Doctrines units in USSR Skirmishes .

Doctrines units in USSR 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 :)

OVERVIEW :


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In Skirmish your main task is to conquer 7 points , aside from the final victory point all Control Point ( or CP for short ) will unlocks new call-in .

There are 4 categories of call in : Infantry , support weapon , light vehicle , tank . Unit cost MP to call in , MP accumulate faster the more control points you own . Destroy enemy vehicles also grant you bonus MP .

If you already noticed , on top of them is limited special call-in which belong to specific Doctrines . Each doctrine have different units which carter to theirs namesake . In some scenario they do have same call-in but most of the time you get unique call-in .

Before you begin the mission , you get to choose what Doctrine you gonna use , they are :

+ All-round : A mix-bag of okiish unit smash into one battle group . No real weakness . Special call-in is always the Artillery Signaler regardless of what scenario you choose .

+ Defensive : Focus on support equipment , weapon team and infantry , in this doctrine you can find all sort of weapon team / arty / cannon . You also have Field Engineers who can set up various defensive structure to help you hold the ground .The special Call-in is long range artillery which will help you clear first few Control Points easily by blasting them to kingdom come .

+ Offensive : More on Aggressive playstyle , this doctrine have more advanced vehicles and tanks to spearhead the assault . Special Call-in is , surprise surprise , vehicle / assault gun .

+ Irregular : Now this is a weird doctrine , at first glance they may offer similar stuffs to that of defensive , namely the heavy AA gun which is this Doctrine special Call-in but later on you can have some of the most strongest unit the nation can offer .

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


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These are the call-in that available right off the bat for all doctrines .

Infantry :

: Take good care of this guy , medic can revive your infantry in bleeding state if he can get to them fast . Medic have smoke grenade which will block enemy sight and a pistol for self defense but better pick up a riffle so he can contribute to the fight . He also can set up medical tent in order for your troop to re-supply theirs medical bandage .

: A group of 4 tankmen ready to commandeer any tank you managed to capture and repair , or just replace any crew who met untimely demise . While you can use your normal infantry to drive tank , but infantry have better gun handling so leave the tank driving to the real driver .

: 2 riflemen with meh weapon handling , use them on captured support weapons or replace weapon team crew . Most cannon and arty have 4 crews for maximize effectiveness . Honestly don't buy these guy as we have better option .

: Soviet Anti Tank squad come with 2 men , one equipped with AT riffle which is good against light vehicle and sometime destroy cover , the other guy have Riffle Grenade which can fire behind cover but only use HE round . Not a great squad tbh .

: If you want some delicacy solutions to remove enemy defenders from control point , buy this . Sniper is very useful during early stage for picking off enemy troops one by one and can even clear the entire point with good micro and luck . Sniper can also spot enemy for your troop so keep that in mind when you have arty .

: The only fitting punishment for a coward is ded ....No , wrong game . Commissar is the officer come with binocular . His job is to take a peak into fog of war and can spot enemy hiding in the bushes . Essentially useless if you disable Fog of War .

: An effective 10-man starter squad with medium HP stat and 3 stars weapon stats . They have 2 recon troops , 1 senior riffle men , 1 MG ( DP-27 btw ) , 2 of them have SVT-40 , the rest use Mosin Nagant and PPSH , entire squad have 14 anti-personal Nades , 3 anti-tank nades and 1 freaking molotov aka the best Anti Tank grenade . They can do whatever you want but best suit for long range defense and better replace them with elite troop later .

Support Weapon :

: A small ammo crate come with 2 artillery men , why do we even buy that artillery men again ? Anyways , perfect for refilling small fire-arm , heavy MG and medium cannon .

: Good-ol maxim MG mowing down German and Soviet Troop since the beginning of WW 2 , however , better save 50 MP more for.....

: This baby can pierce through fence and one hit kill infantry , it can also disable truck and sometime scout car / half track . No wonder Soviet kept using them after the war .

Light Vehicles :

: Refuel your tank with this truck .

: Resupply your big guns with this truck .

1-2 BATTLE OF SMOLENSK - ALL-ROUND :


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Special Call-ins :

: The bane of multiplayer and causing a real headache with all the screen shaking , arty signaller is good for defending points against mass infantry assault . When it is your turn to assault , use him behind cover / building / hill and rain death on the enemy . Arty strike will clear out any weapon team and light vehicle happen to be in the area . If the signaller die , loot his flare gun along with the flare ammo , any infantry can call down arty strike and DO NOT combine flare ammo when you call in another guy . Limited to 5 .

Starting Support Weapon Call-in :

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Infantry Gun is totally bonker and OP . They fire in an arc so you can place them behind the hill and nothing can target them except mortar . Infantry Gun also have very good accuracy to the point you can snipe infantry ducking in the trench . This early version of Soviet Infantry Gun only have HE round but for what it worth , it is good enough .

Starting Light Vehicles Call-in :

: A no-armor armored car armed with DT machine gun , into the trash bin .

Starting Tank Call-in :

: Lovely light Amphibious tank armed with a DT MG , also come with DsKh heavy MG , cus one can't have enough dakka . Only relevant during early stage .

Infantry CP unlocks :

: Very very very bad 10 -man squad with low HP and 1-star weapon handling , they don't even have MG too ! But i guess that won't stopping you from doing meme infantry wave with theirs cheap cost .....

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man Guard squad is a mixed bag , they do have high HP but still die easily to explosion , 4-star weapon handling which is not that good but not that bad either . They are geared toward long range and come equipped double the grenade of that of infantry squad but they lack Molotov which is a shame .

: It is a truck that carry light AA 25mm , less destructive power than the medium AA but more mobile , Not resistant to small-firearm

Support Weapon CP unlocks :

: A great medium Anti Air , good at killing A.I infantries and light tanks . Set up at control point and it will demolish any infantry squad it can see . However you still have to force them to focus on plane with right click to make them perform theirs Anti-air duty .

: The predecessor to the Zis-3 , this long barrel 76mm will have no problem penetrating early German tanks while its HE shell will destroy building left and right , however if you looking for a sure way to destroy all German in Smolensk scenario.....

: Not to be confused with the filthy Capitalist 57mm AT gun , this is totally domestic product of Soviet , no sus as all . This gun have more penetrating power than the previous F-22 76mm at the cost of weaker HE shell . Imo not worth spending extra 100 MP.

Medium Tank CP unlocks :

: The cousin of T-40 armed with 20mm auto cannon . It can target airplane .

: Speedy light tank armed with 45mm , outclassed by German early Medium tank .

Heavy Tank CP unlocks :

: Multi- Turreted wonder Soviet tank , can suppress infantry while fighting off light vehicle , paper armor .

Heavily armored tank that is impervious to all early German tanks while eating them for breakfast and can even bounce shots from Flak 88 , just beware of some random 300mm rocket falling from the sky .

Heavy Artillery CP unlocks :

: Heavy Anti-air that also double as Anti-Gun , will delete any vehicle you see .

: Mediocre medium arty ,have 405m range and 5 rounds of HEAT for self defense , assuming it even hit something to begin with . Buy 3 and barrage fire .

: The real 122mm heavy arty that you better spend MP on , with its 450m range this gun can outrange German arty and soften the last CP .

Special CP unlocks:

: When you want to erase something , you call in the airforce . Cool down is very long but for 300MP and a guarantee kill , this is a steal . Rare chance of getting shot down by enemy AA .

1-3 BATTLE OF SMOLENSK - DEFENSIVE .


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Special Call-in :

: The most expensive special call in at the start ( 750 MP ) but it is an artillery so it will help you with assaulting strong points , even if the M-30 is mediocre . Limit to 3 .

Starting Support Weapons :

: Light anti-air , higher rate of fire than the 37mm but usually get outrange and outgun by AT gun and tank .

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Not to be confused with the previous F-22 76mm , both of them have identical stats so no one can make any mistake . Truly a nice Soviet solution . In short , it is good at destroying Early German tanks and demolishing house .

Starting Light Vehicle :

: Engineer truck come with 2 Field Engineers whose task is to build emplacement like large foxhole , tank trap , barred wire . Inside the truck there are anti-personnel mine , anti-tank mine and TNT ( which can be used to blow up obstacles ) .The truck will re-supply repair box inside your vehicles ( maximum of 5 ) and Engineer 's TNT / tools if he happens to use them . Currently the supply gauge is bugged and WILL NOT accumulate unlike Ammo truck .

Infantry CP unlocks :

:12-man Border Militia who are actually better than conscript squad with theirs 2 stars weapon handling , also all of them equip with Mosin Nagant so none of them have to gimp theirs long range fire power . Still a bad buy .

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: Since we are using Defensive doctrine ,10-man Guard squad is not that bad when it come to defending the point . Start at vet 3 .

Support Weapon CP unlocks :

: A great medium Anti Air , good at killing A.I infantries and light tanks . Set up at control point and it will demolish any infantry squad it can see . However you still have to force them to focus on plane with right click to make them perform theirs Anti-air duty .

: Infantry Gun is totally bonker and OP . They fire in an arc so you can place them behind the hill and nothing can target them except mortar . Infantry Gun also have very good accuracy to the point you can snipe infantry ducking in the trench . This early version of Soviet Infantry Gun only have HE round but for what it worth , it is good enough .

:Extra punch against armor , less potent HE shell.

Medium mortar is bad , but heavy mortar is a real beast . This mortar pack the same punch as heavy arty while firing twice as fast and outrange all medium mortar . 120mm have normal explosive shell , smoke shell and incendiary shell for those pyro-maniac but good luck landing where you want it . Buy 3 and watch the carnage .

Medium tank CP unlocks :

: Tiny early version of the baby tank that is T-26 , it is here so you have something to push alongside infantry . 45mm can put a hurt on light vehicle and light tank but expect Panzer 3 and Panzer 4 bully it .

A funky looking self propelled gun . This is what happen when someone too lazy to push the Zis-2 57mm and have a nice idea of putting them on a tracktor . Potent anti tank but have no armor nor crew protection .

Heavy Tank CP unlocks :

Replace your skinny T-26 with a fatter T-26 . Easily suppress infantry but the main gun leave a lot to be desired against tanks.

Early model of T-34 , can defeat most German tanks in the scenario and bounce some shots , prone to get its turret disable , avoid Flak 88 like no tomorrow .

Heavy artillery CP unlocks :

Anti-Air double as heavy anti tank gun , come with a truck for moving around fast .

: Heavy artillery with 490m range and huge blast area , also have 5 APHE rounds for direct fire against vehicle .

:They called this " Stalin 's hammer " . Very low accuracy , such long reload time, much BOOM . Attach a supply truck to it since it only carry 5 shells .

Special CP unlocks :

1-4 BATTLE OF SMOLENSK - OFFENSIVE.


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Special call-in:

: Medium Field gun that will give middle finger to all medium tank German will throw at you . Limit to 3 .

Starting Light Vehicles Call-in :

: A truck come with 9-man Guard squad .They trade one Guard for the truck i assume ? All start at vet 3 .

: Bad car no buy .

: A no-armored armored car , but now have 45mm as its main gun instead of MG , never bring a car to a tank fight .

Starting Tanks Call-in :

The one with 20mm auto cannon if you already forget .

Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

:Very very very bad 10 -man squad with low HP and 1-star weapon handling , they don't even have MG too ! But i guess that won't stopping you from doing meme infantry wave with theirs cheap cost .....

: 10-man elite long range assault squad who is actually serious about theirs job , most of them are equiped with SVT-40 semi auto riffle and 2 DP-27s , they also stacked with grenade smoke grenade and TNT .

Support Weapon CP Unlocks :

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

Forget this one and buy the medium AA instead .

: A great medium Anti Air , good at killing A.I infantries and light tanks . Set up at control point and it will demolish any infantry squad it can see . However you still have to force them to focus on plane with right click to make them perform theirs Anti-air duty .

: Your budget response to enemy light vehicle , questionable performance against some of the light tank , medium tank just brush it off like nothing .

Medium Tank CP unlocks :

: Tiny baby tank armed with 45mm , will score some light tank kills here and there and then get demolished most of the time .

: BT-7 with a short barreled 76mm for extra HE punching power , AP round quickly lose its penetrating power when firing at target at long range .

Heavy Tank CP unlocks :

: The upgraded version of KV-1 M1939 , turret is tougher , same gun handling .

: KV-1 have to contend with enemy tanks get lucky bounce or ammo selection for different targets . KV-2 solved both problem by mounting a BFG 152mm howitzer .

Heavy artillery CP unlocks :

: Howitzer have shorter range than theirs artillery counterpart but better accuracy and flat trajectory when direct fire . They also can fire in an arc too . When firing they show no ring on mini map unlike heavy artillery .

: If you have no patience pushing your howitzer into position , buy this heavy artillery for longer range .

Special CP unlocks :

1-5 BATTLE OF SMOLENSK - IRREGULAR.


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Special Call-in :

: Heavy anti-air double as heavy anti-tank . No free truck this time though . Outrange most enemy starting anti tank guns and vehicles . Limit to 3 .

Starting Infantry Call-in :

: While no one use them in multiplayer , Flamer is a bit useful in Skirmish . They shoot in an arc so they can tackle high ground and trench , or burn down the entire building and kill any unit inside . On some occasions flamer can even destroy the heaviest tank by spewing fire at engine compartment for 5 secs .

Starting Light Vehicle Call-in :

: Bad car with MG.

: Another bad car with 45mm.

Starting Tank Call-in :

: Nice light tank for tackling first line of defense , immune to small fire-arm but be on the look out for enemy AT riffle in the trench and AT gun hidden at 2nd line .

Infantry CP unlocks :

: Partisan is a 10-man squad of civilian took up arm to harass German back line . They have quite interesting weapon load out , one of them carrying MG-34 , 2 guys have double barrel Shotgun . Also have 3 anti-personnel grenade plus 2 molotovs . Seriously , who give them those ???? Worth looting theirs weapons after you send them on a suicide mission . Very low HP .

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: Spetsnaz are 6-man squad with Highest HP , ridiculous weapon handling stats and armed to the teeth with PPSH and all sort of explosives , be its grenade , TNT or anti-tank mine .Get in , take out all infantry fast , destroy what you can't capture and get out .

Support Weapon CP unlocks :

: Your budget response to enemy light vehicle , questionable performance against some of the light tank , medium tank just brush it off like nothing .

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: A great medium Anti Air , good at killing A.I infantries and light tanks . Set up at control point and it will demolish any infantry squad it can see . However you still have to force them to focus on plane with right click to make them perform theirs Anti-air duty .

: Infantry Gun is totally bonker and OP . They fire in an arc so you can place them behind the hill and nothing can target them except mortar . Infantry Gun also have very good accuracy to the point you can snipe infantry ducking in the trench . This early version of Soviet Infantry Gun only have HE round but for what it worth , it is good enough .

Medium Tank CP unlocks :

: A T-26 decided to trade its 45mm for a heavy flamethrower .Short range but deadly to infantry . You can even torch the entire village with it . Make sure there is no sneaky AT riffle infantry.

: Redundant as you already have the 85mm Heavy AA as your main anti-tank . Irrelevant during late stage also .

Heavy Tank CP unlocks :

: Early version of the multi -turreted T-28 tank . Different gun , same caliber and same paper armor .

: Another T-34 but it is model 1941 , spotting a different 76mm that is faster to reload and will penetrate all tank in the scenario .

Heavy Artillery CP unlocks :

It is a howitzer , flat trajectory with direct fire , can fire in an arc just like normal artillery but shorter range .

: Soviet sure love the 122mm caliber , this heavy artillery have longer range than the howitzer version but less accuracy .

