[BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

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TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

I dont want to sound like a negative nancy here but, I simply cannot make panzer support doctrine work at all. The 1 point tank and light vehicle buffs are nice, dont get me wrong, but it seems like there should be more artillery. Only one wespe on the field? That's kind of weak. I can afford the tanks a bit more but the small price help seems completely destroyed when I can't make enough tanks to take on a good allied infantry player. The Panther is good, the Tiger is ... only okay. The Koenigstiger is kind of a let down. I dont know what happened but each time I get it it gets blown up, and doesn't do that much damage. I feel like maybe some kind of movement or damage buff should've been applied here? I dont want to make suggestions.

Another weak part of this particular doctrine is that .. well, a lot of it's infantry based. I went into panzer support which generally means tanks. The experienced crews are good, the double AT effort seems a little expensive to me, 3 points nearly completely destroying me pointwise. The special panzer with the 105 is alright. Its cooldown time last forever, but as a axis tank that is a "commander " of other tanks it's acceptable. I thought there would be more stuff for the light vehicles and smaller tanks. It seems like it was just price decreases.

I feel like just one good "ZEAL" or "FOR THE FATHERLAND" or "PROPAGANDA" type skill should be here. It doesn't have to be super nasty, but it does need to buff them. What wouldve been helpful would be some kind of decrease to the ammount of time the tanks make to build. 5 gas off of light vehicles simply isn't as helpful as you would. I'm not sure how the light vehicle and tank vehicle with panzergrenadier skill works, because it didn't seem that noticeable but Im glad it was there.

To me, this particular doctrine seems just a little bit weak. The koenigstiger takes years to get, and then when you get it, it's just not that goddamn good. The wespe is inaccurate, and requires tons of munitions to upgrade to long range firing. Then it's innaccurate again.

Again, I dont want to be a whiner, but I just couldnt make this one work. I refuse to use it

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

As usual Im sure I've completely overmissed something, so let me know

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

Some of the new players will quickly make themselves known if you stick around online. I know there's me, there's player5150 and a couple of others who can help you.

The new patch brings a couple of new options doctrine wise I guess. I'll be going into these later. Until then, here's my writeup on the defensive doctrine 20mil flak halftrack for the Wehrmacht.

This is an AA vehicle obviously, good defense againsts planes obviously. However, you'll want to set it up somewhere within the middle of the map so that it can have the longest time shooting at something. This can be difficult to pull off, considering it's glass cannon ness, but if you do want to use it for anti-aircraft, make sure you put it in that mode. Otherwise, it'll fire at anybody. This is an extremely effective anti-infantry maneuver, BUT, the second the heavy infantry show up, and the light infantry start getting sticky bombs or otherways to handle it you'll want to be much more cautious. Thankfully it's relatively fast, hit and run, then dont stick around til they're dead, keep hammering the units with it. If you can, keep something between it that will stop a bazooka round, tank carcass etc. This vehicle costs 35 gas which is kind of hefty to be honest, especially considering that it can hardly take 1 tank round. BUT in the hands of a decent group of supporting units that go in first, this thing can be the halftrack they over looked. Keep an eye out for it.

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

I will be very soon recreating the guide with some easier to read tips or maybe just a mashup of things I've learned since then. One thing I feel the need to say is that when you have call-in a group of infantry, clicking the ground will result in an off map squad going to that location from a predetermined spot on the map. However, today , after playing 1000 hours of this I just now find out that you can instantly call some of these squads into buildings, saving you precious time. You can also sabotage said building with these types of squads, meaning that the next group that gets into that building (make it look like a retreat) will have the house cave in on them

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

The 2 past patches have added some more depth to some of the more struggling doctrines. While airborne is still a little weak against heavy tanks, just every about everything else is covered. Their ability to reinforce squads all over the map is definately a plus. It means that 9/10 chances when you have to retreat, you just call in the reinforcements in and they drop from the sky, usually filling the squad up before they return. Also keep in mind, that the 101st can now have 2 of the recoilless rifles, which is bar none one of the best heavy infantry penetrative guns period. However, it'll make them shit againsts infantry because they only have 4 guns now.

