Quick Tips in BK -Wake

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kwok
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Joined: 29 Mar 2015, 05:22

Quick Tips in BK -Wake

Post by kwok »

I'm posting for Wake. Back with the BKNC group, he started putting a list of quick tips and it never got published. They're interesting for some fast tricks and bits of valuable knowledge.

Also more of Wake's work:
Tech Tree Link: viewtopic.php?f=16&t=104&p=648#p648


General Tips
  • It is almost always better to have your units stand still to shoot. When they are moving, they are not very accurate. The only exception to this is if they have sub-machine guns. SMGs do not suffer a large accuracy penalty when moving, so get your SMG units close up to the enemy and chase them if you need to. Note that SMGs are still more accurate when stationary, though.
  • Put your units in cover!
  • Buildings offer more protection than heavy green cover.
  • Check to make sure a building has windows in the right spots before putting your units inside. Your squad can only shoot out of windows! This means that if you put a 6 man squad into a house that has only 1 window facing a certain direction, then only 1 guy can shoot from that window. Even worse, some buildings do not have windows on certain sides.
  • If you are attacking a building, use this to your advantage. Put your squad on the side that has the least windows so the enemy cannot fire back.
  • Units in Buildings have a smaller combat range than units outside of buildings.
  • Grenades are deadly. Use them!
  • You can destroy cover with grenades.
  • You can dodge grenades too. If you look closely at the enemy, you can see them start to throw the grenade. Move your own units out of the way when you see this happening.
  • If you have friendly units in a building, and you see the enemy throw a grenade inside, then get your squad out!
  • Units with Bazookas and Panzershrecks must be stationary to shoot them. You can use hold position to “force them” to stand still and take a shot.
  • If there is no cover, build sandbags. OR shoot the ground and make a crater lol.
  • Sandbags can only be crushed by tanks. So you can block off bridges and streets in early game by making sandbags.
  • Be careful, the enemy can use your sandbags too! You can stop this by making barbed wire on one side of the sandbags, so that side cannot be used.
  • You can also use mines like this! Put mines in areas where you think the enemy will go, such as behind cover or right next to a resource point.
  • Use the “Hold Position” ability whenever you can. This makes your units stop and stay in the same spot, meaning that instead of running around, they shoot.
  • Use smoke! Many mortars, tanks, and infantry units can deploy smoke cover. What smoke does is drastically reduce the accuracy of any weapon fired into OR out of the smoke. So, if there is a machine gun that you want to attack, you can place smoke on top of it, which reduces the accuracy of the MG. You can then have your infantry throw a grenade on it, because they will not be suppressed due to the reduced MG accuracy.
  • Mortars can shoot smoke shells much further than they can shoot normal HE shells.
  • Some tanks can also launch smoke. To properly use it, if you are in a situation where you need to retreat the tank, then launch the smoke and move backwards. Any enemy fire that goes into the smoke will be much less accurate, and thus your tank can retreat.
  • Flamethrower tanks are the best way to get rid of base defenses. The Sherman Crocodile and PE Flame Hetzer are good examples.
  • Knowledge is power. Always make scout units, and hide them in camouflage with cover and use their binoculars so you can see the enemy before they come, and shoot accurate artillery attacks.
  • If the enemy seems to have very accurate artillery or knows when you are coming, then they probably have a scout that is hidden somewhere. To look for scouts, you can use detector units. These include jeeps, motorcycles, schwimmwagens, the Stuart Recce, and other scouts themselves. If these units get near an enemy camouflaged unit (not just scouts, but also AT guns and MGs) then they reveal them. A good way to detect enemy scouts is to use your own scout and crawl them around. If you get in range, then both scouts will detect each other and both will be un-camouflaged.
  • If you have your own scout that is camouflaged and the enemy is coming near, then take him off of binoculars mode and make him crawl away from the enemy to keep him hidden.
  • To destroy bridges with demolitions, you don’t actually have to spend the time to lay 4 separate charges on it like the game does by default. You can put a single demolition charge right at the start of the bridge, which destroys the bridge when detonated. This takes less time than doing it normally.
  • Mobile artillery is always better than stationary artillery, because mobile artillery (Priests, Stukas, Mortars) can fire and then quickly go to safety far away from the enemy. However, stationary artillery (105mm howitzers and 25 pounders) cannot move after firing, so it is very easy for the enemy to counter-artillery it.
  • If the enemy is RAF or Airborne, be aware of the minimap. You can see enemy planes coming in before they drop their bombs. If you see them coming, either get out of the bomber path or retreat.
  • You can destroy AT guns with bazookas and panzershrecks. It usually takes 2 or 3 hits. Use this to keep your own tanks alive by sending in an AT team ahead of it.
  • You can also destroy un-crewed AT guns, machine guns, and mortars with bazookas and panzershrecks by using the “Attack Move” command and clicking on the target.
  • The “Attack Ground” command tells the squad to fire their explosive weapons or flamethrowers at a spot you select. If you have a squad equipped with a bazooka, you can do this to destroy walls on the map, for example. It is not very accurate though, and if you want to destroy a crewed weapon (like above), then use “Attack Move” instead.
  • If enemy tanks are being a problem, then build anti-tank emplacements, because tanks do very little damage to them.
  • If you are building something that costs resources, and you must retreat, make sure to cancel the construction of the building. You will get your resources back. If you don’t, then the enemy can destroy it and you will lose your resources.
  • Sprinting has no effect on construction speed.



