![]() ![]() If you get the captain out quickly and immediately hit the BAR upgrade, he's easily the most powerful infantry squad on the field until you start seeing MG42 Grens. He's a rifleman squad with a Tommy gun and a couple special abilities. So, in terms of tempo play, Airborne can be very versatile in opening up options without sacrificing critical abilities, but in overall play, it falls off once tempo no longer matters and pure capabilities are looked at, where every other commander can replicate the key ability with backteching and the rest is infantry. Reason something like Urban Assault gets such high marks for versatility meanwhile is that you get an elite infantry (and zook Rangers are better than zook Paras, due to extra zook and better target size), you get an improved Sherman and you get a Calliope, so you got the solid infantry, you got good armour and you get a rocket arty that can take apart Axis infantry and team weapon gatherings very efficiently. Utter lack of artillery, the best it can do is combine PFs with Scotts. The question is, what is an "all-rounder" to you? Airborne is a good commander to circumvent the teching issues and PFs and Paras are solid infantry, but you still are faced with the major tech gaps of the stock roster. Guides: Official Beginners Guide - Steam guides - COH2.ORG guides - Micro Tips & Tricks SeriesĬustom Hotkeys scripts and windowed borderless ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |