Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Doctrines units in Germany Skirmishes .
By kampfer91
All the doctrine and units you can get in German Skirmishes ( required Talvisota DLC).
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NOTICE :
Mods may change your list of call-in unit . These are based on vanilla version .

Dev also may change unit call-in after an update if they think certain unit not fit in a scenario , i will update the guide when that happen . Also if you can , please point it out , any help is appreciated :)


+ Soviet Skirmishes unit guide : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2889608570

+Finland Skirmishes unit guide : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2895735438

+USA skirmishes unit guide : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3100107161
Basic of Germany :
Mission rating : Hard - Easy .

Experimental and defensive , these are the 2 main traits of German army . Early war German have many lightly armor tanks and create quite a number of hideous , min-max vehicle carrying big gun but no armor , all in an attempt to overcome Soviet armor superiority . German infantry and vehicle are trained to blizt enemy position in order to offset theirs disadvantage in armor and gun department . This however flip in Late war phase as they get access to more potent defensive emplacements and vehicles .

As stated above , German Armor need to flank a lot in early war phase and by late war they field everyone favorite heavy tank in the game , Panther and Tiger ( plus all of theirs variant ) , every single one of them is usually enough to stop a strike force or break enemy defense , though slow , expensive and generally a big target .

In addition of theirs armor force , German pay a lot attention to theirs AT cannon . From 7.5 cm pak to the deadly 88 , great if they are in your hand , a real headache in any skirmishes that make you face them .

German Infantry squad rely on a few troops carrying LMG 42 , the best light machine gun in the game and also access to the most ridiculously OP squad , paratrooper , or Fallschirmjager . Oh yeah , almost forgot about the dread Panzershreck , the most lethal handheld AT weapon .
OVERVIEW :
In skirmish battles , your objective is to seize 7 Control Points ( or CP for short ) . Aside from the last CP , every single one of them will unlock additional units to be call-in . Unit cost MP . The more Control Points you captured the faster MP will be accumulated . Destroy enemy vehicle also grant bonus MP .


There are 4 unit categories : Infantry , Support Weapon , Light Vehicles , Tank .




On top of those Call-in tab are limited special call-in . While doctrines may share some similar unit call- in but most units are unique to specific doctrine .

Before you start the battle , you can choose which doctrine you gonna use , they are :

+ All-round : A mix-mashed of okish unit cramped into one battlegroup , no real weakness . Special Call-in is always the Artillery Signaler .

+ Defensive : Centered around support weapon / artillery / infantry . This doctrine let you call in field engineer who can help you with holding the ground . Special Call-in is long range artillery .

+ Offensive : Gain access to more advance vehicles to spearhead the assault . Special call-in is tank / assault gun .

+ Irregular : A weird doctrine that house some of the best unit a nation can offer , flamer is also available for those with inner arsonist . Special call-in is heavy flak gun .





1-1 BATTLE OF MOSCOW - GENERAL CALL-IN :
All doctrine share the same starting unit call-ins , there are some extra units available to specific doctrine though and won't be included in here .


Infantry :

: Take good care of this guy . Medic can revive infantry in bleeding state if he can get to them fast . Medic have smoke grenade to block line of sight and a pistol which you should replace it with a rifle or something . He also have tent kit which let him set up medical tent which will re-supply your soldier with medical bandage .

: A group of 4 tank-men ready to commandeer any tank and vehicle you managed to captured and repaired . While normal infantry can do the same thing but infantry have better fighting capability so leave the driving to the real driver . Also tank crew repair vehicle faster .

: 2-men AT squad is German professional tank hunters , half of them actually . One guy use Panzerbüchse 39 AT Rifle which can't penetrate anything . The other guy however is a Rifle Grenadier who can launch both HE and HEAT round over a long distance . HEAT round in particular will disable light vehicle and light tank . Remember to loot his gun if he die .

: Sniper have great vision and can sneak around while taking out infantries at long range . With some lucks and micro you can even take the entire point .


: An angry Leutnant with a binocular , his job is take a peek into the fog of war with his binoc to see what lie ahead . He can spot infantries hiding in the bushes . Useless if you disable Fog of War .

: Early war German infantry is 10-men average squad who can do many things but not particular shine in one role . Better replace them once elite infantry is available .




Support Weapon :

: A small ammo crate come with 2 artillerymen . Useful for re-supplying small firearms or support weapons . The 2 artillerymen are free to control any captured support weapon .


: MG 34 is the only heavy MG available to German . Unlike the Soviet counterpart , MG 34 need to have both gunners in order to move around .





Light Vehicle :

: Refuel your Panzer with this truck .




: Re-supply your big guns with this truck .




: 221 is an armored scout car with excellent vision provided by its turret , even longer than that of recon squad ! Also come with an interesting perk of being wheeled vehicle mean it won't be stopped even if AT gun went for the wheel . Perfect for getting away . Sadly 221 only have MG .




1-2 BATTLE OF MOSCOW - ALL-ROUND :
Special Call-in :

: Widely hate in multiplayer for theirs ability to shake the screen and causing a real headache . He carries a flare gun and 10 flare ammo to call down light artillery barrage which will obliterate infantry and support weapon in a wide area . Use him behind cover and hill as his flare gun only have range of 70 m . In case of the signaler die , loot his flare gun and ammo , any infantry can call down the barrage . DO NOT combine flare ammo if you call in another Signaler ! Limit to 5 .



Starting Support Weapon :

: Light AT gun only good vs armored car / half tracked / light tank . Out-ranged by most gun , even Soviet 45 mm . Have unusual good accuracy so you can snipe infantry with its AP round .




Starting Light Vehicle :

: Armored scout car which have same excellent vision as the 221 but added bonus of not being blinded to everything around them . Both its 2 cm and MG will quickly mow down any unfortunate infantry caught in the open field . Care should be taken of not over-repair its wheel since it have 8 of them and driver love to waste repair box on those . Even if one wheel is taken out , the car mobility is pretty much unaffected .


Starting Tank :

: To circumvent the Treaty of Versailles , the German created .....this . Panzer 1B slow to accelerate and have thin armor but its dual MG-13 quickly fill infantry full of hole and keep them down in the trench . Still not a good buy compare to scout car .

: Faster than Panzer 1 . Its 2cm and MG is strictly for dealing with armored car and some of the light tank . Only good during early stage when accompanying with infantry to tackle first few CPs . Paper armor .




Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war enabled .



: Also known as Mountain troopers . 10-men elite squad with high HP , 5-stars weapon handling and a stylish smoke pipe . Think of them like as upgraded basic infantry .


: 12-men assault squad . Very versatile . They have a crap ton of grenade and TNT , one member have AT rifle and the other have flamethrower . For utility they have wire cutter to cut through barred wire and mine detector for mine clearing duty , not that you gonna find any mine in skirmish .



Support Weapon CP unlocks :

: If you think enemy infantries are harassing you along with scout car , you get this gun . 2 cm Flak is small and easy to hide . Supposedly can shoot down aircraft but i haven't seen they do that .


: Medium mortar is very disappointing in Gate of Hell , they have very low accuracy . The trick is to buy 3 of them and hope one shell land where you want .


: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .


: Get rid of infantry , destroy light tank and stun medium . 3.7 cm Flak is indispensable when fortifying your position .




Medium Tank CP unlocks :

: Captured French tank , surprisingly tough for an early war tank . T-34 and 76 mm do have a chance to penetrate it . 4.7 KwK cannon perform reasonably well against light tanks , wish it reload faster though .


: All-round medium tank armed with 5 cm , can engage many targets and even put a hurt on T-34 assuming you got theirs side . Armor though is a bit disappointed as even medium AA will penetrate it .




Heavy Tank CP unlocks :

: Panzer 4 with a short barreled 7.5 cm for infantry support . Normally KV-1 and T-34/76 laugh at this gun but Pz4 have a secret weapon in the form of HEAT round which will crack those cheeky T-34/76 frontally . KV-1 though still have go for side or rear armor . Noted : you have to manually load HEAT .

: Trade its armor and turret for more accuracy . Same gun as Pz4 F1.






Heavy Artillery CP unlocks :

: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .


: The infamous Flak 88 is your go to cannon when it come to anti armor of all kind , extra bonus of being able to shot down plane . Come with a free Sd Kfz 10 for moving it around quickly .


: German standard heavy artillery with 430 range , they only have HE round .





Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and de-crew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .




1-3 BATTLE OF MOSCOW - DEFENSIVE :
Special Call-in :

: Expensive to call-in right at the start ( 700 MP ) , it is a light howitzer with abysmal range and blast area but having the fastest reload of all artillery . Better save up MP and buy all . Limit to 3 .




Starting Support Weapon :

: Light anti-air for engaging infantry and scout car . Haven't seen it down any plane .



: Medium mortar is very disappointing in Gate of Hell , they have very low accuracy . The trick is to buy 3 of them and hope one shell land where you want .


