人间地狱

人间地狱

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A Very Detailed Command Guide
由 PlazaLord 制作
Are you losing due to poor strategy? Is nobody selecting the commoonder role? Well congratulations, you are promoted. This guide aims to help you through basics and some beginning/advanced strategies to utilize.
   
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Introduction
Thank you all for taking time to read this, I am making this guide with the goal of convincing more players to play command and understand at least the basics of how to do it (properly). Although I will cover basic strategies, as you play you will develop your own strategies and what works for you.
Basic Commoonder Introduction
The goals of the commander can be broken down(to me) by these points:
  • oversee battlefield strategy
  • provide tactical and vehicle support through commander abilities
  • consistent map sight
  • Garrison management

Lets break this down:
Oversee battlefield strategy: You are the go-to for EVERYTHING that happens. Without direction, squads will do their own thing, so if you want to have a proper defense/attack you must direct it. Advanced commanders will also direct tank placement, but that is situational. Primary pushes should be coordinated with air support. More details on this later.

Commander abilities:
Commander abilities will have their own section. Knowing WHEN to use them is the most important part - using a bombing run with no (allied) troops nearby is a fool's game.

Consistent map sight:
As the commander, you should be consistently looking at the map as you do your duties. This means you need to look/peek at the map as you move. I recommend binding the map to a side mouse button like I have, or a nearby button that isn't M. If there is nobody on defense have a squad move. If a point starts to go down you need to shift off of attack and more to defense.

Understanding the map is key to victory - where are friendlies looking, whos on the strongpoint, what is the ratio. Are tanks by infantry, where are enemies coming from? Try to identify garrison locations and send squads to them.

Garrison Management:
Keep a proper setup of defense, backup, and offensive garrisons for your team. More details on Garrisons later.
Comoonder Abilities
There are three resources: Manpower, Munitions, Fuel. This goes up 30/min with and addition of 10/resources node, max of 3. (Cap 60/min)

Manpower:
Is consumed by player death. You must plan for this; If you dismantle a garrison and are sitting on 401 manpower with plans to deploy an airhead, if two people die you are now waiting up to a minute for more manpower.

Establish airhead: Cost 400, 10 min cool-down.
This drops a spawnable box which allows for 6 spawn waves each 30 seconds apart.(Last for 3 mins) You can drop this on all blue-zone and red zone up to two squares deep. The enemy can see it dropping and will intercept if they see it.

As the airhead only has 6 spawns, you will want to get a garrison up by it. You can either drop supplies with it or rely on SL's for supports.(takes 2 in red zone)

Dismantle Garrison: Cost 100, 5 min cool-down
Immediate dismantle of friendly garrison. This is useful when you are at max garrisons and need another one down quickly. If you find yourself using this, then good - you have done your job. You can also manually remove back line garrisons if you have time.

Reinforce: Cost 200, 5 min cool-down
Increases the capture power of all Sector Strongpoints in a friendly-controlled Sector by x2 for 2 minutes.

I will use this section to explain capture points. (Warfare) Each troop in the four squares with the strongpoint counts as 1 point towards cap. A strongpoint triples that. So if you have one troop on point the enemy needs 4 soldiers in the sector to cap.

In Offensive, ONLY the strongpoint matters. There is no cap sector, bodies need to be on the point to cap.

Now this DOUBLES the cap power of the STRONGPOINT only. So if you are losing a point and only have one troop on the point it wont do very much unless more get inside. Troops will go from x1 cap power to x6 upon entering a reinforced strongpoint, each troop represents two enemy infantry. However, it only lasts two minutes. Use it to buy time so that more soldiers can arrive, or in a potential cap race it can come in handy.
Side note: You don't need to drop it as soon as you start to lose the point. Often time one squad falling back can counter; this is a common mistake the commanders make, I would wait until the point is at least HALF taken before using. (Exceptions are in a cap race)

Encouraged: Cost 400, 10 min cool-down. Last 5 mins.
Doubles output of nodes for 5 mins. If you only have one set, its 50/min.
With 2 sets, 70/min, 3 is 90/min. Gains:
1 Set: +50 extra of each resource over 5 min
2 Sets: +100 extra of each resource over 5 min
3 Sets: + 150 extra of each resource over 5 min
So it's always a gain of resources, just an immediate loss of manpower as a trade. Use it almost every time you can, as with converting this can stockpile in your favor properly. Don't use it if you are planning an airhead and don't have enough, etc.

Convert Abilities: Convert 100 for 60 to fuel, and 100 for 60 to munitions.
I love converting to munitions. Boom booms are amazing. Manpower can be converted quite frequently if you have nodes, just keep 500-600 for encouraged or leave more depending on plans.

Munitions
Is consumed by arty, 3/shot or 5/smoke. AT guns also use 5/shot. Arty isn't usually an issue with full nodes but sometimes they use a lot.

