Doctrines units in Germany Skirmishes .

Doctrines units in Germany Skirmishes .

NOTICE :

Mods may change your list of call-in unit . These are based on vanilla version .

Dev also will change the 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://steamcommunity.com/sharedfiles/filedetails/?id=2889608570

OVERVIEW :


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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 unit 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 regardless of what scenario you choose .

+ 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 regardless of what scenario you choose .

1-1 BATTLE OF MOSCOW - GENERAL CALL-IN :


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All doctrine share the same starting unit call-ins , there are some extra unit available to specific doctrines 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 riffle 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 .

: 2-man 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 rounds 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-man 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 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 .

1-2 BATTLE OF MOSCOW - ALL-ROUND :


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Special Call-in :

: Widely hated 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 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 45mm . 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 2cm 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-man squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in with Fog of war enabled .

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

: 12-man 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 destroy barred wire and mine detector for mine sweeping 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 2cm 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 inaccuracy . 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 76mm .

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

Medium Tank CP unlocks :

: Captured French tank , surprisingly tough for an early war tank . T-34 and 76mm do have a chance to penetrate it . 4.7 KwK 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 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 .

1-3 BATTLE OF MOSCOW - DEFENSIVE :


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

: 10-man elite Spanish squad with ok HP and 4-star weapon handling . Best suit for long range defense .

: 12-man elite paratrooper with very high HP and 6-freaking-star weapon handling right off the bat ! They are dressed to deal with all kind of threats . One is a rifle grenadier who use the same weapon as those from AT squad , meaning HEAT shell for unsuspecting light Tank . 2 guys carrying MG-42 and one is a Sniper . Jeez , it is like buying a single packet for 3 .

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 76mm .

: Infantry Gun is totally bonker and OP , they fire in an arc so nothing can retaliate except for 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 10cm 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 :

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

: Assault gun with short-barreled 7.5cm . 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 485m 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 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 :


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Special Call-in :

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

Starting Light Vehicles :

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

: 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 .

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 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 with Fog of war enabled .

: The elite of the elite 12-man 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 2cm 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 5cm 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 of 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 .

: 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 armor than medium tank . Still using the 3.7 cannon .

: Early version of Panzer 4 , terrible armor and armed with short-barreled 7.5cm 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 . 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 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 :


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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 2cm 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 with Fog of war enabled .

: 10-man special force 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 .

Support Weapon unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccuracy . 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 weapon is a 5cm Flak . If you think the normal 5cm 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 2.5cm 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 bounce while its 5cm can engage a wide variety of target except for heavy tank .

: 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 15cm 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 .

: The heaviest portable mortar in game , this mortar have more range than medium mortar while 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 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 :


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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 riffle 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 .

: 2-man 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 rounds 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-man 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 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 :


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Special Call-in :

: Widely hated 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 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 45mm . 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 2cm 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-man squad with low HP but excellent vision , carry an LMG for extra fire support . A must to call in with Fog of war enabled .

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

: 12-man 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 destroy barred wire and mine detector for mine sweeping 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 2cm 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 inaccuracy . 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 76mm .

: 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 5cm 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 . 5cm still ineffective vs T-34/76 frontally and is nothing but a scratch to KV-1 , both is quite common by late stage .

Heavy Tank CP unlocks :

Panzer 4 with short barreled 7.5cm 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 7.5cm 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 520m and relatively fast reload for a long range artillery .

Special CP unlocks :

: Bf-109 does a fast fly by while strafing 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 :


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

: 9-man 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-man 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 destroy barred wire and mine detector for mine sweeping 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 76mm .

: Infantry Gun is totally bonker and OP , they fire in an arc so nothing can retaliate except for 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 10cm 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 5cm 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 15cm infantry gun into 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 range , they only have HE round .

:The biggest artillery Germany can field ( not really , until you buy Scorched Earth DLC ) , have 485m 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 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 :


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Special Call-in :

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

Starting Light Vehicles :

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

: a 251 half-track with 5 pioneer , 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 .

: 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 .

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 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 with Fog of war 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 2cm 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 2cm 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 5cm 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 of 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 :

: 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 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 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 :


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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 2cm 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 :

: 10-man 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-man 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 inaccuracy . 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 37 is indispensable when fortifying your position .

: This chubby-looking weapon is a 5cm Flak . If you think the normal 5cm 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 5cm 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 15cm 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 .

: The heaviest portable mortar in game , this mortar have more range than medium mortar while 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 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 :


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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 riffle 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 .

: 2-man 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-man squad suited for long range , 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 :


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Special Call-in :

: Widely hated 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 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 45mm . 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 2cm 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 2.5cm cannon . Its main gun is not use for taking out light vehicles but instead sniping infantry with AP round .