: Another piece of light AT gun , perform decently against armored car and light tank and just like its smaller cousin pak 3.7 , it have unusual good accuracy that you can snipe infantry with its AP round .




Starting Light Vehicle :

: A SdKfz 2 motor bike carry 2 field engineers whose task is to build defensive structure like large foxhole , tank trap , barred wired , etc , Or cut wire and even blow up obstacles with TNT . The motor bike itself doesn't have anything inside but will replenish Engineer 's tools if he happens to use them , also re-supply vehicle 's repair box . Currently the supply gauge is bugged and WILL NOT accumulate unlike supply truck .


Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 10-men elite Spanish squad with high HP and 5-stars weapon handling . A straight upgrade to Infantry squad and best suit for long range defense .



: 12-men elite paratrooper with high HP and equally high weapon efficiency making them a force to be reckoned with against Soviet infantry . They have 2 MG-34 operators with box magazine , 1 marksman who is very good at shooting at long range and 1 sniper . Being an assault squad they carry more grenades than both Blau division and Infantry squad .



Support Weapon CP unlocks :

: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .



: Infantry gun is totally bonker and OP , they fire in an arc so nothing can retaliate except mortar , they also have deadly accuracy to the point you can snipe infantry hiding in the trench . German IG gun took a step further by issuing them with HEAT round to eliminate light vehicles , light tanks and even medium tanks .


: Get rid of infantry , destroy light tank and stun medium . Flak 37 is indispensable when fortifying your position .



: While medium mortar is bad , heavy mortar is a beast . Same payload as a medium artillery but double the rate of fire and out-range most medium mortar . German 10 cm heavy mortar only have HE shells and Smoke shell .




Medium Tank CP unlocks :

: Light tank with 3.7 cm cannon and a MG that have funny firing sound . Can defeat light tanks but those same tanks can defeat it . Save MP for Panzer 3 tbh .


: All-round medium tank armed with 5 cm , can engage many targets and even put a hurt on T-34 assuming you got theirs side . Armor though is a bit disappointed as even medium AA will penetrate it .




Heavy Tank CP unlocks :

: Up-armored Panzer 3 , same gun . Now can tank more hits .




: Assault gun with short-barreled 7.5 cm . To deal with T-34/76 and KV-1 they have HEAT rounds .



Heavy Artillery CP unlocks :

: The infamous Flak 88 is your go to cannon when it come to anti armor of all kind , extra bonus of being able to shot down plane . Come with a free Sd Kfz 10 for moving it around quickly .


: German standard heavy artillery with 430 range , they only have HE round .




:The biggest artillery Germany can field ( not really , until you buy Scorched Earth DLC ) , have 485 m range and very big AoE , it will get something even if it miss . Since this arty is so slow and only 5 shells in its inventory , you better have a supply truck ready to tow it .




Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .




1-4 BATTLE OF MOSCOW - OFFENSIVE :
Special Call-in :

: Assault gun with short barreled 7.5 cm . Have HEAT rounds to deal with T-34/76 and KV-1 , limited to 3 .





Starting Light Vehicles :

: Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .



: 12 pioneers riding a 251 Half-track , they don't have AT rifle this time but keeping theirs flamer thrower to burn stuffs and TNT for destroying obstacles .





Starting Tanks :

: Having more armors than the Panzer 2C letting this light tank taking more hits than usual , still have the same 2 cm and MG so it is only good during early stage .


: Germany tank destroyer project had to start somewhere....Panzerjager is a slow to turn vehicle with paper armor armed with 4.7 cm cannon for destroying light tank and below , anything bigger is a no no .





Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: The elite of the elite 12-men squad , they start at veterancy 6 which boost theirs performance and endurance a lot right off the bat . Among them is a marksman ( not sniper ) , his scoped 98k let him take more accurate shot at long range rather than enabling the use of aim shot ability .




Support Weapon CP unlocks :

: A half-track carrying 2 cm light AA gun . Good against infantry and scout car but large profile mean high chance of getting hit by AT gun .



: A half-track carrying 5 cm for anti tank duty .While the gun is ok , the half track is not . You see , its gun have limited firing cone and required the vehicle to turn in order to acquire target , unfortunately , half-track can not pivot in place , nor they will do it themselves .

: A 251 kick out all the passenger in order to make room for a medium mortar . Have problem of both . Half track can't pivot in place and 8 cm is a bad mortar . But a mobile mortar still have its place .


: 3.7 cm medium AA mounted on a fast half-track . Unable to target anything in front of the half-track so you have to position it right , so back toward enemy i guess ? Will beat infantry and light tank , also stun medium tank .


: Get rid of infantry , destroy light tank and stun medium . Flak 37 is indispensable when fortifying your position .





Medium Tank CP unlocks :

: Adding extra 3 ton of armor to a Panzer 35t and you got....a Panzer 38t ! A light tank that have more armorS than medium tank . Still using the 3.7 cm cannon .



: Early version of Panzer 4 , terrible armor and armed with short-barreled 7.5 cm for infantry support . Issue with HEAT rounds for when they encounter T-34/76 and KV-1 .




Heavy Tank CP unlocks :

: Up armored Panzer 3 with 5 cm , can tackle a variety of target but have no real way to fight T-34/76 frontally , save MP for the Panzer 4 F1 .



: Panzer 4D with extra armor and have same short barreled 7.5 cm . Better than nothing .





Heavy Artillery CP unlocks :

: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .



: This is heavy infantry gun , not artillery , it have similar firing arc just like its smaller cousin but have longer range . Main job is to demolish obstacles , medium tanks and heavy tanks are on the list of valid target too .


: Russian have a lot Vodka , they happened to have many T-34s and KV tanks too . Normally Flak 88 can't be everywhere so someone jury rigged it to a half-track and voila ! A tank destroyer !




Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .





1-5 BATTLE OF MOSCOW - IRREGULAR :
Special Call-in :

: The infamous Flak 88 is your go to cannon for dealing with all tanks that Soviet may throw at you . Come with a Sd Kfz 10 Half-track for moving it around quickly . It is the most expensive Call-in at the start ( 800 MP ) . Limit to 3 .



Starting Infantry :

: While no one use them in multiplayer , Flamer is a tab bit useful in skirmishes . They spew fire in an arc so they can assault trench or high ground position . Fire also burn down bushes and house , killing everyone inside . If flamers managed to get close to a tracked tank they can destroy even the heaviest of tank by burning the engine compartment .


Starting Light Vehicle :

; Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .





Starting Tanks : :

: Suspicious Soviet vehicle with different paint job . It slow , it have no armor , its gun is a LMG . A terrible vehicle that what it is .


: Germany tank destroyer project had to start somewhere....Panzerjager is a slow to turn vehicle with paper armor armed with 4.7 cm cannon for destroying light tank and below , anything bigger is a no no .




Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 10-men commando squad who have average HP and 5-star weapon handling . Theirs equipment is kinda similar to that of a Rifle squad but have 1 extra TNT . They are harder to be detected than your average infantry .




Support Weapon unlocks :

: Medium mortar is very disappointing in Gate of Hell , they have very low accuracy . The trick is to buy 3 of them and hope one shell land where you want .


: An infantry gun but the wheel have been replaced by ski for faster movement on snow . Same perk as normal infantry gun . Have both HE and HEAT shells .



: Get rid of infantry , destroy light tank and stun medium . Flak 37 is indispensable when fortifying your position .



: This chubby-looking gun is a 5 cm Flak . If you think the normal 5 cm AT gun is good enough , imagine a rapid fire one . Deplete its ammo very fast so always have a supply truck ready .




Medium Tank CP unlocks :

: Small armored car with 2.5 cm cannon . Its main gun is not use for taking out light vehicles but instead sniping infantry with AP round .



: Captured fast soviet light tank . 45 mm can pierce light tank but have problem penetrating the side of a T-34 . No armor so it can't become an anchor like other medium tank unlocks .




Heavy Tank CP unlocks :

: Finally a proper tank unlock ! Panzer 3J have armor that can afford some lucky bounces while its 5 cm can engage a wide variety of target except for heavy tank .


: A panzer 1 mounting heavy infantry gun that is the 15 cm heavy infantry gun . Give a big F freaking U to everything . Crew is quite vulnerable to mortar strike so watch out . Have a supply truck follow it around .





Heavy Artillery Unlocks :

: This is heavy infantry gun , not artillery , it have similar firing arc just like its smaller cousin but have longer range . Main job is to demolish obstacles , medium tanks and heavy tanks are on the list of valid target too .


: This rocket artillery lob six 15 cm rockets at a time causing explosion in a wide area . It may be not be another Katyusha but this rocket artillery can freely turn and adjust unlike the rocket truck .


: The heaviest portable mortar in game , this mortar have same range as medium mortar but its payload is that of a heavy artillery shell . Will destroy vehicle if it managed to land on top of them .





Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .
2-1 MAMAYEV KURGAN - GENERAL CALL-IN :
Infantry :

: Take good care of this guy . Medic can revive infantry in bleeding state if he can get to them fast . Medic have smoke grenade to block line of sight and a pistol which you should replace it with a rifle or something . He also have tent kit which let him set up medical tent which will re-supply your soldier with medical bandage .

: A group of 4 tank-men ready to commandeer any tank and vehicle you managed to captured and repair . While normal infantry can do the same thing but infantry have better fighting capability so leave the driving to the real driver . Also tank crew repair vehicle faster .

: 2-men AT squad is German professional tank hunters , half of them actually . One guy use panzerbüchse 39 AT Rifle which can't penetrate anything . The other guy however is a Rifle Grenadier who can launch both HE and HEAT round over a long distance . HEAT in particular will disable light vehicle / light tank . Remember to loot his gun if he die.

: Sniper have great vision and can sneak around while taking out infantries at long range . With some lucks and micro you can even take the entire point .


: An angry Leutnant with a binocular , his job is take a peek into the fog of war with his binoc to see what lie ahead . He can spot infantries hiding in the bushes . Useless if you disable Fog of War .


: Early war German infantry is 10-men average squad who can do many things but not particular shine in one role . Better replace them once elite infantry is available .




Support Weapon :

: A small ammo crate come with 2 artillerymen . Useful for re-supplying small arms or support weapons . The 2 artillerymen are free to control any captured piece of support weapon .


: MG 34 is the only heavy MG available to German . Unlike the Soviet counterpart , MG 34 need to have both gunners in order to move around .





Light Vehicle :

: Refuel your Panzer with this truck .




: Re-supply your big guns with this truck .




: 221 is an armored scout car with excellent vision provided by its turret , even longer than that of recon squad ! Also come with an interesting perk of being wheeled vehicle mean it won't be stopped even if AT gun went for the wheel . Perfect for getting away . Sadly 221 only have MG .




2-2 MAMAYEV KURGAN - ALL-ROUND :
Special Call-in :

: Widely hated in multiplayer for his ability to shake the screen and causing a real headache . He carries a flare gun and 10 flare ammo to call down light artillery barrage which will obliterate infantry and support weapon in wide area . Use him behind cover and hill as his flare gun only have range of 70 m . In case of the signaler die , loot his flare gun and ammo , any infantry can call down the barrage . DO NOT combine flare ammo if you call in another Signaler ! Limit to 5 .



Starting Support Weapon :

: Light AT gun only good vs armored car / half tracked / light tank . Out-ranged by most gun , even Soviet 45 mm . Have unusual good accuracy so you can snipe infantry with its AP round .




Starting Light Vehicle :

: Armored scout car which have same excellent vision as the 221 but added bonus of not being blinded to everything around them . Both its 2 cm auto-cannon and MG will quickly mow down any unfortunate infantry caught in the open field . Care should be taken of not over-repair its wheel since it have 8 of them and driver love to waste repair box on those . Even if one wheel is taken out , the car mobility is pretty much unaffected .


Starting Tank :

: To circumvent the Treaty of Versailles , the German created .....this . Panzer 1B slow to accelerate and have thin armor but its dual MG-13 quickly fill infantry full of hole and keep them down in the trench . Still not a good buy compare to scout car .

: Faster than Panzer 1 . Its 2 cm and MG is strictly for dealing with armored car and some of the light tank . Only good during early stage when accompanying with infantry to tackle first few CPs . Paper armor .




Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: Also known as Mountain troopers . 10-men elite squad with high HP , 5-stars weapon handling and a stylish smoke pipe . Think of them like as upgraded basic infantry .


: 12-men assault squad . Very versatile . They have a crap ton of grenade and TNT , one member have AT rifle and the other have flamethrower . For utility they have wire cutter to cut barred wire and mine detector for mine clearing duty , not that you gonna find any mine in skirmish .




Support Weapon CP unlocks :

: If you think enemy infantries are harassing you along with scout car , you get this gun . flak 2 cm is small and easy to hide . Supposedly can shoot down aircraft but i haven't seen they do that .



: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .


: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .


: Get rid of infantry , destroy light tank and stun medium . Flak 37 is indispensable when fortifying your position .



Medium Tank CP unlocks :

: Early Panzer 3 with 5 cm and armor that is thin enough to be penetrated by AA gun. Buy the H version instead .


: It have more armors than most of your current ( not by much ) medium tank . 5 cm still ineffective vs T-34/76 frontal armor and is nothing but a scratch to KV-1 , both are quite common by late stage .




Heavy Tank CP unlocks :

Panzer 4 with short barreled 7.5 cm to provide infantry support . To deal with Soviet medium tanks , they are issued with 10 HEAT rounds that will penetrate the T-34/76 frontal plate and kill the crew inside .


: Upgrade to long barrel 7.5 cm granting this assault gun the capability to confront T-34/76 and KV-1 directly via APBC-HE rounds , it also store some HEAT rounds in case of emergency . Assault gun can see further but totally blind at close proximity .



Heavy Artillery CP unlocks :

: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .


: The infamous Flak 88 is your go to cannon when it come to anti armor of all kind , extra bonus of being able to shot down plane . Come with a free Sd Kfz 10 for moving it around quickly .


: Heavy field gun with ridiculous range of 520 m and relatively fast reload for a long range artillery .





Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .





2-3 MAMAYEV KURGAN - DEFENSIVE :
Special Call-in :

: Expensive to call-in right at the start ( 700 MP ) , it is a light howitzer with abysmal range and blast area but having the fastest reload of all artillery . Better save up MP and buy all . Limit to 3 .




Starting Support Weapon :

: Light anti-air for engaging infantry and scout car . Haven't seen it down any plane .



: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .


: Another piece of light AT gun , perform decently against armored car and light tank and just like its smaller cousin pak 3.7 cm , it have unusual good accuracy that you can snipe infantry with its AP round .




Starting Light Vehicle :

: A SdKfz 2 motor bike carry 2 field engineers whose task is to build defensive structure like large foxhole , tank trap , barred wired , etc , Or cut wire and even blow up obstacles with TNT . The motor bike itself doesn't have anything inside but will replenish Engineer 's tools if he happens to use them , also re-supply vehicle 's repair box . Currently the supply gauge is bugged and WILL NOT accumulate unlike supply truck .



Infantry CP unlocks :

; 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 9-men long range infantry squad who have identical stat to that of Rifle infantry squad . They have one Rifle grenadier who use the same launcher just like AT squad so they are not that helpless vs light vehicle .


: 12-men assault squad . Very versatile . They have a crap ton of grenade and TNT , one member have AT rifle and the other have flamethrower . For utility they have wire cutter to cut barred wire and mine detector for mine clearing duty , not that you gonna find any mine in skirmish .





Support Weapon CP unlocks :

: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .


: Infantry Gun is totally bonker and OP , they fire in an arc so nothing can retaliate except mortar , they also have deadly accuracy to the point you can snipe infantry hiding in the trench . German IG gun took a step further by issuing them with HEAT round to eliminate light vehicles , light tanks and even medium tanks .

: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .



: While medium mortar is bad , heavy mortar is a beast . Same payload as a medium artillery but double the rate of fire and out-range most medium mortar . German 10 cm heavy mortar only have HE shells and Smoke shell .




Medium Tank CP unlocks :

: Light tank with 3.7 cannon and a MG that have funny firing sound . Can defeat light tanks but those same tanks can defeat it . Save MP for Panzer 3 tbh .


: All-round medium tank armed with 5 cm , can engage many targets and even put a hurt on T-34 assuming you got theirs side . Armor though is a bit disappointed as even medium AA will penetrate it .




Heavy Tank CP unlocks :

: New model of Panzer 3 spotting new shiny camo paint and a longer version of 5 cm to get rid of T-34/76 once and for all .



: Bison crews have been complaining about rain and mortar made theirs life hell so they moved the 15 cm heavy infantry gun to Panzer 3 and a heavy assault gun is born . Nothing , not even a KV , can survive the blast . Now come with a hull mounted MG to kill straddling infantries .




Heavy Artillery CP unlocks :

: The infamous Flak 88 is your go to cannon when it come to anti armor of all kind , extra bonus of being able to shot down plane . Come with a free Sd Kfz 10 for moving it around quickly .


: German standard heavy artillery with 430 m of range , they only have HE round .




:The biggest artillery Germany can field ( not really , until you buy Scorched Earth DLC ) , have 485 m of range and very big AoE , it will get something even if it miss . Since this arty is so slow and only 5 shells in its inventory , you better have a supply truck ready to tow it .




Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .




2-4 MAMAYEV KURGAN - OFFENSIVE :
Special Call-in :

: Assault gun with short barreled 7.5 cm . Have HEAT rounds to deal with T-34/76 and KV-1 , limited to 3 .




Starting Light Vehicles :

: Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .



: a 251 half-track with 5 pioneers , one of them have flamethrower . Not worth the price tag tbh as for extra 50 MP you can get normal infantry squad who have double the squad size . Save MP to buy the real pioneer squad .




Starting Tanks :

: Having more armors than the Panzer 2C letting this light tank taking more hits than usual , still have the same 2 cm auto-cannon and MG and only good during early stage .


: Germany tank destroyer project had to start somewhere....Panzerjager is a slow to turn vehicle with paper armor armed with 4.7 cm cannon for destroying light tank and below , anything bigger is a no no .




Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 12 pioneers riding a 251 Half-track , they don't have AT riffle this time but keeping theirs flamer thrower to burn stuffs and TNT for destroying obstacles .



: 251 Half-track with 11 recon troops . Problem is recon not exactly good at fighting / holding . You probably can get away with only buying the regular recon squad which only cost half at this .




Support Weapon CP unlocks :

: If you think enemy infantries are harassing you along with scout car , you get this gun . flak 2 cm is small and easy to hide . Supposedly can shoot down aircraft but i haven't seen they do that .


: Get rid of infantry , destroy light tank and stun medium . Flak 37 is indispensable when fortifying your position .



: A half-track carrying 2 cm light AA gun . Good against infantry and scout car but large profile mean high chance of getting hit by AT round .



: A half-track carrying 5 cm for anti tank duty .While the gun is ok , the half track is not . You see , its gun have limited firing cone and required the vehicle to turn in order to acquire target , unfortunately , half-track can not pivot in place , nor they will do it themselves .

: A 251 kick out all passenger in order to make room for a medium mortar . Have problem of both . Half track can't pivot in place and 8 cm is a bad mortar . But a mobile mortar still have its place .


: 3.7 cm medium AA mounted on a fast half-track . Unable to target anything in front of the half-track so you have to position it right , so back toward enemy i guess ? Will beat infantry and light tank , also stun medium tank .





Medium Tank CP unlocks :

: Adding extra 3 ton of armor to a Panzer 35t and you got....a Panzer 38t ! A light tank that have more armor than medium tank . Still using the 3.7 cm cannon .


: Panzer 4 with a short barreled 7.5 cm for infantry support . Normally KV-1 and T-34/76 laugh at this gun but Pz4 have a secret weapon in the form of HEAT round which will crack those cheeky T-34/76 frontally . KV-1 though still have go for side or rear armor . Noted : you have to manually load HEAT .




Heavy Tank CP unlocks :

: Up armored Panzer 3 with 5 cm , can tackle a variety of target but have no real way to fight T-34/76 frontally .



: Panzer 4 with long barrel 7.5 cm ! Finally no longer have to rely on HEAT to defeat T-34 and KV-1 . They do carry 5 HEAT rounds just in case .





Heavy Artillery CP unlocks :

: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .



: This is heavy infantry gun , not artillery , it have similar firing arc just like its smaller cousin but have longer range . Main job is to demolish obstacles , medium tanks and heavy tanks are on the list of valid target too .


: Russian have a lot Vodka , they happened to have many T-34s and KV tanks too . Normally Flak 88 can't be everywhere so someone jury rigged it to a half-track and voila ! A tank destroyer !




Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .




2-5 MAMAYEV KURGAN - IRREGULAR :
Special Call-in :

: The infamous Flak 88 is your go to cannon for dealing with all tanks that Soviet may throw at you . Come with a Sd Kfz 10 Half-track for moving it around quickly . It is the most expensive Call-in at the start ( 800 MP ) . Limit to 3 .



Starting Infantry :

: While no one use them in multiplayer , Flamer is a tab bit useful in skirmishes . They spew fire in an arc so they can assault trench or high ground position . Fire also burn down bushes and house , killing everyone inside . If flamers managed to get close to a tracked tank they can destroy even the heaviest of tank by burning the engine compartment .


Starting Light Vehicle :

; Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .





Starting Tanks : :

: Suspicious Soviet vehicle with different paint job . It slow , it have no armor , its gun is a LMG . A terrible vehicle that what it is .



: Germany tank destroyer project had to start somewhere....Panzerjager is a slow to turn vehicle with paper armor armed with 4.7 cm cannon for destroying light tank and below , anything bigger is a no no .




Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 10-men long range assault squad , equivalent to Soviet Guard squad . Average HP with 4-star weapon handling . Can replace your rifle squad if you have MP for it .


: Terrible 10-men squad . for extra of 50 MP you get a squad that have very low HP with 2-star weapon handling . Why even bother buying these guys ?




Support Weapon unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .



: Mountain gun for supporting infantry , work exactly like normal infantry gun ( firing in an arc, exceptional accuracy , etc ) . Have both HE and HEAT round .



: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .



: This chubby-looking gun is a 5 cm Flak . If you think the normal 5 cm AT gun is good enough , imagine a rapid fire one . Deplete its ammo very fast so always have a supply truck ready .





Medium Tank CP unlocks :

: Captured fast soviet light tank . 45 mm can pierce light tank but have problem penetrating the side of a T-34 . No armor so it can't become an anchor like other medium tank unlocks .




Heavy Tank CP unlocks :

: New model of Panzer 3 spotting new shiny camo paint and a longer version of 5 cm to get rid of T-34/76 once and for all .



: A panzer 1 mounting heavy infantry gun that is the 15 cm . Give a big F freaking U to everything . Crew is quite vulnerable to mortar strike so watch out . Have a supply truck follow it around .




Heavy Artillery Unlocks :

: This is heavy infantry gun , not artillery , it have similar firing arc just like its smaller cousin but have longer range . Main job is to demolish obstacles , medium tanks and heavy tanks are on the list of valid target too .


: This rocket artillery lob six 15 cm rockets at a time causing explosion in a wide area . It may be not be another Katyusha but this rocket artillery can freely turn and adjust unlike the rocket truck .


: The heaviest portable mortar in game , this mortar have same range as medium mortar but its payload is that of a heavy artillery shell . Will destroy vehicle if it managed to land on top of them .




Special CP unlocks :

: Bf-109 does a fast fly by while strafing the target with its MG which will kill infantry and decrew team weapon . Can't do anything to tank .



: If you want to erase something , you call in the bomber . Bf -110 drops 4 bombs onto the target zone and leave behind a smoking crater .
3-1 KHARKOV - GENERAL CALL IN :
Infantry :

: Take good care of this guy . Medic can revive infantry in bleeding state if he can get to them fast . Medic have smoke grenade to block line of sight and a pistol which you should replace it with a rifle or something . He also have tent kit which let him set up medical tent which will re-supply your soldier with medical bandage .

: A group of 4 tank-men ready to commandeer any tank and vehicle you managed to captured and repair . While normal infantry can do the same thing but infantry have better fighting capability so leave the driving to the real driver . Also tank crew can repair vehicle faster .

: 2-men AT squad is German professional outdated tank hunters . They got robbed of theirs rifle grenade launcher so what they got left is theirs ineffective AT riffle :(


: Sniper have great vision and can sneak around while taking out infantries at long range . With some lucks and micro you can even take the entire point .



: An angry Leutnant with a binocular , his job is take a peek into the fog of war with his binoc to see what lie ahead . He can spot infantries hiding in the bushes . Useless if you disable Fog of War .


: Grenadier are your mid and later war mainline 10-men squad suited for long range engagement , one of them being rifle grenadier carries a launcher capable of lobbing HE and HEAT over a long distance so they are not that helpless versus enemy vehicles .




Support Weapon :

: A small ammo crate come with 2 artillerymen . Useful for re-supplying small firearms or support weapons . The 2 artillerymen are free to control any captured piece of support weapon .


: MG 34 is the only heavy MG available to German . Unlike the Soviet counterpart , MG 34 need to have both gunners in order to move around .





Light Vehicle :

: Refuel your Panzer with this truck .




: Re-supply your big guns with this truck .




: 221 is an armored scout car with excellent vision provided by its turret , even longer than that of recon squad ! Also come with an interesting perk of being wheeled vehicle mean it won't be stopped even if AT gun went for the wheel . Perfect for getting away . Sadly 221 only have MG .




3-2 KHARKOV - ALL-ROUND :
Special Call-in :

: Widely hated in multiplayer for his ability to shake the screen and causing a real headache . He carries a flare gun and 10 flare ammo to call down light artillery barrage which will obliterate infantry and support weapon in wide area . Use him behind cover and hill as his flare gun only have range of 70 m . In case of the signaler die , loot his flare gun and ammo , any infantry can call down the barrage . DO NOT combine flare ammo if you call in another Signaler ! Limit to 5



Starting Support Weapon :

: Light AT gun only good vs armored car / half tracked / light tank . Out-ranged by most gun , even Soviet 45 mm . Have unusual good accuracy so you can snipe infantry with its AP round .




