Spearhead Leichte Doctrine for Dummies

Spearhead Leichte Doctrine for Dummies

What Is Leichte Doctrine?


Spearhead Leichte Doctrine for Dummies image 1

Leichte Doctrine is one of six doctrines that a player can pick when playing "Wehrmacht" faction, also knows as "Ostheer" in vanilla.

It is a Motorized / Generalist doctrine that has acces to multiple light and medium vehicles as well as early Panther variants.

Radio Intercept Doctrinal Passive

Leichte Division is one of rare doctrine to receive "Radio Intercept" passive.

The passive ability that reports on all things built by the enemy, be it units, buildings or defenses such as sandbags or mines.

It is a very powerful passive that can be used to inform yourself and your teammates of enemy army structure and incoming threats.

That doesn't meant you should spend all your time just checking out what the enemy has built, but rather check up sometimes if a particularly interesting unit has been made, like a tank or an Elite Infantry squad.

Non-doctrinal Infantry Units

Non-Doctrinal infantry units that you should pay most attention to:

-Pioneers

-Volksgrenadiers

-Grenadiers

-MG's, Mortars and AT Guns

Pioneers

Pioneers are your main construction and repair unit. While not as good of a combat unit as others, it's abilities and weapon upgrades make it a very important part of your army

Noteworthy Abilities:

Bundle Grenade- A 35 munition ability that can do lots of things, like wipe entire squads and immobilize tanks. Be careful not to get your squad wiped because you wanted to throw it

Salvage- Salvage makes all the vehicle wrecks a great source of fuel. Careful however, as the pioneers will be extra vulnerable while salvaging.

Noteworthy weapon upgrades:

Panzerbusche- An Anti-Tank rifle that is an excellent counter to light and medium vehicles. It is also partially effective against infantry in cover, mainly because it will deal high damage to said cover. Costs 40 munition and is available once Tech 1 is researched.

Volksgrenadiers

Basic infantry unit that is kitted out for close quarters combat both in abilities and weapon upgrades. Use it to dislodge enemy positions with abilities.

Noteworthy Abilities:

Throw Stiehlgranate-The squad throws a single Model 24 grenade at target location. Usefull for clearing defense positions and buildings. Costs 20 munitions to use.

Throw Brandflasche- The squad throws a molotov at the target location. Especially dangerous ability capable of quickly killing any infantry caught in the impact area. Can cause engine damage to vehicles. Costs 10 munitions to use.

Throw a Smoke Grenade- The squad throws a Model 24 Smoke Grenade at the target location. Useful for covering a retreat or an assault. Costs 15 munitions to use.

Noteworthy weapon upgrades:

Thompson Submachine Guns (2x)- Equips the squad with two captured Thompson Submachine guns. Excellent at close and medium range, this is a must have for all Volksgrenadiers that aren't going to have a Panzerschreck on them. Requires vet 1 and costs 35 munitions.

Panzerschreck-Equips the squad with a great anti tank weapon capable of tackling any and all armor with ease.Requires vet 2 and costs 90 munitions.

Panzerfaust- Replaces the Brandflasche ability with a great AT ability capable of badly damaging all enemy armor. Costs 15 munitions to upgrade and 30 munitions to use.

Grenade Assault- All men in the squad throw a Model 24 grenade at the target location. Effective at clearing large parts of defensive emplacements and buildings. Replaces Model 24 Grenade. Costs 10 munitions to upgrade and 30 munitions to use.

Grenadiers

Grenadiers are Tier 1 long-range unit, great at holding a defensive position, but not as good at assaulting one due to no close-range abilities or upgrades. Keeping them at distance and in cover will vet them up quickly and bleed your enemy.

Noteworthy Abilities:

Rifle Grenade- 30 munitions ability that launcher a Rifle Grenade at your enemy. Useful to turn the tide of an engagement or to soften the enemy squad, but can't be fired too close to the unit.

Rifle AT Grenade- The main Anti-Tank ability of the unit, a perfect answer to the pesky light vehicles. Costs 15 munitions to use.

Model 42 Smoke Grenade- Blocks vision at the cost of 10 munitions and a timer. Useful for blocking vision to allow free and unseen unit movement.

Noteworthy weapon upgrades:

M1A1 "Bazooka"- A captured American rocket launcher capable of dealing great damage to light and medium armor. A good upgrade much cheaper than the Panzerschreck. Requires vet 1 and costs 55 munitions.

