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Pvt. Jonez's Basic Axis Stratigy (With a bit of help from Kyranzor) [Archive] - KMOD: Nations at War Community Forums

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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!!

Kyranzor
06-08-2007, 05:19 PM
LOL

With KMOD you should have oodles of spare ammo and fuel.
oodles is a great word, my physics teacher uses that alot. Please remember that from now on KMOD will be using standard ammo and fuel income, and will only have a small increase of manpower income to slow it down a bit, and have less carnage (more tactics, less lag.. )

Pvt.Jonez
06-08-2007, 11:19 PM
Less Carnage, darn. .

Oodles, i decided to throw that one just cuz its goofy

Ill just update it all when the new version comes out.

messenger
06-09-2007, 02:50 PM
I favour using Halftracks with Volksgrenadiers of both types inside to support my Stugs while my tanks are out playing :P.

Pvt.Jonez
06-10-2007, 08:51 AM
I personally like using halftracks, but they seem to get shot up a lot, and seem to be rather weak. Sometimes ill build them at the very begining, depending on how fast i get kreig going. In the end, it depends on if i get my forces big enough that i feel comfortable that im not leaving them out to get eaten by some a-hole in a sherman. ;)

messenger
06-10-2007, 12:09 PM
Well Half Tracks aren't tanks, they can't be expected to go about taking multiple anti tank rounds. You need to keep them in cover and use them to drop off your troops near an objective.

Rommel
07-01-2007, 08:13 PM
HalfTracks are the most verstile unit in game I love using them on Beach storming maps or mobile artillery pieces. Anyone who plays Axis and does not use them is missing out.

messenger
07-01-2007, 08:46 PM
Not to mention on Urban fights you can hide it behind a house and move damaged units near it to reinforce.

Rommel
07-01-2007, 10:03 PM
really? I didn't know you could reinforce through the half tracks!:-A. Do you have to be in a defensive doctrine or something? because I know in order to reinforce from bunkers you need to be in defensive.omg

Pvt.Jonez
07-02-2007, 05:14 AM
I dont belive so, but i think you need to be up to a certin level.

messenger
07-02-2007, 08:11 PM
For what? I think it's any bunker that is upgraded that you can get troops from.

Oddball
07-03-2007, 01:50 AM
I think you just need to be at the skirmish level to be able to reinforce from german halftracks. i'll go test this in COH while waiting for 1.4 to finish uploading

Yeah you just need to be at the skirmish phase to reinforce from german halftracks

Dietrich
07-03-2007, 06:40 AM
In CoH vanilla, I found that mortars (especially in pairs) were more effective than MGs in taking out infantry; the MGs would mostly suppress/pin the infantry, but it was the mortar bombardment that would lay waste to em.

In KMOD tho, even 6 mortars in a battery (can't have any more, otherwise I'd have two batteries of 6 each :D) don't do much more than suppress/pin. What do y'all think -- is this more realistic or less? In CoH vanilla, 6 mortars set up together in a battery would obliterate nearby infantry (and probably would do decent damage to halftracks/armored cars).

Oddball
07-03-2007, 09:59 AM
actually the mortars in KMOD can be very very deadly but because their is no smoke trail to show the round you don't see the effects as much.

messenger
07-03-2007, 11:38 AM
Yeah also Mortars aren't 100% accurate like they are on CoH, but when they hit, men get broken ;).

Dietrich
07-08-2007, 03:26 AM
HalfTracks are the most verstile unit in game I love using them on Beach storming maps or mobile artillery pieces. Anyone who plays Axis and does not use them is missing out.

Mobile artillery pieces? You mean the Stuka zu Fuss?

messenger
07-10-2007, 10:10 PM
I guess so :D. I only use the Hanomags as they come though.

Pvt.Jonez
07-18-2007, 08:20 PM
Stratagy is now updated for v1.4!!! Yea!!!

Fallschirmjager12
07-24-2007, 02:12 PM
I don't think you need to be in Defensive doctrine to reinforce. You can reinforce from all the halftrack variant and also you can reinforce from the medic truck and the normal truck. I normally place them in a safe place and retreat my battle-wearing squad to that spot and reinforce. I prefer the med truck since it heals them and reinforce at the same time.

Pvt.Jonez
07-25-2007, 06:28 AM
Agreed, i like to set up a little "field hq" and park my medic truck, mortars and whatever else. If i need to do any reinforcing in the heat of battle, its simple enough to bring up halftracks.

Dietrich
07-25-2007, 07:54 AM
Good idea about the medic truck, Pvt.Jonez. Since ya only get six per map, I think I'm gonna start deploying my 81mm mortars in pairs. That way they're less vulnerable to counter-battery fire (and also because a late-war Panzergrenadier company -- if I remember correctly -- had two mortars in its heavy platoon).