Starting Light Vehicle :

: Armored scout car which have same excellent vision as the 221 but added bonus of not being blinded to everything around them . Both its 2 cm auto-cannon and MG will quickly mow down any unfortunate infantry caught in the open field . Care should be taken of not over-repair its wheel since it have 8 of them and driver love to waste repair box on those . Even if one wheel is taken out , the car mobility is pretty much unaffected .

: 250 half-track with a joke of a gun that is 2.8 cm , bounce off even light tank . Only useful vs infantry but exposed crews are vulnerable to small fire arm . Can tow artillery .


: Small armored car with 2.5 cm cannon . Its main gun is not use for taking out light vehicles but instead sniping infantry with AP round .





Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: Panzergrenadier are 9-men squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG 42 . Can potentially pump out a lot suppressive fire .


: 251 Half-track with 11 recon troops . Problem is recon not exactly good at fighting / holding . You probably can get away with only buying the regular recon squad which only cost half of this .





Support Weapon CP unlocks :

: If you think enemy infantries are harassing you along with scout car , you get this gun . flak 2 cm is small and easy to hide . Supposedly can shoot down aircraft but i haven't seen they do that .


: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .


: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .


: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .






Medium Tank CP unlocks :

: Another year another Panzer 3 upgrade .Supposed to have skirt armor but Kharkov happened before they got it so you get a copy of Ausf L . Its long 5 cm start to struggle vs upgraded T-34/76 and heavy tanks that Soviet fielded . But for what it worth , it still perform its duty well .


: Pak 7.5 L/ 46 on Panzer 2 chassis . Its gun easily cut through T-34/76 like hot knife through butter . Hide it well since it have no armor . Have MG for self-defense against Infantry .




Heavy Tank CP unlocks :

: Panzer 4 with even more armors , just what it needed to stay competitive against Soviet upgraded T-34/76 . Its 7.5 cm will penetrate T-34 but may have to go for side shot when newer Soviet Heavy appear , but if it is KV-1S , just go for the turret .


: Self-propelled gun carries a derp gun , namely the 10.5 L/28 . It may be smaller than the old 15 cm heavy infantry gun , but will still bring down building , turn group of infantry into paste and stun enemy tanks , if not outright destroy it . Fire in straight line . Carry APHE and HEAT rounds for anti tank duty .




Heavy Artillery CP unlocks :

: Bigger medium AT gun capable of defeating T-34/76 tanks and even put a dent on heavy tank .



: Newer version of 88 Flak , supposedly have better gun shield but that does not matter . Your go to cannon when you want to get rid every Soviet tanks you encounter . Come with a free Sd Kfz 10 half-track for moving around quickly .


: Heavy field gun with ridiculous range of 520 m and relatively fast reload for a long range artillery .





Special CP unlocks :

: If you want to erase something , you call in the bomber . Bf -110 drops 2 bombs onto the target zone and leave behind a smoking crater .



: Tiger tank combine thick armor and a deadly 8.8 cm cannon in order to spearhead the assault , withstand the onslaught and be the last one standing victorious . Come with 4 elite sturmpioneers to provide support .




3-3 KHARKOV - DEFENSIVE :
Special Call-in :

: Expensive to call-in right at the start ( 700 MP ) , it is a light howitzer with abysmal range and blast area but having the fastest reload of all artillery . Better save up MP and buy all . Limit to 3 .




Starting Support Weapon :

: Light anti-air for engaging infantry and scout car . Haven't seen it down any plane .



: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .


: The tiniest AT gun one can field . Despite its name , 2.8 cm can't harm any tank . Use it to snipe infantry with AP round .




Starting Light Vehicle :

: A SdKfz 2 motor bike carry 2 field engineers whose task is to build defensive structure like large foxhole , tank trap , barred wired , etc , Or cut wire and even blow up obstacles with TNT . The motor bike itself doesn't have anything inside but will replenish Engineer 's tools if he happens to use them , also re-supply vehicle 's repair box . Currently the supply gauge is bugged and WILL NOT accumulate unlike supply truck .



Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: Panzergrenadier are 9-men squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG 42 . Can potentially pump out a lot suppressive fire .


: 12 pioneers riding a 251 Half-track , this time they brought AT rifle along in addition to theirs flame thrower . Not that AT rifle gonna be useful....





Support Weapon CP unlocks :

: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .


: Infantry Gun is totally bonker and OP , they fire in an arc so nothing can retaliate except mortar , they also have deadly accuracy to the point you can snipe infantry hiding in the trench . German IG gun took a step further by issuing them with HEAT round to eliminate light vehicles , light tanks and even medium tanks .


: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .



: Captured Soviet 12 cm heavy mortar deliver payload similar to that of a medium artillery but double the rate of fire . Out-range medium mortar . Only have HE shells .





Medium Tank CP unlocks :

: The final upgrade for the vaunted Panzer 3 . Shift role to infantry support with the short-barreled 7.5 cm . Have HEAT round for emergency use but avoid tank engagement .


: Have same 7.5 cm L/46 just like Marder 2 but different gun placement . Will cut through T-34 like Swiss cheese but its own armor also made out of cheese .




Heavy Tank CP unlocks :

: Panzer 4 with even more armors , just what it needed to stay competitive against Soviet upgraded T-34/76 . Its 7.5 cm will penetrate T-34 but may have to go for side shot when newer Soviet Heavy appear , but if it is KV-1S , just go for the turret .


: Upgraded Stug 3 with better armor and better 7.5 cm . This is early version so no armor skirt yet .




Heavy Artillery CP unlocks :

: Newer version of Flak 8.8 , supposedly have better gun shield but that does not matter . Your go to cannon when you want to get rid every Soviet tanks you encounter . Come with a free Sd Kfz 10 half-track for moving around quickly .


: German standard heavy artillery with 430 m of range , they only have HE round .




:The biggest artillery Germany can field ( not really , until you buy Scorched Earth DLC ) , have 485 m range and very big AoE , it will get something even if it miss . Since this arty is so slow and only 5 shells in its inventory , you better have a supply truck ready to tow it .


Special CP unlocks :

: If you want to erase something , you call in the bomber . Bf -110 drops 2 bombs onto the target zone and leave behind a smoking crater .



: Tiger tank combine thick armor and deadly 8.8 cm cannon in order to spearhead the assault , withstand the onslaught and be the last one standing victorious . Come with 4 elite sturmpioneers to provide support .




3-4 KHARKOV - OFFENSIVE :
Special Call-in :

: Assault gun with long 7.5 cm capable of destroying medium tanks and below . Limit to 3 .





Starting Light Vehicle :

: 5 pioneers riding a 251 Half-track , these pioneer can build defensive structure like large foxhole , tank trap , etc , or plant mine . Unfortunately the half-track can't re-supply theirs tools .


: Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .






Starting Tanks :

: Panzer 1F is a thing of extreme . It is very slow but it have ton of armor that can withstand most Soviet medium AT gun at point blank , its main weapon is a dual MG-34 which can rain a lot of lead but only good vs infantry . Use it as some sort of mobile bunker .

: Pak 7.5 L/ 46 on Panzer 2 chassis . Its gun easily cut through T-34/76 like hot knife through butter . Hide it well since it have no armor . Have MG for self-defense against Infantry .




Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: Panzergrenadier are 9-men squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG 42 . Can potentially pump out a lot suppressive fire .



: 12-men Grobdeustchland squad riding on a 251 Half-track . They start at vet 6 which give them a lot stat boost on the get go . One of them is a marksman who despite using a scoped K98 , can't do the aim shot like sniper but having better accuracy when firing at long range .



: 12-men assault squad , they bring crap ton of grenade and explosive , also a flamethrower for extra crispy but beware of friendly fire .






Support Weapon CP unlocks :

: A half-track carrying 2 cm light AA gun . Good against infantry and scout car but large profile mean high chance of getting hit by AT gun .



: A half-track carrying 5 cm for anti tank duty .While the gun is ok , the half track is not . You see , its gun have limited firing cone and required the vehicle to turn in order to acquire target , unfortunately , half-track can not pivot in place , nor they will do it themselves .

: A 251 kick out all passenger in order to make room for a medium mortar . Have problem of both . Half track can't pivot in place and 8cm is a bad mortar . But a mobile mortar still have its place .


: 3.7 cm medium mounted on a fast half-track . Unable to target anything in front of the half-track so you have to position it right , so back toward enemy i guess ? Will beat infantry and light tank , also stun medium tank .




Medium Tank CP unlocks :

: Another year another Panzer 3 upgrade .Supposed to have skirt armor but Kharkov happened before they got it so you get a copy of Ausf L . Its long 5 cm start to struggle vs upgraded T-34/76 and heavy tanks that Soviet fielded . But for what it worth , it still perform its duty well .


: Panzer 4 with long barrel 7.5 cm ! Finally no longer have to rely on HEAT to defeat T-34 and KV-1 . They do carry 5 HEAT rounds just in case .





