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russian armor

Forward HQ. How is this supposed to be used effectively?

30 Sep 2013, 00:09 AM
#1
avatar of Belwar

Posts: 5

So the new commander has a 0 CP ability called "Forward Headquarters". It costs 400 MP and 50 gas. Can someone explain to me how this is supposed to be a decent ability? It's a stationary target, as far as I know it cant be healed, and even in big buildings two grenadier nades will destroy the thing. It's a 0 CP ability so I assume it's supposed to come into play in the early game somehow but if you use it early it seems like it gimps your gas situation pretty hard and like I said it just dies so darn easily.

The only thing I can think of is after you've been playing for a while and you've pushed the enemy back, you think the building is relatively safe and want to maintain your push. If that's the case though, I don't understand the 0 CP thing.

Someone explain this to me.
30 Sep 2013, 10:46 AM
#2
avatar of BabaRoga

Posts: 829

I would guess its main usability would be in 3v3+ games. 1 Player making FHQ won't hurt the team that much, but it helps others.

My teamate made one in 2v2, he was noobish, but it really helped me keep up the Con pressure. As I didn't need to retreat nor make healing station @ HQ

I am not sure how would, building one, turn out in 1v1 vs someone decent....
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