NOTICED :
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 units guide :
https://steamcommunity.com/sharedfiles/filedetails/?id=2889608570
+Germany Skirmishes units guide :
https://steamcommunity.com/sharedfiles/filedetails/?id=2892683384
+Finland Skirmishes unit guide : https://steamcommunity.com/sharedfiles/filedetails/?id=2895735438
Overviews :
In skirmishes battle , your goal is to capture 7 Control Points ( or CP for short ) . Aside from the last victory point , each CP you captured will unlock additional units for you to call in . Unit cost MP to buy , the more CP under your control the faster MP will accumulate . Destroy enemy vehicle also grant bonus MP . There are 4 category of unit : Infantry , Support , Vehicles and Tanks .
On top of those call-in are Special Call-in which can only be used in limited number so make it count .
To aid in your path to liberation , 4 doctrines are available to you , each have theirs own strength and weakness so plan your tactic accordingly . They may have many similar unit call-ins but there are units that you can only find in specific doctrine .
+ All-round : A well-rounded battlegroup . Special call-in is battery Signaller who can call down arty barrage .
+ Defensive : Focus more on advanced support weapons , Field engineer is available to build more advanced defensive emplacement . 3 105mm M2A1 light howitzers ready to be called into battle .
+ Offensive : Better vehicles and tanks to assault enemy position . Special call-in is limited edition tank .
+ Irregular : A weird doctrine that house some of the most devastating units , also flamethrower troop and commando is available yet required careful planning to make the most of them . Special call-in is 90mm M1A1 heavy AA .
1-1 Operation Cobra - General Call-in :
All the doctrine share the same starting units , there are some extra units available to specific doctrines so it won't be included here .
Infantry :
: Medic main task is to revive infantry in bleeding state so keep your medic safe , he have 2 smoke grenades and a pistol so considering pick up a rifle for self-defense . Medic can set up medical tent to re-supply bandage for your troop .
: 4 tank-crew men ready to commandeer any German vehicle you managed to capture and repair , theirs special perk let them repair vehicle faster than your average infantry .
: 2 rifle men armed with M1 carbine , use them to man any captured support weapons . Usually field guns required 4 members to be efficient .
: 2 Vet 3 AT squad for fighting off vehicle , M1A1 bazooka is meh , sometime Panzer just brush it off like nothing but they can fire the war crime Willy Pete round , or White Phosphorous , which not only produce heck load of smoke but also but also burn infantry and vehicle alike . Only the Assistant guy carry that so be sure to rob it from him ASAP .
: Sniper rain death from afar with his trusty scoped Springfield , he have better stealth capability so you can sneak around and even take the entire CP with some lucks .
: Officer scout the battlefield with his binocular and reveal hidden infantry in the bushes .He have both normal smoke nade and White Phosphorous nade so watch out which nade you are going to throw at your troop .
: USA rifle squad is the strongest mainline squad in the game and that statement is underselling them . M1 Garand being semi-automatic let them rain down bullet onto enemy position and even beat other nation 's infantry at close range combat . They don't use LMG like German or Soviet , instead opt for BAR which act more like assault riffle than anything . 2 grenadiers in the squad who can lob HE , HEAT and White Phosphorous to dislodge enemy position and vehicle , and did i just say White Phosphorous ? Because Rifle Infantry also issue with WP smoke nade .
Support Weapons :
: 2 artillery-men carrying supply crate which should be use for re-supplying small-arm and medium field gun , after placing the crate you can use those 2 for whatever you want them to do .
: Medium MG to provide cover fire for your troop . Need both gunner to move it . Being .30 cal they already hit a bit harder than other nation counterpart but one wise man said there is always bigger fish .
: Yep this is the one true HMG to rule them all , .50 cal will punch through infantries and penetrate light vehicle behind them . It is so damn good that Soviet player keep stealing theirs own stock .
Light Vehicles :
: Refuel your tanks with this truck .
: Re-supply your big guns with this truck .
1-2 Operation Cobra - All Round :
Special Call-in :
: Forward Observer authorized to call down 105 barrage onto enemy position to destroy enemy support weapon and infantries . Well actually anyone can use his flare gun to do just that so be sure to loot his gun if he is ded and do not combine flare gun ammo with the one from the new signaller guy . Flare gun only have range of 70 m so use it behind hill / cover or under smoke coverage . Limit to 5 .
Starting Support Weapons :
: Meh Light AT gun for tackling armored car or destroy tank track , terrible choice vs medium Panzer .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: M2 Halftrack may have less armor than German's but it make up for having more dakka , 1 50cal and 2 30cal side by side . You can even dismount those gun and use them on foot , making it unnecessary to buy tripod version of those gun .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: For extra 100 MP you get to buy riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka which have more penetration than the one using by AT squad .
: The big mean fighting machine , long range 10 men elite squad who have the most HP and gun handling out of any US squad , they have a lot grenade and M7 light anti-tank mine which can be thrown like normal AT nade .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: Meat Grinder , or so they said , this half track mounted a quad .50cal capable of raining a torrent of lead and terror onto enemy infantry formation .
Medium Tank CP unlocks :
: The workhorse of US armor division , M4A3 have all they need to fight off soft targets , from it short 7.5 , 2 30cal , 1 50cal to White Phosphorous round . But just about any late war German tank can sneeze at it and then blow it up .
: M10 is a medium tank destroyer with no armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
Heavy Tank CP unlocks :
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
: Sherman tank with longer 7.5 for better anti-tank capability but mostly to be used against Panzer 4 , heavy tanks won't even feel a thing . They trade theirs WP round for that gun . Fortunately you can activate smoke canister for a clear get-away .
Heavy Artillery CP unlocks :
: 105 M3 is a pocket howitzer and having lowest range of all USA arty ( 320 m ) , but can fire HE shell for destroying fortification , WP shell to burn stuffs and HEAT to use in a pinch against tank . Towed by a Jeep .
: The same 105 with the same arty round selection , this one though , do land theirs strike faster than M3 version and longer range ( 360 m )
: Self-propelled arty armed with 155mm cannon , 465m range with big blast , on top of being mobile to dodge counter battery , they even have WP shell and AP shell for direct fire . M12 ammo reserve however is extremely low , along with horrible accuracy .
Special CP unlock :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
1-3 Operation Cobra - Defensive :
Special Call-in :
: Medium field arty with lowest range of 360 m and slower rof compare to German leFH 105 yet quite unusual good accuracy .They have White Phosphorous round to smoke the entire strike zone and make bacon out of it . Limit to 3 .
