Tannenberg Squads: Abilities & Weapons

Created for new players, so that they can easily see all the abilities of the squads and their weapons in one place at once, because it is not very convenient to do this directly in the game.

Tannenberg Squads: Abilities & weapons

This guide is an overview of the units in the game Tannenberg – all the abilities and weapons in one place with a subjective view of the relatively experienced player on the sets and the weapons themselves – what is the scope and reason for it.

First there will be squad types and their abilities, then sets of weapons with comments. Unless the list will go in pairs, i.e. Russian officer – Hungarian, Russian rifleman – Hungarian, etc.

But first, the answer to the somehow urgent question of how to change weapons at all. From the menu: click play, select maneuver -> create squad -> create. Switch between classes and unlock sets with career points. From the game itself: click ecs, select the squads tab at the top and everything is the same as above. The type of detachments changes in the same place.

How does suppression manifest itself? You have difficulty aiming – the weapon twitches, stun comes.

Which is better, a bayonet or a shashka/saber/shovel? Everything has its advantages. The bayonet is always ready and the strike distance is the largest. However, he has a longer gap between blows than a shashka/ saber / shovel, and they are more suitable for chopping several opponents at once. Another seemingly small thing is that a rifle with a fixed bayonet is longer and sometimes it is only by it that you can detect a soldier who has settled in, other cold weapons do not unmask in this way.

Call-in of firing smoke shells is present at the commanders of all detachments initially.

And, finally, the estimates for the sets are purely subjective, if I wrote it that way, it doesn’t mean that it really is, specifically for you. There are no useless and absolutely disgusting weapons in Tannenberg, with which nothing sensible can be done, the whole question is in choosing between layouts, and the assessment depends on what you will be guided by when considering them, so…

Infantry Squads

Frontoviks (Russians) and K.U.K. Trupp (Magyars)

General abilities for the whole squad:
– Firepower: initial +50% to suppression by firearms and the ability to call an officer to fire mortars, improved with levels of +75%/100% to suppression and calling the firing of field guns/prolonged firing of field guns
– Combat drill: initial +10% to the reloading speed of rifles and carbines, improved with levels of +15% /+20%.

Unter-Ofitser/Altiszt:
– Infantry leader: the officer has a yellow aura at 25 m, in the radius of which the reloading of weapons will accelerate by 25%, in the radius of the order (20 m) – 35% of the time to the bolt speed – this applies to all members of the squad.
– Rifle Expert – weapon swing is less by 20%, +5 experience for a long shot, improved with levels in weapon swing by 33% less, +10 experience for a long shot.
A Russian officer has the ability to shout “Hurrah!”, when called, squad members are not subject to suppression for 30 seconds, recharge – 120 seconds. Hungarian – “Siege mortar”, which causes a shot of 305 mm. mortars, with a long recharge, this ability acts as a call for artillery, that is, during its recharge, it is impossible to cause a blow from other guns.

Strelok/Honved
– Spirit of Attack: +5/10/15 experience points for killing an enemy in an enemy sector
– Bayonet fencing: intervals between bayonet strikes are 25% less
– Combat experience: reloading of all weapons (rifles, this class has no other) faster by 10%/15%

Navodcik/Iranyzo
– Bullet ammunition crate: allows you to drop a box of cartridges (without grenades)
– Pigeon carrier: commander can use the soldier as a field phone
– Old traditions: +5/10 experience points, when killing an enemy with a melee weapon

Grenadyer/Granatos
– Strong arm: +33% to grenade throwing range
– Grenade Basics: Getting and throwing grenades 25% faster
– Explosives Expert: +5/10 experience points for killing an enemy with a grenade

Infantry Squads. Sets

Unter-Ofitser
Squads: abilities and weaponsNo. 1 Nagant M1895, saber model 1881 and Binoculars – a set of melee. Revolver is very good up close, but no more, so the main use is a rush and fast shooting plus saber operation.

No. 2 Mosin M1891 rifle with a bayonet and Binoculars is the most versatile and best option, a rifle with a bayonet is good at any distance, coupled with the skills of an officer.

No. 3 Smith & Wesson revolver No. 3, Binoculars and a fragmentation grenade mod. 1914 – a difficult but interesting choice. Smith and Wesson has good damage and fast reloading for weapons of this class, but at the same time the worst stability – you can normally shoot without holding your breath except at point blank range. A grenade is always useful.

