"Company of Heroes 3" Troop Illustrated Book, detailed explanation and evaluation of the data of all arms and units. "Company of Heroes 3" full building detailed illustrated book. "Company of Heroes 3", British Army, German Army, American Army, and Arms Data Illustration and Evaluation. Company of Heroes 3 is a real-time strategy and tactics game (RTS) that is the latest chapter in the Company of Heroes series. The legendary tactics franchise is back and takes players back to the epic journey of World War II. Company of Heroes 3 is the perfect blend of action, tactics and strategy, as you take control of real-time combat as a general and lead an all-out offensive - every choice counts to determine the fate of humanity.
Game name: Company of Heroes 3
英文名称:Company of Heroes 3
Game Type: Real-time strategy (RTS) game
游戏制作:Relic Entertainment
Game Publisher: SEGA
Platform: PC
Minimum configuration
Requires a 64-bit processor and operating system
Operating System: Windows 10
Processor: Intel i5 6th Gen or AMD Ryzen desktop 4-core processor 3GHz
RAM: 8 GB
Graphics: NVIDIA GeForce GTX 950, AMD Radeon R9 370
DirectX version: 12
Storage: 40 GB of free space
Recommended
Requires a 64-bit processor and operating system
Operating system: Windows 10 64-bit
Processor: Intel i7 8th Gen or AMD Ryzen desktop 8-core processor 3GHz
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 1660, AMD Radeon RX 5600
Guidebook
The data in this article is based on the official COH3 Essence Editor, the official development log and in-game testing, and some of the following information of netizens is collected and organized.
Thanks to R5M240 for a long time of data mining and sorting, the author has corresponding data stickers on station B and hero even post bar.
Data assistance: Hans, your coffee is really unpalatable
Review: DS, Sgt-Sherman, M20
英军(British Forces, UKF)
The British army has to upgrade the tech tree, which brings a rich selection of units, and on the other hand, the unique recovery ability of the British army allows it to constantly change the composition of the troops in the mid-to-late game.
As an Allied faction, the hard attributes of British units have also come to a good level, while maintaining basic combat power, different schools of play are formed through different unit compositions.
The British Army's unit level still guarantees a variety of playthrough, and the abundance of unit levels allows it to play a variety of roles: whether it is an assault force composed of a large number of high-speed units; still rely on the backbone of the defense of infantry, heavy tanks and artillery; It can even be a mixed force composed of multiple forces by operation. The diversity of the British army makes it capable of playing differently in the hands of each player.
Many units of the British army are targeted units, which can adjust their troops according to the composition of the German army in a timely manner, and eventually form the advantage of unit restraint. Whether it's through anticipation or back-hand transformation, British players can always find their own advantage in the ever-changing battlefield by mastering a variety of British tactics.
1. Architecture
(Base: starting resources: 390 manpower, 25 ammunition, 15 oil; Royal Engineer Detachment ×1)
-总部(Headquarters)
HP: 3000; Armor: 35; Volume: 5; Field of view: 35; Stealth detection: 3
Complement Radius: 30; Auto-replenishment can be enabled
HQ comes with an invincible 25-pounder cannon that can be partially responded to
Production units: Royal Engineer Detachment, Vickers Heavy Machine Gun Squad
Skill:
Build an Injury Center: Spend 125 manpower, 20 oil, and 15 seconds to build an injury center
Build the detachment headquarters: Spend 120 manpower, 15 oil, and 15 seconds to automatically build the detachment headquarters
Construction of Platoon-level Headquarters: Requires the presence of a detachment headquarters; It costs 240 manpower, 55 oil, and 15 seconds to automatically build a platoon headquarters
Construction of a company-level headquarters: the existence of a platoon-level headquarters is required; Spend 300 manpower, 110 oil, and 55 seconds to automatically build a company-level headquarters
Automatic Reinforcement: Switch skills, and when you turn on the rear reinforcements, your dissatisfied squads within the radius of the reinforcement will automatically spend manpower for reinforcements; No switching cooling
Creates ruins when destroyed
-训练中心(Training Center)
Cannot be attacked, does not take any damage; Field of view: 35; Stealth detection: 3
Upgrades:
Infantry Training: Spend 200 manpower and 30 fuel for 25 seconds, and immediately gain 800 experience points for all existing and newly built infantry units; Infantry units with at least 1 star have 10% increased accuracy and 10% reduced cooldown, reload, and hit accuracy
Team Weapon Training: Spend 150 manpower and 20 fuel for 25 seconds, and immediately gain 800 experience points for all existing and newly built team weapons after completion; Team weapons with at least 1 star have 10% more accuracy and 10% less reload and hit accuracy
Light Vehicle Training: Spend 150 manpower and 20 fuel for 25 seconds, and immediately gain 800 experience points for all existing and newly built light vehicle units; Light vehicle units with at least 1 star have 10% increased accuracy, 10% acceleration/deceleration, and 10% less reload
Vehicle Training: Spend 200 manpower and 30 fuel for 25 seconds, and immediately gain 1250 XP for all existing and newly built medium and heavy vehicle units; Medium and heavy vehicle units with at least 1 star have 10% increased accuracy, armor piercing, and 10% less reload
-伤检中心(Triage Center)
HP: 600; Armor: 10; Volume: 2; Field of view: 35; Stealth detection: 0
Complement Radius: 25; Build time: 15 seconds
Price: 125 manpower 20 oil