Starting Support Weapons :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Starting Light Vehicles :
: a CCKW - 352 truck with 2 field engineers who can build defensive structures . Inside the truck there are TNT , anti-personnel mine and Anti-tank mine . The truck itself will resupply tools used by the engineer / repair kits inside vehicle . The truck supply bar actually do refill itself over time but at a snail pace , heck even snail faster than that .
: A half track carrying a mortar team to provide mobile light bombardment support . 81mm mortar is bad , have limited cone of fire but they still bring theirs bigger HE round and White Phosphorous round .
Infantry CP unlocks : :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Vet squad is riffle squad but at Vet 5 and have both M9A1 Bazooka and Riffle grenade . A great all-round squad that can deal with many threats . Heck they are cheaper than normal riffle squad . What a great buy .
: Engineer squad have same stat as riffle squad but they have M1A1 Bazooka ( which is actually weak for a rocket launcher ) and the ability to plant mines / build defensive emplacement .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: Long range howitzer this early , sure why not ? It also a bit cheaper than M2A1 but have the same shells and shorter range of 320 m . Come with a free Jeep .
: Heavy mortar deliver a big pay load over a long distance , more than that of 81mm mortar and they do it even faster than arty . If normal HE shell run out , you still can throw White Phosphorous to finish the touch .
Medium Tank CP unlocks :
: M8 Scott , despite being labelled as Self-propelled Howitzer , is just a light tank with a derp 75mm gun that fire in a straight line . Mainly using HE and WP round to support infantry while HEAT is for emergency use against vehicle . Shorter range than most AT gun .
: Welp , don't be fooled by that " Late " tag , it is your basic Sherman tank with short 7.5 . Enemy Panzer will destroy it without breaking a sweat while it struggle to pen even Panzer 3 . You still can get away by firing that WP round to block line of sight .
Heavy Tank CP unlocks :
: M10 is a medium tank destroyer with light armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
: Priest Self Propelled Arty provide rapid heavy fire support with 105 howitzer and can ward off infantry at close range with .50cal .
Heavy Artillery CP unlocks :
: 90 mm is one of the few gun that can penetrate German heavy tank frontal armor . Come with a M3A1 for fast transport .
: USA standard heavy artillery gun with 505 range and the ability to fire White Phosphorous smoke round and APHE-BC for combat against vehicle .
: 8in Howitzer lob a mini nuke onto target zone and obliterate everything near it , have range of 420m .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
1- 4 Operation Cobra - Offensive :
Special Call-in :
: Basic Sherman tank that can easily capture early CP but lose its effectiveness quickly when enemy Panzer arrive . Also prone to explode if got panzerfausted by Panzergrenadier hiding in the bushes . Limited to 3 .
Starting Support Weapons :
: Not the smallest mortar you have ever fielded , that title belong to Finnish 50mm . Fire very fast but small AoE so rarely it manage to kill someone , you always have the option to use White Phosphorous to burn the town .
Starting Light Vehicles :
: Riffle squad riding a M3 Half track for faster transition to the front line , they have M1A1 Bazooka with them . Honestly just buy this and dun bother with the normal squad . You can even dismount the .30cal to add more firepower to the squad . There are 20 anti-tank mine in the Halftrack too if you think you have time to plant them .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
: Halftrack housing a turret that also housing 3.7cm medium AA and .50cal . The turret can rotate 360 degree allowing the gun to rain death on infantry and destroy light vehicle .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Glider troops are assault squad with good HP and 5-star weapon handling . they have same equipment as heavy riffle squad ( 2 BARs , 1 Bazooka ) but can plant weak AT mine .
: For extra 100 MP you get to buy riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka which have more penetration than the one using by AT squad .
Support Weapons CP unlocks :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Medium Tank CP unlocks :
: No , your eyes don't have problem , you literally just unlock what you already have from the start but no longer limit to 3 . I guess the dev made a mistake or intentionally doing this .
: M10 is a medium tank destroyer with no armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
Heavy Tank CP unlocks :
: If small gun not work , use bigger gun . This Sherman have 105 howitzer as it main cannon giving it the ability to stun and eventually decrew Panther tank , heck its HEAT round can even break the turret .
: M4A3 with improved 7.62 cannon for better penetration , not by much though as it still fail to beat heavy tank armor . M4A3 can launch smoke canister to run away and also can load normal ( not the war-crime ) smoke shell to help the infantry .
Heavy Artillery CP unlocks :
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
1-5 Operation Cobra - Irregular :
Special Call-in :
: One of the few guns that can reliably penetrate the frontal armor of heavy tanks . Big profile and don't have gun shield . Come with a free Half-track . Limit to 3 .
Starting Infantry :
: Channel your inner arsonist and burn down the entire hedge , bushes and forest to flush out hidden infantry . Flamer can also destroy vehicles by spraying fire at the engine compartment .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
Starting Tank :
: Fast and small , Stuart light tank can hunt infantry while dodging shots from big tanks . 3.7 can only damage Panzer 4 from the side so brush off your driving skill .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Airborne squad only have 8 men , but that is because they have very high HP and 6-star weapon handling , they also armed with more rapid fire weapon like Thompson , Carbine and M1919A6 LMG . They can plant mine and have 1 TNT . Pound for pound they will beat even Fals which is an achievement unless the German run back to theirs tank . Shame these guys don't have Bazooka .
:Commando squad with high HP and 5-star weapon handling . War is not a stroll in the park so they bring 18 light anti-tank mines , 6 TNTs , M1A1 Bazooka and even managed to convince a Medic to join theirs little adventure . Theirs special perk let them hide better and force the enemy to come closer to be able to spot them , making them very good at ambushing unsuspecting vehicles .
Support Weapons CP Unlocks :
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: Pack Howitzer act more like tradition AT gun than infantry gun , it shoot in a straight line but longer range . Best use to demolish emplacement with HE , HEAT round can delete Panzer 4 and White Phosphorous to kill both infantry and vehicle .
Medium Tank CP Unlocks :
: A M4A3 Sherman tank replace its hull MG with a flame thrower to burn everything at close range and retain the ability to burn thing at long range with White Phosphorous . It can also deploy smoke wall from its canister to mask it position or blind the enemy . Truly arsonist best friend .
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
Heavy Tank CP Unlocks :
: Sherman tank with longer 7.5 for better anti-tank capability but mostly to be used against Panzer 4 , heavy tanks won't even feel a thing . They trade theirs WP round for that gun . Fortunately you can activate smoke canister for a clear get-away .