USA
  • I recommend building the 37mm AT gun at the start of every game. You will need it to stop enemy vehicles. Camouflage it when you can. Also, it has a “canister shot” ability that is EXTREMELY deadly to enemy units if they are close! Keep your AT gun camouflaged and wait until an enemy squad gets close, then use the ability!
  • Snipers are the best counter to enemy units like Grenadiers or Luftwaffe.
  • If you select infantry doc, your Riflemen can be upgraded with rifle grenades. In addition to normal and smoke grenades, they also can shoot an anti-tank grenade that penetrates all enemy light vehicles!
  • Combat Engineers from infantry doc have a special grenade that is very good vs enemy in buildings. It usually kills the entire enemy squad!
  • The M15A1 halftrack is a reward unit for the M16 quad. The difference is that the guns face backwards, so you need to control it more carefully. However, the guns are better. They do more damage and destroy all enemy light vehicles very quickly. For example, a 20mm puma will win a fight vs a M16 quad, but will lose vs the M15A1 Halftrack. Also, because you need to drive it backwards, the M15A1 cannot be used as aggressively as the M16. The M15A1 also costs 75 more manpower.
  • In games that you think will last more than 30 minutes, upgrade your supply yard. It will give you more resources over time.
  • Be extra careful with your Super Pershing! If you lose it, you cannot call in another one.
  • Infantry Doc’s 107mm mortar pit is very good. Built it when you can.
  • Infantry Doc’s CQB squad is also very good. Use it to come out of buildings when you see the enemy close to a house, or if you see a mortar behind enemy lines, deploy the CQB squad next to them and kill them. You can also do the same to destroy enemy Wespes or Hummels, since the CQB squad has a bazooka!
  • If you go inside of a house and make a forward barracks, you can build a mobile 75mm Pack Howitzer from it
  • In long games, if you are playing Infantry Doc, don’t forget to upgrade your bazookas with M6A3C rockets from the Weapons Support Center. This makes all of your bazookas more accurate and penetrate more armor.
  • The GMC transport truck from the HQ can be upgraded with a .50 cal machinegun if you are infantry doc. It costs 50 munitions and you must be near a motor pool. This is noteworthy because the MG is effective, and the truck only costs 150 MP, so it is cheap.
  • Many Armor Doc players do not know that there is an M20 Command Car that can be built from the motor pool. It is a command unit, but it does not have passive bonuses. Instead, it has 3 special abilities that cost munition. Any tanks within a large radius near the command car get bonuses when these abilities are activated.
  • Infantry doc gets an 81mm mortar, which replaces the 60mm mortar that Armor and Airborne doc get. The 81mm mortar has longer range and does much more damage, but costs more to build.
  • The 101st airborne infantry are very versatile in terms of their weaponry. They get the M1 Carbine by default, but these are bad and you should upgrade their weapons as soon as you can. The BAR and the Johnson upgrades cost the same, but they are slightly different. The Johnson does more damage and shoots faster than the BAR, so it is usually preferable. However, the BAR gives you the “Suppression” ability that pins enemy infantry for a cost of 40 munition. The choice is yours.
  • The 101st and 82nd are very inaccurate with their anti-tank weapons. Keep this in mind when enemy vehicles arrive. Note that you don’t have to pick up the bazookas or recoilless rifles. You can actually give a 101st squad 2 Johnsons and 2 BARs this way, then give another 101st squad more than one recoilless rifle.
  • A 101st squad can carry six recoiless rifles at once.
  • Units inside of the M3 Halftrack can shoot out of the back. One tactic is to put a bazooka squad inside and drive the Halftrack near enemy tanks. If the enemy is facing the rear of the Halftrack, then the bazookas can fire out of the back.
  • One early game tactic, especially on large high resource maps, is to put a squad equipped with close-range weapons like Thompsons or grease guns into the back of a GMC transport truck. Then, you can drive them right next to the enemy, and unload them. With their close-range weapons, they can quickly kill any axis units.
  • The M18 Hellcat Tank Destroyer is very fragile. It can be penetrated by 20mm guns like the ones on the Puma and base defenses.
  • Upgrading the Tank Depot reduces the price of the M15A1 Halftrack and the M8 Greyhound.
  • Use the Captain’s ability to call in a Riflemen squad for 300 MP. This squad comes equipped with 2 BARs for free, has 7 men instead of 6, and the best part is that they cost only 18 manpower to reinforce, which is much cheaper than normal riflemen.
  • American anti tank guns get 50% more penetration at vet 2. This is equivalent to them firing permanent APDS rounds. This actually makes a vet 2 57mm AT gun better than a vet 0 76mm AT gun.



