![]() ![]() Finally, a command point is already available at the beginning: very useful for infantry and armored companies to have immediately a double production speed for (respectively) infantry and vehicles.įor normal games the resources are: 410 manpower and 15 fuel, which allows you to build only one barracks or a support weapon center depending on your initial attack or defense plan. ![]() Starting ammo also allows you to upgrade an engineer with a flamethrower right away. The starting resources for the Americans for high resource games are: 1300 manpower, 50 ammunition and 45 fuel this allows you to create a barracks, weapon support center and some infantry squads. Lastly, buildings and vehicles that can reinforce nearby infantry units have the icon to the right. ![]() The skills are divided into passive (it is not necessary to select them), active (not indicated: you have to select the skill and therefore the place where to use it) and instantaneous (they are activated as soon as they are selected). Note that the recharge time takes into account the duration of the skill itself, therefore, if a skill lasts 15 seconds and has a recharge time of 60, once the effect is exhausted there will be 45 seconds left to be able to use it again. This is the guide dedicated entirely to the American army it's structured to provide information on costs, cooldowns, skill durations, available options, and even keyboard hotkeys (the letters in square brackets next to almost every name) for the units and structures listed. ![]()
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