault guns to complement each other. Assault guns are resistant to damage, but having assault guns to resist damage is generally more cost-effective. Tank destroyers only support fast but are easy to run around. You need to manually disable the intelligence)
The heavy tank is recommended to be Pershing simply because it is cheaper and can be released faster (heavy tanks generally do not appear in PVP)
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