: If small gun not work , use bigger gun . This Sherman have 105 howitzer as it main cannon giving it the ability to stun and eventually decrew Panther tank , heck its HEAT round can even break the turret .
Heavy Artillery CP Unlocks :
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: 4.5 M1 is an odd ball among all field gun USA deployed , it only have HE shell with small AoE but long range ( 460 m ) .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
2-1 Falaise Pocket - General Call In :
Infantry :
: Medic main task is to revive infantry in bleeding state so keep your medic safe , he have 2 smoke grenade and a pistol so considering pick up a rifle for self-defense . Medic can set up medical tent to re-supply bandage for your troop .
: 4 tank-crew men ready to commandeer any German vehicle you managed to capture and repair , theirs special perk let them repair vehicle faster than your average infantry .
: 2 rifle men armed with M1 carbine , use them to man any captured support weapons . Usually field guns required 4 members to be efficient .
: 2 Vet 3 AT squad for fighting off vehicle , M1A1 bazooka is meh , sometime Panzer just brush it off like nothing but they can fire the war crime Willy Pete round , or White Phosphorous , which not only produce heck load of smoke but also but also burn infantry and vehicle alike . Only the Assistant guy carry that so be sure to rob it from him ASAP .
: Sniper rain death from afar with his trusty scoped Springfield , he have better stealth capability so you can sneak around and even take the entire CP with some lucks .
: Officer scout the battlefield with his binocular and reveal hidden infantry in the bushes . He have both normal smoke nade and White Phosphorous nade so watch out which nade you are going to throw at your troop .
: USA rifle squad is the strongest mainline squad in the game and that statement is underselling them . M1 Garand being semi-automatic let them rain down bullet on enemy position and even beat other nation 's infantry at close range combat . They don't use LMG like German or Soviet , instead opt for BAR which act more like assault riffle than anything . 2 grenadiers in the squad who can lob HE , HEAT and White Phosphorous to dislodge enemy position and vehicle , and did i just say White Phosphorous ? Because Rifle Infantry also issue with WP smoke nade .
Support Weapons :
: 2 artillery-men carrying supply crate which should be use for re-supplying small-arm and medium field gun , after placing the crate you can use those 2 for whatever you want them to do .
: Medium MG to provide cover fire for your troop . Need both gunner to move it . Being .30 cal they already hit a bit harder than other nation counterpart but one wise man said there is always bigger fish .
: Yep this is the one true HMG to rule them all , .50 cal will punch through infantries and penetrate light vehicle behind them . It is so damn good that Soviet player keep stealing theirs own stock .
Light Vehicles :
: Refuel your tanks with this truck .
: Re-supply your big guns with this truck .
2-2 Falaise Pocket - All Round :
Special Call-in :
: Forward Observer authorized to call down 105 barrage onto enemy position to destroy enemy support weapon and infantries . Well actually anyone can use his flare gun to do just that so be sure to loot his gun if he is ded and do not combine flare gun ammo with the one from the new signaller guy . Flare gun only have range of 70 m so use it behind hill / cover or under smoke coverage . Limit to 5 .
Starting Support Weapons :
: Meh Light AT gun for tackling armored car or destroy tank track , terrible choice vs medium Panzer .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: M2 Halftrack may have less armor than German's but it make up for having more dakka , 1 50cal and 2 30cal side by side . You can even dismount those gun and use them on foot , making it unnecessary to buy tripod version of those gun .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: For extra 100 MP you get to buy riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka which have more penetration than the one using by AT squad .
: The big mean fighting machine , long range 10 men elite squad who have the most HP and gun handling out of any US squad , they have a lot grenade and M7 light anti-tank mine which can be thrown like normal AT nade .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: Meat Grinder , or so they said , this half track mounted a quad .50cal capable of raining a torrent of lead and terror onto enemy infantry formation .
Medium Tank CP unlocks :
: The workhorse of US armor division , M4A3 have all they need to fight off soft targets , from it short 7.5 , 2 30cal , 1 50cal to White Phosphorous round . But just about any late war German tank can sneeze at it and then blow it up .
: M10 is a medium tank destroyer with no armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
Heavy Tank CP unlocks :
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
: Sherman tank with longer 7.5 for better anti-tank capability but mostly to be used against Panzer 4 , heavy tanks won't even feel a thing . They trade theirs WP round for that gun . Fortunately you can activate smoke canister for a clear get-away .
Heavy Artillery CP unlocks :
: 105 M3 is a pocket howitzer and having lowest range of all USA arty ( 320 m ) , but can fire HE shell for destroying fortification , WP shell to burn stuffs and HEAT to use in a pinch against tank . Towed by a Jeep .
: The same 105 with the arty round selection , this one though , do land theirs strike faster than M3 version and longer range of 360 m .
: Self-propelled arty armed with 155mm cannon , 465m range with big blast , on top of being mobile to dodge counter battery , they even have WP shell and AP shell for direct fire . M12 ammo reserve however is extremely low , along with horrible accuracy .
Special CP unlock :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
2-3 Falaise Pocket - Defensive :
Special Call-in :
: Medium field arty with lowest range of 360 m and slower rof compare to German leFH 105 yet quite unusual good accuracy .They have White Phosphorous round to smoke the entire strike zone and make bacon out of it . Limit to 3 .
Starting Support Weapons :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Starting Light Vehicles :
: a CCKW - 352 truck with 2 field engineers who can build defensive structures . Inside the truck there are TNT , anti-personnel mine and Anti-tank mine . The truck itself will resupply tools used by the engineer / repair kits inside vehicle . The truck supply bar actually do refill itself over time but at a snail pace , heck even snail faster than that .
: A half track carrying a mortar team to provide mobile light bombardment support . 81mm mortar is bad , have limited cone of fire but they still bring theirs bigger HE round and White Phosphorous round .
Infantry CP unlocks : :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Vet squad is riffle squad but at Vet 5 and have both M9A1 Bazooka and Riffle grenade . A great all-round squad that can deal with many threats . Heck they are cheaper than normal riffle squad . What a great buy .
: Engineer squad have same stat as riffle squad but they have M1A1 Bazooka ( which is actually weak for a rocket launcher ) and the ability to plant mines / build defensive emplacement .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: Long range pocket howitzer this early , sure why not ? It also a bit cheaper than M2A1 and shorter range ( 320 m ) but have the same shells selection . Come with a free jeep .
: Heavy mortar deliver a big pay load over a long distance , more than that of 81mm mortar and they do it even faster than arty . If normal HE shell run out , you still can throw White Phosphorous to finish the touch .