British
  • Choose the Stuart Recce reward unit over the Dingo. The Recce is one of the best units in the game, because when it is first built, the enemy doesn’t have many units capable of destroying it. Usually, all they will have is a 37mm PaK 36 AT gun. This does not reliably damage the Recce. Half of the shots will usually be deflected off the armor, and the Recce can flank the AT gun crew and kill them before they get off more shots.
  • The Infantry Section is actually very deadly to the enemy if you give them 2 Brens and make them stand still.
  • Don’t forget about the Infantry Section’s sniper ability! For 25 munition, you can kill any enemy soldier. It’s a really good way to counter enemy snipers and stop machine guns. It can also be used to finish off retreating enemy units! The shot can miss, however.
  • Rifle grenades can be useful from the infantry section as well.
  • I recommend always building a Boys AT squad. It is the best early game anti-tank unit. Put them in cover and activate the “Stationary Position” ability, and they will stop every single vehicle that’s lighter than a tank. They are even better if you put a lieutenant near them, which makes them more accurate.
  • If you put a lieutenant near your units, they get many bonuses, including faster movement speed. You can put multiple lieutenants next to your units for more bonuses.
  • The 17 pounder can penetrate any enemy tank. Always build them when you can, especially to help out your American teammates, because their anti tank guns are worse.
  • RAF commandos can throw Gammon Bombs, which are like grenades, except they have no fuse and explode on impact. They are very deadly to enemy infantry. You can also use them against enemy tanks! A gammon bomb hit usually does critical damage, such as a damaged engine or destroyed tracks. Gammon bombs do nothing to infantry in buildings (except trenches).
  • The RAF Tetrarch glider actually has a lot of units that can only be built there. This include the M2A24 field gun, which is very effective vs infantry, and the RAF Jeep, which is also very good vs infantry.
  • The M2A24 field gun has extremely long range. It can outrange enemy bunkers and base defenses. Combine it with a scout or officer with binoculars and you can kill enemy buildings like this!
  • RAF enfield commandos can be upgraded with 2 brens for free after unlocking a command tree upgrade.
  • RAF sten commandos can be upgraded with Thompson SMGs. Do this whenever you can, because Thompsons are better than the Sten.
  • RAF units can deploy radio triangulators. If you build 3, it connects them in a triangle and you can see every enemy unit inside the triangle on the minimap. The best way to get the largest triangle is to put two triangulators at the top of the map near your own base, and the third one near the bottom of the map.
  • The RAF can choose in the reward units between the normal Tetrarch and the CS Tetrarch. The normal one is effective vs enemy vehicles, like the Puma. If you upgrade it with the Littlejohn Adapter, it can even penetrate Panzer 4s! On the other hand, the CS Tetrarch does not damage vehicles but is very effective vs enemy infantry.
  • Many British players will build their Cromwell Command Tank and then forget about it, using it only to unlock higher tanks. Instead of that, use it! Put it next to your own tanks and it will give them large bonuses. It works especially well with the Firefly.
  • If you call in a glider and make the path over a deployed enemy MG or mortar, it will kill them.
  • The PIAT is a very unique weapon. It is much less effective than the bazooka in normal situations. However, the PIAT can shoot over walls. This makes them deadly in maps that have buildings and hedgerows that you can hide behind and shoot over. PIATs also have a higher chance than bazookas of immobilizing tanks or damaging the engine.
  • The 75mm “Autocar” from Artillery Doctrine also functions as an artillery piece. It is effective and can be built early. It is not that effective as an anti-tank weapon, and using HE shells against infantry is not advised either.
  • The Royal Engineers get a 57mm AT gun halftrack. It can be camouflaged anywhere, it does not need to be in cover. It also has a much longer range than tanks.
  • RE doc can upgrade its Shermans with a rocket launcher.
  • The Crocodile Churchill Ace has a flamethrower that instantly kills any infantry that are touched by the flames.
  • The British can build a 6 Pounder AT gun from their HQ glider (called in by an officer). It cannot be built anywhere else. It is the same as the American 57mm AT gun, and requires the Field Support Truck in order to build.

