Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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(MOD) German liberation skirmishes unit guide .
由 kampfer91 制作
List of units in German skirmishes mod made by SpartanViperz .
   
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What and Where to get ?
After finishing the official Germany campaign Skirmishes battles , have you ever wonder " Man i wish to fight someone else other than Soviet " ?

Unfortunately , the dev can't give you such experience , but someone else can . This is a mission mod package made by SpartanViperZ which provide German vs USA skirmish battles .

Link to mod workshop below , give it a try !

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3454416135

After activating the mod , select German campaign and then Germany Liberation Skirmishes .
What is Skirmish anyways ?
In Skirmish battle , you objective is to capture all 7 control points ( or CP for short ) to win the game . Aside from the last CP , each CP will unlock additional unit type for you to call in . Unit cost Manpower ( MP ) , MP will slowly build up overtime or whenever you disable enemy vehicles . The more CPs under your control the faster MP build up . but so does enemy resistance .



There are 4 doctrines to pick which provide unique unit line up and have their own strength .

+ All-round : A balanced battle-group that have tools for all situation . Special call-in is Battery Signaller who can call down light arty barrage .

+ Defense : Slowly secure your captured ground with engineer while pounding enemy into submission with long range artillery . Special call in is 10.5 cm light field howitzer .

+ Offense : Mechanized battle-group gain access to more advance vehicles to assault enemy stronghold . Special Call-in is tank destroyer .

+ Irregular : Utilize advanced Infantry , specialized weapon and unorthodox tactic . Special call-in is 8.8 cannon platform .
1-1 Counterattack at Mortain - General Call-in :
Infantry

: Medic by default automatically seek out and revive any downed infantry inside the red circle . He can set up a medical tent which will refill bandage in infantry inventory . Medic should stay away from frontline at all time as he only armed with pistol and a couple of smoke grenades .

: 4 tankmen ready to commandeer any vehicle you managed to capture or replace crew losses for other vehicles . Tank crew special perk let them repair vehicle and field gun much faster . They are also the best choice for manning abandoned support weapons and cannons .

: 2 Anti-tank infantries armed with Panzershreck to blow those puny American tanks to smithereens . The A.I are programmed to target them first so try to hold fire , hide in a fox hole or behind wall and till the vehicle arrive at firing distance . Ditch the Panzershreck guy pistol and get a real gun .

: Sniper can take out target at long range with his scoped riffle and also a good scout due to having better stealth capability .With some patience you can clear out the entire CP with just sniper .


: Officer scan the battlefield with binocular and identify enemy in fog of war , he can spot infantry hiding in the bushes .



: Grenadier are 9-men German mainline infantry squad who suited for long range defense with riffle and LMG42 . They have a riffle grenade launcher to deter light vehicles though as German you should rely on AT gun and Panzershreck for Anti-vehicle .



Support Weapon

: 2 artillerymen transporting an ammo crate to resupply infantry squad and support weapon ammunition .



: The dreadful MG42 chop down infantries with its insane rate of fire . You can even remove the gun from bipod via the inspect key ( X ) and use it on foot at the cost of the gun stability .




Vehicles

: Fuel your Panzer with this truck .




: Resupply your big guns with this truck .




: Scout car with long range vision , more than that of infantry . Care should be taken as you move around because American .30 Cal can easily penetrate the armor .
1-2 Counterattack at Mortain - All-Round :
Special Call-in

: Arty Signaller ( or anyone really ) can call-down a light artillery barrage with the flare gun . That gun should be given to Sniper who have better chance at sneaking near enemy strong point due to having short range of 75 m and always shoot behind cover or in the bushes . Since flare ammo can not be resupplied , make all shot count . Limit to 3 .



Starting Support Weapon

: A weak early war AT gun which limit itself to light vehicle , light tank and M10 / M18 . It also have good accuracy so you can snipe infantry with it .





Starting Light Vehicles

: 250 half-track with 2.8 cm AT gun , a terrible gun for anti-vehicle as it required several shots to disable light vehicles . It is quite good at sniping infantry however .


: 234 is the better scout car with the same vision range and not blind on the side . Armed with 2 cm auto cannon it is very lethal to both infantry and light vehicle while being fast enough to run away should tank appear .




Starting Tank

: Fast anti-infantry light tank with the vision of the scout car . Should be your go to when assaulting first CP , pass that and it usefulness rapidly drop .





Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: Volkgrenadier have same stats as normal grenadier but mostly armed with automatic weapons and carry some disposable panzerfaust for anti-tank . They may looks like an assault squad but they actually are defensive squad who have damage reduction bonus while in cover .

: Panzer Lehr Pioneers are veteran 12-men assault squad with high HP and 5-star weapon handling . They carry a lot grenade , TNT and even have flammewerfer to clear out trenches . And of course they have inventory space for 2 panzerfaust because why not ?



Support Weapon CP unlocks

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: 7.5 cm Pak 40 is the ever-reliable choice for defending your position against USA tank with a variety of ammunition to choose from . Pak 40 have same range as 7.62 cm cannon which is commonly wielded by Sherman and M10 so disable them first before they got you .

: 251 Half-track replace the tiny MG34 with 2 cm auto cannon to deal with infantry and light vehicle . The real prize however are those 5 veteran Panzer Aufkalre troops who hitch the ride , despite being recon troop they can bite back and well-armed .



Medium Tank CP unlocks

: Fast armored car armed with 5 cm . Generally outmatched by USA tanks so mostly have its role relegate to fast response to enemy breakthrough and flanker .


: Panzer 3 Ausf M is in quite a pickle . This version have space armor so it can tank a bit more , especially against bazooka , but 5 cm leave a lot to be desired against Sherman tanks . If it is a basic M4A1 then you can slug it out , but if it happen to have 7.62 cm then be extremely careful .

: Stuh 42 have powerful 10.5 cm derp gun to demolish enemy vehicle and fortification . The downsize is that derp gun have much shorter range than AT cannon and being based on Panzer 3 , its armor is not that great to begin with .




Heavy Tank CP unlocks

: Late war Panzer 4 have enough armor and a reliable gun to duke it out with most USA tanks it gonna face and the chance of you losing or winning a tank duel is pretty much 50/50 .


: Heavy tank destroyer with sloped armor and armed with Tiger 2 8.8 cm to crush enemy vehicle . Being based on Panther tank it is surprisingly fast for it size , just make sure to watch it flank all the time .




Heavy Artillery CP unlocks

: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: Heavy field gun with range of 450 to get rid of USA howitzer .