Medium Tank CP unlocks :
: M8 Scott , despite being labelled as Self-propelled Howitzer , is just a light tank with a derp 75mm gun that fire in a straight line . Mainly using HE and WP round to support infantry while HEAT is for emergency use against vehicle . Shorter range than most AT gun .
: Welp , don't be fooled by that " Late " tag , it is your basic Sherman tank with short 7.5 . Enemy Panzer will destroy it without breaking a sweat while it struggle to pen even Panzer 3 . You still can get away by firing that WP round to block line of sight .
Heavy Tank CP unlocks :
: M10 is a medium tank destroyer with light armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
: Priest Self Propelled Arty provide rapid heavy fire support with 105 howitzer and can ward off infantry at close range with .50cal .
Heavy Artillery CP unlocks :
: 90 mm is one of the few gun that can penetrate German heavy tank frontal armor . Come with a M3A1 for fast transport .
: USA standard heavy artillery gun with 505 range and the ability to fire White Phosphorous smoke round and APHE-BC for combat against vehicle .
: 8in Howitzer lob a mini nuke onto target zone and obliterate everything near it , have range of 420m .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
2-4 Falaise Pocket - Offensive :
Special Call-in :
: Basic Sherman tank that can easily capture early CP but lose its effectiveness quickly when enemy Panzer arrive . Limited to 3 .
Starting Support Weapons :
: Not the smallest mortar you have ever fielded , that title belong to Finnish 50mm . Fire very fast but small AoE so rarely it manage to kill someone , you always have the option to use White Phosphorous to burn the town .
Starting Light Vehicles :
: Riffle squad riding a M3 Half track for faster transition to the front line , they have M1A1 Bazooka with them . Honestly just buy this and dun bother with the normal squad . You can even dismount the .30cal to add more firepower to the squad . There are 20 anti-tank mine in the Halftrack too if you think you have time to plant them .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
: Halftrack housing a turret that also housing 3.7cm medium AA and .50cal . The turret can rotate 360 degree allowing the gun to rain death on infantry and destroy light vehicle .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Glider troops are assault squad with good HP and 5-star weapon handling . they have same equipment as heavy riffle squad ( 2 BARs , 1 Bazooka ) but can plant weak AT mine .
: For extra 100 MP you get to buy heavily armed riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka which have more penetration than the one using by AT squad .
Support Weapons CP unlocks :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Medium Tank CP unlocks :
: No , your eyes don't have problem , you literally just unlock what you already have from the start but no longer limit to 3 . I guess the dev made a mistake or intentionally doing this .
: M10 is a medium tank destroyer with no armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
Heavy Tank CP unlocks :
: If small gun not work , use bigger gun . This Sherman have 105 howitzer as it main cannon giving it the ability to stun and eventually decrew Panther tank , heck its HEAT round can even break the turret .
: M4A3 with improved 7.62 cannon for better penetration , not by much though as it still fail to beat heavy tank armor . M4A3 can launch smoke canister to run away and also can load normal ( not the war-crime ) smoke shell to help the infantry .
Heavy Artillery CP unlocks :
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
2-5 Falaise Pocket - Irregular
Special Call-in :
: One of the few guns that can reliably penetrate the frontal armor of heavy tanks . Big profile and don't have gun shield . Come with a free Half-track . Limit to 3 .
Starting Infantry :
: Channel your inner arsonist and burn down the entire hedge , bushes and forest to flush out hidden infantry . Flamer can also destroy vehicles by spraying fire at the engine compartment .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
Starting Tank :
: Fast and small , Stuart light tank can hunt infantry while dodging shots from big tanks . 3.7 can only damage Panzer 4 from the side so brush off your driving skill .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Airborne squad only have 8 men , but that is because they have very high HP and 6-star weapon handling , they also armed with more rapid fire weapon like Thompson , Carbine and M1919A6 LMG . They can plant mine and have 1 TNT . Pound for pound they will beat even Fals which is an achievement unless the German run back to theirs tank . Shame these guys don't have Bazooka .
: Commando with high HP and 5-star weapon handling . War is not a stroll in the park so they bring 18 light anti-tank mines , 6 TNTs , M9A1 Bazooka and even managed to convince a Medic to join theirs little adventure . Theirs special perk let them hide better and force the enemy to come closer to be able to spot them , making them very good at ambushing unsuspecting vehicles .
Support Weapons CP Unlocks :
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: Pack Howitzer act more like tradition AT gun than infantry gun , it shoot in a straight line but longer range . Best use to demolish emplacement with HE , HEAT round can delete Panzer 4 and White Phosphorous to kill both infantry and vehicle .
Medium Tank CP Unlocks :
: A M4A3 Sherman tank replace its hull MG with a flame thrower to burn everything at close range and retain the ability to burn thing at long range with White Phosphorous . It can also deploy smoke wall from its canister to mask it position or blind the enemy . Truly arsonist best friend .
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
Heavy Tank CP Unlocks :
: Sherman tank with longer 7.6 for better anti-tank capability but mostly to be used against Panzer 4 , heavy tanks won't even feel a thing . They trade theirs WP round for that gun . Fortunately you can activate smoke canister for a clear get-away .
: If small gun not work , use bigger gun . This Sherman have 105 howitzer as it main cannon giving it the ability to stun and eventually decrew Panther tank , heck its HEAT round can even break the turret .
Heavy Artillery CP Unlocks :
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: 4.5 M1 is an odd ball among all field gun USA deployed , it only have HE shell with small AoE but long range ( 460 m ) .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
3-1 Battle Of Hurtgen Forest - General Call-in :
Infantry :
: Medic main task is to revive infantry in bleeding state so keep your medic safe , he have 2 smoke grenade and a pistol so considering pick up a rifle for self-defense . Medic can set up medical tent to re-supply bandage for your troop .
: 4 tank-crew men ready to commandeer any German vehicle you managed to capture and repair , theirs special perk let them repair vehicle faster than your average infantry .
: 2 rifle men armed with M1 carbine , use them to man any captured support weapons . Usually field guns required 4 members to be efficient .
: Anti Tank squad use new version of Bazooka , M9A1 , which have its performance increased a lot and a few of these can knock Tiger tank out . The guy with the launcher now keep the WP shell . However it may be better to switch to Panzershreck if you ever spot one as they are much more stronger than Bazooka ( wink wink German finest ) .
: Sniper rain death from afar with his trusty scoped Springfield , he have better stealth capability so you can sneak around and even take the entire CP with some lucks .
: Officer scout the battlefield with his binocular and reveal hidden infantry in the bushes . He have both normal smoke nade and White Phosphorous nade so watch out which nade you are going to throw at your troop .