: People called it " War crime on a truck " for a good reason . A single Katyusha can and WILL decimate entire point , stun tanks and send infantries to theirs graves . This version use 132mm rocket . There is a version with 300mm rocket but you don't get to use such toy , shame on you .

Special CP unlocks :

2-1 NO LAND BEYOND THE VOLGA - GENERAL CALL-IN .


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Infantry :

: Take good care of this guy , medic can revive your infantry in bleeding state if he can get to them fast . Medic have smoke grenade which will block enemy sights and a pistol for self defense but better pick up a riffle so he can contribute to the fight .He also can set up medical tent in order for your troop to re-supply theirs medical bandage .

: A group of 4 tankman ready to commandeer any tank you managed to capture and repair , or just replace a crew who met untimely demise . While you can use your normal infantry to drive tank , but infantry have better gun handling so leave the tank driving to the real tankman .

: 2 rifflemen with meh weapon stats , use them on captured support weapons or replace weapon team crew . Most cannon and arty have 4 crews for maximize effectiveness . Honestly don't buy these guy as we have better option .

: Soviet Anti Tank squad come with 2 men , one equipped with AT riffle which is good against light vehicle and sometime destroy cover , the other guy have Riffle Grenade which can fire behind cover but only use HE round . Not a great squad tbh .

: If you want some delicacy solutions to remove enemy defenders from control point , buy this . Sniper is very useful during early stage for picking off enemy troops one by one and can even clear the entire point with good micro and luck . Sniper can also spot enemy for your troop so keep that in mind when you have arty .

: The only fitting punishment for a coward is ded ....No , wrong game . Commissar is the officer come with binocular . His job is to take a peak into fog of war and can spot enemy hiding in the bushes . Essentially useless if you disable Fog of War .

: An effective 10-man starter squad with medium HP stat and 3 stars weapon stats . They have 2 recon troops , 1 senior riffle men , 1 MG ( DP-27 btw ) , 2 of them have SVT-40 , the rest use Mosin and PPSH , entire squad have 14 anti-personal Nade , 3 anti-tank nade and 1 freaking molotov aka the best Anti Tank grenade . They can do whatever you want but best suit for long range defense and better replace them with elite troop later .

Support Weapon :

: A small ammo crate come with 2 artillery men , why do we even buy that artillery men again ? Anyways , perfect for refilling small fire-arm , heavy MG and medium cannon .

: Good-ol maxim MG mowing down German and Soviet Troop since 1942 , however , better save 50 MP more for.....

: This baby can pierce through fence and one hit kill infantry , it can also disable truck and sometime scout car / half track . No wonder Soviet kept using them after the war .

Light Vehicles :

: Refuel your tank with this truck .

: Resupply your big guns with this truck .

2-2 NO LAND BEYOND VOLGA - ALL-ROUND .


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Special Call-ins :

: The bane of multiplayer and causing a real headache with all the screen shaking , arty signaller is good for defending points against mass infantry assault . When it is your turn to assault , use him behind cover / building / hill and rain death on the enemy . Arty strike will clear out any weapon team and light vehicle happen to be in the area . If the signaller die , loot his flare gun along with the flare ammo , any infantry can call down arty strike and DO NOT combine flare ammo when you call in another guy . Limited to 5 .

Starting Support Weapon Call-in :

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Infantry Gun is totally bonker and OP . They fire in an arc so you can place them behind the hill and nothing can target them except mortar . Infantry Gun also have very good accuracy to the point you can snipe infantry ducking in the trench . This early version of Soviet Infantry Gun only have HE round but for what it worth , it is good enough .

Starting Light Vehicles Call-in :

: A no-armor armored car armed with DT machine gun , into the trash bin .

Starting Tank Call-in :

: Lovely light Amphibious tank armed with a DT MG , also come with DsKh heavy MG , cus one can't have enough dakka . Only relevant during early stage .

Infantry CP unlock :

: Wrong-thinkers , criminals , cowards and disgraced officers who was given a chance to prove themselves . Penal depsite having lowest HP and 2-star weapon handling , they bring with them many anti-personnel grenades compare to conscript squad

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man veterancy 3 long range elite squad is here , in urban scenario . Better than having no elite to call-in i suppose .

Support Weapon CP unlocks :

: Medium AA which have no problem killing infantry while demolishing light tank . It can even put a dent on early Panzer 4 if have side shot .

Standard Soviet medium AT gun , will defeat most medium tank . Come with a truck to move around quickly .

: Supposedly have better penetration power than Zis-3 , but there is no tank in Volga scenario that the Zis-3 can't penetrate .

: A truck carrying light 25mm anti air . Mostly useful against infantry but in the close proximity of urban setting , the crew may be in range of small fire-arm . T-40 may perform better .

Medium Tank CP Unlocks :

: A small and nimble light tank with slopped armor that may bounce tank shell , don't push your luck though . This one armed with 20mm auto cannon . Great vs infantry and panzer 1 .

: Up-gunned version of T-60 , now carrying 45mm to deal with slightly bigger threats but hopeless against real medium tanks .

Heavy Tank CP unlocks :

: The iconic version of T-34-76 . In Volga scenario the German haven't been bothered to give theirs tank longer barrel cannon yet so no tank ( mostly ) can harm the T-34 . Slightly better gun handling than KV-1 .

: The venerable KV-1 is here to save the day again ! Now with extra armor to deflect shots from puny Short-barreled Panzer 4 .

Heavy Artillery CP unlocks :

: Heavy AA double as Heavy AT gun ,grab a supply truck and tow it .

: Mediocre medium arty ,have 405m range and 5 rounds of HEAT for self defense , assuming it even hit something to begin with . Buy 3 and barrage fire .

: The real 122mm heavy arty that you better spend MP on , with its 450m range this gun can outrange German arty and soften the last CP .

Special CP unlocks :

: When you want something erase , you call in the airforce . Cool down is very long but for 300MP and a guarantee kill , this is a steal . Rare chance of getting shot down by enemy AA .

2-3 NO LAND BEYOND VOLGA - DEFENSIVE .


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Special Call-in :

: The most expensive special call in at the start ( 750 MP ) but it is an artillery so it will help you with assaulting strong points , even if the M-30 is mediocre . Limit to 3 .

Starting Support Weapon :

: Light Anti-Air , high rate of fire and can deter infantry / light vehicles .

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Standard Soviet medium AT , will defeat most German medium . Come with a free truck for moving it around quickly .

Starting Light Vehicle :

: Engineer truck come with 2 Field Engineers whose task is to build emplacement like large foxhole , tank trap , barred wire . Inside the truck there are anti-personnel mine , anti-tank mine and TNT ( which can be used to blow up obstacles ) .The truck will re-supply repair box inside your vehicles ( maximum of 5 ) and Engineer 's TNT / tools if he happens to use them . Currently the supply gauge is bugged and WILL NOT accumulate unlike Ammo truck .

Infantry CP unlocks :

:12-man Border Militia that is actually better than conscript squad with theirs 2 stars weapon handling , also all of them equip with Nagant so none of them have to gimp theirs long range fire power . Still a bad buy .

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man elite squad suited for long range defense got thrown into urban setting . Why can't we have shock troop or something similar ?

Support Weapon CP unlocks :

: Replace your Light AA with this . You still have to right click on the plane to make it does AA duty .

: Fling HE shell in an arc to flush out infantry from the foxhole , less effective in urban setting due to tall building blocking you .

: Questionable buy , there is nothing that Zis-3 can't penetrate in Volga .

Medium mortar is bad , but heavy mortar is a real beast . This mortar pack the same punch as heavy arty while firing twice as fast and outrange all medium mortar . 120mm have normal explosive shell , smoke shell and incendiary shell for those pyro-maniac but good luck landing where you want it . Buy 3 and watch the carnage .

Medium Tank CP unlocks :

: First tank call-in and you got this 45mm riding on paper-armored chassis while having to deal with Panzer 3 . May as well save MP for more ZIS-3s .

57mm on track , can be use to watch the long road , otherwise a well-placed AT gun will serve better .