: Heavy AA gun double as heavy AT gun and being towed by a truck .






Special CP unlock

: Panzerwerfer 42 excell at delivering a barrage of 15 cm rocket and then quickly relocate to avoid counter battery . Being on smaller caliber size , these rocket will stun tank at best but have large area coverage .
1-3 Counterattack at Mortain - Defensive :
Special Call in

: The improved version of Lefh 10.5 cm have better accuracy plus fast reload for a long range artillery . It have range of 370 m and limit to 3 .




Starting support weapons

: This baby AT gun barely hurt any vehicle but it sure help a lot with sniping infantry .



: The easy-to-hide , fast firing 2 cm flak can stop infantry assault on their track but quickly be replaced by better medium AA gun which can fight both infantry and vehicle .


: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: 7.5 cm Pak 40 is the ever-reliable choice for defending your position against USA tank with a variety of ammunition to choose from . Pak 40 have same range as 7.62 cm cannon which is commonly wielded by Sherman and M10 so disable them first before they get you .



Starting light vehicle

: 2 Field engineers driving an Opel truck . These engineer can set up advance field defense while the truck can re-supply engineer consumables . Vehicle repair kit also can be re-supplied via the truck . The truck itself carry an assortment of anti-personnel mine and anti-tank mine .



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: 11-men Fusillier squad are the better main line infantry squad with better stats and equipped with advanced gun like STG 44 , Gewehr 43 ( both normal and scoped version ) and LMG 42 . They have 2 disposable Panzerfaust , not that much but it will make enemy vehicle think twice before approaching them .

: 12-men Pionier are assault squad who can address multiple threats due to having load of grenade , TNT , flame thrower and Panzershreck . Their stats however is similar to that of Grenadier squad .




Support weapon CP unlocks

: Infantry gun fling HE round in curve trajectory to hit enemy hiding in trench and they can fire behind hill or tall cover thus no real way to counter these gun except arty and mortar . German infantry gun have HEAT round in case light vehicle appear .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: Heavy mortar compensate its low accuracy by delivering a hefty HE payload over range of 230 m to wreck fortifications and support weapons .





Medium Tank CP unlocks

: Fast armored car armed with 5 cm . Generally outmatched by USA tanks so mostly have its role relegate to fast response to enemy breakthrough and flanker .


: Panzer 3 with short barreled 7.5 cm , great at scattering infantry , tank though , not so much , even if you load HEAT round . Leave the anti-tank to the one with the gun suited for the role .


: Low profile , exceptional frontal armor and 7.5 cm cannon , Jadgpanzer 4 is a real headache to enemy tank . However , should something have a shot at it side armor , high chance it gonna blow up . Should be paired with a medium tank for protection against infantry .



Heavy Tank CP unlocks

: Heavy assault tank armed with 15 cm heavy infantry gun . Effective against most target but its casemate armor is not good against USA 7.62 cm or 3 inches gun .


: A fearsome tank hunter with good frontal armor , speedy and wielding the best version of 7.5 cm KwK tank cannon . Most Sherman will have very hard time fighting Panther , except for 2 , the Calliope ( the one with rocket rack on top ) , and the Sherman with 10.5 cannon which are infuriating to fight because they can kill Panther 's crews .



Heavy Artillery CP unlocks

: Nebelwerfer bombard a very large area with five 21cm rockets and decimate group of infantry plus destroy vehicle on direct hit . Have range of 320 m .



: Heavy AA gun double as heavy AT gun and being towed by a truck .




: German standard heavy howitzer with the range of 385 m and big blast .






Special CP unlock

: The definition of glass cannon . Nashorn relies heavily on the 8.8 cm KwK cannon it is carrying to destroy tanks from afar or else it is pretty much ded if got shot at . Panther still is the better buy compare to Nashorn .
1-4 Counterattack at Mortain - Offensive :

Special Call-in

: Assault gun with good enough armor and a reliable gun to engage a wide variety of target . A great vehicle at the start but limit to 3 .




Starting Light Vehicles

: A half-track carrying an engineer team who can build advance defense and plant mine field . They have no real way to replenish their supplies except via the free engineer truck at HQ .


: Basically an up-gunned 221 . It 2 cm auto cannon can pierce fence and 1 shot infantry behind it . Still retains the great vision for scouting duty .





Starting Tanks

: Flak 3.7 on Panzer 4 chassis , a real menace to both infantry and light vehicle and the best companion for your tank .



: No armor and weaker gun than Stug 3G , but you can buy many of them while only have 3 Stugs .





Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: Panzergrenadier are assault version of grenadier . They have 1 extra member , more grenades , more automatic weapons and 3 panzerfaust .



: Panzer Lehr Pioneers are veteran 12-men assault squad with high HP and 5-star weapon handling . They carry a lot grenade , TNT and even have flammewerfer to clear out trenches . And of course they have inventory space for 2 panzerfaust because why not ?




Support Weapon CP unlocks

: 2 cm light AA gun installed on a Half-track . Never buy this because Ostwind and Sdk 251 with 15mm drilling gun is the much more superior option . Don't go cheap for nothing .


: So someone put a medium mortar on a half-track and the result is a vehicle that waste fuel , ammunition and MP . The 8 cm mortar have fixed firing angle so the half-track have to move in order to acquire target but it won't do it themselves ....

: For a great discount of 100 MP , you lose the ability to pivot in place like a tank , but in exchange you carry more ammo than Marder 3 .



: When you want to go brrrtttt on infantry , you buy this half-track . Despite having a blistering rate of fire , it carry so much 15 mm ammo that you probably gonna finish the battle yet it still have bullet to spend .



Medium Tank CP unlocks

: Panzer 3 Ausf M is in quite a pickle . This version have space armor so it can tank a bit more , especially against bazooka , but 5 cm leave a lot to be desired against Sherman tanks . If it is a basic M4A1 then you can slug it out , but if it happen to have 7.62 cm then be extremely careful .

: The tiny , funny looking Hetzer may look like it won't be a great match up for those Sherman tanks until you realize it have the same gun as Stug 3 / Panzer 4 but smaller profile and trollish sloped frontal armor , a great vehicle for ambushing tank .

: Late war Panzer 4 have enough armor and a reliable gun to duke it out with most USA tanks it gonna face and the chance of you losing or winning a tank duel is pretty much 50/50 .



Heavy Tank CP unlocks

: Panther Ausf G have increased frontal armor but weaker side armor . The improved 7.5 cm effectively outrange most USA tank roster which is needed because of one particular brain ded tank that is the Sherman with 10.5 cm which can fight Panther tank using HE shell alone .