Wehrmacht
  • I recommend building the PaK 36 or schwimm at the start of every game. You will need it to stop enemy jeeps.
  • Choose the Schwimmwagen over the Motorcycle for the reward units. It is much better.
  • The jeep always beats the motorcycle but schwimm will normally beat the jeep.
  • Volksgrenadiers are very good if you give them an MG34 LMG and put them in cover.
  • Stormtroopers lose the ability to camouflage crawl or sneak when you upgrade them with a Panzershreck.
  • The Officer has a very deadly mortar strike ability. Use it against infantry when you can.
  • The Panzer IV Ausf E, D, and F2 are not very good because they don’t have much armor or a top-mounted external MG42. The Ausf H and J are much better.
  • The Tiger tank from Terror doc does not have a top-mounted MG42, and thus is not that deadly to infantry. This makes it vulnerable to bazookas and PIATs.
  • A PaK 40 is not effective vs the British Churchill tank, the best way to stop a Churchill tank is with Panzershrecks or your own heavy tanks.
  • The Blitzkrieg doc Tiger Ace has an S-mine launcher ability. When activated, it kills ALL infantry that are close to the tank (including friendly units). Use this to your advantage by driving close to enemy infantry and activating it.
  • The 20mm “Puma” gun does not damage the British Stuart Recce.
  • A 37mm PaK 36 is not effective vs the Recce. Use a panzershreck instead.
  • The 50mm PaK 38 is a very good counter to the Recce. Also, the PaK 38 has a special rocket ability that it can use at short range which can seriously damage all enemy tanks.
  • Ceteris paribus, a fight between a Koenigstiger and a Super Pershing usually results in the Super Pershing winning.
  • Ceteris paribus, a fight between an Elefant and a Super Pershing usually results in the Super Pershing winning. Use the “For the Fatherland” ability when in friendly territory to gain the advantage.
  • The panzerfaust always penetrates the armor of a tank that it hits, regardless of which kind of tank.
  • Defensive Doctrine Pioneers become Heavy Construction Pioneers after they have been upgraded in the command tree and have reached the Endsieg Phase. This grants them expert repair capabilities and a much faster capture rate. They can also be upgraded with MP40s.
  • Terror Doc’s Panther Ausf G becomes extremely deadly to enemy infantry after it has been upgraded with the spotting scope, because it increases the accuracy of the MGs as well. This costs 75 munition.
  • Terror Doc can build “Stuka-zu-fuss” halftracks that have a rocket launcher on them. These are extremely effective versus all enemies! A direct hit severely damages emplacements, tanks, and infantry.
  • Defensive Doc can build a halftrack with a 28mm AT rifle in the back. This unit is special because it can deploy PaK 38s and PaK 40s anywhere on the battlefield. This is faster than building one at your base then moving it to the frontline.
  • The reward unit for the PaK 40 is a halftrack with a PaK 40 in the back. It costs a lot of fuel, but it is actually better than the normal PaK 40 and it can camouflage anywhere!
  • The reward unit for the 50mm “Puma” is another vehicle that has a 75mm cannon on it. Choose this one! It is much better than the normal Puma and actually costs less.
  • The Stupa tank from Defensive doc has a lot of frontal armor. However, it is still easily penetrated by the British 17 pounder, and the 17 pounder has a longer range than the Stupa.
  • The difference between the two Koenigstiger reward units is that one has an MG42 on top, and thus is deadly to enemy infantry, but costs 1400 MP and 210 fuel. The other one has no top MG42, and thus is not as effective vs infantry, but only costs 1200 MP and 200 fuel.