Heavy Tank CP unlocks :

: A fatter T-26 with more MGs and short barrel 76mm , will occasionally take out Panzer 3 , get penetrated all the time .

: This will be your main tank . Armor is strong enough to bounce some shots . Its main gun can penetrate everything . Use smoke grenade if you want to sneak pass those 88 .

Heavy Artillery CP unlocks :

: Heavy Anti Air double as Heavy Anti Tank . Set them to guard long road along with recon for spotting incoming tanks .

: Heavy artillery with 490 range , also come with 5 APHE rounds for self-defense .

: If you have load of MP to spare , feel free to buy this super heavy artillery and destroy Stalingrad along with any entrenched Germans .

Special CP Unlocks :

2-4 NO LAND BEYOND VOLGA - OFFENSIVE.


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Special Call-in :

: A weird choice for this doctrine . May be dev run out of idea of what to put in this slot . Not that helpful in early stage but who will turn down a reliable AT gun without having to capture CP ? Used to be SU-76 but was removed :( . Limit to 3 .

Starting Light Vehicle Call-ins :

: Armored Car ( no , really ) with MG as its main gun .

: Now add a 45mm for extra firepower , this will be ( regrettably ) your mobile AT in early stage .

: How did these truck cross the Volga river anyways ? 1 less Guard but you get to have elite squad right off the bat .

Starting Tank Call-ins :

: Light tank armed with 20mm Auto-Cannon .

Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: Wrong-thinkers , criminals , cowards and disgraced officers who was given a chance to prove themselves . Penal depsite having lowest HP and 2-star weapon handling , they bring with them many anti-personnel grenades compare to conscript squad .

:10-man Marines are considered as the strongest Soviet Infantry squad in the game for a good reason . Not only they have highest HP , they also have 5-stars weapon handling , including the MG which now have laser accuracy . Completely dominate other infantry at long range .Lacking a bit at close range.

Support Weapon CP unlocks :

: Medium mortar with terrible accuracy . Avoid firing behind very tall building as they can block your shot .

: Light Anti-Air that is good against plane , infantry and half-track. But better save up your MP for the medium Anti-Air.

: Only buy this when you somehow lost all your starting Zis-3 . Budget response to enemy light tank . Can't do much against medium tank .

: Pack extra punch and extra range , set it up along with an AT gun and nothing can get pass .

Medium Tank CP Unlocks :

: Final version of T-26 , still have no armor nor gun to deal with Panzer 3.....

: Same gun as T-26 M1939 but double the armor so it may get some lucky bounces .

Heavy Tank CP Unlocks :

: Downgrade version of T-34 from All-Round doctrine , but doesn't mean it can't bite back at those Panzer .

: This KV is using the 76mm Zis-5 L/42.5 .It have slightly better penetration than your typical KV-1's gun . Still have long reloading and aiming time....

Heavy Artillery CP Unlocks :

: Since Zis-3 is limited , this will be your main AT gun , but KV-1 come out earlier and generally don't have to worry about HE shell deleting crews .

: Mediocre medium arty , have 405m range and 5 HEAT shells for self-defense , assuming it even hit something to begin with . Buy 3 and barrage fire .

: Standard Heavy artillery with 490 range and carry 5 APHE shells for self-defense .

Special CP Unlocks :

2-5 NO LAND BEYOND VOLGA - IRREGULAR .


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Special Call-in :

Heavy Anti-Air that also can burst tank . Get a supply truck to move it around . Limit to 3 .

Starting Infantry Call-in :

: While no one use them in multiplayer , Flamer is a bit useful in Skirmish . They shoot in an arc so they can tackle high ground and trench , or burn down the entire building and kill any unit inside . On some occasions flamer can even destroy the heaviest tank by spewing fire at engine compartment for 5 secs .

Starting Light Vehicle Call-in :

: Armored Car with MG , bad buy .

: Armored Car with 45mm , still terrible .

Starting Tank Call-in :

: It is cheaper than the BA-6 but having same gun and better maneuverability , the latter is needed when you have AT gun zeroing on it .

Infantry CP Unlocks :

: Very very very bad 10 -man squad with low HP and 1 star weapon handling , they don't even carry MG ! But i guess that won't stopping you from doing meme infantry wave with theirs cheap cost .....

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: Spetsnaz are 6-man squad with Highest HP , ridiculous weapon handling stats and armed to the teeth with PPSH and all sort of explosives , be its grenade , TNT or anti-tank mine .Get in , take out all infantry fast , destroy what you can't capture and get out .

Support Weapon CP unlocks :

: It is Winter 1942 , Santa Stalin give us a 45mm with a little longer barrel to the point you won't notice any difference to the one in previous skirmish . Come with extra penetration to deal with naughty German Light tanks . Don't bother shooting at Panzer 3 unless they are showing theirs side armor .

: If only Soviet upgraded theirs mortar to make them fire more accurately.....

: Fling HE shell in an arc to flush out infantry from the trench , but beware of tall building blocking the gun .

: Medium AA that can put real hurt on infantry and even Panzer 3 .

Medium Tank CP Unlocks :

: A T-26 decided to trade its 45mm for a heavy flamethrower .Short range but deadly to infantry . You can even torch the entire village with it . Make sure there is no sneaky AT riffle infantry.

: Straight upgrade to your T-26 in term of armor and speed ,may as well save MP for a real tank that can bounce shot and shoot back .

Heavy Tank CP Unlocks :

: It is T-34/76 , early German medium will have hard time fighting it unless they goes for the turret but A.I can't do that . Avoid 88s at all cost .

: Seriously , it is 1942 already , why can't we have something up-to-date ?? So anyways , it is a KV-1 , despite having terrible gun handling it still have armor to deflect shot from most panzer .

Heavy Artillery CP Unlocks :

: Medium Artillery with 450 ranges and questionable accuracy , don't buy it .

: The real 122mm heavy artillery that you better spend your MP on , longer range and biggest blast . But still pale in comparison to ......

: People called it " War crime on a truck " for a good reason . A single Katyusha can and WILL decimate entire point , stun tanks and send infantries to theirs graves . This version use 132mm rocket . There is a version with 300mm rocket but you don't get to use such toy , shame on you .

Special CP Unlocks :

3-1 OPERATION BAGRATION - GENERAL CALL-IN.


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Infantry :

: Take good care of this guy , medic can revive your infantry in bleeding state if he can get to them fast . Medic have smoke grenade which will block enemy sights and a pistol for self defense but better pick up a riffle so he can contribute to the fight . He also can set up medical tent in order for your troop to re-supply theirs medical bandage .

: A group of 4 tankman ready to commandeer any tank you managed to capture and repair , or just replace a crew who met untimely demise . While you can use your normal infantry to drive tank , but infantry have better gun handling so leave the tank driving to the real driver .

: 2 rifflemen with meh weapon stats , use them on captured support weapons or replace weapon team crew . Most cannon and arty have 4 crews for maximize effectiveness . Honestly don't buy these guy as we have better option .

: Ours least favorite duo is back with new shiny weapon ! One is carrying Panzershreck , the best AT launcher in-game , which can destroy heavy tank with a shot from the side . The other guy only have a single Panzerfaust 60 along with SMG but not extra panzershreck ammo . Give the panzershreck guy a gun and ditch his pistol .

: If you want some delicacy solutions to remove enemy defenders from control point , buy this . Sniper is very useful during early stage for picking off enemy troops one by one and can even clear the entire point with good micro and luck . Sniper can also spot enemy for your troop so keep that in mind when you have arty .

: The only fitting punishment for a coward is ded ....No , wrong game . Commissar is the officer come with binocular . His job is to take a peak into fog of war and can spot enemy hiding in the bushes . Essentially useless if you disable Fog of War .

: All-round 10-man squad with SMG , rifle and LMG . Less effective than previous 2 skirmishes due to only have 1 AT nade and it is not the godlike Molotov . Best to use them to hold the ground while elite infantry do something else .