: Mighty Tiger tank terrorize baby Sherman tanks with 8.8 cannon and good all-round armor that can shrug off most AP rounds .





Heavy Artillery CP unlocks

: When every tank are armed with 7.5 cm , you generally don't need the field cannon version , but it have stealth advantage , small size and don't eat fuel like those assault gun . But then again Panzer 4 exist .


: Nebelwerfer bombard a very large area with five 21cm rockets and decimate group of infantry plus destroy vehicle on direct hit . Have range of 320 m .



: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .




Special CP unlock

: Tiger 2 is the big brother of Tiger 1 . The upgraded 8.8 slice through Sherman like hot knife through cheap burger while its armor impervious to all current USA Anti tank gun . Even the 10.5 derp gun prove to be minor nuisance to it . The only threat is the heavy howitzer hiding in the backline .
1-5 Counterattack at Mortain - Irregular :

Special Call in

: Flak 88 can snipe enemy tanks or enemy support weapon guarding the initial CPs and switch to Anti-tank role later . A powerful piece of equipment but large profile . Towed by a half-track and limited to 3 .



Starting Infantry

: Flamer burn enemy infantry in the trench , bushes , wooden house and vehicle engine compartment . A bit harder to use in open terrain and overshadowed by grenade for the most part .



Starting Light Vehicle

: unmanned remote control vehicle deliver a package full of explosive surprise for the Yankee . Surprisingly resistant to small-arm . The best way to use it however is to smoke enemy position and manual control Goliath due to its A.I is kinda dumb and explosion have weird hitbox .

: Basically an up-gunned 221 . It 2 cm auto cannon can pierce fence and 1 shot infantry behind it . Still retains the great vision for scouting duty .




Starting Tank

: The early version of Jagdpanzer 4 have same 7.5 cm cannon as Stug 3 , serviceable but not guarantee kill . What it have over Stug is the much tougher frontal armor that can bounce 3 Inches gun while having low profile .



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: 10-men Jager squad are close range assault squad . They mostly armed with MP-40 ( plus 2 Panzerfaust ) and better stats than other infantry squads .



: 11-men Sturmgrenadier sturm all over enemy line with advanced weapons like STG-44 , Gewehr 43 , MG 42 . They also have 4 Panzerfaust and a bunch of AT grenade to combat vehicles . Sadly they have same stats as normal Grenadier squad so they can't make the most out of their equipments .



Support Weapon CP unlocks

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: The same 7.5 light infantry gun but different model , a great gun to flush out enemy in trench and have 10 HEAT rounds for light vehicles .



: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .





Medium Tank CP unlocks

: Panzer 2L have to take the L at this point because the American gonna spam their tank . Even though it is more expensive than 222 , it can only fight infantry , die to tank cannon and same vision range .


: This Panzer 3 is using heavy flamer to burn infantry and can even destroy tanks if they have a shot at the engine . The flamer however have shorter range than Bazooka .


: The tiny , funny looking Hetzer may look like it won't be a great match-up for those Sherman tanks until you realize it have the same gun as Stug 3 / Panzer 4 but smaller profile and trollish sloped frontal armor , a great vehicle for ambushing tank .



Heavy Tank CP unlocks

: It is the same tank as Panzer 4 H except it lacks some of the good stuffs the H version have , noticeably the side skirt armor , among other things .



: This Tiger Ausf E heavy tank is being operated by an elite crews who enhance the performance and make a deadly machine even deadlier .





Heavy Artillery CP unlocks

: Budget Anti tank gun for setting up defense in case you lose all the 8.8 Flak . Save MP however as there are much better options available for you .



: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .


: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: The heavier cousin of the Infantry gun and a no brainer gun to use , it demolishes fortifications and vehicles with equal ease . Have range of 210 m .




Special CP unlock

: Six 30 cm rockets ready to fly to where you want it and leave a big crater . Will cause a lot damage to enemy vehicle just by landing near it .
2-1 Blood in the Lowlands - General Call-in :
Infantry

: Medic by default automatically seek out and revive any downed infantry inside the red circle . He can set up a medical tent which will refill bandage in infantry inventory . Medic should stay away from frontline at all time as he only armed with pistol and a couple of smoke grenades .

: 4 tankmen ready to commandeer any vehicle you managed to capture or replace crew losses for other vehicles . Tank crew special perk let them repair vehicle and field gun much faster . They are also the best choice for manning abandoned support weapons and cannons .

: 2 Anti-tank infantrymen armed with Panzershreck to blow those puny American tanks to smithereens . The A.I are programmed to target them first so try to hold fire , hide in a fox hole or behind wall and till the vehicle arrive at firing distance . Ditch the Panzershreck guy pistol and get a real gun .

: Sniper can take out target at long range with his scoped riffle and also a good scout due to having better stealth capability .With some patience you can clear out the entire CP with just sniper .


: Officer scan the battlefield with binocular and identify enemy in fog of war , he can spot infantry hiding in the bushes .



: Grenadier are 10-men German mainline infantry squad who suited for long range defense with riffle and LMG42 . They have a riffle grenade launcher to deter light vehicles though as German you should rely on AT gun and Panzershreck for Anti-vehicle .


Support Weapon

: 2 artillerymen transporting an ammo crate to resupply infantry squad and support weapon ammunition .



: The dreadful MG42 chop down infantries with its insane rate of fire . You can even remove the gun from bipod via the inspect key ( X ) and use it on foot at the cost of the gun stability .



Light Vehicle

: Fuel your Panzer with this truck .



: Resupply your big guns with this truck .




: Basically an up-gunned 221 . It 2 cm auto cannon can pierce fence and 1 shot infantry behind it . Still retains the great vision for scouting duty .
2-2 Blood in the Lowlands - All-round :
Special Call-in

: Arty Signaller ( or anyone really ) can call-down a light artillery barrage with the flare gun . That gun should be given to Sniper who have better chance at sneaking near enemy strong point due to having short range of 75 m and always shoot behind cover or in the bushes . Since flare ammo can not be resupplied , make all shot count . Limit to 3 .


Starting Support Weapon

: 5 cm AT gun is a joke . Both APC-HE and APCR can not pen even basic Sherman model and their prey limit to Light vehicle at best . They do have a bandage solution in the form of Gr.42 HEAT round , a powerful ammunition but cut down the gun already short range ( 180 m ) to 120 m , no AT gun want tank to be that close .



