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Nov 28, 2018
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Comprehensive Guide for Intermediate and Advanced Players.
Initial Unit Purchases
The initial purchase of units is often the most overlooked, and also one of the most important parts of a skirmish. These are the units that will be fighting for the first line, and will also have a large influence on setting the pacing for much of the game. This being said, certain consderations must be taken in order to capture the first line both quickly and efficiently. In a standard skirmish, every force needs at least 3 things at the beginning of a match: a medic, a way to deal with large amounts of infantry, and a way to deal with light armor. Additionally, you will also want to conserve roughly 150-200 points so that you can purchase some early reinforcements to help you clear out the rest of the first line in good order.
There are many ways to deal with infantry early-game. All too often players will purchase a mortar as a means to take out the first line of flags. While this is not a wrong choice, it is a poor choice. On Normal difficulty, it is not too big of a deal, as you have 800 mp to spend on units. However, on Hard and Heroic you will only receive 600 and 500 points respectively. At 275 points, a single mortar will be costing you nearly half, or more than half of your mp total at mission start. Also, the mortar is on average slow to kill its targets which makes the mortar very inefficient, because speed is very important when it comes to capturing the first flag.
Infantry, when used en masse, is one possible way to capture the first flag. This is more feasible on Hard than Heroic, but purchasing enough Infantry Squads will allow your team to find a more tactical solution to the first flag. Assuming you are conserving points to purchase a unit after your first flag capture, on Hard you can reasonably purchase 3 squads, but on Heroic, only 2. However, Infantry Squads come armed with a variety of weapons that can be used at both close and long ranges, as well as a medic, and plenty of types of grenades that can be put to good use. German and British Infantry Squads also come with a leader armed with a special weapon, either the StG 44, or the EM-3 Riflegrenade. The EM-3 is especially useful, because it is effectively a short-ranged artillery rifle, and the StG is the best SMG-class weapon in the game (yes, we all know it’s really a rifle, but the game classifies it as an SMG for..reasons).
Another way is to purchase a bunch of AT Infantry. This works better with AT rifles, than AT rockets, as the AT rifles can be used effectively against infantry even at long ranges. Another advantage that the AT rifles have over rockets is the ability to pierce and eventually destroy sandbags and other types of cover that the enemy might use. It might take a while, but eventually AT rifles can completely blow away a section of sandbags, whereas no matter how many AT rockets you shoot, they simply cannot destroy most types of cover. The down side of using a large amount of AT infantry to take the first line, is that it takes precious time to amass that many AT teams. However, this can be somewhat negated since you don’t have to worry about lacking a counter to the light armored vehicles that show up early in the game.
Flamethrowers are a very lethal way to clear out enemy infantry, and as a bonus they can potentially be used against vehicles as well. The only problem is getting them into position to fire, but once they do then they will more often than not clear their target within a matter of seconds.
Snipers, in the hands of the right player, can be an extremely effective choice when it comes to clearing out a flag. Using snipers in conjunction with other infantries is advised, as snipers lack the rate of fire to clear out an area in good time. Instead, target priority is a must, because without proper target priority, snipers become little more than a glorified rifleman.
Heavy Machine Gun teams, costing 25 points more than an Infantry Squad, are a very efficient way to assist in clearing out enemy infantry. While their usefulness drops off dramatically after capturing the first flag, their utility in attacking and capturing that first flag cannot be emphasized enough. Most commonly seen as the defensive positions that pop up when you capture a flag, the purchased HMG are a two man variant that requires both crew to move around the battlefield. The benefits of the HMG are threefold. First and most obviously, the withering amount of bullets that it can shoot can be quite deadly. Second, the HMG forces enemies to take cover, allowing the rest of your men to engage the enemy on more favorable terms. And lastly, if a soldier manning the HMG is ever killed, you can simply re-man the gun with other soldiers. Additionally, the HMG can put out instant sandbags if you ever find you need the extra protection.
Capturing the First Line
After capturing your first flag, no matter which one you chose, you will now be calling in some kind of reinforcements with all those points you’ve been saving up. Ideally, you will want to order something that will ensure that you can deal with at least light armor, but preparing for medium armor is advised. No matter what you purchase, you will also want them to help your remaining forces clear up the first line. To this end, all options unlocked are viable to some extent. However, some are a lot more useful than others, or have extra utility beyond the first line.
For all factions, AT Guns are a good choice, as they can easily take out enemy armor with very little micromanagement from the player, allowing the players to focus on capturing the rest of the flags with their initial force. If you are having trouble with the AT guns switching to HE shells, you can either use those shells up, or simply drop them out of your inventory. By doing this, you will ensure that your AT gun is always ready to engage enemy armor.