Light MG 42- A 75 munition upgrade that turn the squad into a mobile suppresion platform. Useful if the enemy uses a lot of infantry, but less effective against armored targets.

Panzerfaust- Same as Volksgrenadiers, replaces AT Rifle Grenade.

Rifle Smoke Grenade- Can be launcher over much greated distance and doesn't have a timer. Costs 10 munitions to upgrade and 25 munitions to use. Replaces the Model 42 Smoke Grenade.

Picture #1 Left to right- Pioneers with Panzerbusche, Volksgrenadiers with Thompsons, Grenadiers with a Bazooka

MG's, Mortars and AT Guns

The Support Weapon trinity that no army can survive without, these weapons are crucial for keeping an effective front line while also harrasing the enemy lines and stopping any armor attacks.

Keeping these units in cover and out of sight is the key to bleeding the enemy and winning the battle.

For more information on how to use them, check this guide- https://steamcommunity.com/sharedfiles/filedetails/?id=2394930777

Picture #2 Left to right- MG42, PaK 40 , Granatwerfer 34

Non-doctrinal Vehicles

Non-doctrinal vehicles you should pay most attention to:

- 222 Scout Car

- Panzer 4 F1

- Panzer 4 H

222 Scout Car

A Tier 2 light vehicle that is an excellent weapon of harrasment, the 222 is a mobile suppresion platform that can also be employed as an light vehicle destroyer once upgraded with the 2 cm cannon.

While powerful, it's a glass cannon, so rushing it into the enemy lines alone is something you shouldn't do.

Noteworthy Abilities:

Camouflage- The Scout Car hides itself with bushes, hiding from sight. A nice ability if you need sight at the front line but don't want to move it every few seconds. Take note it can still be revealed by firing and killed by stray shots or artillery fire.

Noteworthy weapon upgrades:

Radpanzer- Increases armor by 50% for 20 munitions, making the Scout Car much beefier. A must have.

Emergency Repair Kit- Vehicle crew automatically repairs the vehicle when outside of combat for more than 15 seconds. Doesn't repair criticals. Costs 20 Munitions.

2cm Autocannon with MG34- Installs a 2cm turret with a coaxial MG on the vehicle, giving it a potent Anti Infantry and Light Vehicle weapon. Also makes it much more effective against enemy aircraft. Not necessary to buy, but very useful.

Panzer 4 F1

Your first medium vehicle, the F1 is a great mobile bunker as well as an actual AT vehicle in a pinch. It is best used entrenched, acting as a bunker that can escape an artillery strike.

Noteworthy Abilities:

Smoke Canister- Releases a smoke cloud that envelops the tank, blocking vision and allowing the tank to reposition or cover a retreat / assault. Costs 30 Munitions to upgrade and 20 Munitions to use.

Fire HE Shell- The tank fires a High-Explosive shell that is effective against infantry and crew weapons, but useless against armor. It might get caugh on debis, so make sure you have a clear view of the target without any shotblockers for a guaranteed hit. Costs 20 Munitions to use.

Fire HEAT Shell- The tank fires a High-Explosive Anti-Tank round that is effective against all targets. It has a chance to highly damage medium vehicles or outright kill them, but is less effective against heavy armour. Unlike HE shell, it won't hit any debris that might be in the way, so it's a safer option when firing. Costs 10 Munitions to upgrade and 25 Munitions to use.

Fire Smoke Shell-The tank fires a Smoke Shell at the target location, blocking the sight. Usefull for blinding the enemy more than yourself. Costs 25 munitions to use.

Tank Shock!- The tank uses propaganda leaflets to instantly force retreat a single infantry squad. Useful when an enemy is rushing towards you with AT weapons. Doesn't cost anything but requires the tank to be Vet 1 to use it.

Blitzkrieg!- The tank crew executes a well practiced Blitz maneuver, moving rapidly while lowering the tanks accuracy on the move. Great ability to either retreat fast or close in for a kill. Costs 10 fuel and can't be used if the engine is damaged in any way.

Noteworthy weapon upgrades:

Pintle MG42- Increases vision of the tank, provides additional Anti Infantry and Anti Aircraft capabilities. A must have. Costs 50 munitions.

Panzer 4 H

The main tank of all Wehrmacht Doctrines, it's a reliable medium that is best when used entrenched and supported by other units.