Starting Light Vehicle

: 234 armored car carry more ammo than 222 but less APCR for some reasons . It also have more frontal armor to resist .50 Cal HMG and better vision coverage . All that advantage came at the cost of its size making it a juicy target for AT cannon .

: Fast armored car armed with 5 cm . Generally outmatched by USA tanks so mostly have its role relegate to fast response to enemy breakthrough and flanker .


: Light AA tank just build different for wrong reason . 3 cm Flak is strong against infantry / light vehicles and nothing else , a role that is already covered by 2 cm auto-cannon . It doesn't have turret plus narrow angle of fire forcing it to turn the whole vehicle to acquire the target which is a problem when Paratrooper drop on it .



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: Panzergrenadier are assault version of grenadier . They have 1 extra member , more grenades , more automatic weapons and 3 panzerfaust .



: 251 Half-track ferry a team of 11-men veteran Panzer Lehr Aufklarer . Not only have they have way better vision than normal infantry , they also have better stats and is unbeatable at long range combat . Squad armed mostly with riffle , belt-fed MG42 and 3 Panzerfaust . Be sure to take the 2 MG42s from the Half-track to add more firepower to the squad .



Support Weapon CP unlocks

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: Do you want to fire fast af ? Then this is the gun for you . 2 cm Flak sweep the battlefield with its 4 barrel full of hot leads and make Paratrooper regret they ever drop near it . The ammo count in reserve however is laughably low , a supply truck near it all time is a must .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: 7.5 cm Pak 40 is the ever-reliable choice for defending your position against USA tank with a variety of ammunition to choose from . Pak 40 have same range as 7.62 cm cannon which is commonly wielded by Sherman and M10 so disable them first before they get you .



Medium Tank CP unlocks

: Panzer 3 Ausf M is in quite a pickle . This version have space armor so it can tank a bit more , especially against bazooka , but 5 cm leave a lot to be desired against Sherman tanks . If it is a basic M4A1 then you can slug it out , but if it happen to have 7.62 cm then be extremely careful .

: Low profile , exceptional frontal armor and 7.5 cm cannon , Jadgpanzer 4 is a real headache to enemy tank . However , should something have a shot at it side armor , high chance it gonna blow up . Should be paired with a medium tank for protection against infantry .


Heavy Tank CP unlocks

: Stuh 42 have powerful 10.5 cm derp gun to demolish enemy vehicle and fortification . The downsize is that derp gun have much shorter range than AT cannon and being based on Panzer 3 , its armor is not that great to begin with .


: Late war Panzer 4 have enough armor and a reliable gun to duke it out with most USA tanks it gonna face and the chance of you losing or winning a tank duel is pretty much 50/50 , except when facing a Firefly as it will out-range Panzer 4 .


: Heavy tank destroyer with sloped armor and armed with Tiger 2 8.8 cm to crush enemy vehicle . Being based on Panther tank it is surprisingly fast for it size , just make sure to watch it flank all the time .



Heavy Artillery CP unlocks

: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: Heavy AA gun double as heavy AT gun and being towed by a truck .




: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .


: Heavy field gun with range of 450 to get rid of USA howitzer .





Special CP unlock

: Tiger 2 Ausf B have better turret armor and wield a mighty 88 cannon . A formidable machine of war , not even Firefly 's 17 pounder can reliably penetrate it . The only thing to watch out for is the Heavy Howitzer on the back line .
2-3 Blood in the Lowlands - Defensive :
Special Call in

: The improved version of Lefh 10.5 cm have better accuracy plus fast reload for a long range artillery . It have range of 370 m and limit to 3 .




Starting Support Weapon

: A relic from early war and is utterly underpower , do not buy .




: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: Do you want to fire fast af ? Then this is the gun for you . 2 cm Flak sweep the battlefield with its 4 barrel full of hot leads and make Paratrooper regret they ever drop near it . The ammo count in reserve however is laughably low , a supply truck near it all time is a must .



Starting Light Vehicle

: 2 field engineers riding a Kettenkrad half-track motorcyle . The motorcycle itself doesn't have anything in its inventory aside from the usual repair box but can resupply the engineer so that they can build advance defenses .




Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: Panzergrenadier are assault version of grenadier . They have 1 extra member , more grenades , more automatic weapons and 3 panzerfaust .



: Mechanized pioneer squad carry a LOT firepower to assault enemy position . They have a bunch of grenade , TNT , flamethrower and Panzershreck . A versatile squad but being hindered by their average stat .



Support Weapon CP unlocks

: Infantry gun fling HE round in curve trajectory to hit enemy hiding in trench and can fire behind hill or tall cover thus no real way to counter these gun except arty or mortar . German infantry gun have HEAT round in case light vehicle appear .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: Heavy mortar compensate its low accuracy by delivering a hefty HE payload over range of 230 m to wreck fortifications and support weapons .



: 7.5 cm Pak 40 is the ever-reliable choice for defending your position against USA tank with a variety of ammunition to choose from . Pak 40 have same range as 7.62 cm cannon which is commonly wielded by Sherman and M10 so disable them first before they got you .



Medium Tank CP unlocks

: For the same price of a 7.5 cm Pak , you get to buy one but on a mobile platform . Certainly there are tactical advantages but it is better to save MP and buy something with the same gun and have actual armor to not get 1 shot by enemy tank .

: Late war Panzer 4 have enough armor and a reliable gun to duke it out with most USA tanks it gonna face and the chance of you losing or winning a tank duel is pretty much 50/50 , except when facing a Firefly as it will out-range Panzer 4 .


Heavy Tank CP unlocks

: The tiny , funny looking Hetzer may look like it won't be a great match up for those Sherman tanks until you realize it have the same gun as Stug 3 / Panzer 4 but smaller profile and trollish sloped frontal armor , a great vehicle for ambushing tank .

: Jadgpanzer 4 upgraded it Panzer 4 gun into Panther gun . Now they effectively out-range the majority of USA AT cannon . The left-over fund went into extra side skirt armor which is a welcoming addition , considering the whole tank is ammo carrier and prone to detonation .

: A fearsome tank hunter with good frontal armor , speedy and wielding the best version of 7.5 cm KwK tank cannon . Most Sherman will have very hard time fighting Panther , except for 3 , the Calliope ( the one with rocket rack on top ) , the Sherman with 10.5 cannon which are infuriating to fight because they can stunlock and eventually kill Panther 's crews , and Firefly with the powerful 17-pounder .