Altiszt
Squads: abilities and weaponsNo. 1 pistol M1912 Steyr-Hahn, Infanterie-Offizierssabel M1861, Binoculars – melee kit. Unlike Nagant, Steyr-Hahn has one more cartridge with faster reloading (which is full, which is one at a time), however, with high recoil, and a saber is a saber.

No. 2 Infanterie RepetierGewehr M.95 (then Mannlicher M.95) with a bayonet, Binoculars are the most versatile option, especially since there is not just a rifle, but the best in this game.

No. 3 Rast & Gasser M1898, Rohrhandgranate (alt), Binoculars – again a difficult, but worthwhile choice. Rast and Gasser, suddenly, are almost the best revolver, due to the highest damage among pistols/revolvers, decent rate of fire, comfort and tolerable reloading speed, and coupled with a grenade, the set does not look like an outsider.

Strelok
Squads: abilities and weaponsNo. 1 Mosin M1891 rifle with a bayonet is a basic and understandable option, most people run with it and for good reason.

No. 2 Winchester M1915 – Winchester is a rather peculiar rifle, and in comparison with the same mosinka has a slightly faster reloading speed and somewhat greater stability when shooting (especially from hip), however, a priori without a bayonet and the rate of fire along with the kill rate is lower.

No. 3 Berdan rifle model 1870 No. 2 with a bayonet is the choice of long-range shooters, because of the almost guaranteed kills with a single hit. Berdanka is perhaps the best single-cartridge rifle in the game, and thanks to the squad’s bonuses, it can be almost as fast as its store-bought counterparts in terms of rate of fire.

Honved
Squads: abilities and weaponsNo. 1 Mannlicher M.95 with a bayonet is a basic and understandable option, most people run with it and for good reason, M.95 just beckons to use it.

No. 2 Infanterie RepetierGewehr M.88-90 (then Mannlicher M.88-90) with a bayonet – similar to a Winchester, like it – take it. Yes, this thing itself is not bad, but in terms of combat characteristics it is inferior to the M.95, except for stability.

No. 3 Werndl M1873/77 with bayonet – choice of long-range shooters. Similarly to the Berdanka, only this is the worst single-cartridge rifle – a long reload and not the most convenient sight interfere, but the thing is still worthwhile.

Navodcik
Squads: abilities and weaponsNo. 1 Mosin M1891 rifle with bayonet and Smith & Wesson revolver No. 3 – set neither here nor there. Smith and Wesson is not so quick-firing as to prefer him to sweep the trenches ahead of the M1891, especially with a bayonet, not to mention shooting at a distance.

No. 2 Arisaka Type 30 with a bayonet is a great rifle with a bayonet, nothing superfluous. Best option for those who prefer to play like usual rifleman.

No. 3 Mosin M1891 rifle with bayonet, Shovel mod.1912, High-explosive grenade mod. 1914 – a set for an attack, the only one in Tannenberg where there is both a bayonet and other melee weapons. Preferred for storming points.

Iranyzo
Squads: abilities and weaponsNo. 1 Mannlicher M.95 with bayonet, M1912 Steyr-Hahn pistol is a universal set that allows you to feel good both in close combat and in long range. M1912 is a normal choice for clearing trenches if you need something quick-firing.

No. 2 Mannlicher M.88-90 with a bayonet – only if you like this rifle, otherwise the choice is about nothing, against the background of the others.

No. 3 RepetierStutzen M.95 with bayonet, Rohrhandgranate (alt) – assault kit. Carbine has a faster time of throwing up, reloading and an increased rate of bolt twitching, compensated by reduced stability, so that the approach of the distance gives an advantage, and the grenade is always useful.

Grenadyer
Squads: abilities and weaponsNo. 1 Mosin M1891 rifle with bayonet, Fragmentation grenade mod. 1914 is a universal choice, but for the specific role of a grenadier, one grenade is not enough.

No. 2 Winchester M1915 and two high-explosive grenades mod. 1914 – two high-explosive gifts are good, but a Winchester…no, there is nothing wrong with it, but the absence of a melee weapon when breaking into points is not very good, it is worth bearing this circumstance in mind.

No. 3 Nagant M1895 and three high-explosive grenades mod.1914 – a set for a stormtrooper, three high-explosive grenades are no joke, coupled with an excellent revolver. But there are no melee weapons, which is sad.

Granatos
Squads: abilities and weaponsNo. 1 Mannlicher M.95 with a bayonet and Rohrhandgranate (neu) is again a universal choice, but for the specific role of a grenadier, one grenade is not enough.

