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BASIC TACTICS AND PROCEDURES
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01. Always builda extra engineers, because you never know when you gonna lose
one in the front lines, and having a quick replacement handy by the base
helps tremendously. In addition, they can quickly fix OPs and create
defenses if the enemy tries to cut off a point.
02. Build a halftrack whenever possible. Halftrack with a quad cannon is a
very effective infantry killing machine, and your squads can reinforce
near a halftrack.
03. Micromanage your Shermans when facing serious threats (AT guns, panzers,
etc.). Flanking AT guns from the rear usually takes care of the crew
in one shot, and having your Sherman mobile while attacking a panzer
will make it survive much longer. Smokescreens help too, so buy them
when you have the spare resources for them. In general Shermans cannot
go toe to toe with German armors unless they're supported by engineers or
infantries equipped with bazookas.
04. Keep your munition rates high. Munitions are crucial for taking care of
unexpected things, and many of the powerful abilities require a lot of
munition points to use. Fuel is more important in the beginning when you
are still building up your base and buying upgrades. But in the long run,
if you keep a good care of your tanks and vehicles, fuel becomes less
important. In short, look at the map and be sure to control the high yield
points and build OPs (Observation Posts) on them.
05. Always bring an engineer to the front lines so you can fix damaged
vehicles. Otherwise you will have to spend a lot more replacing destroyed
Shermans and Halftracks, especially if their engines are damaged from
enemy attacks and they cannot retreat back home in one piece.
06. Rifle squads with BAR upgrade can hold off their own against most infantry
threats except for MG42s and snipers. In other words, get the BAR as soon
as you can afford it. Engineers with flame throwers are good upgrades too
because that way they can hold off on their own against infantries to a
certain extent.
07. Units often make comments in relation to their current problems. Infantry
units will say whether they are being pinned or being wasted by panzers.
Shermans will say so when they are attacked by AT guns or panzers. Pay
attention to these comments and reactions and you will keep your units
longer.
08. Picking up panzershrecks and bazookas for any infantry squads will
increase their effectiveness against armor units considerably. Hence,
use your Shermans to soak up the damage while your infantries flank around
and go in for the kill.
09. On the other hand, garrisoned MG42s are best dealt with tanks. Leave your
infantry squads behind while the tanks make short work of the garrisoned
fools. Mortar crew works too, but it might take a while.
10. Snipers can make a short work out of heavy weapon crews out in the open.
However, snipers are really vulnerable against motorcycles. Keep an eye
on them and pull your sniper out when necessary. A veteran sniper can
move much faster while being camouflaged. Heavy weapons in this case
include MGs, mortars, fixed gun emplacements, and AT guns. The converse
is also true for axis snipers, and jeeps are your best counterattack for
sniper attacks. Although for the most part, I use my snipers to counter
snipe the enemy.
11. Snipers are also useful as front line scouts. Make sure they hold their
fire so they do not reveal themselves needlessly. This is really useful
for infantry command path, because once you obtain howitzers and calliope
shermans, their attacks are much more accurate when the area is revealed.
12. Airbornes are much deadlier with their recoilless rifles. Upgrade whenever
you can afford them. They are also much more effective if you pair two
squads together. Pairing infantry squads usually work well universally,
because one can soak up fire while the other goes in for the kill.
13. Build howitzers in a position relatively in center of the map. That way
you can cover practically the entire map for heavy barrage. Howitzers
require some babysitting, however, so leave some defenses around them so
they don't get steamrolled by enemy attacks. Conversely, if the enemy have
nebelwerfers, take these out first because they can potentially take out
your own howitzers.
14. Always build a front line barracks whenever possible, so that you can
reinforce from that line instead all the way back from the base. It saves
time, especially when your army gets wasted by a lucky artillery strike.
15. Prioritize your enemies. Always take out units that pose the most threat
to your army. Field artilleries should be taken out immediately because
they can rain down punishment from far away, and their Area of Effect
(AOE) damage is tremendous. Panzers and AT guns are major threats to your
Shermans and armor vehicles. Snipers, MGs and Mortars are dangerous to
your infantry squads. Given the chance, pull the Shermans back first,
since your army can always issue retreat to base which makes them more
likely than not survive the encounter, whereas Shermans take time to pull
out of the hot zone and will take all the punishment when the infantries
are gone.
16. Build a triage center right in front of your HQ, so that whenever you
have units retreating they will be automatically healed by your triage
center. The easiest way to determine the optimum location is to have
one of your infantries retreating somewhere close from the base. The
point where they stop is best used as a point of reference to where
you should build the triage center.
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