Support Weapon :

: A small ammo crate come with 2 artillery men , why do we even buy that artillery men again ? Anyways , perfect for refilling small fire-arm , heavy MG and medium cannon .

: New medium machine gun that have almost identical stats to Maxim MG , come with bigger gun shield to protect the gunner from small fire-arm . Better save extra 50 MP for....

: This baby can pierce through fence and one hit kill infantry , it also can disable truck and sometime scout car / half track . No wonder Soviet kept using them after the war .

Light Vehicles :

: Refuel your tank with this truck .

: Resupply your big guns with this truck .

3-2 OPERATION BAGRATION - ALL-ROUND.


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Special Call-ins :

: The bane of multiplayer and causing a real headache with all the screen shaking , arty signaller is good for defending points against mass infantry assault . When it is your turn to assault , use him behind cover / building / hill and rain death on the enemy . Arty strike will clear out any weapon team and light vehicle happen to be in the area . If the signaller die , loot his flare gun along with the flare ammo , any infantry can call down arty strike and DO NOT combine flare ammo when you call in another guy . Limited to 5 .

Starting Support Weapon :

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Wanna know how to improve an OP weapon that is Infantry Gun ? Give them HEAT rounds ! You will be surprised at how good they are at disabling medium tanks . The OB-25 still retain that perk of firing in an arc in order to flush out entrenched infantry .

Starting Light Vehicle :

: An armored-car with ludicrous speed and open-topped turret for extra vulnerability . Unlike previous version of BA , it can tow artillery around .

: Filthy capitalist armored personnel carrier from UK . The main MG port replaced with an AT rifle that is very fast to reload . Also have a Maxim gunner on top just because .

Infantry CP unlocks :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man Guard are your average elite infantry with ok HP and meh weapon handling . They are just like Rifle Infantry Squad but more resilience and have 1 Bazooka anti-tank launcher to deal with armor threats .

: It is those badass Marine , now come with Guard status , fyi Guard title only grant to those with distinguished service and performance in battle . 8-man squad with highest HP and 5 stars weapon handling along with America 's M3A Clown scout car . Since most of the time you have to fight on foot , it is a good idea to bring along the car 's 30.Cal HMG for extra firepower . They carry mostly automatic weapon and semi-auto rifle this time around .

Support Weapon CP Unlocks :

: Medium anti-air that is lethal to plane , infantry and light vehicle , not so against German upgraded Medium Panzers . At least it may stun them .

: Standard Soviet medium AT gun . Adequate against Panzer 3 and Panzer 4 but struggle against Panther and Tiger tank . They do have 5 HEAT rounds to help them out in a pinch .

: Share the list of what it can penetrate with the Zis-3 , useless against heavy tank because no HEAT round . Have extra 5m ( 200m ) shooting range so it can announce its location to Tiger crews and ask to be shot back .

: Truck carrying a light AA , very useful in the open field of Minsk . In operation Bagration , the German fielded theirs upgraded Panzer 3 / Panzer 4 along with heavy tanks so it makes no sense to buy an AA gun for anti-tank duty .This is where being mobile while being good vs infantry and plane come into play .

Medium Tank CP Unlocks : :

: Another vehicle made by those tea-loving old geezers , its heavily slopped armor give this light tank surprisingly good resistant against shots fire from a typical 75mm . A Panther / Tiger main gun still goes through it like nothing .

: The German called this tank " Mickey Mouse " . Not much improvement honestly . Can put up a fight against Panzer 4 and Stug but prone to get turret jammed or outright being deleted now that the German have upgraded theirs arsenals .

Heavy Tank CP Unlocks :

: An oversized tank shell sponge , also known as Churchill III , is the fattest Soviet tank at your disposal . You buy this cus you want something to attract enemy AT gun and especially those of Tiger and Panther . 178 armor but flat surface , it won't be long till the Tiger cracks it open

: IS-2 heavy tank have a reputation to be kept , that is its tendency to have broken turret leading to Ammo rack explosion and freaking long reloading time with its 122mm . Don't get me wrong , the 122mm is a very powerful gun that may be your only hope of destroying heavy tanks , but its lame accuracy and reload time may prove to be....problematic . Avoid tank duel against German Heavies , distract them with something disposable like infantry while you ready your shot .

Heavy Artillery CP Unlocks :

: Mediocre medium arty , have 405m range and 5 rounds of HEAT for self-defense , assuming it even hit something to begin with . Buy 3 and barrage fire.

: Soviet final solution to deal with heavy armor threats , by shoving the biggest gun they can assemble into theirs exhaust pipe . The BS-3 is the heaviest dedicated AT gun you can field . Come with a free scout car to move around but preferably a supply truck due to how limited theirs ammo is .

: Remember that cheeky light tank with 300mm rocket that keep destroying your KV-1 in Smolensk ? Soviet decided to copy it . How the table have turned . BM-31 traded its AoE potential for more destructive payloads which will delete everything happened to be in the blast zone .

Special CP Unlocks :

: When you want something erase , you call in the airforce . Cool down is very long but for 300MP and a guarantee kill , this is a steal . Rare chance of getting shot down by enemy AA .

3-3 OPERATION BAGRATION - DEFENSIVE .


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Special Call-in :

: The most expensive special call in at the start ( 750 MP ) but it is an artillery so it will help you with assaulting strong points , even if the M-30 is mediocre . Limit to 3 .

Starting Support Weapon :

: Light Anti-Air , effectiveness limited to infantry and armored car in early stage .

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Standard Soviet medium AT gun . Adequate against Panzer 3 and Panzer 4 but struggle against Panther and Tiger tank . They do have 5 HEAT rounds to help them out in a pinch .

: Share the list of what it can penetrate with the Zis-3 , useless against heavy tank because no HEAT round . Have extra 5m ( 200m ) shooting range so it can announce its location to Tiger crews and ask to be shot back .

Starting Light Vehicles call-in :

: Engineer truck come with 2 Field Engineers whose task is to build emplacement like large foxhole , tank trap , barred wire . Inside the truck there are anti-personnel mine , anti-tank mine and TNT ( which can be used to blow up obstacles ) .The truck will re-supply repair box inside your vehicles ( maximum of 5 ) and Engineer 's TNT / tools if he happens to use them . Currently the supply gauge is bugged and WILL NOT accumulate unlike Ammo truck .

Infantry CP unlocks :

: Wrong-thinkers , criminals , cowards and disgraced officers who was given a chance to prove themselves . Penal depsite having lowest HP and 2-star weapon handling , they bring with them many anti-personnel grenades compare to conscript squad .

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man Guard are your average elite infantry with ok HP and meh weapon handling . They are just like Rifle Infantry Squad but more resilience and have 1 Bazooka anti-tank launcher to deal with armor threats .

Support Weapon CP unlocks :

: Medium anti-air that is lethal to plane , infantry and light vehicle , not so against German upgraded Medium Panzers . At least it may stun them .

: Wanna know how to improve an OP weapon that is Infantry Gun ? Give them HEAT rounds ! You will be surprised at how good they are at disabling medium tanks . The OB-25 still retain that perk of firing in an arc in order to flush out entrenched infantry .

: Medium mortar is bad , but heavy mortar is a real beast . This mortar pack the same punch as heavy arty while firing twice as fast and outrange all medium mortar . 120mm have normal explosive shell , smoke shell and incendiary shell for those pyro-maniac but good luck landing where you want it . Buy 3 and watch the carnage .

Medium Tank CP Unlocks :

: Nimble light tank with a joke of a gun that is 45mm , only good for bullying infantry unless you run into Panzershreck hiding in the house .

: Tank destroyer armed with 85mm . Easily destroy all medium tank at long range but barely put a dent on heavy tanks . Being based on T-34 chassis it can't afford to bounce any AT cannon shot so do your best hiding it in the bushes .

Heavy Tank CP Unlocks :

: Combine the body of the lighter KV-1S with the turret of an IS-1 and you get the worst of both . Questionable armor along with a turret that tend to get disable just by sneezing at it . Only saving grace is its 85mm which is the worse version of SU-85 main gun .