No. 2 Roth-Steyr M1907, two Rohrhandgranate (alt) – two grenades are good, and a Roth-Steyr…a pistol with 10 rounds, which is nice, but without the possibility of reloading and with a very uncomfortable recoil, a questionable choice, and that’s why:

No. 3 Frommer Stop and three Rohrhandgranate (alt) are the best option for attacking points. Three grenades, coupled with a magnificent Frommer Stop, will turn the enemy into mincemeat. What’s good about this gun? It is powered by seven-shot magazines, which can be recharged at any time, has an almost imperceptible recoil, coupled with a high rate of fire.

Assault Squads

Cossacks (Russians) and Infanterie (Germans)

General abilities for the whole squad:
– Offensive: +50% to the weight when capturing the enemy sector (instead of 1 of capturing “red” point, the stormtrooper gives 1.5), -50% of the weight when defending his sector (instead of 1 of defense of the “blue” point, the stormtrooper gives 0.5). Plus the ability to trigger a gas attack, more powerful gas appears with increasing levels.
– Irregulars: +50% stamina

Uryadnik/Feldwebel:
– Assault leader: officer has a yellow aura at 20 m, in the radius of which reduces the consumption of endurance by 25%, in the radius of the order (25 m) – + 25% to the suppression of the enemy – this applies to all members of the squad.
– Officer and gentleman – when using melee weapons, he experiences 50% less suppression, +10 to experience for killing an enemy with melee weapons. Improves to 75% less suppression, +20 units to experience for killing an enemy with a cold weapon.
Cossack has the ability “Cossack charge”, when called, the squad members do not lose stamina for 30 seconds, recharge – 120 seconds. German – “Infiltration”: for 30 seconds, the squad members are not displayed on the minimap for enemy recon.

Kazak/Schutze
– Old traditions: +5/10/15 experience points, when killing an enemy with a melee weapon
– Traditional weapons: +100% to melee suppression when using melee weapons
– Trained on Horseback: penalty for accuracy when shooting from the hip in motion is less by 33%/50%

Razdedchik/Richtschutze

– Field phone: allows you to place a field phone
– Grenade ammunition carrier: allows you to replenish grenades to allies of this soldier
– Effective logistics: +5 experience points for rebirth on your territory

Prorivayuschiy/Grenadier
– Trained on Horseback: the penalty for accuracy when shooting from the hip in motion is less by 33%/50%
– Grenade assault: +33% to movement speed with a prepare grenade
– Efficient logistics: +5 experience points for rebirth on your territory

Assault squads. Sets

Uryadnik
Squads: abilities and weaponsNo. 1 Mosin M1891 rifle (Dragoon), Shashka and Binoculars

No. 2 Mosin carbine model 1907, Shashka and Binoculars

No. 3 Smith & Wesson revolver No. 3, Shashka and Chemical grenade mod. 1917

Unfortunately, in Tannenberg, Mosins Dragoon Rifle and his Carbine mod.1907 are far from best examples of weapons – their sight wobbles so that it is often very difficult to hit without delay, even close up. If he adapts, then you can shoot very well from them, but not everyone can do it.

And developers did not make the task easier by inserting the third similarly “drunk”, albeit with much more controlled stability, Smith and Wesson. In fact, the first is universal for shooting, including at a distance, the second is an average option, and No. 3 is sharpened exclusively for close combat on some maps and has an additional chemical grenade. What is its meaning? It creates a cloud of poisonous gas for a long time, in fact it is a smoke grenade, which nevertheless forces you to put on a gas mask, because otherwise it blinds you and if you stay in the cloud for a long time without a mask, you can die (mainly for bots).

Feldwebel
Squads: abilities and weaponsNo. 1 Gewehr 1898, M1887 Feldspaten, Binoculars – an unremarkable choice, an average rifle and a shovel, universal.

No. 2 Karabiner 1888, Feldspatten, Binoculars – more suitable for close contact, due to the features of the carbine, which, imho, is one of the best in its class due to the pleasant sight and low recoil, coupled with good damage – it is quite capable of winning the rifle above.

No. 3 Mauser C96 “Broomhanle”, Feldspatten, Type N Nebelbombe – purely assault variant. A rapid-firing, ten-shot mauser is good at short distances, and a smoke grenade is indispensable for leveling the advantage in distance and position of defenders.

Kazak
Squads: abilities and weaponsNo. 1 Mosin M1891 Rifle (Dragoon), Shashka

No. 2 Mosin carbine mod. 1907, Shashka

No.3 Arisaka Type 30, Shashka

Two not the most convenient carbines and an excellent Arisaka, unfortunately, winner is obvious, many play for the Cossack rifleman only because of her.

