Tier II:

OR





Tactical Advice:

I.) Versus United States Forces:

usf

1.) Versus Lieutnant:



2.) Versus Captain:



II.) Versus Soviet Union:

soviets

1.) Versus Tier I:



2.) Versus Tier II:



III.) Versus United Kingdom Forces:



Special section: Emplacements

By building the Leichte Mechanized Company you are permitted to access PAK40s, Panzerspähwagen Sd.Kfz. 222 and Schützenpanzerwagen Sd.Kfz. 251 which is able to become a flame thrower if you pay 120 munitions.Consider purchasing a 222 in order to be capable of properly dealing with infantry and especially light vehicles. Use your 222 in order to damage or hunt down hostile light vehicles or to wipe out squads on retreat on low health. Furthermore you can use 222 as a scouting unit in order to keep an eye on your flanks. In case of stalemates which your foe wants to break in his favour you should not forget to use veterancy 1 ability for 10 munitions which spots infantry on your minimap. Do never overextend your 222 since it can be brought down very swiftly. One anti tank grenade and some volleys are sufficient as well as one shot from an anti tank gun and some volleys. If you hit a Soviet mine or an American anti tank mine then good luck Kamerad!Panzergrenadiers are only worth their 340 manpower in fighting in narrow maps such as Kholodny Ferma. Here they can fulfil their potential as short range infantry and weapon team threatening force. Try to avoid long range engagements and casualty heavy skirmishes due to high reinforcement costs. Only if you really have an abundance of munitions you can think about spending 120 munitions for two Panzerschrecks whose performance is disputable. Bear in mind that Panzergrenadiers exposed to tanks can drop one Schreck which can fall into enemy hands and costs you 60 munitions.Panzerabwehrkanone 40 provides you an excellent option for destroying enemy armored vehicles; long range, decent damage and reliable penetration menace any kind of Allied armor. Cover your PaK40s with Grenadiers or Osttruppen whose tasks are to faust charging armor besides fighting infantry. A fausted tank is almost a dead one because his escape capabilities are severely limited. If a tank drives over a Tellermine he can say goodbye unless he is extremely lucky. Do not forget the veterancy 1 ability of the PaK40: stunning a targeted vehicle.Do you think your Grenadiers need some fresh reinforcements and direct fire support on the field? How about calling in two Osttruppen squads? These two Osttruppen squads – six man per each squad - increase your infantry presence significantly. They provide you with additional fire power and two more available Fausts. Depending on the RNG they might field LMG42s which do not cost you any munition and/or bonus veterancy for your auxiliaries. If they do not receive any bonus they are still able to serve as meat shield. Furthermore Osttruppen are well suited to take vacant weapons. Fighting in cover is essential for Osttruppen as they get strengthened and take less damage from enemy fire. If you think you will not need Osttruppen at this stage of the game you can still call them in when the time has come.Up until now you have lacked a mobile force to prosecute enemy armor. Sd.Kfz. 234 „Puma“ is going to alter that. Before teching up to Tier III call in this vehicle which is one of the most important reasons why you have chosen to execute this strategy. A Puma fits perfectly to your forces and overall strategy as it can seriously damage every medium Allied tank from long range and swiftly pass through the frontlines – or escape. Combined with the fausting power of Grenadiers and Osttruppen as well as generous anti-tank capabilites of PaK40s you are able to turn any kind of Allied armour into a burning wreck.The Lieutnant appears mostly about the 4th minute mark. M20 appears about the 5th minute mark which is very early considering most Ostheer players begin to tech up in this phase of the battle. Early M20 can be countered by wisely laid down Tellers, i.e. Tellers on main roads or approaches. Hopefully you have collected a decent amount of munitions.If that does not work you have to persevere until you get a 222 out in order to counter M20. Be careful about the bazooka crew of M20 since many players tend to crew their M20 with Rear Echelons and keep their bazooka crew ready to engage 222s and also take care for the M20's anti tank mine which one hits 222.As an alternative you can produce a PaK40 to counter M20 or - in case you have 75 munitions and an appropriate Grenadier positioning – faust M20 to destruction which is risky though.If your opponent chooses to play with Anti Air Halftrack you have to build a PaK40 to counter it safely. Other than that you can ambush the AA Haltrack with a fausting Grenadier squad and try to finish it with 222 provided you do not show up from back side of AA Halftrack.American heavy machine guns can be countered by rifle grenades or mortars quite comfortably.Generally avoid close ranged engagements versus Lieutnant due to his BAR and Thompson.If you have to engage USF mortar, be sure that no squad or weapon team is clumping up in cover. The best way to get rid of USF mortar is unexpected pushing with grenadiers and a sniper covered by MG42 towards the direction of the mortar. Do not forget to make use of Rifle Grenades, especially if mortar is set up close behind a hedge.You can easily notice if your opponent goes for Captain when you look at the timer: If Lieutenant or an early light vehicle have not appeared until the 6th minute and/or your foe fielded four riflemen instead of three you can be sure he went for Captain. A Stuart can be dealt with a Tellermine like the M20 or be beaten by a Faust combined with PaK40 to finish it.If you try to engage a Stuart with Puma you have to care about Stuart's stun ability which allows your foe to stun your Puma in order to destroy it in safety. It is preferable to engage a Stuart from far range.If you have to face M1 75mm Pack Howitzer grant your infantry squads particular attention. Since Automatic Seeking Cover System was implemented infantry inclines to clump up in cover at the pleasure of artillery pieces. Preventing that is only possible by