Dispensing Medical Supplies: Passive, allied units within a 35m radius of the Center will regenerate health at a rate of 3.2 HP/s when they leave the battle
Note: The 1 Medic that is automatically dispatched is only an animation and does not provide actual healing
-分队指挥部(Section Command Post); 一本
HP: 1500; Armor: 35; Volume: 26; Field of view: 35; Stealth detection: 3
Complement Radius: 20; Build time: 15 seconds
Price: 120 manpower and 15 oil
Production units: infantry detachments, ML 3-inch mortar squads, Dinggou light reconnaissance vehicles
Grenade Pack: Spend 100 manpower and 15 fuel to unlock grenades and anti-tank grenades for infantry detachments in 25 seconds
-排级指挥部(Platoon Command Post); 二本
HP: 2000; Armor: 35; Volume: 26; Field of view: 35; Stealth detection: 3
Price: 240 manpower 55 oil; A book needs to exist
Production units: six-pounder anti-tank gun squad, Humber armored car, CWP 15cwt truck, M3 Stuart light tank, Bishop self-propelled gun
Unlock the Bishop SPG: Spend 100 manpower and 25 fuel for 30 seconds to unlock the Bishop's SPG construction privileges
Unlock the Stuart Light Tank: Spend 100 manpower and 30 fuel for 30 seconds to unlock the construction privileges of the M3 Stuart Light Tank
-连级指挥部(Company Command Post); 三本
Complement Radius: 30; Build time: 55 seconds
Price: 300 manpower 110 oil; Two copies are required
Production units: Guards Infantry Detachment, Crusader II Medium Tank, Matilda II Heavy Tank, M3 Grant Medium Tank, 17-pounder gun anti-tank group
Unlock the Grant Medium Tank: Spend 125 manpower and 25 fuel in 25 seconds to unlock the construction of the M3 Grant Medium Tank
Unlock the 17-pounder anti-tank squad: Spend 125 manpower and 25 fuel for 30 seconds to unlock the building privileges of the 17-pounder anti-tank squad
Retreat and Regroup: Choose a vehicle unit that will retreat to the map border and return the full value (excluding upgrade costs) after retreating; No cooling
- Base Vickers Machine Gun Bunker (HMG Nest)
HP: 800; Armor: 15; Volume: 26; Field of view: 35; Stealth detection: 0
You can't build, you can't garrison
Weapons: Vickers Heavy Machine Gun (Bunker)
Range: 0-45; Distance Determination: 11/22/45
Damage per shot: 10; Accuracy: 0.66/0.32/0.135; Armor piercing: 2/1.6/1.3
Reference DPS: 42.305/16.608/7.007
Pressing output per second: 0.106/0.078/0.073
Aiming Time: Initial: 0.3; Duration: 0.25
Cooling: 1.5-2.5; Loading: 4; Reload frequency: 10; Front/Backward: 0/0
Bursts: Duration: 4-5; Rate of fire: 8; Jihuo: Yes
Distance Coefficient: Aiming: 0.1/1/1; Cooldown: 0.4/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1
Single shot pressing: 0.018; Proximity Suppression Ratio: 0.75; Radius of infection: 13
Firing range: ±62.5°; Horizontal speed: 60
Bonus Targets: Increases accuracy by 12% when additional targets appear within 6/8/10 meters
2. Units
(1) Headquarters unit
-皇家工兵分队(Royal Engineer Section)
Price: 220 manpower; Requirements: Headquarters construction
Composition: Royal Engineer ×4; HP: 85; Volume: 1
Field of view: 35; Stealth detection: 10; Capture point/disarm speed: 1/1
Population (Squad + Single): 0+1×4; Maintenance (Squad + Single): 0+1×4
Build time: 20 seconds; Replenishment time: 5 seconds; Supplement price: 24 manpower
Weapons: Stern Submachine Gun (Royal Sapper) ×4; Weapon slots: 2
Tags: Infantry, Combat Engineers
Flamethrower No. 2: needs to be in friendly territory; Spend 50 ammo and 20 seconds equip a flamethrower for the Royal Sapper and unlock the flamethrower Breaking skill; Occupies 1 weapon slot with a drop chance of 0.33; Mutually exclusive with hazard clearance equipment
Hazard Removal Equipment: Requires to be in friendly territory; Spend 30 ammo and 10 seconds to equip the Royal Sapper with a switchable mine detector that can detect 30m and actively clear enemy mines within 20m when activated (2 seconds clearance time, friendly mines can also be removed); Also unlock the Net Cutter skill; The maintenance speed is increased by 2.5HP/s; When activated, it occupies 1 weapon slot and does not drop; Mutually exclusive with flamethrower No. 2
Build Penalty: 2x hit accuracy
Build List:
Sandbag: Spend 5 seconds to build a sandbag, which will become a neutral unit when the construction is complete; Green Shield cover is available
Barbed Wire: Spend 3.4 seconds to build a section of barbed wire to block infantry, turning it into a neutral unit when the build is complete
Anti-Tank Piles: Spend 12 seconds to build an Anti-Tank Piles, which will turn into a neutral unit when built, blocking crushing levels below Heavy Levels; Green Shield cover is available
Modified Anti-Tank Mine G.S.: Costs 30 ammo and 13 seconds to place a Universal Mine, stats below
Resource Cover: Spend 200 manpower for 30 seconds to build a resource cover on an allied stronghold other than the victory point, if it is located on an ammo or fuel point, the corresponding resource point income will be increased by 50% (low/medium/high resource points will increase by 3/5/8 ammo or fuel per minute); Strongholds with resource covers cannot be captured
Repair: 2x hit accuracy and 2x damage during operation, can restore health to damaged vehicles/squad weapons/bridges/buildings, and the speed is 8HP/s; If the Hazard Removal Equipment has been upgraded, an additional 2.5 HP/s will be added; If you already have 2-star sophistication, you will add an additional 3.1HP/s; Cannot be started when suppressed
Flamethrower Break: Requires Flamethrower No. 2 upgrade and at least 2 members of the squad are alive; Spend 35 ammo to designate an enemy building, and the Royal Engineer will get close to the entrance of the target building, spending 12.75 seconds to complete a tactical breach and seize control of the building; Ignoring suppression when breaking the door, the specific damage attribute is unknown; 10 seconds cooldown