Elite Infantry (Rangers, SNLF, etc.) come with 10 well equipped soldiers and their own armored halftrack. For the Allied factions, the M3A1 comes armed with the very lethal .50 cal HMG, which can even take out lightly armored vehicles, but the real source of AT is the 2 AT rocket soldiers that come with the squad, allowing them to defeat all but the heaviest armor from close to mid range. The halftrack can also be used offensively against the first line of defense since there are no AT guns present to defend the first three flags.
Each faction has access to an armored car (AC), and they are all very different. The only charicteristics shared by all ACs is their light armor and ability to tow things around the field. Despite being lightly armored, even one AC is more than most infantry can handle, assuming the AC stays out of range of thrown grenades. The speed that ACs can move from flag to flag also makes them great at helping your infantry finish the capture of the first line, however for most of them their usefulness becomes more limited after the first line as they start to encounter heavier enemy armor and AT guns.
Most decently armored tanks that you gain access to on the first line are expensive, with the Matilda being a very significant exception. However, just like with the armored cars, they also have more than enough defense to crush their way past the first line, and also deal with enemy vehicles that may threaten them. The only vehicles that are NOT recommended for capturing the first line are the SU-85, as it lacks a machine gun, and every tank that costs 500 mp unless you somehow managed to amass that much MP quickly.
The AA Gun is a decent choice when purchasing a unit to take the first line. Most of these weapons are 20mm autocannons that can shred masses of enemy infantry quickly, and all of them have some kind of AT potential, allowing them to also destroy lighter vehicles. While slow and often vulnerable, if you get these weapons into a good position you will not be disappointed by what they can do. When used in conjunction with AT guns, they make a slow but devastating pair, especially when they have infantry support.
When you’ve finally captured all three flags of the first line, you will get a bonus of 300 mp, access to your faction’s special unit, and the computer will launch a counter-offensive to try to reclaim its lost territory. This is a good time to organize your units, and your team. While many players have different ways of organizing their games, I find that it’s best if you either pick lanes, or pick combat buddies, or some combination of the two. Picking lanes allows players to focus on a certain area of the battlefield, and having combat partners allows two or more players to synergize with each other. Sometimes it’s good to have skilled infantry or armored players roaming the field. These are the players who will give your team a bit of tactical flexibility to your line. Whatever your team decides to do, now is the best time to do it, and brace for the counter-assault.
Capturing the Second Line
Your next major obstacle will be the light AT guns defending the second line, and increasingly tough enemy armor to contend with. Most maps naturally flow in a left-to-right play when it comes to capturing the enemy’s flags, but occassionally some maps have physical obstacles which prevent this from flowing smoothly, or which provide better opportunities than moving from left to right. To this end, light AT guns are not that big of a challenge unless you are unprepared to face them. A few of the best ways to take out light AT guns are as follows:
Medium armor is often one of the best ways to take out light AT, and all factions except Japan have access to some kind of tank that can withstand the shells of enemy light AT guns. The best suited tanks from all factions to this task are the Sherman, StuG, Matilda, and T-34. Special care must be taken if facing Japanese though, as their light AT guns can pierce even the formidable armor of a T-34 given the right circumstances. When attacking with tanks, it is not necessary to get close to the enemy when using HE shells (HE shells do the same damage at any range), because the only benefit you gain by closing the distance is increased accuracy. Just stay at a good distance and toss HE shells in the enemy’s direction until the ATs are down, but also be careful not to expose your side armor while maneuvering into position. If you’re feeling confident and aggressive though, most of these tanks have frontal armor that is strong enough to deflect a light AT shell at point blank range. As always, support these expensive machines with infantry to ensure that they don’t get ambushed by a random infantry soldier.
It is possible to destroy light AT guns with infantry, but this poses a few problems.

*1) AT guns have unlimited HE shells, unlike yours. This means that it will fire HE shells at your troops until it is put out of service.
*2) Light AT guns have a fast reload time. With the average reload time of these guns being around 3 seconds, by the time your guys stand up from being knocked on the ground, the AT gun is firing another shell at you. This can devastate large squads of troops if you’re not careful.
*3) Light AT guns are usually positioned so that they can cover each other. If you plan on sneaking up on these guys, you will either need luck, skill, or lots and lots of smoke.
Typically though, most maps have at least one spot where infantry stand a good chance at taking out a light AT gun or two, and thus punching a hole in the line that can be used to outflank the rest of the AT guns to a greater or lesser extent. Soldiers armed with riflegrenades are particularly useful in this task, as are soldiers armed with AT Rifles and sniper rifles which can easily decrew an AT gun, allowing the rest of the infantry to advance unmolested.
Your own AT guns can be used to put hostile AT guns out of service. Typically having longer range and greater destructive power than the light AT guns defending the first line, AT guns can also be moved into position behind either soft or hard cover before firing, increasing their survivability. As they only come with 5 HE shells each, you may want to pick up some extra shells from a supply truck before attempting this, or simply use AP shells instead to decrew the enemy guns, and potentially damage the guns themselves.