Noteworthy Abilities:

Smoke Canister

Fire HEAT Shell

Fire Smoke Shell

Tank Shock!

Blitzkrieg!

(All the abilities are the same as with Panzer 4 F1)

Noteworthy upgrades:

Pintle MG42- Increases vision of the tank, provides additional Anti Infantry and Anti Aircraft capabilities. Costs 50 munitions. Get it on the Panzer 4 only if you are experiencing hell of a lot of infantry charges that you can't contain.

Panzer Commander- The Tank Commander opens the hatch and surveys the battlefield, granting extra sight and better aim to the main gun. Costs 30 Munitions to upgrade, and requires vet 2.

Picture #3 Left to right- Veteran 222, Panzer 4 F1 with an MG42 upgrade, Panzer 4 H

Doctrinal Infantry Units

Doctrinal Infantry units:

-90th Grenadier division Panzergrenadiers

-200th Panzergrenadiere regiment Panzergrenadiers

90th Grenadier division Panzergrenadiers

A potent assault infantry , 90th Panzergrenadiers can be outfitted for all tasks.

Noteworthy abilities:

Rifle Grenade- 30 munitions ability that launcher a Rifle Grenade at your enemy. Useful to turn the tide of an engagement or to soften the enemy squad, but can't be fired too close to the unit.

Throw a Smoke Grenade- The squad throws a Model 24 Smoke Grenade at the target location. Useful for covering a retreat or an assault. Costs 15 munitions to use.

Panzerfaust- An incredibly potent AT ability capable of knocking out even heavy armor. Costs 30 munition to use.

Noteworthy weapon upgrades:

Bundle Grenade-The squad is issued Bundle Grenade for increased killing power. Excellen at wiping units and damagind armor. Costs 10 Munitions to upgrade and 35 to use. Replaces the Rifle Grenade.

MKb 42 (2x)- The squad is issued two early variants of the famed STG 44 assault rifle. A cheaper upgrade with essentially same stats as an STG 44. A must have. Costs 55 munitions.

MP40's (2x)- The squad is issued two submachine guns for increased close combat power. Use in conjunction with the MKb 42's to make the squad a close combat monster. Costs 30 munitions.

Panzerschreck- A terrifying Rocket Launcher capable of knocking out all enemy armor no matter it's weight. Costs 90 munitions and requires vet 3 to buy.

Concealment Training- The squad can use their camo uniforms to become invisible when in cover. Great for ambushing and overall increased survivability of the squad. Requires vet 1 and costs 30 munitions to buy.

200th Panzergrenadiere regiment Panzergrenadiers

A support unit that is great at accompanying friendly tanks and repairing critical damage. With right upgrades they can be a decent combat unit on it's own.

Noteworthy abilities:

Throw Incendiary Grenade-The squad throws a Model 24 Incendiary Grenade, capable of lighting buildings and infantry alight in a matter of seconds. Very useful at cleaning enemy hardpoints. Costs 35 munitions to use.

Rudimentary repair-Panzergrenadiers can repair vehicles, friendly buildings or bridges, albeit slowly.

Rifle Smoke Grenade- The squad fires a Model 42 Rifle Smoke Grenade. Useful for blocking LoS. Costs 25 munitions to use.

Repair Critical-The squad can instantly repair a single critical from a friendly vehicle. An extremely useful ability that can save your tanks from an untimely death. Use whenever possible.

Noteworthy weapon upgrades:

MP40's (2x)-The squad is issued two submachine guns for increased close combat power. Costs 30 munitions.

Gewehr 43 (2x)-The squad is issued two semi-automatic rifles for increased combat power across all ranges. A good upgrade in tandem with MP40's. Costs 20 munitions.

Leichte MG34-The squad is issued a light MG34, capable of quickly suppressing infantry and turning the unit into a more supporting unit rather than an assaulting one. Costs 55 munitions.

Advanced Repair- Replacing "Rudimentary Repair" , it turns the squad into a great repair unit capable of quickly repairing any damage to friendly armor or buildings. Costs 20 munitions.