Heavy Tank CP unlocks :

: Panzer 4 with even more armors , just what it needed to stay competitive against Soviet upgraded T-34/76 . Its 7.5 cm will penetrate T-34/76 but may have to go for side shot when newer Soviet Heavy appear , but if it is KV-1S , just go for the turret .

: A panzer 1 mounting heavy infantry gun that is the 15 cm heavy infantry gun . Give a big F freaking U to everything . Crew is quite vulnerable to mortar strike so watch out . Have a supply truck follow it around .





Heavy Artillery CP unlocks :

: Bigger medium AT gun capable of defeating T-34/76 tank and even put a dent on heavy tank .



: This rocket artillery lob six 15 cm rockets at a time causing explosion in a wide area . It may be not be another Katyusha but the artillery can freely turn and adjust unlike the rocket truck .


: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .





Special CP unlocks :

: If you want to erase something , you call in the bomber . Bf -110 drops 2 bombs onto the target zone and leave behind a smoking crater .



: Tiger tank combine thick armor and deadly 8.8 cm cannon in order to spearhead the assault , withstand the onslaught and be the last one standing victorious . Come with 4 elite sturmpioneers to provide support .





3-5 KHARKOV - IRREGULAR .
Special Call-in :

: The infamous Flak 8.8 is your go to cannon for dealing with all tanks that Soviet may throw at you . Come with a Sd Kfz 10 Half-track for moving it around quickly . It is the most expensive Call-in at the start ( 750 MP , a discount ) . Limit to 3 .



Starting Infantry :

: While no one use them in multiplayer , Flamer is a tab bit useful in skirmishes . They spew fire in an arc so they can assault trench or high ground position . Fire also burn down bushes and house , killing everyone inside . If flamers managed to get close to a tracked tank they can destroy even the heaviest of tank by burning the engine compartment .



Starting Light Vehicle :

; Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .





Starting Tank :

: Pak 7.5 L/ 46 on Panzer 2 chassis . Its gun easily cut through T-34/76 like hot knife through butter . Hide it well since it have no armor . Have MG for self-defense against Infantry .





Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: Panzergrenadier are 9-men squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG 42 . Can potentially pump out a lot suppressive fire .


: 10-men elite squad with above average HP and 5-stars weapon handling , they bring with them many anti-personnel and Anti-tank grenades plus 4 TNTs .





Support Weapon CP unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .


: Trusty medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm .


: Mountain gun for supporting infantry , work exactly like normal infantry gun ( firing in an arc, exceptional accuracy , etc ) . Have both HE and HEAT round .



: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .




Medium Tank CP unlocks :

: Armored scout car which have same excellent vision as the 221 but added bonus of not being blinded to everything around them . Both its 2 cm auto-cannon and MG will quickly mow down any unfortunate infantry caught in the open field . Care should be taken of not over-repair its wheel since it have 8 of them and driver love to waste repair box on those . Even if one wheel is taken out , the car mobility is pretty much unaffected .

: Another year another Panzer 3 upgrade .Supposed to have skirt armor but Kharkov happened before they got it so you get a copy of Ausf L . Its long 5 cm start to struggle vs upgraded T-34/76 and heavy tanks that Soviet fielded . But for what it worth , it still perform its duty well .



Heavy Tank CP unlocks :

: Someone told Han to get a flammenwerfer , he instead got a panzer with one . Panzer 3 Ausf M replaced its main gun with a 14 mm heavy flamethrower . Deadly to infantry and building but can't do anything to tank unless said tank happened to be tracked so feel free to burn theirs engine .

: Panzer 4 with even more armors , just what it needed to stay competitive against Soviet upgraded T-34/76 . Its 7.5 cm will penetrate T-34 but may have to go for side shot when newer Soviet Heavy appear , but if it is KV-1S , just go for the turret .




Heavy Artillery CP unlocks :

: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .



: This is heavy infantry gun , not artillery , it have similar firing arc just like its smaller cousin but have longer range . Main job is to demolish obstacles , medium tanks and heavy tanks are on the list of valid target too .


: This rocket artillery lob five 21 cm rockets to cause destruction over wide area .





Special CP unlocks :

: If you want to erase something , you call in the bomber . Bf -110 drops 2 bombs onto the target zone and leave behind a smoking crater .



: Tiger tank operated by veteran crews . What normal Tiger can do , it will do with better efficiency , be it driving , reloading main gun or crushing Soviet tanks . The commander hatch gain a MG for close range defense . Come with 4 elite Sturmpioneers to provide support .


4-1 DOWNFALL - GENERAL CALL IN :
Infantry :

: Take good care of this guy . Medic can revive infantry in bleeding state if he can get to them fast . Medic have smoke grenade to block line of sight and a pistol which you should replace it with a rifle or something . He also have tent kit which let him set up Medical Tent which will re-supply your soldier with medical bandage .

: A group of 4 tank-men ready to commandeer any tank and vehicle you managed to captured and repair . While normal infantry can do the same thing but infantry have better fighting capability so leave the driving to the real driver . Also tank crew repair vehicle faster .


: Professional German duo AT squad have come back with a vengeance . A guy carry Panzershreck , the deadliest AT launcher in the game which can take out the heaviest tank with a single shot to the side , the other guy carry extra rocket ammo along with a Panzerfaust 60 .

: Sniper have great vision and can sneak around while taking out infantries at long range . With some lucks and micro you can even take the entire point .



: An angry Leutnant with a binocular , his job is take a peek into the fog of war with his binoc to see what lie ahead . He can spot infantries hiding in the bushes . Useless if you disable Fog of War .


: 12-men militia squad . Being civilian they have the lowest HP and lowest weapon handling , good luck hitting anything with the size of a barn . 2 of them have LMG 42 and 7 carry Panzerfaust . 6 of these are Panzerfaust 100 with considerable range and more punching power than normal Panzefaust . What a waste of good weapon , they won't mind other squad " borrow " those .

: 9-men long range squad . One still have his rifle grenade launcher which can launch HE and HEAT round over a distance .




Support Weapon :

: A small ammo crate come with 2 artillerymen . Useful for re-supplying small firearms or support weapons . The 2 artillerymen are free to control any captured piece of support weapon .


: MG 34 is the only heavy MG available to German . Unlike the Soviet counterpart , MG 34 need to have both gunners in order to move around .





Light Vehicle :

: Refuel your Panzer with this truck .




: Re-supply your big guns with this truck .




: 221 is an armored scout car with excellent vision provided by its turret , even longer than that of recon squad ! Also come with an interesting perk of being wheeled vehicle mean it won't be stopped even if AT gun went for the wheel . Perfect for getting away . Sadly 221 only have MG .




4-2 DOWNFALL - ALL-ROUND :
Special Call-in :

: Widely hated in multiplayer for his ability to shake the screen and causing a real headache . He carries a flare gun and 10 flare ammo to call down light artillery barrage which will obliterate infantry and support weapon in wide area . Use him behind cover and hill as his flare gun only have range of 70 m . In case of the signaler die , loot his flare gun and ammo , any infantry can call down the barrage . DO NOT combine flare ammo if you call in another Signaler ! Limit to 5 .



Starting Support Weapon :

: Light AT gun only good vs armored car / half tracked / light tank . Out-ranged by most gun , even Soviet 45 mm . Have unusual good accuracy so you can snipe infantry with its AP round .




Starting Light Vehicle :

: Armored scout car which have same excellent vision as the 221 but added bonus of not being blinded to everything around them . Both its 2 cm auto-cannon and MG will quickly mow down any unfortunate infantry caught in the open field . Care should be taken of not over-repair its wheel since it have 8 of them and driver love to waste repair box on those . Even if one wheel is taken out , the car mobility is pretty much unaffected .

: 250 half-track with a joke of a gun that is 2.8 cm , bounce off even light tank . Only useful vs infantry but exposed crews are vulnerable to small fire arm . Can tow artillery .




Starting Tank :

: Also known as Luch , Same vision as 221 scout car while having smaller profile than 231 made this tank a great scout to peek into the fog of war and retreat if thing go south . 2 cm auto-cannon and MG only good for infantry and truck .




Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 10-men close range assault squad , they consist of veteran who have seen enough hell on earth and any personnel Germany could gather during the final days . Squad armed mostly with automatic weapon including 3 STG-44s . They have 1 marksman who have better accuracy at longer range than normal infantry thanked to his Scoped Gewehr 43 . To deal with armor threats they carry 3 panzerfaust 60 and one rifle grenadier who can lob HE and HEAT round over a distance .

: 12-men long range assault squad , carry crap ton of grenade and TNTs , also have a flamethrower for extra crispy . Unfortunately they don't have any AT weapon unlike previous skirmishes .




Support Weapon CP unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .



: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .



: Bigger medium AT gun capable of defeating T-34 tanks and even put a dent on heavy tank . Make sure there is no Soviet 100 mm BS-3 in the vicinity cus that gun will out-range Pak 7.5 .