Switching Mine Detectors: Hazard Removal Equipment Upgrades Required; Switching skills, the Royal Sapper can switch their Mine Detector to their primary weapon; Occupies a weapon slot when holding a Minedetector, and has no effect when there are no remaining weapon slots (but still detects and clears mines)
Mesh cutter: Hazard removal equipment needs to be upgraded; Specify a section of neutral barbed wire as the target, and it will take 5 seconds to clear a section of barbed wire with twice the hit accuracy during operation
No. 69 grenade: requires 1-star sophistication; Spend 25 ammo to throw a grenade at a target location within 20m, the stats are described in the Weapons section; 30 seconds cooldown
List of weapons:
1. Stern Submachine Gun (Royal Sapper):
Range: 0-35; Distance Determination: 7/15/35
Damage per shot: 4; Accuracy: 0.58/0.2875/0.1725; Armor piercing: 1/1/1
Reference dps: 9.636/1.631/0.508
Reference DPS (Mobile): 7.227/1.223/0.381
Aiming Time: Initial: 0.25-0.375; Last: 0.5-0.75
Cooling: 0.625-1.375; Loading: 2.8-3.5; Reload Frequency: 6; Front/Backward: 0/0
Burst: Duration: 1.35-1.65; Rate of fire: 8; Gathering Fire: No
Distance Coefficient: Aiming: 0.75/1.25/2; Cooldown: 0.75/1.7/2; Reload: 1/1/1; Burst duration: 1.1/0.625/0.5; Rate of fire: 1/0.675/0.5
Mobile Shooting: Accuracy 0.75
Special: The firing angle is ±60°
2. No. 2 flamethrower:
Range: 0-20; Distance Determination: 0/10/20
Damage per shot: 16; Accuracy: 1/1/1; Armor piercing: 2.5/2.5/2.5
11:4.741/4.741/4.741 (0.4.741)
Aiming Time: Initial: 0.125; Last: 0.125-0.5
Loading: 0.5-0.75; Reload Frequency: 0; Front/Backward: 0.25/1.375
Burst: Duration: 1; Rate of fire: 1; Gathering Fire: No
Distance Coefficient: Aim: 1/1/1; Cooldown: 1/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1
Unable to move to shoot
AOE range: 3×5 (rectangular); Distance judgment: 2/2/2; Damage Factor: 1/1/1; Armor piercing: 2.5/2.5/2.5
Angular Dispersion: 6; Maximum radial dispersion: 6.2; Dispersion distance ratio: 1; Dispersion Offset: 0.3
Special: When attacking a garrison building, all garrison units take long-range AOE damage; Ignores the cover effects of the Yellow Shield, Green Shield Garrison, and Red Shield, dealing 1.25 times the damage to the Green Shield and 1.5 times the damage to the garrison units. 0.2x accuracy, 0.5x damage and armor piercing against shallow water cover; 1.75x damage to buildings, 25x armor piercing; 2x damage to bunkers and 4x armor piercing; No damage over time
3. No. 69 grenade:
射程:0-20; 单发伤害:87; 穿甲:25
AOE radius: 4; Distance judgment: 0.5/1.5/4.5; Damage Multiplier: 1/0.6/0.3; Armor piercing: 25/25/25
Aiming time: 0; Front/Backward: 1.25/1.25
Fuse duration: 1.6 seconds
Special: A single shot can cause damage to up to 3 models in the team; Except for the Green Shield, which deals 0.5x damage, ignores other cover bonuses; When attacking a garrison building, all garrison units take long-range AOE damage
Sophisticated:
1 Star - 800EXP - Unlock the "No. 69 Grenade" skill; Reduced hit accuracy and reduced weapon cooldown
2 Stars - 2400EXP - Increases accuracy, reduces weapon cooling, reduces hit accuracy; Increases construction speed by 33% and repair speed by 3.1HP/s
3 Stars - 4800 Exp - Increases accuracy, reduces weapon cooldown, increases HP by 10; No longer takes extra damage when repairing
Defensive Structures:
Sandbag: size 2x1; It can block the rolling grade below medium; Green shield bunkers are available
HP: 300; Armor: 35; Volume: 1
Barbed wire: size 3×2; Blocks infantry;
HP: 150; Armor: 10; Volume: 1
Anti-tank piles: size 2.5× 2.5; It can block heavy crushing grades below heavy duty; Green shield bunkers are available
HP: 400; Armor: 50; Volume: 1
Improved anti-tank mine G.S.: size 3.5×3.5
HP: 20; Armor: 35; Volume: 1; Special cloaked units; No field of view
Damage: 200; Armor piercing: 1000; Suppression: 0.5
AOE Range: 5; Distance judgment: 1.5/2/2.5; Damage Factor: 1/1/1; Suppression coefficient: 0.4/0.325/0.25
Special: Ignores cover damage reduction; There is a maximum damage of 3 players per infantry squad; When the vehicle is triggered, it will always cause engine damage (speed reduction by 45%), which will be fixed to 90% of maximum health
Resource Cover: Provides Green Shield cover
HP: 600; Armor: 3; Volume: 22; Field of view: 10; Stealth detection: 3
[Royal Engineer Detachment] evaluation
Abbreviated as the Imperial Worker,As the initial class of the British Army, it should be regarded as the most capable of fighting in the initial arms of the four camps.,As an excellent output melee soldier analogy with the second generation, it's more like the SP of the German Army on the Western Front.,Excellent melee output in the early stage.,The face is as high as 9dps, and the full reform of the Steden ensures that after the first wave of contact, whether it's going around the back shelf alone or being a melee bodyguard next to the straw hat, it's very useful.,You can upgrade the flamethrower to experience the sequel to the spirit of the firestorm.。 Such an attribute is completely worthy of his price even if it does not use the price reduction of the armored company. But it also faces similar problems as SP, as a high-output melee soldier who is often pulled to the face, his body is average, and he often loses blood on the front and needs to make reasonable use of vision and corners. In terms of the engineer's own job, it once had 12 basic maintenance speeds, but unfortunately it was confiscated by mines, and at present, due to its own high price, the British army is slightly embarrassed to repair the efficiency of the car, but fortunately, after upgrading the minesweeper, it can improve some car repair efficiency. The 1-star skill can throw a standard grenade, and it can catch the opponent off guard in terms of anti-face and machine gun winding. With its low price, the Royal Engineer guarantees that it is not easy to get up even at sea, and in general it is already a relatively cost-effective unit on the Allied infantry.
