

Behind Enemy Lines: Destroy the enemy artillery emplacement in sniper Skirmish. Beachhead: Clean the beach of enemies in introduction. Baptism of Fire: Repell the enemy attack in first Skirmish. Artillery Strike: Call-in an Artillery Strike in Skirmish. ANZAC: Call-in ANZAC in defense Skirmish.

Ambush: Ambush the Japanese reinforcments in introduction. 203mm B-4M: Call-in a 203mm B-4M in Skirmish.

200mm Type 4: Call-in a 200mm Type 4 in Skirmish. To view your achievements and stats in Steam, select "Community", "My profile", "View all my games", then the game and view stats.ġ01st Airborne: Call-in 101st Airborne in Skirmish. In the end its up to the player to determine if an officer would be a good investment in a certain situation.Successfully complete the indicated task to unlock the corresponding achievement. If you’re going up against a player who uses a lot of expensive infantry, it may be a better idea to purchase a sniper who can not only spot these infantry, but also take them down from safe distances. But if you’re on the defensive and really don’t have the ability to strike out at the targets your officer spot (not to mention your enemies are coming to you) you may want to consider getting a different unit. I can’t give you a complete list of which situations those would be. While an officer is a good investment, those points could be used more effectively elsewhere in some situations. Part of using this unit effectively is knowing when not to use it. They’re not cheap to replace and can quickly add up if you are careless with them.įinally, not all situations call for an officer. Get in the habit of doing this to extend the longevity of your officers. For this reason, I suggest relocating your officer frequently, or sending him further behind your lines when he is not needed, so he is not spotted and killed by the enemy. Using an officer to spot and systematically eliminate your enemies units is all well and good, but if you continue shooting precisely where his troops are hidden, he will know that you have either an officer or a sniper and will attempt to hunt that unit down. Since the officer is a high-value unit and relatively easy to kill, he will be the target of your enemies snipers artillery, or anything else that is within range of him. Having an officer is one thing, but using him well is another. Like any spotting unit, he will excel on higher terrain, as hills and or other obstacles will obstruct his vision if they are between him and where he is trying to look. Likewise, when you tell him to attack a unit (another good reason to toss his weapons when you call him in) he will use his binoculars and watch that unit through the binoculars, tracking its movement. Telling the officer to attack ground on one location will make the officer focus his binoculars on that area until you tell him otherwise. Since the circle he reveals is roughly 20 meters in diameter, this will allow you to see units that are up to 120 meters away. Once your officer is in position, you can use his binoculars in direct control to effectively reveal an area of the map at distances of up to 110 meters. Since the officer also comes with a knife, it may be a wise idea to abandon this as well, just don’t drop it while he’s running. I’ve caught officers brandishing their pistols instead of their binoculars even after I’ve told them to hold fire or only return fire. The problem persists even if you change his firing mode. If he gets into a situation where he needs to use it, he’s generally as good as dead anyway. Because of this, it may be beneficial to have the officer abandon his pistol when you spawn him. One of the problems with this unit is that he will often times switch away from his binoculars in favor of his pistol for whatever reason.

Although the officer is equipped with a pistol for self-defense, his best weapon is the binoculars that he starts with.