Panzer Elite
  • I recommend building the PaK 36 AT gun at the start of each game. You will need it to stop enemy jeeps.
  • The jeep usually beats a Schwimmwagen.
  • At the start of high resources games, I recommend building the Opel Blitz truck that has a 20mm flak cannon on the back. It is an excellent way to stop enemy jeeps. Avoid building this unit in standard resources games though.
  • The Luftwaffe Stuka dive bomber airstrike reward unit is not very good. Use the original one instead.
  • A PaK 40 is not effective vs the British Churchill tank.
  • The best way to stop a Churchill tank is with Panzershrecks or your own heavy tanks.
  • The Luftwaffe Vampire Halftrack is very cheap, and if you put it in an enemy territory, it steals resources from them and gives it to you! It also detects enemy units from very far away on the minimap. If you put it in cover, it camouflages.
  • A PaK 36 is not effective vs the Recce.
  • The best counter to the Recce are your AT vehicles, like the 28mm PzB scout car or the 37mm AT half track.
  • Luftwaffe Gebirgsjaegers are usually better than Fallschrimjaegers. They do more damage with their guns. The only time when you would want to use Fallschrimjaegers is when you need a panzershreck rather than a panzerfaust, or it is a very close range map.
  • Luftwaffe Butterfly Bombs can act as soft bombs or mines. Many times it is more effective to use as mines instead of bombs because there is a chance the enemy will shoot the bombs in the sky as they come down. It is especially effective to drop Butterfly Bombs when the enemy is engaged in combat. They will be focused on shooting other things, and the mines will land right on top of them.
  • Tank Hunter doc can make the Panzer 4 Ausf H or J. Both of these tanks are very good, as they can easily kill infantry and enemy tanks. What makes them even better in the TH doc is that there is a “Zimmerit” upgrade in the command tree that gives these tanks increased armor. There is also an upgrade that gives them veterancy level 1 by default.
  • A good Scorched Earth player places booby traps on every point that he can, and also inside of buildings that the enemy might go inside of.
  • Scorched Earth doc’s “Sector Artillery” ability covers an entire sector and automatically shoots artillery at enemies inside the sector. However, you must have vision of the enemy for the artillery to fall. Anything in the fog of war is unaffected.
  • The Scout Car’s “Lockdown” ability that secures a resource point also has the effect of almost instantly pinning any enemy infantry that comes near. This is especially useful in the early game against the British. The American 37mm AT gun can out-range the scout car, but Boys AT cannot. Thus, the British are powerless against a secured scout car. To maximize this effect, place the scout car in the middle of the map. Also, make sure that the scout car’s MG faces the direction that the enemy will come from, or else the MG will have to turn before shooting.
  • Scorched Earth can call in sabotage squads from buidlings anywhere on the map. To use them effectively, call them in and sabotage enemy resource points. The enemy must then repair this point in order to capture it again. Also, if a unit is repairing a sabotaged point, if that unit stops repairing, then they will have to restart the repairs completely again, even if they were at 99%. They have to go back to 0. You can permanently disable a point this way by preventing the enemy from repairing it all the way. This is especially effective on large maps where the enemy does not have units everywhere.
Tarakancheg: I want volkssturmm to upgrade to knights cross holders at vet 5 so that I can just show players how bad they are.