Infantry CP unlocks :

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

: Panzergrenadier are 9-man squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG42 . 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 2cm 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 inaccuracy . 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 76mm .

: Get rid of infantry , destroy light tank and stun medium . Flak 37 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 5cm start to struggle vs upgraded T-34/76 and heavier 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 15cm 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 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 520m 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 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 :


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

: Panzergrenadier are 9-man squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG42 . Can potentially pump out a lot suppressive fire .

: 12 pioneer riding a 251 Half-track , this time they brought AT riffle along in addition to theirs flame thrower . Not that AT riffle 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 76mm .

: Infantry Gun is totally bonker and OP , they fire in an arc so nothing can retaliate except for 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 .

: Captured Soviet 12cm 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 7.5cm . 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 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 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 .

: 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 485m 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 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 :


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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 2cm 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 with Fog of war enabled .

: Panzergrenadier are 9-man squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG42 . Can potentially pump out a lot suppressive fire .

: 12-man 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 but having greater accuracy when firing at long range .

: 12-man 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 2cm 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 5cm 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 of 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 5cm start to struggle vs upgraded T-34/76 and heavier 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 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 . 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 tanks and even put a dent on heavy tank .

: This rocket artillery lob six 15cm 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 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 .


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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 ( 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 2cm 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 with Fog of war enabled .

: Panzergrenadier are 9-man squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG42 . Can potentially pump out a lot suppressive fire .

: 10-man 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 inaccuracy . 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 76mm .

: 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 37 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 2cm 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 5cm start to struggle vs upgraded T-34/76 and heavier 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 14mm 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 21cm 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 :


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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 riffle 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 .

: 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-man 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-man 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 :


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Special Call-in :

: Widely hated 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 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 45mm . 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 2cm 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 and MG only good for infantry and truck .

Infantry CP unlocks :

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

: 10-man 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 automatic weapon including 3 STG-44 . They have 1 marksman who have 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-man 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 skirmish .

Support Weapon CP unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccuracy . 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 37 is indispensable when fortifying your position .

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

: Opel truck carrying 2cm 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 5cm 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 enmass . 5cm 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 15cm 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 shells . 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 520m and relatively fast reload for a long range artillery .

: 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 .

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 :


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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 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 inaccuracy . 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 .

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

: 12-man 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-star 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 riffle because there is no accuracy drop with rapid fire , totally broken ! The two LMG42 using the 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 for 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 .

: Captured Soviet 12cm 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 5cm 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 7.5cm . 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 15cm 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 7.5cm have more penetration power than the Tiger 1 main gun . However IS-2 's 122mm and anything resembling the 100mm BS-3 will go through its . 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 21cm rockets to cause destruction over wide area.

: 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 .

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

Special CP unlocks :

: 200mm of armor and better 88 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 :


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Special Call in :

: Stug 3 Ausf G with armor skirt for better protection against HEAT and a slightly better 7.5cm . 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 2cm 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 cheese .

Infantry CP unlocks :

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

: Panzergrenadier are 9-man squad with questionable performance , stat wise they are identical to grenadier squad but lose 1 man in favor of carrying an extra LMG42 . Can potentially pump out a lot suppressive fire . Carry 3 Panzerfaust for faust the panzer .

: 12-man 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 2cm 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 5cm 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 of 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 :

: Hetzer is a bit underused and underrated in skirmish tbh , it have the same gun just like your starting Stug 3G and 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 the gun can easily cut through T-34/85s which are quite numerous and its small size plus slopped frontal armor give it some surprise bounce 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 .

: This rocket artillery lob five 21cm 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 , 182mm of 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 300mm rocket which will obliterate the Tiger 2 . Word can not describe how much people hate rocket truck in Multiplayer .

4-5 DOWNFALL - IRREGULAR :


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Special Call-in :

: The most expensive call-in at start of all scenario at a whopping 850 MP . It is a Flak 88 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 nade and AT launcher , no one think about using HE round ! The only thing that may have a chance to hit it is the AT riffle 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 2cm 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 with Fog of war enabled .

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

: 10-man Spec Op with acceptable HP and 5-star weapon handling . They bring quite a lot AT nade , especially the sticky AT nade . If the nade fail they still have 4 panzerfaust . Among them is a field engineer who can construct defensive structures like large foxhole , tanktrap , etc .

Support Weapon CP unlocks :

: Medium mortar is very disappointing in Gate of Hell , they are very inaccuracy . 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 76mm . Less useful due to the high amount of T-34/85 and IS tanks Soviet field .

: 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 37 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 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 14mm 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 7.5cm 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 300mm 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 .

: 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 300mm rocket contain mini nuke and will head to any direction of your choosing . Auf Wiedersehen !

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2892683384					

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