Schutze
Squads: abilities and weaponsNo. 1 Gewehr 1898, Feldspatten

No.2 Karabiner 98AZ, Feldspatten

No.3 G.P.K. Model 1888/05 “Komissiongewehr”, Feldspatten

And here is a set of two rifles and a carbine, nothing unusual, what you like better, then it’s worth taking. Gewehr 1898 has a not very pleasant sight that reduces the view. 98AZ is the fastest of the trio, but when shooting without holding your breath, especially at a noticeable distance, the front sight is poorly visible. Сommission rifle is the most stable and pleasant, but the recharge rate of this three is the lowest of all.

Razvedchik
Squads: abilities and weaponsNo. 1 Mosin M1891 rifle (Dragoon) and Smith & Wesson revolver No. 3 – neither here nor there. Of course, having two barrels is good, but both have the same problems, which is unpleasant.

No. 2 Winchester M1915 and the M1895 Revolver are a universal set – in comparison with Mosin carbines, the Winchester shows itself well in terms of convenient shooting, and revolver compensates for the disadvantages of the rifle at close range.

No. 3 Mosin carbine mod.1907, Shashka and Chemical grenade mod.1917 – choice for an attacker and a real Cossack. Yes, there is a business card of this squad – shashka, and a chemical grenade shows itself perfectly when breaking into points.

Richtschutze
Squads: abilities and weaponsNo. 1 Karabiner 1888, Pistole Parabellum 1908 “Luger” – a universal set in the form of an excellent carbine and a good pistol, allows you to shoot enemies at short-medium range without problems.

No. 2 Gewehr 1898 with bayonet, Reichsrevolver M1883 – a funny combination, again a universal set. A rifle with a bayonet with a surplus in the form of a Reich revolver is one of their most lethal revolvers / pistols, with low recoil and an awfully long reload.

No. 3 Karabiner 98AZ, Feldspatten, Type N Nebelbombe – the choice of an attack. Сarbine will allow you to quickly shoot careless opponents, and the shovel is indispensable for clearing points after throwing a smoke grenade.

Prorivayuschiy
Squads: abilities and weaponsNo. 1 Mosin carbine mod. 1907, Grenade mod. 1912 “Flashlight” – a mediocre set about nothing – just one grenade with a carbine and even without shashka- where does it fit?

No. 2 Nagant M1895, Shashka and two grenades mod.1912 – finish off the survivors after two powerful grenades with a shashka, crushing all the others with a nagant, to whom your steel death strip does not reach.

No. 3 Mosin M1891 rifle (Dragoon), Shashka and two high-explosive grenades mod. 1914 – most versatile set, putting No. 1 on the shoulder blades – more grenades, and even there is shashka, with comparable weapons.

Grenadier
Squads: abilities and weaponsNo. 1 Gewehr 1898 with a bayonet, M1917 Geballte Ladung 6x – a universal set, in the form of a rifle with a bayonet and the most powerful grenade in the “Maneuver” mode. She’s really good.

No. 2 Mauser C96, feldspatten and two M1917 Geballte Ladung 6x – just the same set for bursts, with a suitable pistol and two formidable bundles of bangs, and a shovel in addition.

No. 3 Karabiner 98AZ, Feldspatten, two Stielhandgranate M1915 – conservative, universal, medium version. In weaker grenades there is also an advantage – a long throw distance, which can sometimes be critical.

Support Squads

Latvians, Romanians and Bulgarians

General abilities for the whole squad:
– Defensive: -50% of the weight when capturing an enemy sector (instead of 1 of capturing a “red” point, a support fighter gives 0.5), +50% of the weight when defending his sector (instead of 1 of defense of a “blue” point, a support fighter gives 1.5). Plus ability to call-in a reconnaissance aircraft, recon area increases with increasing levels.
– Support: each member of the squad carries 150 rounds for a machinegun

Leitnants/Subofiter/Leutenant:
– Support leader: officer has a yellow aura at 30 m, in the radius of which reduces the suppression of fighters by 25%, in the radius of the order (30 m): -50% to the recovery time of health – this applies to all members of the squad.
– Weapons Expert: Weapon change is 15% faster
Latvian has the ability “Pulcejieties”, when called, the hands of the squad members do not shake for 30 seconds, recharge – 120 seconds. Romanian – “Allied Supplies”: supplies all ammunition to the squad members (removes cooldown from boxes of cartridges / grenades), recharge – 120 seconds. Bulgarian – “Na Nozh!”, which increases the weight of the squad members by 30 seconds when captured from 0.5 to 1.5, recharge – 120 seconds.