Heavy Artillery CP unlocks

: Wreck havoc the battlefield with the most powerful arty in German arsenal . Have range of 425 . Being towed by a half-track but should switch to supply truck due to having very few ammo and they eat a lot supply points .


: Heavy AA gun double as heavy AT gun and being towed by a truck .




: German standard heavy howitzer with the range of 385 m and big blast .




: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .




Special CP unlock

: Tiger 2 Ausf B have better turret armor and wield a mighty 88 cannon . A formidable machine of war , not even Firefly 's 17 pounder can reliably penetrate it . The only thing to watch out for is the Heavy Howitzer on the back line .
2-4 Blood in the lowlands - Offensive :
Special Call-in

: Assault gun with meh armor as USA upgrade their tank gun to 7.62 cm but still a reliable gun to engage a wide variety of target . A great vehicle at the start but limit to 3 .



Starting Light Vehicle

: 251 Half-track with MG on steroid that is the triple 15 mm drilling gun to stop , suppress and subdue entire infantry push . They bring so much ammo that they can fire all day long but will take awhile to reload .


: Engineer team riding a flamer half-track . The half-track have 2 heavy flamers to torch entire town plus paratroopers hiding inside the house with the only drawback being shorter range than Bazooka . In the team there are 2 field engineers who can build advance field defense but have no way to resupply themselves except via the free engineer truck at HQ .



Starting Tank

: Fast anti-infantry light tank with the vision of the scout car . Should be your go-to vehicle when assaulting first CP , pass that and it usefulness rapidly drop .



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: Panzergrenadier are assault version of grenadier . They have more grenades , more automatic weapons and 3 panzerfaust .



: 12-man panzer pionier squad is ...puzzling . On first glance they doesn't seem to carry any advance equipment , nor the most useful one like the minesweeper and wire cutter , also zero anti-tank equipment , same stats as normal Grenadier squad . However , every single member have smoke grenade , plus 7 TNT for demolition . Their choice of AT grenade is throwable magnetic mine , it have very short range and to use it manually ( which is recommended ) , you gotta cook it first before throwing and they are very powerful . And of course they have a flamer too .

: When thing get dicey , you call in the Fallschirmjager . 11-men elite paratrooper riding a half-track and armed with the best and newest weapon German can afford . For anti-vehicle they have Panzerfaust 100 plus it smaller cousin Panzerfaust 60 , 2 rifle grenadiers and most importantly , the PWM-1 Grenade , a HEAT shell disguise as a throwable grenade and will , most of the time , 1 shot tank . They even have a real sniper with them .



Support Weapon CP unlocks

: So someone put a medium mortar on a half-track and the result is a vehicle that waste fuel , ammunition and MP . The 8 cm mortar have fixed firing angle so the half-track have to move in order to acquire target but it won't do it themselves ....

: Half-track with 3.7 cm Flak . Well yes technically speaking it is a Half-track but it have armor of a truck , nonexistence , normal rifle will kill the driver and disable the entire vehicle . The saving grace is the 3.7 cm Flak which can kill both infantry and destroy light vehicle plus stun medium tank .

: Better armored half-track carrying 2 cm flak , four barrels full of hot lead to shoot down plane and paratrooper . Ammo reserve however is low thus can't keep up with the blistering rate of fire of 2 cm flak .


: Your current source of 7.5 cm Pak AT cannon , now on a mobile platform . Need to babysit this one as it have limited firing angle and preferably replace with real tank later on .



Medium Tank CP unlocks

: Panzer 3 Ausf M is in quite a pickle . This version have space armor so it can tank a bit more , especially against bazooka , but 5 cm leave a lot to be desired against Sherman tanks . If it is a basic M4A1 then you can slug it out , but if it happen to have 7.62 cm then be extremely careful .

: It is the same tank as Panzer 4 H except it lacks some of the good stuffs the H version have , noticeably the side skirt armor , among other things .




Heavy Tank CP unlocks

: Grille K sacrifice the reliable accuracy of a 15 cm heavy infantry gun in favor of being able to fling the shell much further at the range of 275 m .



: Panther Ausf G have increased frontal armor but weaker side armor . The improved 7.5 cm effectively outrange most USA tank roster which is needed because of one particular brain ded tank that is the Sherman with 10.5 cm which can fight Panther tank using HE shell alone . USA also start to field Sherman Firefly which have 17-Pounder , a troublesome gun that can penetrate Panther and Tiger 1 armor at long distance .

: Mighty Tiger tank terrorize baby Sherman tanks with 8.8 cannon and good all-round armor that can shrug off most AP rounds at max range , even the 17-Pounder .



Heavy Artillery CP unlocks


: This Nebelwerfer fire 15 cm rocket . Being the smallest rocket caliber in the family , it won't put a dent on vehicle but can bombard enemy CP and scatter infantries plus team weapons .


: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .



Special CP unlock

: Tiger 2 Ausf B have better turret armor and wield a mighty 88 cannon . A formidable machine of war , not even Firefly 's 17 pounder can reliably penetrate it . The only thing to watch out for is the Heavy Howitzer on the back line .
2-5 Blood in the Lowlands - Irregular :
Special Call-in

: Nashorn is very expensive to call in at the start but can engage AT cannon and tank from safe distance . The secret to that ability ? Tiger 2 's 88 cannon . Keep an eye on Nashorn as it have zero armor and 1 stray shot mean all the investment go down the drain instantly . Limit to 3 .


Starting Infantry

: Flamer burn enemy infantry in the trench , bushes , wooden house and vehicle engine compartment . A bit harder to use in open terrain and overshadowed by grenade for the most part .



Starting Light Vehicle

: 251 Half-track with MG on steroid that is the triple 15 mm drilling gun to stop , suppress and subdue entire infantry push . They bring so much ammo that they can fire all day long but will take awhile to reload .



Starting Tank

: Low profile , exceptional frontal armor and 7.5 cm cannon , Jadgpanzer 4 is a real headache to enemy tank . However , should something have a shot at it side armor , high chance it gonna blow up . Should be paired with a medium tank for protection against infantry .



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: Panzergrenadier are assault version of grenadier . They have more grenades , more automatic weapons and 3 panzerfaust .



: 10-men Jager squad are elite close range assault squad , mostly armed with MP40 and carry more smoke grenades than other squad , also have 2 panzerfaust to take out vehicle .



Support Weapon CP unlocks

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: Pak 97/38 range is much shorter than it modern brother but main ammo is HEAT giving it some serious power . It will stunlock most victim and the moment the HEAT shell pen , everything explode .


