-
Defend the objective, not only is it useful… you get bonus points to the kills you get in there.
-
Run TnT on 4-7 of your squad, 1-2 guys should have smokes, Smokes make it easy to get on the point and cap it which gives you a lot of points. TNT gives you free kills because tank players think they don’t need infantry and will rush your position making them easy TnT kills, or as I like to call tankers right now. Free multi-kills.
-
Run an engineer squad in your army no matter what. Air players think ground forces cant do anything and never fly low, but instead high in the air, and planes for some reason give a lot of points. Also with tank players so easily out of position, not to mention for you bush wookies the AT cannon is an AOE sniper.
-
IF your a sniper, it doesn’t mean let the point get capped, rush the point with a pistol. I’ve taken entire squads out with them as they dont expect a bush wooky with a pistol to charge em, and since you go mach 10 running speed with the pistol out. Also hard for them to shoot.
-
Spot, if you don’t spot tanks and planes (which gives an active following position.) you’re not helping your team, and it’s easier to get kills when your ally plane
-
Dont be afraid in a tank to sit behind infantry, not only does that mean can you get free plane kills with planes flying low. It means you have an easier time lmging infantry for your friends pushing. Tanks are free multi-kills without infantry support.
-
Planes, hunt for other planes cause chances are, they will go after you and hard to get a multi-kill when your shot down because you wanted to go for 10 kills instead of going 200/0 k/d for staying in the air.
I have 5 smokes on my assault squad, confusion is great for rushing a point especially on Omaha (D-Day).
Use combat flaps when in a plane for quick turning and throttle down if you’re in a fighter plane for quicker turning. Combat flaps can be achieved with the 1-2 keys [check your top left info for their status]
Alternatively, pick something with 250kg/500kg bombs and keep bombing enemy spawn.
Always abuse forward spawns. IDK a squad setup where you shouldn’t go engineer/bomber
Usually it’s
Engineer vs Radio:
Engineer: Offer spawn points,cover,can close off areas to tanks,slow advances onto points.
Radio: Slow advances onto point.
Assault vs Bomber
Assault: Get SMG/Shotgun, which are nice but
Bomber: Get free multi-kills because tank players still play like they’re invulnerable and cant be taken out by a single tnt grenade.
Also for air spammers taps rule number 3, my first spawn is always chain engineers into building an AA cannon, and since enemy air has the same spawn, I’ve just got relatively good at blasting them down. AT gun HE is good for holding a point from afar, and it will pull squads to try and deal with you (which is off the point.)
Having FoB’s right now (which non engy squads can make), with immunity on spawn makes them so good when you can have people who are spawn invunerable soaking up bullets.
Smokes are very under used and I would prob put it in the two serviceable grenades.
TnT - Anti-Existance. It will take out a lot of tanks or severely cripple them with a good throw, and chucking them into the objective can net you a silly amount of kills especially on D.Day
Smokes - Hard to throw, but generally cover a good area so even if it bounces off from where you wanted exactly, it will still block the vision.
Motolov - It tries to be the in between grenade of being able to slowly take out engines of tanks, and cover and make an entrance a death zone. But unlike flamethrower flames they don’t seem to last long or spread far. It really just does a bad job at both roles.
Frag grenade - Suffers the bounce issue from smokes, which makes far throws hard to even pull off, but for close throws it has less radius and kill potential than TNT (have to remember if you full charge tnt and standing still without the the throw further perk. Your dead, so anything in a circle radius of that is also dead if they see you chuck em. It also has more kill potential from a cooked one dropping, since if they charged your position and you toss it over a little, you’ll generally throw it past the corner hitting their entire squad, and them. It really just suffers from “it’s not TNT”, which also can be used to destroy/damage engineer fortification, tanks, and people.