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MarKr
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Re: Quick Tips in BK -Wake

Post by MarKr »

I would just add...
kwok wrote:USA
  • If you select infantry doc, your Riflemen can be upgraded with rifle grenades. In addition to normal and smoke grenades, they also can shoot an anti-tank grenade that penetrates all enemy light vehicles!
  • The M15A1 halftrack is a reward unit for the M16 quad. The difference is that the guns face backwards, so you need to control it more carefully. However, the guns are better. They do more damage and destroy all enemy light vehicles very quickly. For example, a 20mm puma will win a fight vs a M16 quad, but will lose vs the M15A1 Halftrack. Also, because you need to drive it backwards, the M15A1 cannot be used as aggressively as the M16. The M15A1 also costs 75 more manpower.
  • In long games, if you are playing Infantry Doc, don’t forget to upgrade your bazookas with M6A3C rockets from the Weapons Support Center. This makes all of your bazookas more accurate and penetrate more armor.
- Rifle grenades are sort of innacurate vs infantry "in the open" but you can use them effectively against soldiers in houses - they rarely manage to miss a house
- M15A1 is no longer a reward vehicle - it is permanently in Armor doctrine while Infantry and AB doctrine have M16; the rest that was said about this unit still applies though
- Upgraded zookas don't increase accuracy, only penetration against tanks...so yes, they are still better

kwok wrote:British
  • Choose the Stuart Recce reward unit over the Dingo. The Recce is one of the best units in the game, because when it is first built, the enemy doesn’t have many units capable of destroying it. Usually, all they will have is a 37mm PaK 36 AT gun. This does not reliably damage the Recce. Half of the shots will usually be deflected off the armor, and the Recce can flank the AT gun crew and kill them before they get off more shots.
  • Rifle grenades can be useful from the infantry section as well.
  • RAF commandos can throw Gammon Bombs, which are like grenades, except they have no fuse and explode on impact. They are very deadly to enemy infantry. You can also use them against enemy tanks! A gammon bomb hit usually does critical damage, such as a damaged engine or destroyed tracks. Gammon bombs do nothing to infantry in buildings (except trenches).
  • If you call in a glider and make the path over a deployed enemy MG or mortar, it will kill them.
- Recce is no longer reward unit for Dingo. Recce is always available and Dingo is now Reward unit for Bren Carrier.
- Dingo is bulletproof, armed with Bren LMG and can choose between one of two upgrades - Camo net (allows it to camouflage in cover and work as a scout unit) or Point capture (allows it to capture points and thus work in early game as quick capping unit); you cannot have both upgrades on the same Dingo
- Bren Carrier on the other hand is also bulletproof, also armed with Bren LMG but can also transport one unit (either an officer or a squad) who can shoot at enemies around or you can upgrade it with Vickers HMG which makes the vehicle unable to transport troops but turns it into a mobile HMG vehicle with considerable firepower
- As with US rifle grenades, you are better off using these against garrisoned troops because they are innaccurate against targets "in the open"
- Gammon bombs were changed and they are now also effective against troops in buildings
- Still true about the "glider vs MG/mortar team" but in 4.9.8 we added a green smoke to indicate where the gliders will land so opponent has time to move away, so it is harder to pull this off