-维克斯重机枪班(Vickers Machine Gun Team)
Price: 240 manpower; Requirements: Headquarters construction
Composition: Vickers heavy machine gun x1, weapon operator x4
Team members' HP: 90; Team size: 1.33
Weapon HP: 180; Weapon Armor: 60; Weapon volume: 20
Population (Squad + Single): 3+1×4; Maintenance (Squad + Single): 3+1×4
Build time: 30 seconds; Replenishment time: 5 seconds; Supplement price: 25 manpower
Weapons: Vickers Heavy Machine Gun x1, Lee Enfield Rifle (Weapons Squad) x2; Weapon slots: 0
Label: Pressed; Squad weapons
Reload: The machine gun immediately reloads; 4 seconds cooldown
Focus on firing: Requires 1-star sophistication and is in a set up state; Free skill, after activation, the Vickers machine gun will change to focus fire mode for a duration of 60 seconds, reduce the range and suppression, and increase the range and output, the attributes are shown in the weapon list; Unmounting after activation will not interrupt skills; Does not lower the range of fire when Garrison is active; 180 seconds cooldown
1. Vickers Heavy Machine Gun:
Erection/unloading time: 3/3 sec; Enchantment animation duration: 0.65 seconds
Range: 0-45; Distance Determination: 10/30/45
Damage per shot: 5; Accuracy: 0.7/0.5/0.375; Armor piercing: 1.6/1.4/1.2
Reference DPS: 35.991/18.987/10.169
Pressing output per second: 0.119/0.083/0.057
Aiming Time: Initial: 0.25; Last: 0.125
Cooldown: 1.5-1.75; Loading: 4; Reload Frequency: 3; Front/Backward: 0/0
Burst: Duration: 5; Rate of fire: 8; Gathering Fire: No
Distance Coefficient: Aim: 1/1/1; Cooldown: 0.25/1/1; Reload: 1/1/1; Burst duration: 1.75/1.5/1; Rate of fire: 1.5/1.25/1
Single shot pressing: 0.0125; Proximity Suppression Ratio: 0.75; Radius of infection: 15
Firing range: ±62.5°; Horizontal speed: 50
2. Lee Enfield (Weapons Class):
Range: 0-35; Distance Detection: 7/20/35
Damage per shot: 10; Accuracy: 0.4/0.25/0.2; Armor piercing: 1/1/1
Reference dps: 1.680/0.718/0.448
Reference dps (mobile): 0.840/0.359/0.224
Aiming time: Initial: 0.5-0.75; Last: 0.375-0.5
Cooling: 1-1.5; Reload: 2.7-3.6; Reload Frequency: 14; Front/Backward: 0/1.25
Distance Coefficient: Aim: 0.75/1.25/1.5; Cooldown: 0.5/1.25/2; Reload: 1/1/1
Mobile Shooting: Accuracy 0.5
3. Vickers Heavy Machine Gun (Focus Fire):
Range: 0-50; Distance Detection: 10/30/50
Damage per shot: 5; Accuracy: 0.9/0.825/0.8; Armor piercing: 1.6/1.4/1.2
Reference DPS: 46.274/31.329/21.695
Pressing output per second: 0.049/0.035/0.024
Single Shot Press: 0.005; Proximity Suppression Ratio: 0.5; Radius of infection: 10
Firing range: ±20°; Horizontal speed: 50
Special: Can be enabled while stationed, and does not reduce the shooting range
1 Star - 600EXP - Unlocks the "Focus Fire" skill; Reduced hit accuracy; Increase pressing
2 stars - 1800exp - increased suppression; Increases burst duration by 30%; Reduced hit accuracy
3 stars - 3600exp - increased accuracy; increased pressing; Group members gain 10 HP; Increase the horizontal speed
[Vickers Heavy Machine Gun Squad] Evaluation
Thanks to the enhancement of the last few versions, Vickers has a unique ecological niche in the current version, and now that the machine gun is standardized (optimized for replenishment and factory time) and generally strong, with the blessing of the characteristics of the big base construction and the big shooting world, with the relatively good suppression (although it is the bottom of the four camps) and the output of the relatively supermodel, it has become an excellent firepower pillar of the Allied forces in the early stage. And the one-star focused firing skill makes its shooting boundary become a "door gap" (the range has also come to 50), and the shooter uses English magic to turn on the sniper mode, and the output reaches the terrifying 40 mark (the farthest is 20), and almost giving up all the suppression effect is not necessarily a bad thing at this time (after all, pressing yellow has a significant reduction in damage), so it can cause devastating blows to all kinds of soft targets, and lifting the shelf does not interrupt the skill, and the error tolerance brought by the ease of operation makes this skill quite useful. After the change of the British training center, a kind of Haywix style of play was introduced, and the second team of machine guns directly clicked on the erection training, which can be obtained before the first wave of contact, and the destruction output of the door crack skill can easily destroy the German erection and infantry for a long period of time (therefore, the British army facing the sea machine gun must not go back with the same sea machine gun). But you also need to pay attention when using it, no matter how strong Vickers is, it is just a machine gun, and in the absence of reconnaissance, it will be easily killed by light armor and flank infantry, and it will be blown up by the curve when the battle line does not change much. Therefore, when using it, you still need the assistance of other units, as long as it is not targeted, then for a long time, the front will be Vickershai's personal show.
(2) One unit
-步兵分队(Infantry Section)
Price: 260 manpower; Requirements: Detachment headquarters construction
Composition: Tommy × 4, Officer × 1; HP: 95; Volume: 1
Field of view: 35; Stealth detection: 10; Capture/Disarm Speed: 1.33/1
Population (Squad + Single): 2+1×5; Maintenance (Squad + Single): 2.5 + 1.25×5
Build time: 28 seconds; Replenishment time: 5 seconds (Tommy) 3.33 seconds (officer); Supplement price: 28 manpower
Weapons: Lee Enfield Rifle (Tommy) ×4, Webley Revolver ×1; Weapon slots: 2
Tags: Infantry, Basic Infantry
Recon Gear Pack: Equip an infantry detachment with two mirrored Lee Enfield rifles for 45 ammo and 30 seconds, the stats are shown in the weapon list, occupy 2 weapon slots, and will not be dropped; The squad increases its vision by 7.5m, and unlocks the Reconnaissance Flare and Frontline Observation Artillery skills. Mutually exclusive with the Beuys anti-tank rifle and the Bren light machine gun
Beuys anti-tank rifle: needs to be in friendly territory; Spend 50 ammo and 30 seconds equip an infantry detachment with two Beuys anti-tank rifles, stats shown in the weapon list, occupy 2 weapon slots, and have a drop chance of 0.33; Mutually exclusive with the Reconnaissance Equipment Pack and the Bren LMG