: USA rifle squad is the strongest mainline squad in the game and that statement is underselling them . M1 Garand being semi-automatic let them rain down bullet onto enemy position and even beat other nation 's infantry at close range combat . They don't use LMG like German or Soviet , instead opt for BAR which act more like assault riffle than anything . 2 grenadiers in the squad who can lob HE , HEAT and White Phosphorous to dislodge enemy position and vehicle , and did i just say White Phosphorous ? Because Rifle Infantry also issue with WP smoke nade .
Support Weapons :
: 2 artillery-men carrying supply crate which should be use for re-supplying small-arm and medium field gun , after placing the crate you can use those 2 for whatever you want them to do .
: Medium MG to provide cover fire for your troop . Need both gunner to move it . Being .30 cal they already hit a bit harder than other nation counterpart but one wise man said there is always bigger fish .
: Yep this is the one true HMG to rule them all , .50 cal will punch through infantries and penetrate light vehicle behind them . It is so damn good that Soviet player keep stealing theirs own stock .
Light Vehicles :
: Refuel your tanks with this truck .
: Re-supply your big guns with this truck .
3-2 Battle Of Hurtgen Forest - All Round :
Special Call-in :
: This guy is more dangerous than all the arty signaller you have ever used , he can call down a barrage of 6 203mm arty strikes which is a huge deal as it can destroy tank on direct hit , though less coverage than the 105 barrage . Loot his flare gun and ammo if he is ded and don't combine them with the flare ammo pool from the new signaller .
Starting Support Weapons :
: Meh Light AT gun for tackling armored car or destroy tank track , terrible choice vs medium Panzer .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: M2 Halftrack may have less armor than German's but it make up for having more dakka , 1 50cal and 2 30cal side by side . You can even dismount those gun and use them on foot , making it unnecessary to buy tripod version of those gun .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: For extra 100 MP you get to buy riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka which have more penetration than the one using by AT squad .
: The big mean fighting machine , long range 10 men elite squad who have the most HP and gun handling out of any US squad , they have a lot grenade and M7 light anti-tank mine which can be thrown like normal AT nade .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: Meat Grinder , or so they said , this half track mounted a quad .50cal capable of raining a torrent of lead and terror onto enemy infantry formation .
Medium Tank CP unlocks :
: The workhorse of US armor division , M4A3 have all they need to fight off soft targets , from it short 7.5 , 2 30cal , 1 50cal to White Phosphorous round . But just about any late war German tank can sneeze at it and then blow it up .
: M10 is a medium tank destroyer with no armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
Heavy Tank CP unlocks :
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
: M4A3 with improved 7.62 cannon for better penetration , not by much though as it still fail to beat heavy tank armor . M4A3 can launch smoke canister to run away and also can load normal ( not the war-crime ) smoke shell to help the infantry .
Heavy Artillery CP unlocks :
: 105 M3 is a pocket howitzer and having lowest range of all USA arty ( 320 m ) , but can fire HE shell for destroying fortification , WP shell to burn stuffs and HEAT to use in a pinch against tank . Towed by a Jeep .
: The same 105 with the arty round selection , this one though , do land theirs strike faster than M3 version a longer range of 360 m .
: Self-propelled arty armed with 155mm cannon , 465m range with big blast , on top of being mobile to dodge counter battery , they even have WP shell and AP shell for direct fire . M12 ammo reserve however is extremely low , along with horrible accuracy .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
3-3 Battle Of Hurtgen Forest - Defensive :
Special Call-in :
: Medium field arty with lowest range of 360 m and slower rof compare to German leFH 105 yet quite unusual good accuracy .They have White Phosphorous round to smoke the entire strike zone and make bacon out of it . Limit to 3 .
Starting Support Weapons :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Starting Light Vehicles :
: a CCKW - 352 truck with 2 field engineers who can build defensive structures . Inside the truck there are TNT , anti-personnel mine and Anti-tank mine . The truck itself will resupply tools used by the engineer / repair kits inside vehicle . The truck supply bar actually do refill itself over time but at a snail pace , heck even snail faster than that .
: A half track carrying a mortar team to provide mobile light bombardment support . 81mm mortar is bad , have limited cone of fire but they still bring theirs bigger HE round and White Phosphorous round .
Infantry CP unlocks : :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Vet squad is riffle squad but at Vet 5 and have both M9A1 Bazooka and Riffle grenade . A great all-round squad that can deal with many threats . Heck they are cheaper than normal riffle squad . What a great buy .
: Engineer squad have same stat as riffle squad but they have M9A1 Bazooka and the ability to plant mines / build defensive emplacement .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: Long range howitzer this early , sure why not ? It also a bit cheaper than M2A1 but have the same shells . Quite small for a arty and being towed by a armed Jeep . Lowest range in USA arty arsenal ( 320m )
: Heavy mortar deliver a big pay load over a long distance , more than that of 81mm mortar and they do it even faster than arty . If normal HE shell run out , you still can throw White Phosphorous to finish the touch .
Medium Tank CP unlocks :
: M8 Scott , despite being labelled as Self-propelled Howitzer , is just a light tank with a derp 75mm gun that fire in a straight line . Mainly using HE and WP round to support infantry while HEAT is for emergency use against vehicle . Shorter range than most AT gun .
: It is like a M4A1 but different looks and one big white star at the front to act as a Bull-eyes target for German tank . This version haven't gotten access to smoke canister unlike his 75W cousin so engage tanks at your own digress .
Heavy Tank CP unlocks :
: M10 is a medium tank destroyer with light armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
: Priest Self Propelled Arty provide rapid heavy fire support with 105 howitzer and can ward off infantry at close range with .50cal .
Heavy Artillery CP unlocks :
: 90 mm is one of the few gun that can penetrate German heavy tank frontal armor . Big profile and lack of gun shield . Come with a M3A1 for fast transport .
: USA standard heavy artillery gun with 505 range and the ability to fire White Phosphorous smoke round and APHE-BC for combat against vehicle .
: 8in Howitzer lob a mini nuke onto target zone and obliterate everything near it , have range of 420m .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
3-4 Battle Of Hurtgen Forest - Offensive :
Special Call-in :
: Basic Sherman tank with different looks and armed with a general-purpose short barreled 7.5 which is strong versus soft target but have harder time penetrate Panzer plus it only have 18 APCBC-HEs . Having a tank at the beginning is a huge advantage and make sure you watch its flank or else some sneaky Panzershreck troop will blow it up . Limit to 3 .