kwok wrote:Wehrmacht
  • Choose the Schwimmwagen over the Motorcycle for the reward units. It is much better.
  • The Panzer IV Ausf E, D, and F2 are not very good because they don’t have much armor or a top-mounted external MG42. The Ausf H and J are much better.
  • Terror Doc’s Panther Ausf G becomes extremely deadly to enemy infantry after it has been upgraded with the spotting scope, because it increases the accuracy of the MGs as well. This costs 75 munition.
  • Defensive Doc can build a halftrack with a 28mm AT rifle in the back. This unit is special because it can deploy PaK 38s and PaK 40s anywhere on the battlefield. This is faster than building one at your base then moving it to the frontline.
- Motorcycles can detect stealthed units at almost twice the range of Schwimmwagens, given the fact that US Infiltration rangers got Crawl ability in last patch and Motorcycles being unlimited in numbers, in certain scenarions they might give you an edge over Schwimwagens
- Panzer IVs E and D are equipped with short 75mm barrel so they are effective against infantry and even more so in case you use their HE mode, it is true that their armor is not superb but and lack top MG but when you combine them with right units they can still be useful
- Panzer IV F2 has weaker armor than H/J versions and has no top MG, true, but has 75mm long barrel cannon which is effective against medium tanks, is cheaper than the H/J versions and also recently gained the option to launch smoke to cover themselfs (or units around) from fire and retreat (relatively) safely
- Scope upgrade on Panther G does not improve accuracy of tank's MGs - only main gun
- The halftrack with 28mm AT gun can (iirc) deploy PaK40 (75mm) and PaK43 (88mm) guns, not PaK38 (50mm)

kwok wrote:Panzer Elite
  • The Luftwaffe Stuka dive bomber airstrike reward unit is not very good. Use the original one instead.
- I would say that reward strike is "not very good in every situation" - if your opponent chose a "camping" tactics with lots of emplacements then you can get rid of several of them i quickly. If he chose more aggressive tactics which uses more movement, then the "original" Stuka is better choice
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Walderschmidt
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Re: Quick Tips in BK -Wake

Post by Walderschmidt »

These helpful tips are awesome!

Thanks!

Wald
Kwok is an allied fanboy!

AND SO IS DICKY

AND MARKR IS THE BIGGGEST ALLIED FANBOI OF THEM ALL

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Frost
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Re: Quick Tips in BK -Wake

Post by Frost »

Perhaps prediction is your strongest key
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Walderschmidt
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Re: Quick Tips in BK -Wake

Post by Walderschmidt »

Can you do another round of these?

Wald
Kwok is an allied fanboy!

AND SO IS DICKY

AND MARKR IS THE BIGGGEST ALLIED FANBOI OF THEM ALL

kwok
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Re: Quick Tips in BK -Wake

Post by kwok »

This took a lot of time written by Wake. Not sure how many players are still around to pass on knowledge. I prefer writing full articles than small quick tips like these. Hoping to do one about BK openings soon. Haha which you're pretty good at wald, so maybe you can help me with it.
Tarakancheg: I want volkssturmm to upgrade to knights cross holders at vet 5 so that I can just show players how bad they are.

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