Bren LMG: Requires to be in friendly territory; Spend 100 ammo for 30 seconds equipping an infantry detachment with a Bren LMG, stats listed in the weapon list, occupies 1 weapon slot, and has a drop chance of 0.33; Can only be upgraded once, and is mutually exclusive with the Recon Pack and the Beuys Anti-Tank Rifle
Grenades: Requires base grenade pack upgrade; Spend 30 ammunition to designate a target area of 15-30m, fire a grenade, the properties are shown in the list of weapons; 30 seconds cooldown
Anti-Tank Grenade: Requires Base Grenade Pack Upgrade; Spend 30 ammo to designate an enemy vehicle within 15m and throw an anti-tank grenade at it, which has a tracking effect on the selected target, causing the target to shock or damage the engine, the stats are shown in the weapon list; 30 seconds cooldown
Recon Flar: Requires Recon Equipment Pack upgrade; Free skill, designate a target location within 20-50m, the team will fire a flare, with a 0.125/2 second pre/backward swing before and after launch, providing a 15-second field of view within a 45m radius of the target area (no stealth detection); 180 seconds cooldown
Frontline Observation Shelling: Requires Recon Equipment Pack upgrade; Spend 35 ammo to designate a target area within 35m, and after about 5 seconds, the base artillery will fire 6 shells (or fire from outside the map if the base does not exist), the stats are shown in the Appendix; 60 seconds cooldown, while following the global cooldown of the base gun
Firebase: Requires 1-star sophistication; Passive skill, increased accuracy of infantry detachments when attacking targets without a shield or red shield while in cover
1. Lee Enfield Rifle (Tommy):
Damage per shot: 12; Accuracy: 0.651/0.64/0.61; Armor piercing: 1/1/1
Reference dps: 3.002/2.951/2.813
Reference DPS (Mobile): 1.501/1.476/1.406
Aiming time: Initial: 0.5-0.75; Last: 0.5-1
Cooldown: 0.25-0.45; Reload: 2.25-2.75; Reload Frequency: 9; Front/Backward: 0/1.3
Distance Coefficient: Aim: 1/1/1; Cooldown: 1/1/1; Reload: 1/1/1
2. Webley Revolver (Officer):
Range: 0-35; Distance Judgment: 10/20/35
Damage per shot: 10; Accuracy: 0.651/0.63/0.609; Armor piercing: 1/1/1
Reference DPS: 2.873/2.781/2.688
Reference DPS (mobile): 1.988/1.924/1.860
Cooldown: 1-1.25; Reloading: 3; Reload Frequency: 9; Front/Backward: 0/0.75
Distance Coefficient: Aim: 1/1/1; Cooldown: 0.75/0.75/0.75; Reload: 1/1/1
Mobile Shooting: Accuracy 0.75; Cooldown 1.25
3. Mirrored Lee Enfield Rifle (Tommy):
Damage per shot: 12; Accuracy: 0.86/0.79/0.75; Armor piercing: 2/1.75/1.5
Reference dps: 4.089/3.756/3.566
Reference DPS (Mobile): 2.045/1.878/1.783
Aiming time: Initial: 0.5-0.75; Last: 0.5-1
Cooling: 0.125-0.4; Reload: 2.25-2.75; Reload Frequency: 9; Front/Backward: 0/1.3
Special: The accuracy coefficient for yellow shields, green shields and garrison bunkers is 0.75
4. Beuys Anti-Tank Rifle:
Range: 0-35; Distance Judgment: 10/20/35
Alpha Damage: 50 (Vehicle) 25 (Building & Infantry)
精度:0.39/0.33/0.253; 穿甲:70/60/50
Reference dps (against infantry): 1.454/1.184/0.875
Aiming Time: Initial: 1; Last: 0.5-1
Cooldown: 2-2.5; Reload: 4-4.5; Reload Frequency: 3; Front/Backward: 0/1.6
Distance Coefficient: Aim: 1/1/1; Cooldown: 0.75/0.75/0.75; Reload: 1/1/1
Special: 0.15 times ricochet damage; 0.5 times damage to infantry and buildings; 0.77 times accurate against infantry; 0.25x damage against destructible neutral objects; 0.4 accuracy against garrison cover, 0.25 times damage against shallow water cover; Weapon cooldown by 1.5x when suppressed
5. Bren LMG (Tommy):
Range: 0-35; Distance Judgment: 7/22/35
Damage per shot: 3.5; Accuracy: 0.54/0.51/0.475; Armor piercing: 2.5/2/1.75
Reference dps: 6.732/7.647/8.832
Aiming Time: Initial: 0.75-1; Last: 0.25-0.5
Cooldown: 2-2.5; Reload: 4.5-5; Reload Frequency: 5; Front/Backward: 0/0
Burst: Duration: 2.5-2.75; Rate of fire: 8; Jihuo: Yes
Distance Coefficient: Aiming: 0.5/0.8/1; Cooldown: 1.2/0.9/0.75; Reload: 1/1/1; Burst duration: 1/1.25/2; Rate of fire: 1/1/1
Special - 0.7 damage multiplier against Green Shield and Garrison Cover
6. Gun grenades:
射程:15-30; 单发伤害:100; 穿甲:25
AOE radius: 4; Distance judgment: 0.35/1.25/3; Damage Multiplier: 1/0.25/0.15; Armor Piercing: 10/5/1
Aiming time: 0.375; Front/Backward: 0/1
Fuse-free duration
Special: Except for the Green Shield, which deals 0.5x damage, ignores other cover bonuses; When attacking a garrison building, all garrison units take long-range AOE damage
7. Anti-tank grenades:
射程:0-15; 单发伤害:110; 穿甲:1000
No AOE; Aiming time: 0.375; Front/back: 0.75/1.25
The fuse duration is 1.25 seconds
Special: 0.8 times ricochet damage; After the vehicle unit is attacked, if the target's HP is higher than 50%, the crew shock effect will be triggered for 5 seconds; If the target's HP drops below 50% or is already in the crew shock state, the engine damage effect will be caused (speed reduced by 45%), which will be removed when repaired to 90%;
1 Star - 900EXP - Unlock the "Fire Base" skill; Reduced hit accuracy
2 Stars - 2700EXP - Increases accuracy, reduces weapon cooldown, and reduces hit accuracy
3 Stars - 5400 EXP - Increases accuracy, reduces weapon cooldown, and increases HP by 10
Addendum: Base 25-pounder gun
射程:0-1000; 单发伤害:160; 穿甲:1000
AOE radius: 8; Distance judgment: 1/1.5/6; Damage Multiplier: 1/0.5/0.15; Armor piercing: 40/40/40
Aiming Time: Initial: 0.5; Duration: 0.125; Front/Backward: 0/2
Reload: 3-3.5; Reload Frequency: 0
Angular dispersion: 8°; Maximum radial dispersion: 6; Dispersion distance ratio: 0.1; Dispersion Offset: 0
Shooting range: ±5°; Horizontal speed: 70; Weapon RPM: 45
Special: 2.5x angular dispersion and radial dispersion against targets in the fog; 0.15 times ricochet damage; A single shot can cause damage to up to 3 models in the team; 0.75 times damage to bunkers and positions; 0.75 times the damage against garrisons
[Infantry detachment] evaluation
Abbreviated as a straw hat, with a classic anti-line infantry. Unlike the first generation of straw hats with short legs without overseers and the second generation without green shields, the third generation of straw hats is relatively more standardized in attributes, and it is a decent existence in the basic infantry, and its diversified upgrades and skill combinations make it have the means to deal with various threats and tactics, which can be said to be the real cornerstone unit of the British army.
