When doing this build get medics or if you have the resources a forward assembly with medics in the HQ zone as your army will have a lot of units that can’t heal themselves like sections. Attacking areas in the open lead with the machine gun and use the sections for cover. Use sight blockers like hedgerows to avoid damage and the 1 Target size on Assault Section can lead to heavy damage if you move directly at squads already in cover. ![]() The trick behind this is to use the power spikes of Assault sections and their upgrade to keep the other side reacting using machine guns aggressively to take map control. If you want to try it I recommend subbing out an early unit for a mortar to drop smoke. I would not recommend this against against OST for two reasons, it weak against sniper starts which OST players tend to do against UKF and Assault Sections perform really badly against 5 man grens. MG->AS->AS->MG/AS->Tech->Engineers or Sniper->AT Royal Engineers and 3rd IS can backcap while you dig in and prepare for a bolster push or a sniper. The fuel disruption should slow down the OKW tech and force them to respond or move to the other side of the map. Damage done to strumpios is a priority so take it every time you get a chance without taking too much damage. Potential build against OKW, push first section up near their oil point, use the UC to push volks around out of cover and let sections pump rounds into them. Follow up with bolster to transition to mid game. Build engineers if your UC took a lot of damage, I like MG on maps with good buildings. Handled correctly the UC will heavily punish OKW’s that recklessly push in the open and can do a lot of damage to the 4man grenadier squads. This build lets you get good capping power and the Universal Carrier lets you push out of your core capping area supporting your infantry when attacking. 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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