Supply Drop: Cost 50, 2 min cool-down
Drops 100 supplies where you click on the map. Drop can be seen by enemies and aware hostiles will move in on them, especially if in hostile territory. Many will ignore them as well.
This and supply trucks are your tools for building garrisons. I like to constantly be using it as I set up garrisons everywhere. In offensive you may want to hit good spots for the future so they are already there. Can set up offensive garries with back line officers.

Ammo Drop: Never used this, could be useful in offensive but I'd rather save munitions.

Recon plane: Cost 150, 5 min cool-down.
This calls a plane across the designated zone, which will mark the map with hostiles. Mark tanks and infantry. It can be seen by recon roles, tank crews, SL's and support role. This is useful for checking potential flanks for gearing up for a bombing run on a point. Light vehicle markers in odd spots could be half tracks.

Strafing Run: Cost 150, 4 min cool-down
This calls a line of fire across the area selected. Useful to hit a high impact area of hostiles to support a push, or to defend a garry. When a garrison is flagged(backline), line it up and once it goes red send it out and save the garry.

Precision Strike: Cost 250, 20 min cool-down
Sends a bomb to the area selected. Will destroy tanks(all), garrisons, fortifications, and infantry. Useful for garrison sniping or hitting a still heavy tank. It takes some time to hit so be sure that the tank is NOT moving, confirm with officers. I tend to mainly use it on a heavy & garrisons, but can be useful in other circumstances as well.

Bombing Run: Costs 300, 10 min cool-down (GER/US)
The classic bombing run, will destroy enemy garrisons and light vehicles, but no fortifications. Use this to begin a push into an enemy point or occasionally in a defensive manner. Troops should be near and ready to move, otherwise it is wasted. The ten min cool-down means you need to use it wisely.

Katyusha Strike: Cost 300, 5 min cool-down (SU)
Soviet-bombing run. Bombs the area with random bombs. Overall worse as it is more difficult to use tactically, but has a shorter cooldown. Covers a larger area too so it is used a little differently.

Convert: 100 for 60 manpower, 100 for 60 Fuel. (5 min cooldowns on each)
I rarely convert munitions, maybe if I need to field a heavy quick or draw more manpower for overtime in offensive, but I like to have a lot of munitions ready.

Fuel:

A Note on vehicle Limits: The commander can have FIVE spawned in vehicles by himself. This limit is NOT affected by auto-spawns. If you are at max vehicles and a squad needs a tank, one of the commander spawned vehicles must be removed. Ask the tank squad to destroy that idle truck that an engi left, etc but if it was an auto-spawn truck it will not free a space. You may need to deny request for weaker vehicles(recon/light) in order to spawn stronger tanks.

Spawn Recon Vehicle: 100
Light Tank: 150
Medium Tank: 200
Heavy Tank: 600

Each Tank has varying cooldowns and some tank crews prefer some over others. Just communicate if it is on cooldown or time until you have enough fuel and offer alternatives.

Half-track: 300 - 5 min cool-down, capped at 3 in use
Half tracks act as a spawn point on a 60 sec timer when the ENGINE IS OFF. They can be useful for mobile garrisons, shifting spawn points to freak out your enemy. They are also useful defensive tools, as you can plant one in holes between garrison offering better spawn coverage.(or on the point, in offensive)
Can use in backup as recon cannot destroy them.

Transport truck - 100
Supply truck - 100

I rarely spawn transports, if an SL is taking a truck out they should grab a supply and build garries as they move out. As the commander, the supply truck is the number one tool for garrisons, you get 2 garries/load. Set up defensive garries and then drive around the hostile point, the opportunities are endless.

Convert (100-60 each, 5 min cooldown)
You should aim for 600 fuel and field heavies as soon as you can. But if tank crews aren't dying or are few, it will stockpile. Manage this and convert to munitions (and manpower if needed). If overtime in offensive & attacking convert manpower.

These are the commander abilities and how to use them, some details may not be fully accurate, just leave a comment and I will fix it.

Commoonder for Dummies
Your main goal is to maintain a proper setup of garrisons for your team. This setup begins at the very start of the game, where you will take a supply truck to setup defense garries.

At the start of the game, you should:
-Roll call available officers (See who has a mic and is paying attention)
-Coordinate a squad to build 1-2 offensive garries to support the push on the middle point. (If ops are down, squads can't push without one and you will lose the center point)
-Build defensive garries as if you are going to lose the middle point. I start with one behind the second line and another on the side, while sending my next supply drop to the point for another garry.
-Ask for nodes and provide supply trucks for engineers
+For me, nodes are critical to having the resources to make moves, and I will usually use chat to message every once in a while until I am at max nodes.
-manage artillery (this is optional, if you are familiar with arty and know where to shoot you can make calls for them, but good arty players will be getting kills with or without your help)
-send recon to back lines

If you cap the center point, place defense garries for that point as quick as possible. You can leave some in the back as long as they aren't in the way, as you place more there may be a need to remove them. It's important to ALWAYS have 1-2 garrisons behind the cap sector line so that if you lose the point there is already a point to push off of to counter-push. If the enemy team leaves then you can get the point back before they even get to your next point.(This should already have 1-2 defense garries on it.)