: 7.5 cm Pak 40 is the ever-reliable choice for defending your position against USA tank with a variety of ammunition to choose from . Pak 40 have same range as 7.62 cm cannon which is commonly wielded by Sherman and M10 so disable them first before they got you .


Medium Tank CP unlocks

: This Panzer 3 is using heavy flamer to burn infantry and can even destroy tanks if they have a shot at the engine . The flamer however have shorter range than Bazooka .


: Panzer 3 Ausf M is in quite a pickle . This version have space armor so it can tank a bit more , especially against bazooka , but 5 cm leave a lot to be desired against Sherman tanks . If it is a basic M4A1 then you can slug it out , but if it happen to have 7.62 cm then be extremely careful .


Heavy Tank CP unlocks

: Late war Panzer 4 have enough armor and a reliable gun to duke it out with most USA tanks it gonna face and the chance of you losing or winning a tank duel is pretty much 50/50 , except when facing a Firefly as it will out-range Panzer 4 .

: A fearsome tank hunter with good frontal armor , speedy and wielding the best version of 7.5 cm KwK tank cannon . Most Sherman will have very hard time fighting Panther , except for 3 , the Calliope ( the one with rocket rack on top ) , the Sherman with 10.5 cannon which are infuriating to fight because they can stunlock and eventually kill Panther 's crews , and Firefly with the powerful 17-pounder .



Heavy Artillery CP unlocks

: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .


: The heavier cousin of the Infantry gun and a no brainer gun to use , it demolishes fortifications and vehicles with equal ease . Have range of 210 m .



: Nebelwerfer bombard a very large area with five 21cm rockets and decimate group of infantry plus destroy vehicle on direct hit . Have range of 320 m .




Special CP unlock

: Arrive a bit late but now you have 8.8 cannon on a tough platform and being operated by Ace crews . Use it to crush the resistance around the last point but be sure to take out Firefly first .
3-1 The Last Gamble - General Call-in
Infantry

: Medic by default automatically seek out and revive any downed infantry inside the red circle . He can set up a medical tent which will refill bandage in infantry inventory . Medic should stay away from frontline at all time as he only armed with pistol and a couple of smoke grenades .

: 4 tankmen ready to commandeer any vehicle you managed to capture or replace crew losses for other vehicles . Tank crew special perk let them repair vehicle and field gun much faster . They are also the best choice for manning abandoned support weapons and cannons .

: 2 artillerymen for re-crew support weapon . Have to buy multiple time depend on what piece you gonna crew . Normal soldier can crew those but they also fight better so let them hold the line instead of artillerymen .


: 2 Anti-tank infantries armed with Panzershreck to blow those puny American tanks to smithereens . The A.I are programmed to target them first so try to hold fire , hide in a fox hole or behind wall and till the vehicle arrive at firing distance . Be sure to give the Panzershreck guy a real gun .

: Sniper can take out target at long range with his scoped riffle and also a good scout due to having better stealth capability .With some patience you can clear out the entire CP with just sniper .


: Officer scan the battlefield with binocular and identify enemy in fog of war , he can spot infantry hiding in the bushes .



: Grenadier are 9-men German mainline infantry squad who suited for long range defense with riffle and LMG42 . They have a riffle grenade launcher to deter light vehicles though as German you should rely on AT gun and Panzershreck for Anti-vehicle .




Support Weapon

: 2 artillerymen transporting an ammo crate to resupply infantry squad and support weapon ammunition .



: The dreadful MG42 chop down infantries with its insane rate of fire . You can even remove the gun from bipod via the inspect key ( X ) and use it on foot at the cost of the gun stability .



Vehicles

: Fuel your Panzer with this truck .




: Resupply your big guns with this truck .
3-2 The Last Gamble - All round :

Special Call-in

: Arty Signaller ( or anyone really ) can call-down a light artillery barrage with the flare gun . That gun should be given to Sniper who have better chance at sneaking near enemy strong point due to having short range of 75 m and always shoot behind cover or in the bushes . Since flare ammo can not be resupplied , make all shot count . Limit to 3 .


Starting Support Weapons

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: Outdated and outgunned , 5 cm can't do anything to the latest USA tank except for light tank and M10 or M18 . Invest in 7.5 cm and never buy this gun .



Starting Light Vehicles

: Puma armored car can't fight tank head on with 5 cm , instead , it avoid them altogether thank to having long vision and speedy . A good vehicle to harass infantry at the start .


: Since 5 cm can't fight Sherman tanks , this puma ditched the turret and install a 7.5 cm Pak . Unlike the half-track version , they keep a MG to ward off infantry , though can only target whatever in front of it , or they can choose to reverse very fast , a perk of being wheeled .


Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: 10-men Panzergrenadier are assault version of grenadier . They have more grenades , more automatic weapons and 3 panzerfaust .



: Panzergrenadier on steroid just by the virtue of having much better stats than normal Panzergren and arrive on a half-track . These 10 men won't go down without putting up a good fight .



Support Weapon CP unlocks

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: Infantry gun fling HE round in curve trajectory to hit enemy hiding in trench and can fire behind hill or tall cover thus no real way to counter these gun except arty or mortar . German infantry gun have HEAT round in case light vehicle appear .

: More expensive than the version mounted on armored car for some unknown reason . The advantage is that it have smaller profile and can hide behind bushes . USA have upgraded their squishy Sherman and turn them into HVSS Field Mod or Jumbo Assault tank which are tough nut to crack , any shots that you can fire before A.I know what up and retaliate can decide whether you be the one victorious or the one who routed .

: This 251 half-track replaced its MG with 2cm auto cannon and only good against infantry or light vehicle . It have rooms for 5 more passengers .




Medium Tank CP unlocks

: By the time of the Ardennes offensive , Stug gonna face many modified version of Sherman , all of them have increased frontal armor and use 7.62 cannon which have high chance of penetrating Stug head on . At least Stug can pivot in place unlike other vehicles with 7.5 Pak .

: Panzer 4 H armor can afford to bounce some shots but do not bet on it as Sherman tanks now much better armed and some version like the HVSS Field mod or Jumbo required careful aim at specific weakspot while they can penetrate Panzer 4 H without even need to put some efforts into aiming .



Heavy Tank CP unlocks

: Panther tank can reliably bounce shot from 7.62 cm and beat the upgraded Sherman tank , though you gotta aim at Jumbo gunner port and lower plate to take it out . There is a new threat though , Slugger with 90 mm , good thing they have paper armor .