Starting Support Weapons :
: Not the smallest mortar you have ever fielded , that title belong to Finnish 50mm . Fire very fast but small AoE so rarely it manage to kill someone , you always have the option to use White Phosphorous to burn the town .
Starting Light Vehicles :
: Riffle squad riding a M3 Half track for faster transition to the front line , they have M9A1 Bazooka with them . Honestly just buy this and dun bother with the normal squad . You can even dismount the .30cal to add more firepower to the squad . There are 20 anti-tank mine in the Halftrack too if you think you have time to plant them .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
: Halftrack housing a turret that also housing 3.7cm medium AA and .50cal . The turret can rotate 360 degree allowing the gun to rain death on infantry and destroy light vehicle .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Glider troops are assault squad with good HP and 5-star weapon handling . they have same equipment as heavy riffle squad ( 2 BARs , 1 Bazooka ) but can plant weak AT mine .
: For extra 100 MP you get to buy more heavily armed riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka .
Support Weapons CP unlocks :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Medium Tank CP Unlocks :
: M10 is a medium tank destroyer with light armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
: HVSS nearly have double armor that of a normal M4A3 and combined with sloped armor meaning they can now bounce some shots from 7.5 cm Pak 40 and then retaliate with vengeance using theirs 105 howitzer .
Heavy Tank CP Unlocks :
: M4A3 with improved 7.62 cannon for better penetration , not by much though as it still fail to beat heavy tank armor . M4A3 can launch smoke canister to run away and also can load normal ( not the war-crime ) smoke shell to help the infantry .
: USA finally understand what Tank should be able to do and not just instantly explode like unlimited fireworks . Jumbo have extra frontal armor and even more armor on turret . They are basically immune to Flak 88 . Now they can tank but eh forget about dishing out real damage as they still using the general-purposed short 7.5 cm . There are 4 things that can smack a Jumbo though , those are King Tiger , Jagpanther , Jagtiger and 8.8 Pak 43 . The first 3 you probably won't see but the Pak 43 will appear in Hard mode and above .
Heavy Artillery CP unlocks :
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks .
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
3-5 Battle Of Hurtgen Forest - Irregular :
Special Call-in :
: One of the few guns that can reliably penetrate the frontal armor of heavy tanks . Big profile and don't have gun shield . Come with a free Half-track . Limit to 3 .
Starting Infantry :
: Channel your inner arsonist and burn down the entire hedge , bushes and forest to flush out hidden infantry . Flamer can also destroy vehicles by spraying fire at the engine compartment .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
Starting Tank :
: Fast and small , Stuart light tank can hunt infantry while dodging shots from big tanks . 3.7 can only damage Panzer 4 from the side so brush off your driving skill .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Airborne squad only have 8 men , but that is because they have very high HP and 6-star weapon handling , they also armed with more rapid fire weapon like Thompson , Carbine and M1919A6 LMG . They can plant mine and have 1 TNT . Pound for pound they will beat even Fals which is an achievement unless the German run back to theirs tank . Shame these guys don't have Bazooka .
: Commando squad with high HP and 5-star weapon handling . War is not a stroll in the park so they bring 18 light anti-tank mines , 6 TNTs , M9A1 Bazooka and even managed to convince a Medic to join theirs little adventure . Theirs special perk let them hide better and force the enemy to come closer to be able to spot them , making them very good at ambushing unsuspecting vehicles .
Support Weapons CP Unlocks :
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: Pack Howitzer act more like tradition AT gun than infantry gun , it shoot in a straight line but longer range . Best use to demolish emplacement with HE , HEAT round can delete Panzer 4 and White Phosphorous to kill both infantry and vehicle .
Medium Tank CP Unlocks :
: A M4A3 Sherman tank replace its hull MG with a flame thrower to burn everything at close range and retain the ability to burn thing at long range with White Phosphorous . It can also deploy smoke wall from its canister to mask it position or blind the enemy . Truly arsonist best friend .
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
Heavy Tank CP Unlocks :
: Sherman tank with longer 7.6 for better anti-tank capability but mostly to be used against Panzer 4 , heavy tanks won't even feel a thing . They trade theirs WP round for that gun . Fortunately you can activate smoke canister for a clear get-away .
: If small gun not work , use bigger gun . This Sherman have 105 howitzer as it main cannon giving it the ability to stun and eventually decrew Panther tank , heck its HEAT round can even break the turret .
Heavy Artillery CP Unlocks :
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: 4.5 M1 is an odd ball among all field gun USA deployed , it only have HE shell with small AoE but long range ( 460 m ) .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
4-1 Battle Of The Bulge - General Call In :
Infantry :
: Medic main task is to revive infantry in bleeding state so keep your medic safe , he have 2 smoke grenade and a pistol so considering pick up a rifle for self-defense . Medic can set up medical tent to re-supply bandage for your troop .
: 4 tank-crew men ready to commandeer any German vehicle you managed to capture and repair , theirs special perk let them repair vehicle faster than your average infantry .
: 2 rifle men armed with M1 carbine , use them to man any captured support weapons . Usually field guns required 4 members to be efficient .
: Anti Tank squad use new version of Bazooka , M9A1 , which have its performance increased a lot and a few of these can knock Tiger tank out . The guy with the launcher now keep the WP shell . However it may be better to switch to Panzershreck if you ever spot one as they are much more stronger than Bazooka ( wink wink German finest ) .
: Sniper rain death from afar with his trusty scoped Springfield , he have better stealth capability so you can sneak around and even take the entire CP with some lucks .
: Officer scout the battlefield with his binocular and reveal hidden infantry in the bushes . He have both normal smoke nade and White Phosphorous nade so watch out which nade you are going to throw at your troop .
: USA rifle squad is the strongest mainline squad in the game and that statement is underselling them . M1 Garand being semi-automatic let them rain down bullet on enemy position and even beat other nation 's infantry at close range combat . They don't use LMG like German or Soviet , instead opt for BAR which act more like assault riffle than anything . 2 grenadiers in the squad who can lob HE , HEAT and White Phosphorous to dislodge enemy position and vehicle , and did i just say White Phosphorous ? Because Rifle Infantry also issue with WP smoke nade .
Support Weapons :
: 2 artillery-men carrying supply crate which should be use for re-supplying small-arm and medium field gun , after placing the crate you can use those 2 for whatever you want them to do .
: Medium MG to provide cover fire for your troop . Need both gunner to move it . Being .30 cal they already hit a bit harder than other nation counterpart but one wise man said there is always bigger fish .