Picture #4 Left to right- 90th Panzergrenadiers, 200th Panzergrenadiers

Doctrinal Vehicles

Doctrinal Vehicles most important:

- VolkSwagen Type 82 Kübelwagen

- Mortar Halftrack

-Panzerwerfer 42

- Infrared "Uhu" Halftrack

-StuG III F8

-StuG III E

-Panzer 4 G

-Panther A

-Officers (Separate)

VolkSwagen Type 82 Kübelwagen-

The chadest of all light vehicles, the mighty Kübelwagen is equipped with an MG42 and medical packs, making it a potent early game unit capable of suppressing enemy infantry and healing friendly one.

Use with care, as it is an even more fragile than the 222. Comes out from T0 at 0CP.

Mortar Halftrack

A great light artillery piece guaranteed to shake up the enemy defenses, then quickly relocating before they can respond. Comes out at 5 CP's from Tier 2.

Noteworthy Abilities:

Fire 8cm Mortar barrage (6x)- The Halftrack fires 6 shells at the target location. Useful for harrasment of enemy lines.

Fire 8cm Smoke Barrage (6x)-The Halftrack fires 6 smoke shells at the target location, blocking sight. Useful for masking movement and annoying your enemy.

Fire a Precise Mortar Shell- The Halftrack fires a single precise mortar shell at the target location. Great way to knock out specific units, but has smaller range compared to regular barrages.

Counter-Barrage-The Halftrack enters Counter Battery mode, and fires at any enemy artillery within it's range that reveals itself by firing. Fires 4 shells before entering cooldown. Great way to kill or at least damage enemy mortars or light artillery pieces, as well as anything near them. Costs 20 munitions to activate.

Noteworthy weapon upgrades:

Emergency Repair Kit- Vehicle crew automatically repairs the vehicle when outside of combat for more than 15 seconds. Doesn't repair criticals. Costs 20 Munitions.

Incendiary Shells-The Crew can fire a single Incendiary shell at the target location, burning infantry and crew weapons, while damagin vehicle engines due to heat. Costs 20 munitions to upgrade and 35 munitions to fire. Replaces Smoke Shell Barrage. Requires Vet 1.

Expert Gunnery- The crew now fires faster and more precise. 33% smaller scatter on vehicle default abilities. Costs 20 munitions and requires Vet 2.

Panzerwerfer 42 "Maultier"

A truly devastating war machine capable of destroying all but the heaviest enemy targets. Comes out at 10 CP's from Tier 2

Noteworthy abilities:

Full barrage (10x)-The Panzerwerfer fires all 10 of it's 15cm Nebelwerfer 41 rockets at the target area. Effective against all targets. Costs 75 munitions to use.

Half barrage (5x)-The Panzerwerfer fires 5 rockets at the target area. Useful against smaller targets, and has a shorter cooldown. Costs 35 munitions to use.

Counter-Battery- The Panzerwerfer enters Counter Battery mode, and fires at any enemy artillery within it's range that reveals itself by firing. Great way to kill enemy mortars or light artillery pieces, as well as anything near them. Costs 100 munitions to activate.

Noteworth upgrades:

Emergency Repair Kit- Vehicle crew automatically repairs the vehicle when outside of combat for more than 15 seconds. Doesn't repair criticals. Costs 20 Munitions.

Firing Drills- The crew is teached advanced firing, aiming and reloading techniques, leading to 20% increased accuracy and 25% decreased reload times. Requires vet 2 and costs 20 munitions.

Infrared "Uhu" Halftrack

A supporting unit capable of detecting enemy units in the Fog of War. Useful for noting enemy positions for more precise artillery strikes, but is super fragile and has no on board defenses of it's own.

StuG III F8

An older variant of StuG without sideskirts, it's main upsides are being cheaper and having toggle HE. Other than that, not much.

StuG III E

StuH 42's little brother, the StuG E is a nice infantry obliterator capable of toggling HE shells. Very nice unit to use, but doesn't offer much AT capabilities.

Panzer 4 G

A Panzer 4 model right before model "H", it cannot equip sideskirts but has acces to toggle HE. A decent anti infantry and anti tank vehicle, but more vulnerable than it's brother "H".

(Basically all Leichte mediums have the Toggle HE as the selling point at the cost of either armor or AT power.)

Panther A

The first Panther variant to hit the field, it has lighter armor and worse engine, but hey, it's still a Panther.

Use with caution as it doesn't have acces to "Blitzkrieg" ability, and it's armor isn't as thick as that of the "G" variant.