: Tiger tank still reign supreme with good all-round armor and powerful 8.8 to blast those Sherman to kingdom come , upgraded or not .




Heavy Artillery CP unlocks

: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .


: Hummel SPG provide heavy artillery support with it 15 cm howitzer at the range of 385 and can quickly relocate to dodge counter battery or go where it need to be .



Special CP unlock

: USA tanker see this thing , " guess i will die " , and their tank magically explode into firework . Jadgtiger heavy tank destroyer is a titan on the field with night impenetrable armor and a giant gun that is equivalent to a giant middle finger . Now go , buy dozen of them and let the Wehraboo legend come true .
3-3 The Last Gamble - Defensive :
Special Call in

: The improved version of Lefh 10.5 cm have better accuracy plus fast reload for a long range artillery . It have range of 370 m and limit to 3 .





Starting Support Weapons

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: Do you want to fire fast af ? Then this is the gun for you . 2 cm Flak sweep the battlefield with its 4 barrel full of hot leads and make Paratrooper regret they ever drop near it . The ammo count in reserve however is laughably low , a supply truck near it all time is a must .

: 7.5 Pak 40 still can fight despite USA attempt to modified their tank by adding more armor and giving better gun . Have to carefully aim at weakspot this time around , or wait till bad path finding kick in and make enemy tank show their side or rear armor . Pak 40 have small profile which aid in it endeavor .



Starting Light Vehicle

: 2 Field engineers driving an Opel truck . These engineer can set up advance field defense while the truck can re-supply engineer consumables . Vehicle repair kit also can be re-supplied via the truck . The truck itself carry an assortment of anti-personnel mine and anti-tank mine .



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: 10-men volksgrenadier squad is defensive squad who take reduced damage and issued with more automatic weapon than normal grenadier despite having same stats . They are much better when defending urban area .They have a marksman , unlike normal sniper , can only make accurate shot at long range and usually can't kill infantry instantly .

: 12-men Pionier are assault squad who can address multiple threats due to having load of grenade , TNT , flame thrower and Panzershreck . Their stats however is similar to that of Grenadier squad .




Support Weapon CP unlocks

: Infantry gun fling HE round in curve trajectory to hit enemy hiding in trench or firing behind hill or tall cover thus no real way to counter these gun aside from arty or mortar . German infantry gun have HEAT round in case light vehicle appear .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: Heavy mortar compensate its low accuracy by delivering a hefty HE payload over range of 230 m to wreck fortifications and support weapons .



: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .




Medium Tank CP unlocks

: Panzer 4 H armor can afford to bounce some shots but do not bet on it as Sherman tanks now much better armed and some version like the HVSS Field mod or Jumbo required careful aim at specific weakspot while they can penetrate Panzer 4 H without even need to put some efforts into aiming .

: Heavy assault tank armed with 15 cm heavy infantry gun . Effective against most target but its casemate armor is not good against USA 7.62 cm or 3 inches gun .




Heavy Tank CP unlocks

: By the time of the Ardennes offensive , Stug gonna face many modified version of Sherman , all of them have increased frontal armor and use 7.62 cannon which have high chance of penetrating Stug head on . 7.5 cm Kwk cannon still serviceable until Jumbo Assault tank show up .

: Wespe SPG 10.5 cm barrel length is much shorter result in shorter range compare to the 10.5 howitzer special call in , 355 m to be exact . It is quite precise however , required only a few shots to adjust , and being mobile is a bonus . Have HEAT and APHE for vehicle .




Heavy Artillery CP unlocks

: It have less pen and bigger profile than Pak 8.8 , plus available much later , why would you buy this ? At least it come with it own half-track .



: The heavier cousin of the Infantry gun and a no brainer gun to use , it demolishes fortifications and vehicles with equal ease . Have range of 210 m .



: Reduce entire USA garrison to rubble with this oversized heavy artillery , have range of 425 m .





Special CP unlock

: USA tanker see this thing , " guess i will die " , and their tank magically explode into firework . Jadgtiger heavy tank destroyer is a titan on the field with night impenetrable armor and a giant gun that is equivalent to a giant middle finger . Now go , buy dozen of them and let the Wehraboo legend come true .
3-4 The Last Gamble - Offensive :
Special Call-in

: Hetzer can solo clear starting CPs thanked to its deceptively strong frontal armor . It have the same gun as Stug 3 Ausf G so it have to either aim well or wait till enemy tank show their side , an easy task for a tank destroyer with small profile . Limit to 3 .



Starting Light Vehicles

: Quad-barrel 2 cm AA gun mounted on a half-track , a very potent gun to suppress infantry with incredible RoF . Unfortunately it run out of ammo very fast and being a big target , whenever it fire , it lit up like a Xmas tree waiting to be shot at .

: This Puma swapped 5 cm with 7.5 Light infantry gun . Mostly fighting entrenched infantry with HE but it have healthy amount of HEAT round for vehicle . Due to lack of turret and the gun small firing angle , it doesn't have the same feeling as the normal 7.5 Infantry gun and shell travel mostly in straight line .

: 10-men Panzer Lehr Panzerpionier are well-trained assault squad and arrive on a half-track ( which make them cost 100 extra MP ) . Squad mostly armed with long range rifle plus 3 panzerfaust and 5 TNT . The flamer still in the team for when you want to flush out infantry or destroy tank by targeting their engine.



Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: 10-men Panzergrenadier are assault version of grenadier . They have more grenades , more automatic weapons and 3 panzerfaust .



: 10-men Jager squad are elite close range assault squad , mostly armed with MP40 and carry more smoke grenades than other squad , also have 2 panzerfaust to take out vehicle .




Support Weapon CP unlocks

: This version of 2 cm AA can be hidden behind the bushes . A constant supply is required due to it abysmal low ammo reserve while having blistering RoF .



: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: More expensive than the version mounted on armored car for some unknown reason . The advantage is that it have smaller profile and can hide behind bushes . USA have upgraded their squishy Sherman and turn them into HVSS Field Mod or Jumbo Assault tank which are tough nut to crack , any shots that you can fire before A.I know what up and retaliate can decide whether you be the one victorious or the one who routed .

: So someone put a medium mortar on a half-track and the result is a vehicle that waste fuel , ammunition and MP . The 8 cm mortar have fixed firing angle so the half-track have to move in order to acquire target but it won't do it themselves ....