The positioning of the bird sniper straw hat is similar to the second-generation GDG43, focusing on an early suppression and late transformation, a bird sniper is about equal to a half-old Li, there is an improvement but not much, and the shield damage bonus is its highlight. Of course, the focus is on the additional vision bonus, free flares, and red smoke, which can be very effective in assisting your own curve erection, which is very effective against enemies set up in the early stage of hard frames or hard squatting in the sea, and honestly being a tool man in the later stage.
The cloth wheel straw hat plays a bit like the second-generation LMGGD, the classic long-range shooter + LMG collocation, the only difference is that the output of LMGGD can touch the level of high-level soldiers, and under the design idea of the three generations of per capita plus blood and minus output, although Bren's attributes are good, it can't be like the second-generation big G mowing the grass, and he still can't avoid the life of the sand bag in the later stage.
The big gun straw hat directly cut off the damage of the infantry training upgrade due to the balance of mines, and as an anti-tank gun that can eat the highest returns, it is naturally a big cut, plus it increases the time for the big gun to raise his hand. The most intuitive experience is that in the past, I was chasing 250 dozens, and I could immediately click two shots when it lit up, but now I can only wait for 250 to come up and make a mistake and click two shots to run away. However, these nerves are acceptable compared to the early Allied system. The upgrade of 50 ammo does not affect the anti-human attributes of the straw hat itself, while almost completely blocking the 250 harassment in North Africa in the early stage, and if the number is slightly 2-3 teams, it will also have the power to fight against the anti-human weapon of the eight rounds. In multiplayer battles, it can make up for the lack of anti-light armor ability of American teammates in the early stage, which is one of the important countermeasures for the German army's light armor timing.
-ML3英寸迫击炮班(ML 3-inch Mortar Team)
Composition: ML 3-inch mortar x1, weapon operator x4
Team Member's HP: 80; Team size: 1.33
Build time: 25 seconds; Replenishment time: 5 seconds; Supplement price: 22.5 manpower
Weapons: 3-inch mortar x1, Lee Enfield rifle (weapons squad) x2; Weapon slots: 0
Tags: Mortar; Squad weapons
Barrage Attack: Free skill that specifies firing 6 mortar shells with greater accuracy and speed at an area within 15-95m; 30 seconds cooldown; Cooling is not shared
Smoke Barrage: Free skill, designated to fire 4 smoke grenades into an area within 15-95m, firing 1.375/1.5 seconds of swing forward/backward; Smoke radius 6.5m for 20 seconds; 30 seconds cooldown; Cooling is not shared
Calibration: 1 star veteran required; Passive ability to reduce the spread of mortars when firing barrages
1. 3-inch mortar (automatic fire)
Erection/unloading time: 2.4/1.9 seconds
Range: 15-75; Distance Detection: 20/40/75
Damage per shot: 100; Armor piercing: 20
Expected damage per shot: 30.695/25.297/17.125
AOE radius: 4.5; Distance judgment: 0/0.5/4.5; Damage Factor: 0.6/0.3/0.1; Armor piercing: 10/10/10
Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 1.375/1.875
Cooling/Reloading: 6-7; Reload Frequency: 0
Distance Coefficient: Aim: 1/1/1; Cooldown: 0.25/1/1; Reload: 1/1/1
Angular dispersion: 7°; Maximum radial dispersion: 5; Dispersion distance ratio: 0.04; Dispersion Offset: 0
Firing range: ±180°; Horizontal speed: 90
Special: 0.2 times ricochet damage; 0.8 times damage against snipers; A single shot can cause damage to up to 3 models in the team; 0.75 times the damage of garrisons, and all garrison units take long-range AOE damage when attacking garrison buildings; 0.5 times damage to position; Damage 0.5 times against bunkers and 2 times armor piercing
2. 3-inch mortar (barrage)
Erection/unloading time: 2.4/1.9 seconds
Range: 15-95; Distance Break: 20/40/100
Damage per shot: 100; Armor piercing: 20
Expected damage per shot: 32.240/27.004/15.586
AOE radius: 4.5; Distance judgment: 0/0.5/4.5; Damage Factor: 0.6/0.3/0.1; Armor piercing: 10/10/10
Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 1.375/1.5
Cooldown/Reload: 0.75; Reload Frequency: 0
Distance Coefficient: Aim: 1/1/1; Cooldown: 0.25/1/1; Reload: 1/1/1
Angular dispersion: 5°; Maximum radial dispersion: 5; Dispersion distance ratio: 0.04; Dispersion Offset: 0
3. Lee Enfield (Weapons Class):
1 Star - 1000EXP - Unlocks the "Calibration" skill; Reduces hit accuracy, reduces barrage cooldown by 10%, and reduces spread
2 Stars - 3000EXP - Reduced spread, reduced reload, reduced hit accuracy, reduced barrage cooldown by 15%.
3 Stars - 6000EXP - Increases the range of 10m auto-attack and barrage, reduces dispersion, and increases crew members by 10 HP
[ML3-inch mortar squad] evaluation
Thanks to the popularity of the idea of homogenization, the difference in basic attributes between the three generations of mortars is smaller than that of the second generation. But even so, the poor Ying forced still got the worst basic attribute in the whole camp: the firing range is 5m shorter than the Germans, and the rate of fire is the slowest, but fortunately, after the recent reinforcement, the barrage is not still two fewer than the Germans. Sophisticated skills in the environment of per capita spending on the British force actually just gave a passive, highlighting a simple and unpretentious, in the effect of hitting a fixed target and the time bomb ratio of the United States is still much worse. High emotional intelligence said that the British army system is sound, and it is better to have this thing than nothing, after all, it can also be linked with the increase in barrage passivity of artillery, and it has its corresponding effect on dealing with squatting. But here comes another question, you have chosen artillery and learned why not choose 107 for the early and middle squatting ratio?