: Opel truck carrying 2 cm flak . Unlike the half-track version , it can't shoot directly in front so back toward the enemy . Also the truck noticeably have less durability than half track so it can't endure too many shots fired from LMG .




Medium Tank CP unlocks :

: Fast armored car with improved 5 cm ready to pounce on unsuspecting Soviet Light tank and truck . Need to flank when facing bigger threat assuming you have enough room to move around .


: The proper Ausf M version come with armor skirt to gain some resistant vs HEAT shell , especially from those handheld AT launcher that Soviet deployed them en-mass . 5 cm really struggle vs T-34/85 and IS tank .


: Self-propelled gun carries a derp gun , namely the 10.5 L/28 . It may be smaller than the old 15 cm heavy infantry gun , but will still bring down building , turn group of infantry into paste and stun enemy tanks , if not outright destroy it . Fire in straight line . Carry APHE and HEAT rounds for anti tank duty .



Heavy Tank CP unlocks :

: Panzer 4 with armor skirt and improved version of 7.5 cm keeping this tank in the arm race against T-34 /85 . Use it to accompany with infantry in case you don't want to risk your heavier assets in urban setting .


: Heavy tank destroyer armed with King Tiger 's 88 gun . Its heavily slopped armor will bounce many AT rounds . It is said that IS-2 's 122mm gun may have a chance to penetrate Jadgpanther , but IS-2 's turret will be blown up long before it got a chance to shoot at Jadgpanther .



Heavy Artillery CP unlocks :

: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .



: Heavy field gun with ridiculous range of 520 m and relatively fast reload for a long range artillery .



: Newer version of Flak 8.8 , supposedly have better gun shield but that does not matter . Your go to cannon when you want to get rid every Soviet tanks you encounter . Come with a free Sd Kfz 10 half-track for moving around quickly .




Special CP unlocks :

: What ? You want to know something aside from pointing it at general direction and press right click ( or left click if in direct mode ) ? Its gun usually get damage or disable a lot of time . Gut ! You are a certificated Sturmtiger driver now , have fun with your new toy .




4-3 DOWNFALL - DEFENSIVE :
Special Call-in :

: Expensive to call-in right at the start ( 700 MP ) , it is a light howitzer with abysmal range and blast area but having the fastest reload of all artillery . Better save up MP and buy all . Limit to 3 .




Starting Support Weapon :

: The tiniest AT gun one can field . Despite its name , 2.8 cm can't harm any tank . Use it to snipe infantry with AP round .



: Light anti-air for engaging infantry and scout car . Haven't seen it down any plane .



: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .



: Bigger medium AT gun capable of defeating T-34 tanks and even put a dent on heavy tank . Just make sure there is no Soviet 100 mm BS-3 in the vicinity cus that gun out-range Pak 40 .





Starting Light Vehicle :

: An Opel truck come with 2 field engineers whose task is to build defensive structures like large foxhole , tank trap , etc or demolish obstacles with TNT . Inside the truck you will find anti-personnel / anti-tank mine , tools and TNT . The truck will re-supply engineers 's tools if he happens to use them , also vehicle 's repair box . Currently the supply gauge is bugged and WILL NOT accumulate unlike supply truck .




Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: 12-men assault squad who bring crap ton of grenade and TNT . For the final fight they got themselves a Panzershrek AT launcher with 7 warheads , and of course they haven't let go of theirs flamethrower , don't know why .


: 11-chad squad have returned to fight one last time . They have high HP plus 6-stars weapon handling and are armed with best equipment Germany can offer . Noticeably the leader assistant carry FG-42 , despite being a LMG , is in fact being treated as assault rifle because there is no accuracy drop with rapid fire , totally broken ! The two LMG 42 using box ammo which let them hold 250 rounds before having to reload . For armor threats they have 2 rifle grenadiers who can launch HE and HEAT round over a distance along with 2 panzerfaust . Oh and of course a real sniper in the squad too , you can't break what already broken .




Support Weapon CP unlocks :

: Infantry gun is totally bonker and OP , they fire in an arc so nothing can retaliate except mortar , they also have deadly accuracy to the point you can snipe infantry hiding in the trench . German IG gun took a step further by issuing them with HEAT round to eliminate light vehicles , light tanks and even medium tanks .

: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .



: Captured Soviet 12 cm heavy mortar deliver payload similar to that of a medium artillery but double the rate of fire . Out-range medium mortar . Only have HE shells .





Medium Tank CP unlocks :

: Fast armored car with improved 5 cm ready to pounce on unsuspecting Soviet Light tank and truck . Need to flank when facing bigger threat assuming you have enough room to move around .


: The final upgrade for the vaunted Panzer 3 . Shift role to infantry support with the short-barreled 7.5 cm . Have HEAT round for emergency use but avoid tank engagement .


: Stug 3 Ausf G with armor skirt for better survivability . Another new feature is the anti-aircraft MG being able to fire without someone actually manning it ( no more accidental commander death ) . Main role is anti-tank , always have something to support its flank .




Heavy Tank CP unlocks :

: The final attempt to mount the 15 cm heavy infantry gun onto a tank . Sturmpanzer 4 is quite durable and its gun have good accuracy . Will stun tanks or outright destroy them , not bad for a mini sturmtiger .


: Panther tank have good sloped frontal armor and its 7.5 cm have more penetration power than the Tiger 1 main gun . However IS-2 's 122 mm and anything resembling the 100 mm BS-3 will go through it . God forbid if they got Panther 's side armor but that goes for every tanks really .




Heavy Artillery CP unlocks :

: This rocket artillery lob five 21 cm rockets to cause destruction over wide area.




: Newer version of Flak 8.8 , supposedly have better gun shield but that does not matter . Your go to cannon when you want to get rid every Soviet tanks you encounter . Come with a free Sd Kfz 10 half-track for moving around quickly .


: German standard heavy artillery with 430 m of range , they only have HE round .






Special CP unlocks :

: 200 mm of armor and better 8.8 cannon....What can Soviet hope to penetrate it frontally ? Even the ISU-152 can only stun it at best . Elefant , Ferdinand , it doesn't matter , to the enemy it is simply death .




4-4 DOWNFALL - OFFENSIVE :
Special Call in :

: Stug 3 Ausf G with armor skirt for better protection against HEAT and a slightly better 7.5 cm . Good at tackling medium tanks but can also use HE shell to demolish obstacles and infantries . Limit to 3 .





Starting Light Vehicles :

: 5 pioneers riding a 251 Half-track , these pioneer can build defensive structure like large foxhole , tank trap , etc , or plant mine . Unfortunately the half-track can't re-supply theirs tools .


: Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .





Starting Tanks :

: Panzer 1F is a thing of extreme . It is very slow but it have ton of armor that can withstand most Soviet medium AT gun at point blank , its main weapon is a dual MG-34 which can rain a lot of lead but only good vs infantry . Use it as some sort of mobile bunker .

: Have same 7.5 cm L/46 just like Marder 2 but different gun placement . Will cut through T-34 like Swiss cheese but its own armor also made out of cheese .





Infantry CP unlocks :

: 6-men squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war enabled .



: Panzergrenadier are 9-men squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG 42 . Can potentially pump out a lot suppressive fire . Carry 3 Panzerfaust to faust the panzer .

: 12-men assault squad , they bring crap ton of grenade and explosive , also a flamethrower for extra crispy but beware of friendly fire .






Support Weapon CP unlocks :

: A half-track carrying 2 cm light AA gun . Good against infantry and scout car but large profile mean high chance of getting hit by AT round .



: A half-track carrying 5 cm for anti tank duty . Quite ineffective due to Soviet tanks now have heavier armor , plus Marder 3 existed . No buy .



: A 251 kick out all passenger in order to make room for a medium mortar . Have problem of both . Half track can't pivot in place and 8 cm is a bad mortar . But a mobile mortar still have its place .


: 3.7 cm medium AA mounted on a fast half-track . Unable to target anything in front of the half-track so you have to position it right , so back toward enemy i guess ? Will beat infantry and light tank , also stun medium tank .





Medium Tank CP unlocks :

: Hetzer is a bit underused and underrated in skirmish tbh , it have the same gun just like your starting Stug 3G but quickly replaced by bigger gun on bigger tank . However , if you are on a budget cus your infantry dying left and right leaving you only a few MP to buy tank , a Hetzer just may save the day due to its gun can easily cut through T-34/85 which are quite numerous and its small size plus slopped frontal armor give it some surprise bounces from 85 mm cannon . The best feature is its Anti-Aircraft MG can turn 360 degree without having to turn the tank itself , nor someone have to man it , neat !


: Panzer 4 with armor skirt and improved version of 7.5 cm keeping this tank in the arm race against T-34 /85 . Use it to accompany with infantry in case you don't want to risk your heavier assets in urban setting .