Picture #5 Left to right- Mortar Halftrack, "Uhu", Panzerwerfer, F8, Swagwagen, StuG E, Pz4 G, Panther A

Officers


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Officers offer aura buffs and support abilities to friendly units, as well as off-map artillery barrages.

They are a crucial part of the army. At least one should be on the field, buffing the allied units and calling in fire support. Leichte Officers are special in the way that they all arrive in vehicles, some better and some worse, but all with good abilities and upgrades. (Still a shame you can't deploy them on foot.)

90th Grenadiere division Liutenant (T1 Officer)- Sdkfz 261 (Command Scout Car)

Abilities

-8 cm Mortar Barrage- Useful at clearing an area-Costs 20 munitions

-JU-87D Recon Pass-For briefly revealing Fog of War-Costs 30 munitions

-Emergency repairs- The vehicle stops for repairs. Can repair criticals too.

-Halt Retreat-Officer stops the retreat of any nearby squads, requires vet 1.

-Upgrade the unit with Emergency Repair Kit (20m) to increase it's survivability.

-Upgrade the basic barrage into a "Rapid Mortar Barrage" (5 munitions upgrade, 25 ability) for a stronger barrage.

-Upgrade the Recon Pass into "Flares" (10 munitions upgrade, 50 ability) for a longer and better scouting ability.

90th Grenadiere division Hauptmann (T2 Officer)- Sdkfz 251/3 IV (Command Hanomag Halftrack)

Abilities

-JU-87D MG-17 Strafe- Very effective against infantry but not much else- Costs 30 munitions.

-Fake Artillery Flares- Useful for confusing the enemy-Costs 25 munitions.

-Emergency Repairs-Same as Liutenant

-Upgrade the unit with Emergency Repair Kit (20m) to increase it's survivability.

-Upgrade the basic strafe to either an AT strafe (10 munitions upgrade, 50 ability) or a Frag Bombing Run (10 munitions upgrade, 60 ability) for more power against enemy armor.

Panzer Abteilung 190 Panther Besatzung (T3 Officer) - Sdkfz. 267 (Command Panther)

Abilities

-10.5 cm HE barrage- Expensive but useful for making a large area dangerous to cross for enemy units- Costs 120 munitions to use.

-JU-87D 50kg Dive Bomb- Only targetable on sector points, neutralizes them on hit and deals high damage to everything in vicinity-Costs 60 munitions to use.

-Coordinate Fire- The Officer targets an enemy vehicle, tracking it even in Fog of War and disabling it's camouflage-Costs 20 munitions to use.

-Tank Shock!-The tank uses propaganda leaflets to instantly force retreat a single infantry squad. Useful when an enemy is rushing towards you with AT weapons. Doesn't cost anything but requires the tank to be Vet 1 to use it.

-Upgrade the tank with Smoke Dischargers (30m) and Side skirts (50m) for increased survivability.

-Upgrade the HE barrage into a Rapid HE Barrage ( 10 munitions to upgrade, 120 to use) for faster but more dispersed shells.

-Upgrade the Dive Bomb into either a 15cm Precision Strike (10 munitions upgrade, 80 ability) or a Bomb Strike (same as Precision strike) for a powerful ability that can be targeted anywhere.

Picture #6 Left to right- Liutenant in his car, Hauptmann in his halftrack, Besatzung in his Panther. You can clearly see who is happiest

Battlegroups


Spearhead Leichte Doctrine for Dummies image 195

Leichtes Battlegroups have one great Pro and one great Con

Pro- All infantry sprints outside combat and has decent upgrades and abilities

Con- They are all 4 man units (Big oof mama mia), names are spaghetti

Despite that, I find them one of the better battlegroups out there, especially #1 and #2.

- indicates noteworthy unit abilities

= indicates posible notewrothy upgrades

1st Battlegroup

-184a Divisione paracuditsti "Nembo" Squadra (1x)

-Impact grenade "Breda Mod.35"-25 munitions to use

-Smoke grenade "Nebelgranate 39"-15 munitions to use

-Panzerfaust-30 munitions

=Bundle Grenade-10 munitions to upgrade, 35 to use

=MAB-38 submachine guns (2x)-45 munitions

=MG42-65 munitions

=Concealment training - 30 munitions, vet 1

-7a Divisione fanteria "Lupi de Toscana" Squadra (2x)

