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Panzer Elite Abilities Guide, Part 2

By warhawks - 3rd April 2009 - 12:49 PM

Recover Wreck
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Cost: Free
Unit: Bergetiger Repair and Recovery Vehicle
Description: This ability let's you revive not only your own vehicles, but those of your allies too. It is one of the Panzer Elite's most underused and highly valuable abilities. The destroyed vehicles come back to life with half health and usually with a destroyed main gun, a destroyed engine or a damaged engine.

When you are recovering a vehicle, a status bar comes up above the wreck indicating how far along the repair you are. If something should hit the wreck while your recovering it, the status bar will decrease a certain amount.

You may only recover wrecks that are recoverable, that have not been damaged beyond repair. To recognize which ones can be repaired, simply mouse over the wreck and see if you get a repair symbol for your cursor. You should use this ability whenever you can, as it comes free of charge, but be wary of enemies as your Bergetiger has no defenses. Be careful of going over your population cap if you're building another unit or calling in a unit!


Rudimentary Repair
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Cost: Free
Unit: Kettenkrad
Description: This ability lets your Kettenkrad repair vehicles and buildings. It is gained by choosing the Tank Hunter doctrine. Rudimentary repair is the slowest repair and has a nominal cost in manpower.

If you went with the Tank Hunter doctrine and your Kettenkrad is doing nothing, it may as well be repairing!


Secure Sector
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Cost: Free
Unit: Scout Car
Description: This is the equivalent of the American and Wehrmacht Observation post ability. When you setup the scout car, the sector will not be able to be captured by enemies, and you will receive increased income from that sector. The scout car will not be able to move, but it will still be able to shoot and defend itself.

However, the scout car needs to have the Logistik upgrade. Also note that you can setup your scout car anywhere in the sector, it doesn't have to be beside the point itself. A sector that is locked down will have a square symbol on the mini map.


Site Main Gun
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Cost: Free
Unit: Marder III
Description: The Marder III can site its main gun, making it much more effective. When it does so, it becomes immobile, enabling it to see further, shoot faster and shoot with increased penetration and damage. You'll need to watch out for tanks circling your Marders though. It can be useful to keep your Marders a little separated from each other to prevent this. Two such Marders can present a very difficult challenge to any allied armor approaching the area. A white circle will appear under your Marder when it is sited, and you will have to unlock it to be able to move again. Siting the main gun is done almost instantly, but allowing it to become mobile takes a couple of seconds.


Treadbreaker
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Cost: 40 IPB Image
Unit: Light AT Halftrack
Description: This ability lets the Light AT Halftrack cripple an enemy vehicle's movement by breaking the treads. The targeted vehicle will have a destroyed engine, or better yet, be immobilized. It can be very useful against fast enemy vehicles, such as the M8 and the Stuart. The range of this ability is less than the range of the Light AT Halftrack's normal firing range. Note that just like mines, any damage to the engine or the treads is not affected when the targeted vehicle is over-repaired.


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