-叮狗轻型侦察车(Dingo Light Scout Car)
Price: 250 manpower; Requirements: Detachment headquarters construction
HP: 220; Armor: 5/5/2.5; Volume: 10.6
Field of view: 50; Stealth detection: 10; Build time: 25 seconds
Population: 4; Maintenance fee: 4
Top speed: 8.5; Acceleration/deceleration: 7/8; Steering speed: 60; Crushing grade: light
武器:布伦轻机枪(叮狗)×1
Tags: Vehicles, Ultralight Vehicles, Support Vehicles
Distribute medical supplies: free skill, need to be out of battle for at least 6 seconds; For a duration of 45 seconds after activation, allied units within a 20m radius will regenerate health at a rate of 4 HP/s when disengaged. 120 seconds cooldown
Towing heavy weapons: designate an uncrewed AT or howitzer to erect and the vehicle will be towed; The weapon can be dropped at a designated target location
Fake Cigarettes: Requires 1-star sophistication and HQ presence; Spend 15 ammunition to designate a target location within 15-45m, release fake smoke to confuse the opponent; 60 seconds cooldown
Front-line observation and artillery bombardment: requires 1-star sophistication; Spend 35 ammo to designate a target area within 15-45m, and after about 5 seconds, the base artillery will fire 6 shells (or from outside the map if the base does not exist), the stats are described above; The cooldown is 60 seconds, while the global cooldown of the base gun is followed
1. Bren LMG (Dinggou):
Range: 0-35; Distance Determination: 10/25/35
Damage per shot: 3.5; Accuracy: 0.616/0.506/0.484; Armor Piercing: 7.2/6/4.8
Reference DPS: 10.610/8.057/5.081
Reference DPS (Mobile): 8.839/6.682/4.187
Aiming time: Initial: 0.5-0.75; Last: 0.75-1
Cooldown: 1.25-1.75; Loading: 4; Reload frequency: 6-7; Front/Backward: 0/0
Bursts: Duration: 2.5-3; Rate of fire: 7; Jihuo: Yes
Distance Coefficient: Aim: 0.75/1/1.5; Cooldown: 0.75/0.875/1; Reload: 1/1/1; Burst duration: 1/1.25/1.5; Rate of Fire: 1.25/1.125/0.75
Mobile Shooting: Accuracy 0.75; Cooldown 0.5
Firing range: ±25°; Horizontal speed: 25
Special - 2x accuracy against snipers
1 Star - 600EXP - Unlocks the "Fake Smoke" and "Frontline Observation and Shelling" skills; Increase the field of view by 10m, increase the speed by 20%, and increase the acceleration/deceleration
2 Stars - 1800EXP - 10% increase in top speed, increased rotational speed, and increased accuracy
3 Stars - 3600EXP - Increases HP by 20; Increase field of view by 5m; Increases top speed by 15%, increases acceleration/deceleration, and increases rate of fire
[Dinggou Light Reconnaissance Vehicle] Evaluation
Different from the previous work, this mine chose Daimler Dingo as the mobile vehicle of the British army in the early stage (perhaps compared to Bren's "general vehicle", Dingo's "reconnaissance vehicle" positioning is more in line with mine expectations, and it comes with a 50 field of view that does not make sense to you). In terms of its hard data, the blood of 220 and the positive armor of 5 make its survivability much better than that of the Jeep of the US military; In terms of mobility, it is more difficult than the Americans' brothers and sisters (and even less than the invincible North African car gods), but it can be equal to the 250; Dingo's biggest feature comes from the output side - compared to its other factions, Dingo's Bren anti-human output is quite fishy, however, this 7.7 caliber machine gun has a high penetration depth of 7.2 and a minimum of 4.8, which makes it a countermeasure unit: punching North Africa 250, kicking the defense remnant (sidecar it can't catch up with the .jpg) anti-armor light armor (feel...... As...... SOD, referring to PIAT), in the timing period of the 2nd-3rd team soldiers, forcibly grabbed the North African 250, so that the North African 260 manpower was in vain, and then you can also take advantage of the unpreparedness to hit the milk truck or something, but it should be noted that in fact, the dingo is not so hard, and it is still easy to fly in the rear in the face of a large number of rifle shots, so if you grab the paper car, you must grasp the timing of the cut.
In terms of skills, it has the same health kit skills as 250 for infantry endurance in the early stage, and has a good relationship with the excellent infantry line, and the red smoke and fake smoke skills unlocked by one star are similar to the IR of the second generation (that is, the base 25 pounds are not very painful to smash people), giving some British players a legitimate reason not to go out of straw hats (big boo), with dingo's high vision and high mobility can force German units to move, thereby creating a favorable window. Of course, although Dingo is positioned as a reconnaissance/command vehicle, it can tow a rack like Bren, and it is not known what the mines are thinking about .jpg (when to arrange the Stuart tractor)
In general, dingo is a functional unit, and the suggestion is that in the face of North Germany, you can make a move in advance to see if you can catch the first 250, and if necessary, you can also send a cigarette or something to throw (forget it when the main force), it is a more timing (the Germans pull out the 250/9, 221 cone boring cub or something, there is no positive value) The lower the value of the unit (after all, 25 pounds share the CD).