Heavy Tank CP unlocks :

: Panther G have better frontal armor than the D version but weaker side , also have some sort of weird paint coat that can deter magnetic mine AT grenade but those are nowhere to be found . The 7.5 L/70 have more punching power than Tiger 1 's 88 . Be on the look out for IS-2 , SU-100 and ISU-152 . The commander hatch now have a MG for self-defense vs infantry but that just mean he gonna be taken out by one or untimely mortar strike .


: Late war Tiger 1 tank , better protection overall with a new Zimmerit paste coat , also come with a pintle-mounted MG on commander hatch to mow down Soviet Infantry if they get a bit too close for comfort . While Soviet may have fielded more Heavy tanks but generally the Tiger will come out on top due to having more range and accuracy , something that Soviet heavy tanks lack . The only gun that may have chance to penetrate Tiger is the 100 mm cannon or some cheeky 300 mm rockets falling from the sky .





Heavy Artillery unlocks :

: Bigger medium AT gun capable of defeating T-34 tanks and even put a dent on heavy tank . Just make sure there is no Soviet 100 mm BS-3 in the vicinity cus that gun will out-range Pak 40 .


: This rocket artillery lob five 21 cm rockets to cause destruction over wide area .



: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .





Special CP unlocks :

: Look at this sexy tank , 182 mm of frontal armor and an even longer 88 KwK cannon that is overkill to pretty much everything . What more can you ask ? King Tiger is certainly strong , but by no mean no further aid is needed . 100 mm BS-3 have a chance to pen its turret , Soviet AT squad ambush in urban environment but the thing you have to watch out for is the BM-31 rocket truck with 300 mm rocket which will obliterate the Tiger 2 . Word can not describe how much people hate rocket truck in Multiplayer .




4-5 DOWNFALL - IRREGULAR :
Special Call-in :

: The most expensive call-in at the start of all scenario at a whopping 850 MP . It is a Flak 8.8 with new gun shield and is a menace to all Soviet tank . Out-range pretty much most AT gun you encounter early stage . Come with a Sd Kfz Half-track for moving it around quickly , limit to 3 .



Starting Infantry :

: While no one use them in multiplayer , Flamer is a tab bit useful in skirmishes . They spew fire in an arc so they can assault trench or high ground position . Fire also burn down bushes and house , killing everyone inside . If flamers managed to get close to a tracked tank they can destroy even the heaviest of tank by burning the engine compartment .



Starting Light Vehicle :

: Cute tiny remote control vehicle just want to snuggle Soviet before giving them a welcome worth of 100 kg of TNT and leaving a mushroom cloud behind . Unlike Men of War Assault Squad 2 , A.I infantry does not use gun to target it , instead they use all manner of AT weapon , be it AT round from AT gun or AT grenade and AT launcher , no one think about using HE round ! The only thing that may have a chance to hit it is the AT rifle and AA gun . To use it more effectively , enter direct control mode and left click anywhere near it to detonate . Even better , screening it with smoke grenade or smoke mortar shell .

ATTENTION : DON'T TRY TO CHAIN-EXPLODING GOLIATHS , OR DETONATE NEAR SUPPORT WEAPONS . GAME WILL FREEZE AND CRASH .



; Up gunned 221 , have 2 cm auto-cannon in addition to MG , retain the excellent vision of 221 .





Starting Tank :

: Pak 7.5 L/ 46 on Panzer 2 chassis . Its gun easily cut through T-34/76 like hot knife through butter . Hide it well since it have no armor . Have MG for self-defense against Infantry .




Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in if Fog of war is enabled .



: Jager is 10-men squad with acceptable HP and 4-stars weapon handling . Mostly armed with SMG for close range combat , come with 2 panzerfaust .



: 10-men commando squad with acceptable HP and 5-stars weapon handling . They bring quite a lot AT grenade , especially the sticky AT grenade . If the grenade fail they still have 4 panzerfaust . Among them is a field engineer who can construct defensive structures like large foxhole , tanktrap , etc . Commando is better at sneaking , more than that of regular infantry .




Support Weapon CP unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccurate . The trick is to buy 3 of them and hope one shell land where you want .



: Medium AT gun which can keep most light tank at bay . As for T-34/76 , it can penetrate the turret or set the engine on fire if have side shot . Out-ranged by Soviet 76 mm . Less useful due to the high amount of T-34/85 and IS tanks .

: Mountain gun for supporting infantry , work exactly like normal infantry gun ( firing in an arc, exceptional accuracy , etc ) . Have both HE and HEAT round .



: Get rid of infantry , destroy light tank and stun medium . Flak 3.7 is indispensable when fortifying your position .




Medium Tank CP unlocks :

: Also known as Luch , Same vision as 221 scout car while having smaller profile than 231 made this tank a great scout to peek into the fog of war and retreat if thing go south . 2 cm auto-cannon and MG only good for infantry and truck .


: Someone told Han to get a flammenwerfer , he instead got a panzer with one . Panzer 3 Ausf M replaced its main gun with a 14 mm heavy flamethrower . Deadly to infantry and building but can't do anything to tank unless said tank happened to be tracked so feel free to burn theirs engine . Shorter range than AT launcher so beware of some sneaky tank buster gits .


: Hetzer have same improved 7.5 cm just like the one in Stug Ausf G giving it better punching power compare to Marder 2 . It small size and sloped frontal armor will give some surprise bounces , even from 85 mm . The best feature is its Anti-Aircraft MG can turn 360 degree without having to turn the tank itself , nor someone have to man it , neat !




Heavy Tank CP unlocks :

: Mass-produced version of Ausf G , exactly the same tank with the same gun and same armor , but a bit slower than the G version . Use this tank if you don't want to risk your heavier assets in the urban environment .


: This is it , the last of Tiger 1 , operated by ace crews at veterancy 8 . Get everything done faster than normal Tiger . No longer have elite sturmpioneer to support it . And the best thing is you can buy it infinitely :P , Where and how do they get all those ace tankmen ??? On a side note , beware of 300 mm rocket from the sky .




Heavy Artillery CP unlocks :

: Bigger medium AT gun capable of defeating T-34 tanks and even put a dent on heavy tank . Make sure there is no Soviet 100 mm BS-3 in the vicinity cus that gun will out-range Pak 40 .



: Light field howitzer with abysmal blast area and shorter range than most arty , theirs only saving grace is having the fastest reload of all long range artillery .



: This is heavy infantry gun , not artillery , it have similar firing arc just like its smaller cousin but have longer range . Main job is to demolish obstacles , medium tanks and heavy tanks are on the list of valid target too .




Special CP unlocks :

: We all hate those BM-31 rocket truck , so guess what ? Fight fire with fire ! Preferably something of similar caliber . Nebelwerfer 42 launch 6 rockets at a time , each of these 300 mm rocket contain mini nuke and will head to any direction of your choosing . Auf Wiedersehen !




23 Comments
kampfer91  [author] 1 hour ago 
Try the Moscow mission in earnest without resorting to cheesing and you gonna pull your hair cus Early Ger equipment is just that terrible against the like of T-34 and KV-1 . They do get improve over the next skirmishes though and you can fight most Soviet tanks without having to capture heavy arty or heavy tank control point .
hellboydaddywhat 1 hour ago 
How should the 'mission rating: hard-easy" be understood?
kampfer91  [author] 20 Jun @ 8:27pm 
Tthey are heavy AA gun so they pack less punch than AT gun of same caliber , plus KV-1 armor is just that good unless you have a good shot at lower plate or driver view port .
Moviematrix101 20 Jun @ 6:14pm 
Thanks for the guides listing all the doctrines.

I've been going through the skirmishes and the 88 feels so much weaker than in multiplayer?

Fortunately Defensive's LeFH starter is good enough to decrew KVs but I dread to imagine how offensive and irregular deal with them early game.
kampfer91  [author] 13 Jun @ 5:16am 
Updated , the dev did said they changed something in Moscow skirmish but i never got to find out what have changed cus they didn't specify it in the patch note .
aronthebaron 13 Jun @ 4:31am 
I noticed that the fallschirmjaegers in the battle of moscow defensive doctrine does not have have a rifle grenadier so i checked what uniits they have so you could update it. They have 2 mgs with 5 stars, 2 marksmen with 8 stars handling, 3 smgs with 5 stars, one recon with 5 stars, 3 riflemen with 5 stars and a sniper with 5 stars. :steamthumbsup:
kampfer91  [author] 20 May @ 8:21pm 
Or you can try to sneak cap the heavy arty zone without capturing anything else , it still a slog fest though .
zaigre777 20 May @ 9:37am 
Thnx for guide...playing Moscow skirmish on hard with offensive and all i have for fighting KV-1 and T 34's are those halftrack mounted 5cm,which dont align themselves to fire and cant survive anything...guess the irregular doctrine with 3 88's is the best one there
Chovid 24 Apr @ 2:54pm 
Amazing work. thank you very much very detailed. gave ya some points. :gohtiger::gohwehrmacht:
cheeseburger apocalypse 19 Jan @ 3:01pm 
ohh ok thhank you