: Lovingly dubbed " The Beast Killer " , very few things can stand against the might of the 152 ML-20A . If the first shot only stun the heavy tank then the follow-up short will finish it off . The only thing you need to watch out for is the gun have shorter range than that of 88s and ISU can't tank many hit from big guns .

Heavy Artillery CP Unlocks :

: Heavy Anti Air / Heavy Anti Tank , start to struggle a bit against heavy armors , plus new Soviet Tanks now have 85mm gun or bigger so unless you really really want to dug in , you can always stick to tank .

: Standard heavy artillery with 490m range and 5 APHE shells for self-defense against vehicle .

: Super heavy artillery with enormous range and equally enormous blast , attach a supply truck to it since it only carry 5 shells . And may be find something to read while waiting for it to finish reloading .

Special CP Unlocks :

3-4 OPERATION BAGRATION - OFFENSIVE .


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Special Call-in :

: Tank destroyer armed with 85mm that can easily take out most medium tank but can't afford to take any hit from AT cannon . Limit to 3 .

Starting Light Vehicle Call-in :

: An armored-car with ludicrous speed and open-topped turret for extra vulnerability . Unlike previous version of BA , it can tow artillery around .

: A truck come with 9 Guards .Unfortunately , the last guy they left behind is carrying the Bazooka . Way to gimp themselves .

: Armored Car with improved version of 45mm , useless vs tanks and not so effective vs building . Don't bother with it.....

Starting Tank Call-in :

: Light tank with 20mm auto-cannon as its main gun . Only good vs Infantry .

Infantry CP Unlocks :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man squad who have identical stats to Rifle Squad but all member swap theirs riffle for PPS SMG and carry extra grenades . Tend to run out of ammo quickly so keep that in mind .

: Assault Sappers are 10-chads squad with the highest HP out of any Soviet Infantry squad . The majority of member are armed PPS-43 SMG , 4 of them have Panzerfaust 60 and a single member carry a flamethrower which should be kept in check to avoid friendly fire , no pun intended . They focus solely on close range assault and have slower movement speed than average infantry due to theirs body armor .

Support Weapon CP Unlocks :

: Light anti-air with high rate of fire but only good vs infantry and light vehicle .

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Have more punching power and better range than Light AA , also may stun tanks .

: Standard Soviet medium AT gun . Adequate against Panzer 3 and Panzer 4 but struggle against Panther and Tiger tank . They do have 5 HEAT rounds to help them out in a pinch .

Medium Tank CP Unlocks :

: General purpose medium tank , can be good when you need fast response to enemy tank , otherwise save up your MP to buy T-34/85 .

: 85 mm give this tank much needed firepower to deal with increasingly heavy armors from German while remain enough mobility to chase the enemy of Motherland back to Berlin .

Heavy Tank CP Unlocks :

: KV tank that trade its armor for mobility , terrible all around , can't tank hit nor destroy tanks . A scam of a heavy . It will lose to a duel vs a Hetzer ...

: Improved IS-2 with better frontal armor , dem Soviet still forgot about its weak turret . 122mm can put a real hurt on most tank but sometime bounce off heavy tank 's frontal armor .

Heavy Artillery CP Unlocks :

: With the amount of big gun available to you right now , why bother buying this ?

: Mediocre medium arty with 450 range and questionable accuracy , come with 5 HEAT rounds for self-defense .

: Heavy artillery with 490 range and 5 APHE rounds for self-defense , buy this instead of the 122mm M-30 .

Special CP Unlocks :

3-5 OPERATION BAGRATION - IRREGULAR


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Special Call-in :

: Heavy Anti-Air / Heavy Anti-Tank , out range all AT gun and tank in early stage , will struggle a bit against heavy tank . Limit to 3 .

Starting Infantry Call-in :

: While no one use them in multiplayer , Flamer is a bit useful in Skirmish . They shoot in an arc so they can tackle high ground and trench , or burn down the entire building and kill any unit inside . On some occasions flamer can even destroy the heaviest tank by spewing fire at engine compartment for 5 secs .

Starting Light vehicles Call-in :

: An armored-car with ludicrous speed and open-topped turret for extra vulnerability . Unlike previous version of BA , it can tow artillery around .

: Bigger armored car with 45mm and the inability to tow artillery . No buy.

Starting Tank Call-in :

: Final version of T-70 with few improvements but none of them help it dealing with medium and heavy tank . Only good at early stage against infantry and armored car with its 45 mm , but watch out for Puma car .

Infantry CP Unlocks :

: Partisan now reduce to 8-man squad with low HP but weird weapon load out , namely MG-34 and double barrel shotgun . Only have 1 molotov cocktail this time :(

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 6-man squad of badassery have returned with new weapon . All member armed with PPS-43 smg , one guy now have a Bazooka anti-tank launcher . If the Bazooka fail , they still have 7 TNTs and 5 Molotov Cocktails to terrorize Tiger tank . Spetnaz not carry any AT mine this time but like , who use them anyways when you have superior options ?

Support Weapon CP Unlocks :

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Medium anti-air , good vs infantry , light vehicle and may stun tanks .

: Wanna know how to improve an OP weapon that is Infantry Gun ? Give them HEAT rounds ! You will be surprised at how good they are at disabling medium tanks . The OB-25 still retain that perk of firing in an arc in order to flush out entrenched infantry .

: Standard Soviet medium AT gun . Adequate against Panzer 3 and Panzer 4 but struggle against Panther and Tiger tank . They do have 5 HEAT rounds to help them out in a pinch .

Medium Tank CP Unlocks :

: Assault tank that can engage a wide variety of target with its main gun while the hull-mounted flame thrower turn all the infantry along with the wooden house in which they are hiding into ashes . And if that wasn't enough , the flame thrower have longer range than Panzershreck !

: 85 mm give this tank much needed firepower to deal with increasingly heavy armors from German while remain enough mobility to chase the enemy of Motherland back to Berlin .

Heavy Tank CP Unlocks :

: An IS tank with 85 mm , depend on your opinion this is both good and bad . It is the tanky version of T-35/85 but what is the point if your gun can't penetrate heavy tanks and you can't quickly relocate ?

: Heavy tank destroyer armed with 122mm which will cut through Tiger 's turret like it made of paper . More accurate than the IS2 's gun that for sure .

Heavy Artillery CP Unlocks :

:Mediocre medium arty with questionable accuracy , carry 5 HEAT rounds for self-defense .

: The real 122mm heavy arty that you better spend MP on , with its 450m range this gun can outrange German arty and soften the last CP .

: People called it " War crime on a truck " for a good reason . A single Katyusha can and WILL decimate entire point , stun tanks and send infantries to theirs graves . This version use 132mm rocket . There is a version with 300mm rocket but you don't get to use such toy , shame on you .

Special CP Unlocks :

4-1 BLOODSHED AT SEELOW HEIGHTS - GENERAL CALL-IN.


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Infantry :

: Take good care of this guy , medic can revive your infantry in bleeding state if he can get to them fast . Medic have smoke grenade which will block enemy sights and a pistol for self defense but better pick up a riffle so he can contribute to the fight . He also can set up medical tent in order for your troop to re-supply theirs medical bandage .

: A group of 4 tankman ready to commandeer any tank you managed to capture and repair , or just replace a crew who met untimely demise . While you can use your normal infantry to drive tank , but infantry have better gun handling so leave the tank driving to the real tankman .

: 2 rifflemen with meh weapon stats , use them on captured support weapons or replace weapon team crew . Most cannon and arty have 4 crews for maximize effectiveness . Honestly don't buy these guy as we have better option .

: Ours least favorite duo is back with new shiny weapon ! One is carrying Panzershreck , the most lethal AT launcher in-game , which can destroy heavy tank with a shot from the side . The other guy only have a single Panzerfaust 60 along with SMG but not extra panzershreck ammo . Give the panzershreck guy a gun and ditch his pistol .