avid micromanagement of your squads being under fire by the Pack Howitzer, the same goes for weapon teams. In order to prevent high veterancy on the Pack Howitzer try to engage it with rifle grenades, mortar or brave but calculated pushes to decrew or destroy it.Most players build Tier I in order to build M3A1 Scout Cars. They crew them with Pioneer squads upgraded with Flamethrowers which grants them access to a powerful and deadly shock unit in early game. In order to avoid squad losses, do not overextend your squads and do not spread them too far. Keep them together to prevent one of them being hunted down on retreat by the flaming M3A1. Try to ambush M3A1 with Grenadiers who hide behind Line of Sight blockers such as buildings and do not waste munitions on M3A1 if you cannot finish it until you reach Tier II to request a 222 in order to handle M3A1 appropriately. Be careful about Guards, mines or AT'nades from Conscripts if you rush the M3A1.If your opponent goes for Snipers you should not purchase more MG42s or Snipers yourself. Avoid confronting or hunting Snipers in a wide open field with your Grenadiers since they can easily withdraw and shoot again once they are in security. Spread your Grenadiers unless your foe has purchased M3A1 and use Line of Sight blockers at your advantage. Capture aggressively nevertheless since Snipers mean a lack of field presence. When you purchase a 222 upgrade try to severely hit the Snipers without driving into AT'nading Conscripts, Guards or mines. Other than that, you can try to eliminate Snipers with Rifle Grenades or mortar.In case of Penal Battalions do not let them fight in close range against your Grenadiers. Their flamethrowers are quite effective versus Grenadiers in short range, another reason to engage them in far range.If your opponents decide to produce Maxims and Mortars for a more stationary play you should consider purchasing two Mortars instead of one. Your Grenadiers should push and capture the flanks. Do not let Mortar squads fight who only consist of two men – retreat and reinforce them - and relocate your Mortars regularly. Once you have upgraded Tier II you can engage Maxims with Rifle Grenades as well as LMG42s. Avoid clumping with Grenadiers and MG42. If you produce a 222 be careful about ZiS AT guns since they put the final nail in the coffin.The research of British Tier II will be completed between the 2 and 3 minute mark in most cases so you have to cope with its arsenal quite early. British Tier II offers your foe a couple of options to go with:Royal Engineers can be fielded rather quickly for a price of 210 manpower. They can lay down mines and be upgraded with mine sweepers to search for your Tellers.Besides that, he is able to add one extra man to them via research and grant them PIATs thus giving them more time to withstand fire while their PIATs seek to destroy your 222 and Puma both of which must be extremely careful when facing PIATs.If you have fielded a Sniper you have to be aware of the fact that your foe can field the British counterpart who is not only able to drain your manpower but also can damage your light vehicles. If you fear being countersniped you should use your 222's ability unlocked by reaching veterancy level 1 and called "Infantry Awareness" to spot British snipers on the minimap.Grenadiers and PaK should cover your 222 and be ready to faust since your foe will use the shock factor of AEC rush as efficiently as he can.Bofors are seen rarely on the battlefield these days since they restrict AEC requisition consequently limiting possible British shock power in the early game and since Bofors can be countered without much effort. Mortars can barrage their health points to a level at which British player must activate "Brace!" to prevent its destruction so that PaKs and flamer can finish it off. Mortar Pits on the contrary often make an appearance due to comfortably controlling the part of the map their range covers and due to the capability of counterbarraging hostile Mortars. If you face Mortar Pits you should seek to conquer those parts of the map not covered by Mortar Pit. In case you must face it in a narrow map your units should spread out and never flock together to prevent unnecessary casualties. Once you have your light vehicles as well as your PaK available your own Mortar is supposed to barrage the British Mortar to force it into "Brace!". As soon as your foe has activated "Brace!" your PaK should search an appropriate angle to open fire while your Mortar continues barraging and your light vehicles and infantry should support this advance. If you notice your push is not working properly or has been anticipated it is strongly recommended to fall back in order to not let your foe seize the opportunity to wipe out some of your units. You can try to knock out the Mortar Pit again with similar approaches at a more convenient moment. Destroying the Mortar Pit proved to be frustrating yet not impossible. Apparently, no golden path has been paved that could be followed in order to smash Mortar Pits reliably. No better way exists than trying again and again to destruct it by pushing with combined arms' assistance and seizing the momentum.In case someone chooses to construct a 17lber, be aware that your tanks NEVER enter its range. IF they do they should come from multiple flanks which should be checked with Mine Sweepers before to demolish it WITH support of your remaining force. Other than that, you can counter it by simply fielding two mortar crews to barrage it constantly which can be assisted by PaKs in their task in case no British tanks show up. If the British player uses "Brace!" your armour should join the feast while your mortars keep on barraging and your PaKs cover your force or continue shooting as well. Be aware that 17lber Emplacements can use flares once they have reached veterancy level one revealing the area they have targeted.However, one favourable fact about emplacements is that your mortar will gain veterancy quite swiftly since the probability of hitting the emplacement with mortar shells is nearly 100%. Veterancy level 3 Ostheer mortars will be granted more range thus being able to deal with static Brits comfortably.