BUILDINGS
AND BUNKERS
Buildings and bunkers give an added benefit other than cover - any unit inside
can fire out in any direction (for a bunker) or in any direction where there
is a window (for buildings), so look at the building carefully before placing
a unit inside. Blind spots will allow enemies to move up and throw grenades
in without being attacked. Also be aware that buildings can be burnt down
or destroyed and any units inside when this happens will be lost.
Any decent building can also be converted into a Forward HQ (see below).
Stone buildings provide more protection than wooden ones.
Placing a sniper or MG squad in a building can be a sound tactic.
CAMOUFLAGE
Certain units (Snipers, Pak 38 AT guns and Stormtroopers) have the stealth
ability (camouflage) that will prevent them being shot by other units. When
camouflaged they move a lot slower. When they fire, they will briefly become
visible (or in the case of Stormtroopers any members of the squad who fire
will become visible - so if you throw a bundled grenade only that squad member
will appear).
Other units will detect camouflaged ones if they get too close to them, so
keep them out of well-travelled routes. Scout units (jeeps and motorcycles,
kettenkrads and British recon sections) detect camouflaged units at a greater
range.
Camouflaged units will automatically fire at enemies within range unless you
click on the "Hold Fire" button. While they are in this mode you
can still force them to attack by right-clicking on an enemy.
Some units have conditional camouflage - Panzer Elite Falschirmjager camouflage
only while in cover, British commandos camouflage (briefly) by using smoke
and Sappers armed with PIATs can camouflage while stationary and in cover
to perform an ambush attack.
TIP: Once a sniper fires, if they remain in the same position it will
take longer for them to 'recloak'.
TIP: CPU opponents seem to know where camouflaged units are even without them
being revealed in the game so don't rely on them too heavily.
MEDIC
AND REPAIR BUNKERS
Once you start encountering the enemy, build a medic bunker / Aid station
/ Casualty clearing station somewhere to the rear of where the heaviest fighting
is likely to be, or as close to the centre of the map as you can without it
being in danger of being targeted. For every so many casualties the medics
recover, you will gain a free infantry squad back and who doesn't want free
squads?
Wehrmacht can also build a Repair bunker, although this is generally only
worth doing once you get heavy armour on the field. Panzer Elite factions
have to research the HQ Defensive Operations upgrade and then can heal at
their HQ or any Forward HQ.
EARLY
GAME TACTICS
The most important thing you can do at the start of the game is consult your
tactical map to see where the high resources are. Choose one near the centre
of the map and aim for that one. In ranked games (online) people often use
barbed wire and sandbags to block off areas at the start of the game.
It is often better to grab and hold a sector near the centre of the map and
then to consolidate the terriitory behind that than it is to push out from
your base, sector by sector. You have to balance this with the fact that only
connected sectors will give you resources.
Axis gain an advantage in the early game because they have Snipers and HMG
teams available in their basic Wermacht Quarters.
Allies have to build the Weapons Support Centre to get these units (although
they can build this from the start of the game if they choose and it also
gives them mortar teams). Therefore expect to see Axis MG teams out very early
on. Don't build Observation Points at the start (except possibly on high fuel
or munitions points) because each one you build is a serious drain on manpower
(almost an infantry squad's worth). Early game tends to focus on infantry
and light vehicles, such as jeeps, motorcycles, bren carriers, scout cars
and infantry half-tracks.
MID-GAME
TACTICS
The start of the mid-game is often the most critical. Early anti-infantry
armour (Pumas, M8 Greyhounds, Quad Half-tracks, Stugs, Stuart tanks, PE Armoured
cars, etc.) can devestate an unprepared opponent. Once these vehicles appear
on the field, the amount of damage they can do against infantry can dramatically
shift the balance of power. Being forced off the field is a distinct possibility
if you have no counters and this will give your opponent free reign and huge
amounts of resources with which to get the heavier armour on the field. Equally
though, these light armoured vehicles will succumb quickly to mines, panzershreks
or AT guns.
You also need to pay attention to what your opponent is doing. If you see
any evidence of doctrine powers in action, use that to plan how to counter
what will be appearing later. Also be aware of what your opponent is fielding
- if they are going for lots of infantry they probably won't be using armour
for a while. Likewise, if you only encounter a few infantry squads, expect
to see armour earlier rather than later and prepare the counters.
If it all starts going wrong and you are being pushed back at this stage then
AT guns (57mm, Pak38, 17 pounder, Marder III or panzershreks for the PE) may
be your last, best hope(TM), preferably supported by an HMG or similar to
prevent infantry squads from flanking.
Two AT guns are cheaper and more effective than a single tank in holding a
defensive action and generally require less resources.
Always try to break out with a unit (even if only Engineers/Pioneers) to break
the enemy's supply of resources - you don't have to capture it completely,
just make it go neutral again and run away before they can respond. This is
where Strategic Points are vital because they are the linchpins that link
large areas of the map.
If you are winning, start to consolidate your defences by placing bunkers
near routes your opponent is likely to use to outflank you. Don't be tempted
to rush into the enemy base with all your big units because it will be easier
for him to reinforce himself and destroy them there, potentially leaving you
without any heavy forces left on the map.
This is especially true on VP games, where all you need to do to win is to
hold the VPs.
As the mid-game progresses, the heavier units will start to appear - Stugs,
Sherman tanks, Crocodile flame tanks, Marder III, Panzer IV IFV (PE), Cromwells
and M10s. Alwo watch out for doctrine specific units such as Churchill tanks
and Hetzers.
Remember though, that covering fire should never be forgotten - if you have
tanks, never let them charge into the enemy unsupported by infantry. If you
have AT guns acting as a defensive line, two work much better than one, especially
of the second is able to cover the first. If you have a HMG guarding an area,
place a second one that covers the first one to prevent it being outflanked.
END-GAME
TACTICS
Once the heavy armour starts to appear (Fireflys, Panzer IVs, Panthers, Pershings,
Tigers and the super-tanks such as the Jagdpanther and King Tiger) the nature
of the battles change dramatically. Infantry now have to fall back to a secondary
supporting role, primarily concerned with assisting your armour in damaging
enemy tanks and capturing points. Exceptions to this are infantry that can
appear behind enemy lines and harass them (such as Stormtroopers, Airborne,
Commandos and Falschirmjager), or those armed with explosives or AT weapons
that can do lots of damage to enemy buildings and emplacements very quickly.
Another good thing to remember is that by the mid-late game detector units
will be mostly gone, so snipers make very useful spotters for artillery.
If all is going well, you should be able to use a combination of armour, artillery
and supporting troops to wipe out the opponents.
If you are playing a Victory Point (VP) game, you only need to hold the VPs
long enough to reduce your opponent's score to zero.
Again, never let armour run into enemy lines unprotected, or you will lose
it. Always try to have a couple of Engineer/Pioneer units nearby to repair
it. If it starts taking heavy damage, withdraw it by making a series of clicks
just behind it, so it always presents its frontal armour to the enemy.
If on the other hand you have been pushed back to your base, there is still
a chance you can recover (although slim). As long as your HQ is intact you
can use doctrine powers. Even if it is destroyed you can repair it with Engineers/Pioneers.
If you have a Forward HQ you can build these from there as well (and having
a forward HQ counts as a structure so the game will not end even if your base
is toasted). Once your HQ is destroyed, you will be able to paradrop in a
unit of Engineers/Pioneers for free or in the case of the British, you can
call in a replacement HQ truck.









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Basic Tactics and Information
Intermediate Tactics
Know Your Faction: Americans
Know Your Faction: Wehrmacht
Know Your Faction: British
Know Your Faction: Panzer Elite