: If you want some delicacy solutions to remove enemy defenders from control point , buy this . Sniper is very useful during early stage for picking off enemy troops one by one and can even clear the entire point with good micro and luck . Sniper can also spot enemy for your troop so keep that in mind when you have arty .

: The only fitting punishment for a coward is ded ....No , wrong game . Commissar is the officer come with binocular . His job is to take a peak into fog of war and can spot enemy hiding in the bushes . Essentially useless if you disable Fog of War .

: All-round 10-man squad with SMG , rifle and LMG . Less effective than previous 2 skirmishes due to only have 1 AT nade and it is not the godlike Molotov . Best to use them to hold the ground while elite infantry do something else .

Support Weapon :

: A small ammo crate come with 2 artillery men , why do we even buy that artillery men again ? Anyways , perfect for refilling small fire-arm , heavy MG and medium cannon .

: New medium machine gun that have almost identical stats to Maxim MG , come with bigger gun shield to protect the gunner from small fire-arm . Better save extra 50 MP for....

: This baby can pierce through fence and one hit kill infantry , it also can disable truck and sometime scout car / half track . No wonder Soviet kept using them after the war .

Light Vehicles :

: Refuel your tank with this truck .

: Resupply your big guns with this truck .

4-2 BLOODSHED AT SEELOW HEIGHTS - ALL-ROUND.


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Special Call-ins :

: The bane of multiplayer and causing a real headache with all the screen shaking , arty signaller is good for defending points against mass infantry assault . When it is your turn to assault , use him behind cover / building / hill and rain death on the enemy . Arty strike will clear out any weapon team and light vehicle happen to be in the area . If the signaller die , loot his flare gun along with the flare ammo , any infantry can call down arty strike and DO NOT combine flare ammo when you call in another guy . Limited to 5 .

Starting Support Weapon :

: Medium mortar is very disappointed in Gate of Hell , they are very inaccurate . good luck hitting anything right where your cursor is . The trick is to buy 3 or more mortars and perform a barrage to soften up enemy defense . Hid them behind cover / hill as they share the same range as medium AT gun .

: Wanna know how to improve an OP weapon that is Infantry Gun ? Give them HEAT rounds ! You will be surprised at how good they are at disabling medium tanks . The OB-25 still retain that perk of firing in an arc in order to flush out entrenched infantry .

Starting Light Vehicle :

: An armored-car with ludicrous speed and open-topped turret for extra vulnerability . Unlike previous version of BA , it can tow artillery around .

: Filthy capitalist armored personnel carrier from UK . The main MG port replaced with an AT rifle that is very fast to reload . Also have a Maxim gunner on top just because .

Starting Tank Call-in :

: Light Amphibious tank with Dshk heavy MG as its main gun along with a DT MG . Useless pass the first line .

Infantry CP Unlocks :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man Guard are your average elite infantry with ok HP and meh weapon handling . They are just like Rifle Infantry Squad but more resilience and have 1 Bazooka anti-tank launcher to deal with armor threats .

: It is those badass Marine , now come with Guard status , fyi Guard title only grant to those with distinguished service and performance in battle . 8-man squad with highest HP and 5 stars weapon handling along with America 's M3A Clown scout car . Since most of the time you have to fight on foot , it is a good idea to bring along the car 's 30.Cal HMG for extra firepower . They carry mostly automatic weapon and semi-auto rifle . In Seelow Heights they have 2 panzerfaust 60s.

Support Weapon CP Unlocks :

: Medium anti-air that is lethal to plane , infantry and light vehicle , not so against German upgraded Medium Panzers . At least it may stun them .

: Standard Soviet medium AT gun . Adequate against Panzer 3 and Panzer 4 but struggle against Panther and Tiger 2 tank . They do have 5 HEAT rounds to help them out in a pinch .

: Share the list of what it can penetrate with the Zis-3 , useless against heavy tank because no HEAT round . Have extra 5m ( 200m ) shooting range so it can announce its location to Tiger 2 crews and ask to be shot back .

: Truck carrying a light AA 25mm .

Medium Tank CP Unlocks : :

: Another vehicle made by those tea-loving old geezers , its heavily slopped armor give this light tank surprisingly good resistant against shots fire from a typical 75mm . A Panther / Tiger 2 main gun still goes through it like nothing .

: The German called this tank " Mickey Mouse " . Not much improvement honestly . Can put up a fight against Panzer 4 and Stug but prone to get turret jammed or outright being deleted now that there are 3 Tiger 2s roaming around . Good luck .

Heavy Tank CP Unlocks :

: An oversized tank shell sponge , also known as Churchill III , is the fattest Soviet tank at your disposal . You buy this cus you want something to attract enemy AT gun and especially those of Tiger and Panther . 178 armor but flat surface . Tiger 2 will definitely crack it open and rob the tea-making set .

: IS-2 heavy tank have a reputation to be kept , that is its tendency to have broken turret leading to Ammo rack explosion and freaking long reloading time with its 122mm . Don't get me wrong , the 122mm is a very powerful gun that may be your only hope of destroying heavy tanks , but its lame accuracy and reload time may prove to be....problematic . Avoid tank duel against Tiger 2 !

Heavy Artillery CP Unlocks :

: Mediocre medium arty , have 405m range and 5 rounds of HEAT for self-defense , assuming it even hit something to begin with . Buy 3 and barrage fire.

: Soviet final solution to deal with heavy armor threats , by shoving the biggest gun they can assemble into theirs exhaust pipe . The BS-3 is the heaviest dedicated AT gun you can field . Come with a free scout car to move around but preferably a supply truck due to how limited theirs ammo is .

: Remember that cheeky light tank with 300mm rocket that keep destroying your KV-1 in Smolensk ? Soviet decided to copy it . How the table have turned . BM-31 traded its AoE potential for more destructive payloads which will delete everything happened to be in the blast zone .

Special CP Unlocks :

: When you want something erase , you call in the airforce . Cool down is very long but for 300MP and a guarantee kill , this is a steal . Rare chance of getting shot down by enemy AA .

4-3 BLOODSHED AT SEELOW HEIGHTS - DEFENSIVE.


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Special Call-in :

: The most expensive special call in at the start ( 750 MP ) but it is an artillery so it will help you with assaulting strong points , even if the M-30 is mediocre . Limit to 3 .

Starting Support Weapon :

: Light Anti-Air , effectiveness limited to infantry and armored car in early stage .

: Seelow Heights full of hill , trench and 88s which prove to be a challenge to conquer . Mortar is needed to get rid of those defenses . You still have to buy 3 or more though .

: Zis-3 is adequate to fight off Panzer 4 , useless against the Panther and Tiger 2

Starting Light Vehicles call-in :

: Engineer truck come with 2 Field Engineers whose task is to build emplacement like large foxhole , tank trap , barred wire . Inside the truck there are anti-personnel mine , anti-tank mine and TNT ( which can be used to blow up obstacles ) .The truck will re-supply repair box inside your vehicles ( maximum of 5 ) and Engineer 's TNT / tools if he happens to use them . Currently the supply gauge is bugged and WILL NOT accumulate unlike Ammo truck .

Infantry CP unlocks :

: Wrong-thinkers , criminals , cowards and disgraced officers who was given a chance to prove themselves . Penal depsite having lowest HP and 2-star weapon handling , they bring with them many anti-personnel grenades compare to conscript squad .

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man Guard are your average elite infantry with ok HP and meh weapon handling . They are just like Rifle Infantry Squad but more resilience and have 1 Bazooka anti-tank launcher to deal with armor threats .

Support Weapon CP Unlocks :

: May want to replace your light AA with this . Problem is its current valid target limited to mostly infantry and half track while A.I love to throw upgraded Panzer 4 , Panther and even Tiger at you .

: Infantry Gun with extra HEAT round . Bring it along during hill assault .

: With the high amount of armor in this scenario , every extra penetration help a lot more than you think . It may have problem defeating Tiger and Panther but anything lower than that is fair game .