: Yep this is the one true HMG to rule them all , .50 cal will punch through infantries and penetrate light vehicle behind them . It is so damn good that Soviet player keep stealing theirs own stock .
Light Vehicles :
: Refuel your tanks with this truck .
: Re-supply your big guns with this truck .
4-2 Battle Of The Bulge - All Round :
Special Call-in :
: Forward Observer authorized to call down 105 barrage onto enemy position to destroy enemy support weapon and infantries . Well actually anyone can use his flare gun to do just that so be sure to loot his gun if he is ded and do not combine flare gun ammo with the one from the new signaller guy . Flare gun only have range of 70 m so use it behind hill / cover or under smoke coverage . Limit to 5 .
Starting Support Weapons :
: Meh Light AT gun for tackling armored car or destroy tank track , terrible choice vs medium Panzer .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: M2 Halftrack may have less armor than German's but it make up for having more dakka , 1 50cal and 2 30cal side by side . You can even dismount those gun and use them on foot , making it unnecessary to buy tripod version of those gun .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: For extra 100 MP you get to buy more heavily armed riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka .
: The big mean fighting machine , long range 10 men elite squad who have the most HP and gun handling out of any US squad , they have a lot grenade and M7 light anti-tank mine which can be thrown like normal AT nade .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks , and there are crap ton of them running around....
: Meat Grinder , or so they said , this half track mounted a quad .50cal capable of raining a torrent of lead and terror onto enemy infantry formation .
Medium Tank CP unlocks :
: The workhorse of US armor division , M4A3 have all they need to fight off soft targets , from it short 7.5 , 2 30cal , 1 50cal to White Phosphorous round . But just about any late war German tank can sneeze at it and then blow it up .
: M10 is a medium tank destroyer with no armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
Heavy Tank CP unlocks :
: The final upgrade to the M4A3 Sherman , it is much faster , better armed and tougher . For the first time since forever they are issued with HVAP round which is USA version of APCR . Use those rounds sparingly because you can only have 2 .
: Jumbo tank using 7.62 cannon so it no longer need to standing there and staring menacingly at Panzer 4 . Panther and Tiger pretty much can't do jackshiet to it but you can pen theirs MG gun port . German seriously need a tank that can throw 135 kg of explosive to destroy this Jumbo , no way they have such thing right ? Right ?
Heavy Artillery CP unlocks :
: 105 M3 is a pocket howitzer and having lowest range of all USA arty ( 320 m ) , but can fire HE shell for destroying fortification , WP shell to burn stuffs and HEAT to use in a pinch against tank . Towed by a Jeep .
: The same 105 with the same arty round selection , this one though , do land theirs strike faster than M3 version and longer range ( 360 m )
: Self-propelled arty armed with 155mm cannon , 465m range with big blast , on top of being mobile to dodge counter battery , they even have WP shell and AP shell for direct fire . M12 ammo reserve however is extremely low , along with horrible accuracy .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
4-3 Battle Of The Bulge - Defensive :
Special Call-in :
:Medium field arty with lowest range of 360 m and slower rof compare to German leFH 105 yet quite unusual good accuracy .They have White Phosphorous round to smoke the entire strike zone and make bacon out of it . Limit to 3 .
Starting Support Weapons :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Starting Light Vehicles :
: a HMG armed CCKW - 352 truck with 2 field engineers who can build defensive structures . Inside the truck there are TNT , anti-personnel mine and Anti-tank mine . The truck itself will resupply tools used by the engineer / repair kits inside vehicle . The truck supply bar actually do refill itself over time but at a snail pace , heck even snail faster than that .
: A half track carrying a mortar team to provide mobile light bombardment support . 81mm mortar is bad , have limited cone of fire but they still bring theirs bigger HE round and White Phosphorous round .
Infantry CP unlocks : :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Vet squad is riffle squad but at Vet 5 and have both M9A1 Bazooka and Riffle grenade . A great all-round squad that can deal with many threats . Heck they are cheaper than normal riffle squad . What a great buy .
: Engineer squad have same stat as riffle squad but they have M9A1 Bazooka and the ability to plant mines / build defensive emplacement .
Support Weapons CP unlocks :
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: 3 inches gun , or 7.62 cm , have better bunch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . Will defeat Panzer 4 but hopeless vs heavy tanks and there are crap ton of them running around ....
: Long range howitzer this early , sure why not ? It also a bit cheaper than M2A1 but have the same shells . Quite small for a arty and being towed by a armed Jeep . Lowest range in USA arty arsenal ( 320m )
: Heavy mortar deliver a big payload over a long distance , more than that of 81mm mortar and they do it even faster than arty . If normal HE shell run out , you still can throw White Phosphorous to finish the touch .
Medium Tank CP unlocks :
: M8 Scott , despite being labelled as Self-propelled Howitzer , is just a light tank with a derp 75mm gun that fire in a straight line . Mainly using HE and WP round to support infantry while HEAT is for emergency use against vehicle . Shorter range than most AT gun .
: The workhorse of US armor division , M4A3 have all they need to fight off soft targets , from it short 7.5 , 2 30cal , 1 50cal to White Phosphorous round . But just about any late war German tank can sneeze at it and then blow it up .
Heavy Tank CP unlocks :
: M10 is a medium tank destroyer with light armor and long 7.62cm , the same M5 3-inches gun . Easily defeat medium tank but bounce off the frontal armor of heavy tank .
: Priest Self Propelled Arty provide rapid heavy fire support with 105 howitzer and can ward off infantry at close range with .50cal .
Heavy Artillery CP unlocks :
: 90 mm is one of the few gun that can penetrate German heavy tank frontal armor . Big profile and lack of gun shield . Come with a M3A1 for fast transport .
: USA standard heavy artillery gun with 505 range and the ability to fire White Phosphorous smoke round and APHE-BC for combat against vehicle .
: 8in Howitzer lob a mini nuke onto target zone and obliterate everything near it , have range of 420m .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
4-4 Battle Of The Bulge - Offensive :
Special Call-in :
: Fast light tank with the bite of a medium tank . Have no problem breaking Panzer 4 turret from the front or causing catastrophe damage from the side . If bigger cats go looking for it , Chaffee can launch smoke canister to retreat . Have longest vision on par with M8 Greyhound . Limit to 3 .
Starting Support Weapons :
: Not the smallest mortar you have ever fielded , that title belong to Finnish 50mm . Fire very fast but small AoE so rarely it manage to kill someone , you always have the option to use White Phosphorous to burn the town .