If you start to lose a point, double check backline garries and if it looks bad set up a defense perimeter around the point. If you get those garries up before the point is down you already have proper defense set up and the enemy can't chain-cap the point.

Blue/Red Garrisons: Blue zone garries are flagged if an enemy is within 50 meters and lock at 10. Red zone garrisons lock if an enemy is within 100 meters. If you are building close to a border, ALWAYS build in the blue - it will act as a backup if you cap and then lose the point, and is much harder to lock. When build red zone garrisons for attack, make sure to have them far enough away from the point. Noob commanders often mistake by putting them too close to the point and now they are perma-locked by hostile forces.

As the game progresses:
-maintain proper garrison setup - if one is taken down then enemies are push from there. Get a squad to clear them out. Keep a proper number setup, especially backline garrisons. Feel free to rotate locations or try odd spots as that will make them much harder to find. Garrison patterns involve pyramids, triangles, boxes, circles, etc with the most important factors being distance to point and are backups present. Some commanders prefer a triangle around the point with no garry on it, and this has proven to be quite effective, but I prefer to place one on point with a circle of garrisons around it.
-check defense: Is there a defense squad? If you need more on defense then call for squads to move back. Just because the point starts to go does not mean you need to pull everyone back, it could just be one enemy squad: Keep an eye on and shift power as needed.
-support pushes: Once troops are getting close to the hostile point, send in air support. Get recon over the point and send out a bombing run where most of them are, and have troops move in after. Bombing runs can destroy garrisons, so if you know where that is they allow for relatively easy capture of the point. Remember arty smoking a point can be very beneficial for a push, so if you have arty players get them to smoke on a move.
-monitor resources: Convert and encouraged as needed. Make sure nodes are maxed out.
-provide tanks/vehicles as requested(make sure infantry is supporting tanks, an alone tank is a dead tank)

If your garrisons are all set up then you are good to push or defend with your team. I've cleared enemy garrisons a couple of times as a commander, but ideally your team is pushing them back as well.

Communication is key: Every SL that doesn't listen is a detriment to your team. Sometimes you will get a few, others you will get most of them like that. If that's the case, you will be building and maintaining garrisons pretty much the whole game.
Additionally, don't just talk to talk. SL's have two other channels and talking in command should be limited to troop movements, garrison setup, strategy, etc.

Hopefully this lays out what you should be doing, setting up garrions and coordinating SL's to setup garrisons, Using abilities to support team, and shifting forces as needed.
Advanced Strategies
This section contains some ideas for command but you will develop your own as you play the role.

Garrison Triangle Put a triangle of garrisons around the point, with 2 backup and 3 attack. This supports a good defense and allows for a multi-angle push on the attack.

Garrison Circle Has a garrison on the point with a circle around it, with at least one back up garrison. This is very defensive and can tell you where enemy forces are approaching from (Flagged or dismantled garrison). When doing this I like to make some of them pretty obvious garrisons so that the forces will go to it, so I can see that they are going to push from that direction. They would pretty much be "alarm garrisons." This only allows for one attack garrison, but you can use half tracks as well for a different angle, or shift to two attack garries.

Half-Track Deployment Drive a half track around the enemy point and have a squad deploy from several different angles. Drive-deploy-drive. This will surround the enemy point and overwhelm them, just make sure to set up attack garrisons as you are driving around.

Spicy Airhead: This involves an airhead near/on hostile point and a bombing run, send the bombing run over the airhead when it is before half and if there are no hostile tanks nearby you may get a deploy on it. It's a good last ditch move in offensive, and can be a good finisher. However, it has a lot of risk and uses a large number of resources, so do it sparingly.
Conclusion
This guide was more so designed to present information than to look good - there may be some spelling errors and such. If you notice any errors with gameplay please leave a comment as there are some things which I might not remember correctly.

Good luck commanding!
PlazaLord
3 条留言
Pork Chop 2023 年 1 月 19 日 下午 2:33 
Good guide to get you going. Experience is key because there is no pause button here. To add to this guide, ALWAYS keep logistics in the forefront of your mind. Strategies as Plaza points out will come with experience.
JustL4MP 2022 年 10 月 31 日 下午 3:56 
easy upvote for you, nice guide brother :steamhappy:
PlazaLord  [作者] 2022 年 10 月 23 日 上午 6:33 
Updated for correct airhead info.
Fyi: Commander having extra cap power is a myth. Same goes for being dead on a point(you dont count towards cap) - people say that in offensive so you don't use-up manpower when you redeploy, so only do so if you can spawn on/next to the point.