: For when you think your 82mm mortar barrage is not convincing enough , get these . Have small of chance of completely destroy a medium on direct hit .

Medium Tank CP Unlocks :

: Fast light tank which have no business at Seelow . if anything it made a good target practice for enemy Panzer .

: Very expensive to call in during early stage but it is one of few Soviet vehicle that have a chance to penetrate German heavy armors .

Heavy Tank CP Unlocks :

: Consider all the tank you currently have at hand , this IS-1 is probably the only one that can tank more hits than other which is a stretch . As long as you don't pit it against heavy tanks....

: For extra 100 MP you get a gun that ( probably ? ) can stun Tiger 2 and even blast it to hell . Be mindful that 152 have less range than both 88 and 100mm plus accuracy is not reliable at long range .

Heavy Artillery CP Unlocks :

: 85mm anti-tank gun already struggle against heavy armor , what chance do a flak gun have ? Everything else is OK .

: Standard heavy artillery with 490m . Have 5 APHE rounds for self-defense .

: If both 100mm and 152 failed to destroy the Tiger 2 , you always have the option to call in the biggest artillery Stalin can spare to finish the job .

Special CP Unlocks :

4-4 BLOODSHED AT SEELOW HEIGHTS - OFFENSIVE.


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: Tank destroyer armed with 85mm that can easily take out most medium tank but can't afford to take any hit from AT cannon . Limit to 3 .

Starting Light Vehicle Call-in :

: An armored-car with ludicrous speed and open-topped turret for extra vulnerability . Unlike previous version of BA , it can tow artillery around .

: A truck come with 9 Guards .Unfortunately , the last guy they left behind is carrying the Bazooka . Way to gimp themselves .

: Armored Car with improved version of 45mm , useless vs tanks and not so effective vs building . Don't bother with it.....

Starting Tank Call-in :

: Light tank with 20mm auto-cannon as its main gun . Only good vs Infantry .

Infantry CP Unlocks :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: 10-man squad who have identical stats to Rifle Squad but all member swap theirs riffle for PPS SMG and carry extra grenades . Tend to run out of ammo quickly so keep that in mind .

: Assault Sappers are 10-chads squad with the highest HP out of any Soviet Infantry squad . The majority of member are armed PPS-43 SMG , 4 of them have Panzerfaust 60 and a single member carry a flamethrower which should be kept in check to avoid friendly fire , no pun intended . They focus solely on close range assault and have slower movement speed than average infantry due to theirs body armor .

Support Weapon CP Unlocks :

: Light Anti-Air , effectiveness limited to infantry and armored car in early stage .

: Seelow Heights full of hill , trench and 88s which prove to be a challenge to conquer . Mortar is needed to get rid of those defenses . You still have to buy 3 or more though .

: Zis-3 is adequate to fight off Panzer 4 , useless against the Panther and Tiger 2 .

: If you have MP to spare , may as well upgrade your light AA to med AA for extra punching power and range .

Medium Tank CP Unlocks :

: Normal 76mm is just not gonna cut it .Not only German tanks now have extra armor , they also station on the hill which will make theirs armor even more effective due to sharp angle , you know , science and mathematics stuffs . Save up extra 200 MP for T-34/85 .

: 85 mm give this tank much needed firepower to deal with increasingly heavy armors from German while remain enough mobility to chase the enemy of Motherland back to Berlin .

Heavy Tank CP Unlocks :

: KV tank that trade its armor for mobility , terrible all around , can't tank hit nor destroy tanks . A scam of a heavy .

: Improved IS-2 with better frontal armor , dem Soviet still forgot about its weak turret . 122mm can put some real hurt on enemy tank but definitely bounce off Tiger 2 frontal armor .

Heavy Artillery CP Unlocks :

: A bit late to be unlocked there buddy , you already have bigger gun that this .

: Mediocre medium arty ,have 405m range and 5 rounds of HEAT for self defense , assuming it even hit something to begin with . Buy 3 and barrage fire .

: Standard Heavy artillery with 490m range and 5 APHE rounds for self-defense .

Special CP Unlocks :

4-5 BLOODSHED AT SEELOW HEIGHTS - IRREGULAR.


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Special Call-in :

: Heavy Anti-Air / Heavy Anti-Tank , out range all AT gun and tank in early stage , will struggle a bit against heavy tank . Limit to 3 .

Starting Infantry Call-in :

: While no one use them in multiplayer , Flamer is a bit useful in Skirmish . They shoot in an arc so they can tackle high ground and trench , or burn down the entire building and kill any unit inside . On some occasions flamer can even destroy the heaviest tank by spewing fire at engine compartment for 5 secs .

Starting light vehicles Call-in :

: An armored-car with ludicrous speed and open-topped turret for extra vulnerability . Unlike previous version of BA , it can tow artillery around .

: Armored Car with improved version of 45mm , useless vs tanks and not so effective vs building . Don't bother with it.....

Starting Tank Call-in :

: Final version of T-70 with few improvements but none of them help it dealing with medium and heavy tank . Only good at early stage against infantry and armored car , but watch out for Puma car with 5 cm .

Infantry CP Unlocks : :

: 6-man squad with low HP but excellent vision , they don't seems to spot infantry in the bushes though . With fog of war enabled they are a must to call in .

: Very bad 8-man squad with lowest HP and 2-stars weapon handling . It is 1944 and they still don't get to carry any MG . Theirs only redeeming features is that they have 2 molotov cocktails aka the best AT nades in the game .

: 6-man squad of badassery have returned with new weapon . All member armed with PPS-43 smg , one guy now have a Bazooka anti-tank launcher . If the Bazooka fail , they still have 7 TNTs and 5 Molotov Cocktails to terrorize Tiger tank . Spetnaz not carry any AT mine this time but like , who use them anyways when you have superior options ?

Support Weapon CP unlocks :

: Seelow Heights full of hill , trench and 88s which prove to be a challenge to conquer . Mortar is needed to get rid of those defenses . You still have to buy 3 or more though .

: Medium anti-air that is lethal to plane , infantry and light vehicle , not so against German upgraded Medium Panzers . At least it may stun them .

: Wanna know how to improve an OP weapon that is Infantry Gun ? Give them HEAT rounds ! You will be surprised at how good they are at disabling medium tanks . The OB-25 still retain that perk of firing in an arc in order to flush out entrenched infantry .

: Standard Soviet medium AT gun . Adequate against Panzer 3 and Panzer 4 but struggle against Panther and Tiger tank . They do have 5 HEAT rounds to help them out in a pinch .

Medium Tank CP Unlocks :

: Assault tank that can engage a wide variety of target with its main gun while the hull-mounted flame thrower turn all the infantry along with the wooden house in which they are hiding into ashes . And if that wasn't enough , the flame thrower have longer range than Panzershreck !

: 85 mm give this tank much needed firepower to deal with increasingly heavy armors from German while remain enough mobility to chase the enemy of Motherland back to Berlin .

Heavy Tank CP Unlocks :

: An IS tank with 85 mm , depend on your opinion this is both good and bad . It is the tanky version of T-35/85 but what is the point if your gun can't penetrate heavy tanks and you can't quickly relocate ?

: Heavy tank destroyer armed with 122mm which will cut through Tiger 's turret like it made of paper . More accurate than the IS2 's gun that for sure .

Heavy Artillery CP Unlocks :

: Mediocre medium arty ,have 405m range and 5 rounds of HEAT for self defense , assuming it even hit something to begin with . Buy 3 and barrage fire .

: The real 122mm heavy arty that you better spend MP on , with its 450m range this gun can outrange German arty and soften the last CP .

: People called it " War crime on a truck " for a good reason . A single Katyusha can and will decimate entire point , stun tanks and send infantries to theirs graves . This version use 132mm rocket . There is a version with 300mm rocket but you don't get to use such toy , shame on you .

Special CP Unlocks :

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2889608570					

More Call to Arms - Gates of Hell: Ostfront guilds