Pvt.Jonez
06-08-2007, 03:40 AM
UPDATED FOR v1.4!!!!
Ok, with Axis, during Any number versus Any number on any map, in the begining, send your 1st pioneer off to cap a point, the build 2 more and then a few (your decicion) Aufklärung but the commando scout squad. Send your 2nd pioneer to start building a Wehrmacht HQ.
This next one is your decicion, but you can build some of the Org TODT (Unarmed Pioneers) which are really useful b/c they can concentrate on buliding stuff at base, and are really effecent builders of defences if thats what you are going for. Also, its important to put explosives on any bridges you can reach, but do try not to completely screw your allies. The game is good b/c you can remotely detonate the bridges, when there are allied soldiers on them. This works to your advantages b/c it funnels the AI into a small narrow area, and works in your tactical favor. [ThumbUp] Also try to create defencive "checkpoints" tward the center of the map, so you can track the allied advances. In the actual war, Counter-attacking was a major german strongpoint. And this also applies for KMOD. This way, if the allies attack, you can rush forces (military police, half-rifle squads and what ever you can pull together) to delay or even defeat the allied advance. Normally, the AI isnt smart enough to pull-off a two-pronged attack (but i am hehe) and so thats normally not a problem. However, if such a situation arises, go ahead and pull back, regroup and then once again, counter-attack, while never stopping building new units to combat whatever uncle sam throws at you.
It really dosen't matter what docterine you choose, vut i usually choose the defencive doctrine, and this is what this stratagy/guide is suited for.
Be sure to build lots of Volks and MG42s, they own, and mortars, they own also.
The most important thing is to gain as much territory as posible, and get somewhere near the allied base. From there, use all your avalable resouces to advance to the next level, and build Stugs and halftracks. Remember, you may resupply from ALL halftracks, including the Stuka Au Fuss variant. From here, storm the enemy base, being careful using the Stugs to take out the bunkers, not letting your infantry get mowed by bunkers. Use the Gustav wisely, it takes a long time to recharge. Also, an officer with arty might come in handy. An Armor HQ is not really necessary, as a few stugs and stug 42s will take out most allied tanks, however if they get to Pershings and M10s, it would be reccomended to build an armor hq and a few Panthers or Panzer IVs, but always remember to support your tanks with infantry, and even a half-type squad deticated to a tank may be a good choice. There is no need for a tiger really, and I advise sticking away from it unless you have a ton of resouces to burn.
The allied base should be pretty much decimated. :gbxhellyeah:
Go get em Kids!!
Ok, with Axis, during Any number versus Any number on any map, in the begining, send your 1st pioneer off to cap a point, the build 2 more and then a few (your decicion) Aufklärung but the commando scout squad. Send your 2nd pioneer to start building a Wehrmacht HQ.
This next one is your decicion, but you can build some of the Org TODT (Unarmed Pioneers) which are really useful b/c they can concentrate on buliding stuff at base, and are really effecent builders of defences if thats what you are going for. Also, its important to put explosives on any bridges you can reach, but do try not to completely screw your allies. The game is good b/c you can remotely detonate the bridges, when there are allied soldiers on them. This works to your advantages b/c it funnels the AI into a small narrow area, and works in your tactical favor. [ThumbUp] Also try to create defencive "checkpoints" tward the center of the map, so you can track the allied advances. In the actual war, Counter-attacking was a major german strongpoint. And this also applies for KMOD. This way, if the allies attack, you can rush forces (military police, half-rifle squads and what ever you can pull together) to delay or even defeat the allied advance. Normally, the AI isnt smart enough to pull-off a two-pronged attack (but i am hehe) and so thats normally not a problem. However, if such a situation arises, go ahead and pull back, regroup and then once again, counter-attack, while never stopping building new units to combat whatever uncle sam throws at you.
It really dosen't matter what docterine you choose, vut i usually choose the defencive doctrine, and this is what this stratagy/guide is suited for.
Be sure to build lots of Volks and MG42s, they own, and mortars, they own also.
The most important thing is to gain as much territory as posible, and get somewhere near the allied base. From there, use all your avalable resouces to advance to the next level, and build Stugs and halftracks. Remember, you may resupply from ALL halftracks, including the Stuka Au Fuss variant. From here, storm the enemy base, being careful using the Stugs to take out the bunkers, not letting your infantry get mowed by bunkers. Use the Gustav wisely, it takes a long time to recharge. Also, an officer with arty might come in handy. An Armor HQ is not really necessary, as a few stugs and stug 42s will take out most allied tanks, however if they get to Pershings and M10s, it would be reccomended to build an armor hq and a few Panthers or Panzer IVs, but always remember to support your tanks with infantry, and even a half-type squad deticated to a tank may be a good choice. There is no need for a tiger really, and I advise sticking away from it unless you have a ton of resouces to burn.
The allied base should be pretty much decimated. :gbxhellyeah:
Go get em Kids!!