Strelnieks/Puscas/Voinik
– Defense tactics: +5/10/15 experience points, when killing an enemy in your sector
– Bayonet charge: +50% to bayonet suppression in melee
– Rifle Expert: weapon shake is reduced by 25%/33%, +5/10 experience points for a long shot

Lozmetejnieks/Vanator/Kartechar
– Grenade ammunition crate: allows you to place a box with grenades
– Bullet ammunition carrier: allows you to replenish ammo to allies of this soldiers
– Weapons Expert: Weapon change is 15% faster

Grenadieris/Grenadier/Ghrnatohvurgatsch
– Grenade Basics: getting and throwing grenades 25% faster
– Robust: restoring health when in the commander’s aura/order zone is 25% faster
– Explosives Expert: +5/10 experience points when killing an enemy with a grenade

Support Squads. Sets 1/2

Leitnants
Squads: abilities and weaponsNo. 1 Nagant M1895, Fragmentation grenade mod. 1914 and Binoculars – close combat set, with a good grenade and a revolver for close range.

No. 2 Winchester M1915, Fragmentation grenade mod. 1914 and Binoculars – a universal set.

No. 3 Mosin carbine mod.1907, M1911 pistol – a set for medium / close range, here the colt deserves attention, as a good pistol, and coupled with the ability of Latvians to remove the shaking of hands, and the carbine is able to work wonders.

Subofiter
Squads: abilities and weaponsNo. 1 pistol M1912 Steyr-Hahn, Fragmentation grenade mod.1914 and Binoculars – close combat set, with a good grenade and a pistol for close range.

No. 2 Manlicher M1893 with bayonet, Mle 1916 Giant F1 grenade (hereinafter referred to as F1 grenade), Binoculars are a universal and preferred set with a suitable rifle with a bayonet and a normal grenade.

No. 3 Carbine Manlicher M1893, Revolver de 8 mm modele 1892 (hereinafter revolver 1892) – layout for medium / close range, with a good carbine and a regular revolver.

Leutenant
Squads: abilities and weaponsNo. 1 Mauser C96, Stielhandgranate M1915 and Binoculars – close combat set, with a good grenade and a pistol for close range.

No. 2 Mannlicher M.88-90 with bayonet, Stielhandgranate M1915, Binoculars- universal and a set with a normal rifle with a bayonet and a conventional grenade.

No. 3 Manlicher M1890 carbine with bayonet, Luger is a nice choice – there is a rapid-fire carbine with bayonet and a good pistol for assault positions. And it’s good in close combat, and you can shoot enemies running to the points without any problems.

Strelnieks
Squads: abilities and weaponsNo. 1 Arisaka Type 38 with bayonet

No. 2 Arisaka Type 30 with bayonet

No. 3 Winchester M1915 and Fragmentation grenade mod.1914

For playing the role of a shooter, Arisaki are great, and No. 3 is cost-effective against their background, except in case of acute need for grenades.

Puscas
Squads: abilities and weaponsNo. 1 Manlicher M1893 with bayonet – private, usual set of a good rifle and bayonet.

No. 2 Vetterli-Vitali M1870/87 with bayonet – a unique four-cartridge rifle with a wooden clip, a memorable sound and an uncomfortable sight is available.

No. 3 Fusil Mle 1886 M93 Lebel with bayonet and F1 grenade – greetings from Verdun, a French eight-shot Lebel with bayonet and a French grenade. It is quite a good option if you are calm about a full reload of one cartridge.

Voinik
Squads: abilities and weaponsNo. 1 Mannlicher M.88-90 with a bayonet – an ordinary rifle with a bayonet.

No. 2 Mannlicher M.95 with a bayonet is an excellent rifle with a bayonet, the preferred set in terms of efficiency.

No. 3 Peabody-Matrini M1879 with bayonet, Stielhandgranate M1915 – normal single-shot rifle with bayonet and grenade. The presence of a fragmentation surprise with a weapon, the main advantage of which is shooting at a distance, looks a little doubtful, but such a gift will never be superfluous.

Support Squads Part 2/2

Lozmetejnieks
Squads: abilities and weaponsNo. 1 Arisaka Type 30 with bayonet, M1895 Revolver is a good set for a shooter if there is no need work up as a grenadier.

No. 2 Mosin M1891 rifle with bayonet and Fragmentation grenade mod.1914 – the choice of a grenadier – normal Mosin rifle and a fragmentation surprise, universal and in demand.