(3) Two units
-六磅反坦克炮班(6-pounder Anti-tank Gun Team)
Price: 280 manpower; Requirements: Platoon level headquarters construction
Composition: six-pounder anti-tank gun x1, weapons operator x4
Team Member's HP: 100; Team size: 1.33
HP: 350; Weapon Armor: 70; Weapon volume: 20
Build time: 40 seconds; Replenishment time: 5 seconds; Supplement price: 25 manpower
Weapons: Six-pounder anti-tank gun x1, Lee Enfield rifle (weapons squad) x2; Weapon slots: 0
Special: Draggable; A minimum of 2 people is required to operate; The anti-tank gun provided the operator with cover equivalent to a green shield
Tags: Anti-tank; Squad weapons
Vehicle Hunter: Requires 1-star sophistication; Passive skill, 50% increased accuracy when attacking light vehicles
1. Six-pounder anti-tank gun
Erection/unloading time: 2/1.75 sec
Move start/end delay: 1.2/1.5 seconds
Range: 0-60; Distance Determination: 15/35/60
Damage per shot: 160; Accuracy: 0.1/0.05/0.0489; Armor piercing: 300/180/130
Expected damage per shot: 18.523/8.571/8.158
AOE radius: 0.5; Distance judgment: 0.1/0.2/0.25; Damage Multiplier: 1/0.15/0.05; Armor piercing: 70/62.5/57.5
Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 0.125/1.75
Loading: 3.25-3.5; Reload Frequency: 0
Distance Coefficient: Aiming: 1/1.25/1.5; Cooldown: 1/1/1; Reload: 1/1/1
Angular dispersion: 10°; Maximum radial dispersion: 3; Dispersion distance ratio: 0.1; Dispersion Offset: 0.4
Firing range: ±45°; Horizontal speed: 24; Gun speed: 75
Special - No friendly damage; 0.25 times damage against infantry; Ignores cover bonuses
1 Star - 1300EXP - Unlocks the "Vehicle Hunter" skill; Reduced hit accuracy
2 Stars - 3900EXP - Increases accuracy, increases the horizontal speed of the weapon, and reduces the accuracy of hits
3 Stars - 7800 EXP - Increases armor piercing, decreases reloading, and increases group members by 10 HP
[Six-pounder anti-tank gun squad] evaluation
Compared with the ATs, the six pounds has a higher accuracy in terms of data and a slightly larger shooting range, at the cost of a higher price. It is undoubtedly qualified as a standard AT, and as a part of the all-rounders of the British army, it is one of the units that must be produced in the system of combat in the game. Under the premise that everyone's attributes are similar, the anti-light armor passive given by the six-pound one-star seems to have no cards, and the various QQ speeds in the face of North Africa in the game are not much helpful in most cases, and their basic attributes can be called conservative in this environment, probably stealing a lot of limelight from the advanced substitute of 17 pounds. The only thing you can look forward to is to link it with the erection training to get a little pitiful bonus.,In most cases, it's a consumable life.,Pick it up when it's dead.,Pick it up and beat it to death.,Circuit back and forth.,Just like an individual to a collective.。
-亨伯装甲车(Humber Armored Car)
Price: 260 manpower 35 oil; Requirements: Platoon level headquarters construction
HP: 240; Armor: 25/20/10; Volume: 16
Field of view: 40; Stealth detection: 10; Build time: 30 seconds
Population: 6; Maintenance fee: 7.5
Top speed: 8.1; Acceleration/deceleration: 5/7.1; Steering speed: 50; Crushing grade: light
武器:15mm贝莎机枪×1,贝莎同轴机枪×1
Tags: Vehicles, Light Vehicles, Burst Vehicles
Smoke Barrage: Free Skill; Designate a target location within 45 m and fire 3 smoke grenades from the front of the turret with an interval of 1.25 seconds, which cannot be released while moving; Smoke radius 6.5m for 20 seconds; 60 seconds cooldown
Marked Region: Requires 1 star sophistication; Free skill, a target location within 45m will emit a marker smoke, and the accuracy of enemy units within 25m of the marker point will be increased for 30 seconds; 120 seconds cooldown
1. 15mm贝莎机枪:
Range: 0-40; Distance Detection: 10/20/40
Damage per shot: 12; Accuracy: 0.38/0.29/0.19; Armor Piercing: 30/25/20
Expected damage per shot: 6.985/4.174/2.478
参考AOEdps:11.114/6.641/3.943
Refer to AOEdps (mobile): 6.762/4.341/2.663
AOE radius: 1; Distance judgment: 0.5/0.75/1; Damage Multiplier: 1/0.3/0.15; Armor piercing: 1/1/1
Aiming Time: Initial: 0; Last: 0.125
Cooldown: 2-2.5; Reload: 2-2.5; Reload Frequency: 5; Front/Backward: 0/0
Burst: Duration: 1.5; Rate of fire: 4; Gathering Fire: No
Angular dispersion: 12°; Maximum radial dispersion: 6; Dispersion ratio: 0.125; Dispersion Offset: 0
Mobile Shooting: Accuracy 0.8; Burst duration: 0.8; angular dispersion 1.25; Radial dispersion 1.25
Firing range: ±180°; Horizontal speed: 120
Special: A single shot can cause damage to up to 3 models in the team; No precision penalty for garrisons and shallow water bunkers; Damage to buildings is 0.5x, and armor piercing is 0.1x
2. Bertha Coaxial Machine Gun (Humber):
Damage per shot: 4; Accuracy: 0.59/0.48/0.405; Armor piercing: 1/1/1
Reference dps: 10.302/8.831/8.896
Reference DPS (Mobile): 4.169/3.810/4.188
Aiming Time: Initial: 0.125; Last: 0.125
Cooldown: 1.5-1.75; Reload: 4.5-5; Reload Frequency: 8; Front/Backward: 0/0
Bursts: Duration: 2-2.5; Rate of fire: 9; Jihuo: Yes
Distance Coefficient: Aim: 1/1/1; Cooldown: 0.75/1/1.5; Reload: 1/1/1; Burst duration: 0.75/1/2; Rate of fire: 1/1/1
Mobile Shooting: Accuracy 0.5; cooldown 0.25; The burst duration is 0.375
Firing range: ±15°; Horizontal speed: same as the main gun
Bonus Target: Increases accuracy by 4% when an additional target appears within 6/8/10 meters
1 Star - 800EXP - Unlocks the "Mark Region" skill; Increase the rotational speed, increase the acceleration/deceleration
2 Stars - 1600EXP - 10% increase in top speed, increased rotational speed, increased accuracy
3 stars - 3200 exp - increases HP by 80; Increases top speed by 15%, increases acceleration/deceleration, and increases rate of fire
[Humber armored car] evaluation
World War II with mechanized products, armored reconnaissance vehicles honorary products. Humber's performance in this generation is more like a spiritual sequel to the second generation of 222, a little anti-human but the output is too gentle, a little anti-armor but can only play a paper car, highlighting a wandering and sneak attack. But the value of the late stage is still good.,Free smoke grenades and free markers after the star upgrade are still very useful in the early and middle stages.,If you choose armor, you can directly go out of the two crazy harassment.,Force the opposite side out of the anti-armor soldier or AT counteract.,And then directly use the commander skill to return it for Stuart or something.,Highlight a rhythm and don't lose resources.,It's a bit of a headache.。 Its biggest disadvantage is that the blood volume of 240 is too weak, and it will be directly broken by an iron fist, and two-thirds of its blood bar will disappear directly after eating an AT, which greatly limits its play.