Whatever choice you make, after capturing the second line, you will get another 400 mp one time bonus, and the enemy will launch an even larger counter attack along with heavier armor.
Capturing the Third Line
The Third defensive line is often one of the more (if not the most) challenging parts of a skirmish. You do not yet have access to your best units, but you are also facing some of the heaviest units that the enemy will be throwing at you. On top of that, you may or may not start to come under artillery fire as you approach the flags you intend to capture. And to make things worse, the vast majority of your tanks will be out-classed by the enemy AT guns you’ll be facing, most of which will be medium AT, but will sometimes include the fearsome 88mm Flak cannons. A few significant exceptions to this is the Tiger, StuG III, and the Matilda, but more on that later. All in all, it can sometimes be a complete nightmare to advance past this portion of the map.
At this point, you need to be aware of your resources, and what they’re capable of. Some of them, at this point in the game, are relatively useless, and others will excel at different things. There are so many different methods and units you could use to capture the 3rd line that it would take forever to describe all of them in detail. Instead, I will here simply go over some common tactics, and let the readers decide which method they would like to use. Before that, however, you need to decide which flag you will be attempting to capture first. Generally speaking, there are 3 types of tanks slotted into these roles that are similar for all factions. On the left will generally be some heavy up-armored tank that is capable of absolutely ignoring enemy AT guns for the most part. In the center you will have an artillery option. And on the right, there will be some kind of Heavy Tank Destroyer. The countries that don’t follow this are the Soviet Union, and Japan. For the USSR, the Heavy Tank, and Heavy TD are switched around, but for Japan, the ’Heavy Tank’ slot is filled with a typically sub-par tank. Better than what you have available, but still paper thin compared to the choices that other nations have. It is advised that you try to have the resources necessary to buy the unit you want immediately upon capturing the flag, otherwise, ensure that you can hold out long enough until you do have the MP.
After you’ve selected which flag you want to capture, whether it be by terrain or by the unit it offers you, I strongly advise focusing on it as much as possible. As I mentioned before, there are many ways to do this. One of them being the good old infantry assault. Now, the Infantry Assault is difficult, and costly to pull off without support. However, the longer reload time on the larger AT guns means that your men will be taking larger, but fewer HE shells to the face. As always, use prone and go slow, and use whatever cover you can find, including crater holes created by HE shells and artillery. Once you manage to kill the first AT gun, exploit the gap in the line, and try to work towards the other AT guns. Use smoke often and liberally to move from position to position, and build sandbags when necessary, preferebly while under the cover of smoke. Most importantly, don’t use large squads, break your men up into groups of 3 maximum, but sometimes it is wiser to use single men. When one unit is advancing, lay down covering fire to support them, and ’leapfrog’ your squads from position to position. Using only infantry is difficult, but not impossible to do.
Another viable option is an Armored Breakthrough. This method is costly in both resources and time, and requires you to amass several tanks and focus them on one point of the battlefield. The goal here is to bring too many tanks to a single point in the line, and overwhelm the enemy’s defenses. The tanks you use, however, don’t need to be fancy. I recommend having at least one tank with a nice gun (like a T34/85) to deal with any enemy armor that might show up. As a bonus these higher end tanks are also more accurate than most others available, and can shoot AT guns more accurately than others. Whichever tanks you use is your choice, and it is possible to even use most Armored Cars to help supplement your attack. Casualties will likely be high, however, which is why you should invest in multiple cheap tanks. This is where Britain has the advantage, as their Matildas are dirt cheap, but Germany also has an advantage here in the form of the StuG and Tiger tanks, both being capable of eliminating Medium AT from long range if they’re able to get into a good position with LOS on the target, however, sometimes this isn’t always possible. Vehicles armed with repeating cannons such as the T-60 or the various AA units are also a viable choice to bring along. No, they won’t destroy the gun, but their cannon can pierce the gun shield reliably from medium range. This can either kill the men crewing it, or even cause a ’Gun Damaged’ result, or both, putting the gun out of action for a considerable amount of time. As a bonus, these types of vehicles are extremely lethal to infantry, and will help your main tanks in an area where they sometimes struggle against entrenched soldiers.
If you’re having trouble knocking out those AT guns, and neither of the above methods have worked out for you so far, you may want to consider bringing in some artillery. Most nations don’t have access to any artillery outside of the mortar (excluding Japan and USSR), however Japan has a very unique unit that is often overlooked. Mortars are slow, expensive, relatively fragile, and have limited range and damage capacity. The Japanese, however, get access to the Ho-ni 2 self propelled artillery gun in place of an AA tank. Costing just 25 more than a mortar, the Ho-ni 2 is much more useful, even if it is a bigger target. Given how much Japan’s tanks have trouble assaulting AT guns, I cannot recommend this unit enough.
The method that I find most effective, however, is what is known as the ’Combined Arms’ appr

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