No. 3 Winchester M1915 and Fragmentation grenade mod.1914 – the same choice of grenadier, only the rifle is different and there is no bayonet.

Vanator
Squads: abilities and weaponsNo. 1 Manlicher M1893 with bayonet and M1892 revolver is a universal choice for a support shooter, in the form of a good rifle and french revolver for close contact.

No. 2 Mosin M1891 rifle with bayonet and Fragmentation grenade mod. 1914 – the choice of a grenadier, completely similar to the Latvian one.

No. 3 Fusil Mle 1907-15 Berthier with bayonet and revolver M1892 – another greeting from Verdun, in the form of a now three-shot Berthier rifle and the same M1892. In fact, this role is alternative No. 1.

Kartechar
Squads: abilities and weaponsNo. 1 Mannlicher M.95 with bayonet and Revolver M1895 – universal set, and a good rifle and revolver.

No. 2 Mosin M1891 rifle with bayonet, Smith & Wesson revolver No. 3 – a dubious choice of a normal rifle and a specific revolver. What for?

No. 3 Berdan rifle model 1870 No. 2 with bayonet, Stielhandgranate M1915 – Bulgarians never cease to amaze, here is another single-shot rifle, this time Berdanka, as well as a grenade. Another good option for shooting at a distance, with the ability to send a splinter gift.

Grenadieris
Squads: abilities and weaponsNo. 1 Arisaka Type 38 with a bayonet, two fragmentation grenades mod. 1914 – an excellent choice of a suitable rifle with a bayonet and two good grenades.

No. 2 Mosin carbine mod. 1907, two high-explosive grenades mod. 1914 and the M1895 Revolver – the layout of the attack aircraft aimed at close range. Do not forget about the abilities of the commander of the Latvians, thanks to which this combination is able to set the heat.

No. 3 M1911 and four Fragmentation grenades mod.1914 is an ultimatum choice for a complete wagering of a grenadier, which, thanks to as many as four good grenades, is able to arrange a notable party, Colt is good at close range.

Grenadier
Squads: abilities and weaponsNo. 1 Manlicher M1893 with bayonet two fragmentation grenades mod. 1914 – normal set of a grenadierr from a good rifle with a bayonet and two grenades.

No. 2 Carbine Manlicher M1893, two high-explosive grenades mod. 1914, Revolver M1892 – an excellent layout, more suitable for stripping points due to the carbine and revolver with the same two grenades.

No. 3 Revolver M1892, four F1 grenades – a deep grenadier abyss, good for playing in a coordinated squad, but without it, one revolver may not be enough.

Ghrnatohvurgatsch
Squads: abilities and weaponsNo. 1 Mannlicher M.88-90 with a bayonet, two Stielhandgranate M1915 – a normal set of grenadiers from a normal rifle with a bayonet and two grenades.

No. 2 Carbine Manlicher M1890 with a bayonet, two Stielhandgranate M1915, Luger – a great and versatile layout, from a good carbine with a bayonet, two grenades and even a pistol in addition.

No. 3 Smith & Wesson revolver No. 3, four Stielhandgranate M1915 – and again four grenades, this time with Smith and Wesson.

Infantry squads are the backbone of any maneuver. Universal fighters who can storm, and defend themselves, and with one call to clear open points before attacking / prevent the enemy from capturing their own. The most delicious bonuses for rate of fire, accuracy and suppression, the same weight when capturing /defending points, dropping a box of cartridges and three potential fighters with grenades are always in demand.

Element of assault squad is attack and close range, they feel the worst in an open shooting battle because of their weapons, but they have enough tools to reduce the distance. Four fighters with shashka/feldspatten flying to a point under smoke/ gas is a very scary and dangerous sight. In addition, no one can cope with flanking maneuvers and races better than stormtroopers, thanks to high endurance and one and a half times accelerated shooting down of the enemy flag.

Support squads have better sets of weapons compared to infantrymen and stormtroopers, and the number of potential grenades will make the latter hiccup. Ability to replenish machine guns is priceless, as is taking a cartridge from a soldier running past, without having to look for boxes. The fee for this, however, is also noticeable – it hurts to shoot down points twice as slowly as infantrymen (not for Bulgarians who shout “Na Nozh!” they put everyone on the shoulder blades), and the call of aviation in a usual game with random is not particularly useful, in comparison with gases and shelling. Support fighters are strong in interaction with others, but as individual units, they look weaker than others.

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