Medium Tank CP unlocks

: Panzer 4 H armor can afford to bounce some shots but do not bet on it as Sherman tanks now much better armed and some version like the HVSS Field mod or Jumbo required careful aim at specific weakspot while they can penetrate Panzer 4 H without even need to put some efforts into aiming .

: Stuh 42 don't care about how good enemy armor is , all are valid target for the 10.5 derp gun .However It is a bit squishy and outrange by 7.62 cm tank gun .


: Low to the ground , strong frontal armor , extra side skirt armor and Panther gun . Late war Jadgpanzer 4 is the main component for defending your hard-earned stronghold against USA armor assault .



Heavy Tank CP unlocks

: Panther Ausf G have come to replace the aging Panzer 4 . Frontal armor can bounce most of USA AT gun except for the 90 mm wielded by Slugger while the long 7.5 cm can penetrate everything but Jumbo assault tank , required Panther to target it lower plate .

: The decisive weapon to breakthrough the final defensive line , American will cower before the mighty Tiger 2 as their 90 mm fail to penetrate the armor and watch in horror as the 8.8 out-range and over-pen all their tank . Arrive a bit late but buy immediately to turn the tide .



Heavy Artillery CP unlocks

: This thing right here is Tiger 2 gun in the form of field gun , the most powerful AT gun German ever deployed . Rarely any tank can survive 1 shot from it unless weird angle is involved . Get a truck to relocate it fast .


: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: German standard heavy howitzer with the range of 385 m and big blast .






Special CP unlock

: USA tanker see this thing , " guess i will die " , and their tank magically explode into firework . Jadgtiger heavy tank destroyer is a titan on the field with night impenetrable armor and a giant gun that is equivalent to a giant middle finger . Now go , buy dozen of them and let the Wehraboo legend come true .
3-5 The Last Gamble - Irregular :
Special Call in

: Flak 88 can snipe enemy tanks or enemy support weapon guarding the initial CPs and switch to Anti-tank role later . A powerful piece of equipment but large profile . Towed by a half-track and limited to 3 .




Starting Infantry

: Flamer burn enemy infantry in the trench , bushes , wooden house and vehicle engine compartment . A bit harder to use in open terrain and overshadowed by grenade for the most part .




Starting Light vehicle

: Puma armored car can't fight tank head on with 5 cm , instead , it avoid them altogether thank to having long vision and speedy . A good vehicle to harass infantry at the start .


: This Puma swapped 5 cm with 7.5 Light infantry gun . Mostly fighting entrenched infantry with HE but it have healthy amount of HEAT round for vehicle . Due to lack of turret and the gun small firing angle , it doesn't have the same feeling as the normal 7.5 Infantry gun and shell travel mostly in straight line .



Starting Tank

: Fast anti-infantry light tank with the vision of the scout car . Should be your go-to vehicle when assaulting first CP , pass that and it usefulness rapidly drop.




Infantry CP unlocks

: 6-men recon squad have good view range while carrying LMG42 to provide some fire support . It is recommended to spread them out , hold fire and hide in the bushes to provide vision for your frontline .


: 12-man panzer pionier squad is ...puzzling . On first glance they doesn't seem to carry any advance equipment , nor the most useful one like the minesweeper and wire cutter , also zero anti-tank equipment , same stats as normal Grenadier squad . However , every single member have smoke grenade , plus 7 TNT for demolition . Their choice of AT grenade is throwable magnetic mine , it have very short range and to use it manually ( which is recommended ) , you gotta cook it first before throwing and they are very powerful . And of course they have a flamer too .

: The fate of Ardennes campaign fall on the shoulder of 11-men Fallschirmjaeger , they are issued with the best weapon Germany can offer and well-trained . The sniper still with the team but they have to leave behind the half-track this time .



Support Weapon CP unlocks

: Medium mortar is eh....unreliable due to low accuracy but is needed when you want to tackle enemy heavy AT gun but don't want to expose your units . It should be part of your defense network but a steady supply is required . On second note , forget about them and steal American mortar instead as they come with better ammo selection .

: Despite the small size , 7.5 LG 40 recoilless gun is very practical to use to support the defender , it have HE for infantry and can stun tank with HEAT round . Also , being small , it can fit in just about any terrain , especially trench , making an already small target even smaller . The 2 crews will be thankful for it a lot due to the gun having short range of 160 m .

: 3.7 cm Flak can decimate both infantry and light vehicle or stun medium tanks before your bigger gun have a shot at them .



: 7.5 Pak 40 still can fight despite USA attempt to modified their tank by adding more armor and giving better gun . Have to carefully aim at weakspot this time around , or wait till bad path finding kick in and make enemy tank show their side or rear armor . Pak 40 have small profile which aid in it endeavor .



Medium tank CP unlocks

: Flame half-track armed with two heavy flamers , an one-trick pony vehicle for urban combat but rarely see much use as it is quite overpriced for it role and very squishy plus shorter range than Bazooka .


: It is the same tank as Panzer 4 H except it lacks some of the good stuffs the H version have , noticeably the side skirt armor , among other things .



: Low profile , exceptional frontal armor and 7.5 cm cannon , Jadgpanzer 4 is a real headache to enemy tank . However , should something have a shot at it side armor , high chance it gonna blow up . Should be paired with a medium tank for protection against infantry .



Heavy Tank CP unlocks

: Heavy tank destroyer with sloped armor and armed with Tiger 2 8.8 cm to crush enemy vehicle . Being based on Panther tank it is surprisingly fast for it size , just make sure to watch it flank all the time .


: Level the entire building and those who dare to oppose you with Sturmtiger and its oversized 380 mm rocket . Contrary to what people believe, Sturmtiger required some skill to use as its gun and tracks keep getting destroy and the casemate armor is not really that strong .



Heavy Artillery CP unlocks

: Improved version of 10.5 cm Lefh light field howitzer have much better accuracy so they are more likely to hit their mark and still retain their fast reload characteristic . Have range of 370 .


: This Nebelwerfer fire 15 cm rocket . Being the smallest rocket caliber in the family , it won't put a dent on vehicle but can bombard enemy CP and scatter infantries plus team weapons .


: German standard heavy howitzer with the range of 385 m and big blast .






Special CP unlock

: USA tanker see this thing , " guess i will die " , and their tank magically explode into firework . Jadgtiger heavy tank destroyer is a titan on the field with night impenetrable armor and a giant gun that is equivalent to a giant middle finger . Now go , buy dozen of them and let the Wehraboo legend come true .



1 条留言
SpartanViperz 9 月 24 日 上午 7:29 
You are incredible! Thank you! :D