Starting Light Vehicles :
: Riffle squad riding a M3 Half track for faster transition to the front line , they have M9A1 Bazooka with them . Honestly just buy this and dun bother with the normal squad . You can even dismount the .30cal to add more firepower to the squad . There are 20 anti-tank mine in the Halftrack too if you think you have time to plant them .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
: Halftrack housing a turret that also housing 3.7cm medium AA and .50cal . The turret can rotate 360 degree allowing the gun to rain death on infantry and destroy light vehicle .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Glider troops are assault squad with good HP and 5-star weapon handling . they have same equipment as heavy riffle squad ( 2 BARs , 1 Bazooka ) but can plant weak AT mine .
: For extra 100 MP you get to buy more heavily armed riffle squad with better HP and gun handling than the regular one , they have 2 BAR and 1 M9A1 Bazooka .
Support Weapons CP unlocks :
: What is better than 1 .50cal ? 4 of them of course ! With 1600 round in its magazine this emplacement can shoot for a long time before it need to reload .
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
Medium Tank CP unlocks :
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
: HVSS nearly have double armor that of a normal M4A3 and combined with sloped armor meaning they can now bounce some shots from 7.5 cm Pak 40 and then retaliate with vengeance using theirs 105 howitzer .
Heavy Tank CP unlocks :
: USA finally understand what Tank should be able to do and not just instantly explode like unlimited fireworks . Jumbo have extra frontal armor and even more armor on turret . They are basically immune to Flak 88 . Now they can tank but eh forget about dishing out real damage as they still using the general-purposed short 7.5 cm . There are 4 things that can smack a Jumbo though , those are King Tiger , Jagpanther , Jagtiger and 8.8 Pak 43 . Ok may be you won't see a Jagtiger but on Hard mode and above expect to see the other 3
: Pershing tank is more than a match to German heavy tanks with its powerful 90mm cannon and enough hull armor to withstand 88mm . That doesn't mean you can go gungho cus someway somehow , enemy big gun will take out the turret and along with it the gun . Attract attention with a Jumbo and use the Pershing to target big threats .
Heavy Artillery CP unlocks :
: 3 inches gun , or 7.62 cm , have better punch than 57mm but just one nasty caveat , unlike Soviet and German , they don't have premium round like HEAT or APCR . At this stage just don't bother buying these gun...
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
4-4 Battle Of The Bulge - Irregular :
Special Call-in :
: One of the few guns that can reliably penetrate the frontal armor of heavy tanks . Big profile and don't have gun shield . Come with a free Half-track . Limit to 3 .
Starting Infantry :
: Channel your inner arsonist and burn down the entire hedge , bushes and forest to flush out hidden infantry . Flamer can also destroy vehicles by spraying fire at the engine compartment .
Starting Light Vehicles :
: It is armored utility car , not scout car , vision is terrible on par with infantry squad and 50 cal limited it to armor car , assuming those car haven't managed to spot it first . But people always say count what is on the inside and inside of the car you can find a M1A1 Bazooka launcher .
: Up-gunned M20 armored utility car , now have both 3.7cm and .50cal . Unlike the M20 however , M8 is a real scouting vehicle with very long frontal vision .
Starting Tank :
: Fast and small , Stuart light tank can hunt infantry while dodging shots from big tanks . 3.7 can only damage Panzer 4 from the side so brush off your driving skill .
Infantry CP unlocks :
: 3 Cavalry riffle men driving a Willy Jeep armed with 50cal into battle . They provide a lot vision but can't spot hiding infantry and having less men per squad mean it is harder to spread them out on the battlefield to cover the front .
: Airborne squad only have 8 men , but that is because they have very high HP and 6-star weapon handling , they also armed with more rapid fire weapon like Thompson , Carbine and M1919A6 LMG . They can plant mine and have 1 TNT . Pound for pound they will beat even Fals which is an achievement unless the German run back to theirs tank . Shame these guys don't have Bazooka .
: Commando squad with high HP and 5-star weapon handling . War is not a stroll in the park so they bring 18 light anti-tank mines , 6 TNTs , M9A1 Bazooka and even managed to convince a Medic to join theirs little adventure . Theirs special perk let them hide better and force the enemy to come closer to be able to spot them , making them very good at ambushing unsuspecting vehicles .
Support Weapons CP Unlocks :
: There are 2 things that may run out fast , your medium mortar ammo reserves and your patience . The trick is to buy 3 and barrage fire . US mortar in addition of normal HE shell , have heavier HE shell and White Phosphorous shell so they are the best out of all 81 mortar .
: Medium AA gun is a must to hold your ground , it can disperse group of infantry , slap light vehicles and even stun Panzer 4 .
: High velocity 57mm AT gun performance is....questionable , even unreliable . Due to smaller round it have harder time breaking tank component and fail to penetrate the armor . Outrange by German 7.5 AT gun...
: Pack Howitzer act more like tradition AT gun than infantry gun , it shoot in a straight line but longer range . Best use to demolish emplacement with HE , HEAT round can delete Panzer 4 and White Phosphorous to kill both infantry and vehicle .
Medium Tank CP Unlocks :
: A M4A3 Sherman tank replace its hull MG with a flame thrower to burn everything at close range and retain the ability to burn thing at long range with White Phosphorous . It can also deploy smoke wall from its canister to mask it position or blind the enemy . Truly arsonist best friend .
: M10 on steroid , it run fast af and have longer 7.62cm , still not enough to crack Panther turret but they run faster than Panther turret can turn .
Heavy Tank CP Unlocks :
: This Sherman have the privilege of mounting 90 mm cannon with a sole purpose of destroying any Panzer it set sight on . Screen it well , as enemy A.I will always target Slugger first even though you have billion of M4A3 beside it .
: USA doesn't have many rocket artillery options , that because the one they have is the only one they need . Calliope fire 30 of 114mm rocket over distance of 270m to carpet bomb a very large area and they are fast to reload ! The rocket rack is mounted on top of a M4A3 so you can switch back to do tank shenanigan the moment you ran out of rocket .
Heavy Artillery CP Unlocks :
: M2A1 only have 360m range and reload slower than German 10.5 but can fire White-Phosphorous shell to burn the town on top of having good accuracy for an arty . M2A1 land theirs shell faster than other 105 .
: 4.5 M1 is an odd ball among all field gun USA deployed , it only have HE shell with small AoE but long range ( 460 m ) .
: The bad version of 155mm heavy artillery , its barrel length got cut short result in shorter range ( only 405m ) , still deliver a big blast though .
Special CP unlocks :
: P-47 strafe the target zone and then drop 3 big bombs , courtesy from Uncle Sam .
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3100107161
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