-Impact grenade "Breda Mod.35"-25 munitions to use

-Heavy Rifle AT Grenade-25 munitions to use

-Flare-15 munitions

=Panzerfaust-15 munitions to upgrade, 30 to use

=Concealment training-30 munitions, vet 1

=MAB-38 (2x)- 45 munitions, vet 1

=Leichte MG34- 55 munitions, vet 2

2nd Battlegroup

-7a Divisione fanteria "Lupi de Toscana" Squadra (2x)

- Mortar GrW 34 (1x)

-Infantry Support Gun (1x)

-3a Divisione alpina "Julia" Squadra (1x)

-Impact grenade "Breda Mod.35"-25 munitions to use

-Smoke Rifle Grenade-25 munitions to use

-Panzerwurfmine AT Grenade-25 munitions to use

-Infiltration

=Smoke on retreat-20 munitions upgrade

=FNAB-43 submachine guns (2x)-35 munitions upgrade

=First Aid Training-35 munitions upgrade

3rd Battlegroup

-184a Divisione paracuditsti "Nembo" Squadra (1x)

-3a Divisione alpina "Julia" Squadra (1x)

-HMG 42 (1x)

-Opel Blitz truck (2x)

-222 Scout Car (1x)

4th Battlegroup

-184a Divisione paracuditsti "Nembo" Squadra (1x)

-7a Divisione fanteria "Lupi de Toscana" Squadra (2x)

-HMG 42 (1x)

-Opel Blitz truck (2x)

-Panzer II Luchs (1x)

-StuG III G (1x)

Picture #7 Left to right- "Julia" , "Lupi de Toscana" , "Nembo"

So How Do I Play This Doctrine?

Volk-Gren-Medic opening is very flexible. Continuing with a Kubel for a fast suppresion platform will allow you to more easily attack enemy lines and guard your own.

Don't overextend and keep your units in cover while also using Volksgrenadiers to clear enemy defensive positions with grenades and brandflasches.

Start teching up as soong as you reach 30 fuel.

Get an MG as soon as you can to establish a strong defense.

Once you reach 1 CP, spawning a Mechanized Assault group is a good idea if you want to have an early forward HQ. Simply upgrade the Opel blitz with the reinforcement radius and put your medics next to it, then soft retreat any infantry to it instead of retreating to HQ.

Once the T2 is built, standard procedure of 222 and officer, and a mortar if you need / want it:

Getting the 90th Panzergrenadiers around this time is advisable.

Continue building up your army and defensive line as you see fit, calling in a battlegroup is a nice idea. Tech up as soon as you can.

Prepare defensive positions and lay down mines. Building the regular bunkers on your flanks and upgrading them with MG42's is advisable.

AT guns should fill your ranks next, because the enemy will be sending in tanks.

If your fuel control was good, your Panzer 4 shouldn't be too far behind.

Help out your teammates and harras your enemy wherever you can. Use the mortar halftrack and Panzerwerfer for artillery support.

If the enemy is making a lot of infantry, one of doctrinal mediums might be a good idea.

Adapt to the situation, make counter units and replace any losses.

Your late game are the Panther Commander and Panther A's. Don't be foolish with them and keep 200th Panzergrenadiers near them.

Use your artillery to bombard the enemy lines, then push with Panthers and Panzer 4's. Help your teammates whenever possible.

If the game isn't over by now, keep fighting.

If it is, GG WP.

Units Not Mentioned

T2-Hanomag-

Everything a Hanomag Halftrack can do, Opel Blitz truck can do cheaper.

T2- 250 Halftrack-

While a good unit, it can be easily shut down by enemy AT teams or AT guns, and it's locked behind T2 and CP's. If it was like SS Mech it would allow for some early game shennaningans.

T2-Puma-

A light vehicle suppoused to be a threat to enemy tanks. Can be shut down by AT teams or light AT guns easily. Not worth the effort. (The whole mod is light vehicle unfriendly let's be honest )

Closing Word


Spearhead Leichte Doctrine for Dummies image 272

This is not an objective guide, it's a subjective one.

People call Leichte one of the "Meta" Doctrines, but I honestly don't find it that powerful when compared to other "Meta" doctrine. Still, it's a very strong generalist doctrine that offers a lot of flexibility.

If you think I missed anything or have any critiques about it, let it be reasonable. (Or don't, I'm not your dad)

See you on the next guide for Dummies

Now go out there and be fast and furious riggatoni!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2399751782					

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