The 82nd can now camoflauge, but keep in mind that using this cancels your mobility. Do you want to be a trap or do you want to engage enemies because you cannot do both. One thing to keep in mind, when calling them in they do not get the bazookas out of the plane, you have to open a box and equip 2 of them. OR, if you're smart, you'll give them to your riflemen instead and use the 82nd as a heavy anti-infantry squad instead utilizing short to medium with 2 thompson submachine guns. The HQ squad has a taken a slight hit numberwise, peaking out at 4 men. However, they call everything in, without the vulnerability of the observation squad with it's 2 people. They're also extremely hard to supress and can make limited defensive structures. Use them as a front line engineer of sorts, calling in resource drops to gain extra weapons and fuel and ammo.They'll be your best friend if you use them right, especially if you call the 76 and 57 mm AT guns ahead of time. If you call them in while you're getting attacked by tanks it's already too late. However if you called them in ahead of time, placed them in correct spots and camoflauged them you've already won regardless of what tank it is very likely.

Don't get cocky though, the heavy german tanks have more than armor on and side to bounce even 76 mils, in fact it happens quite often. Once these tanks have closed the distance you are generally fucked. Hopefully you kept a armor piercing rocket barrage open, and hopefully you call it in correctly. Airborne has always been a very offensive doctrine. Keep in mind, your useless end-game engineers can become mortar and heavy machine gun squads with the resource drops. Utilize your veterancy when you have the most units on field possible, and always have at least 1 or 2 of the very versatile riflemen squads, even if it seems like 82nd and 101st can do a better job, because theres are situations that riflemen excel at compared to them.

There havent been too many more changes on the Americans that I haven't covered.

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

Now today, I've played the Commonwealth: here's what you need to know

Royal Artillery: If you have the munitions, and you're in range, royal artillery is always going to be a problem for the enemy. Especially when you have more than one gun. Your munitions are you lifeblood, once you lose them your entire doctrine has gone to shit. The enemy usually knows this and is taking advantage of that. Royal artillery features the Canadian Rifle Squads, these squads, once they've been upgraded are very good anti infantry squads. They can also "mark coordinates" on infantry and vehicles, allowing any 25 pounder gun (howitzer) that can fire to do so. It's a very munition friendly way to take one single target. Keep an eye on your vehicle as well, because you can upgrade the cost of each barrage, cutting in half by the time you've upgraded both of them.

Here's your bread and butter: 1. supercharged rounds get further range. But usually spread out more the further you fire it. 2. Airburst detonations are extremely effective on emplacements with open tops and infantry mostly. It'll shred them to pieces, but is pretty much useless againsts tanks. 3. Creeping barrages are very expensive, but goddamn do they work if you do them right. If you have multiple guns, try to start a creeping barrage on each end of their base heading towards eachother. Nothing will escape. and lastly, 4. Direct howitzer shots are a LAST RESORT. If you can kill something another way, then do it. Make use of the commander ability to call in barrages at 75 munition and whenever shit hits the fan like REALLY hits the fucking fan, use a smoke barrage to get out of it. The 4.3 mm mortars have a huge range advantage, and are a little more munition friendly due to a constant barrage as opposed to regular british mortars. Upgrade your canadian infantry. 2 brens or 2 sten guns. Use them adversibly. They can spot enemy tanks even in fog of war. This is great. This is a good thing. Always protect your 25 pounders by placing machine gun nests near them.

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Now, and I hate to say it, I still think that royal air force is a little weak. I do like the changes, but I feel like the infantry just needs too many buttons unlocked in order to be effective. Maybe I just suck at them. Once they start dying the reinforcement costs add in a way that no other doctrine does, and they take longer to reinforce. Use your head with this doctrine, if you go into wrong buttons at the wrong time nothing will save you. You'll end with a bunch of barrage that you no munitions for because you didn't the infantry to keep the sectors, OR you have all the infantry in the world but they're getting mowed down by tanks that you dont have resources to made too many commandos.

If there's one thing I can suggest, the gammon bomb is not worth your time. If the tank is coming towards you the range means at least half of your squad is going to blow if they hit the front of it. Use commando PIATs intelligently, arcing fire over hedgerows, hiding them, using mortar and counter mortaring effectively. Resist the urge to send in barrages at every possible chance because once you start upgrading the commandos (especially the rifle and SMG squad) you'll find you're out of munition very quickly.

This doctrine can be done, I've seen it used to deadly efficiency. I just can't do it the way I want to. Dont forget your tanks here, and the Royal Air Force has the worst selection of tanks, they tend to lean towards smaller tanks to fit on gliders. These are fine just not againsts medium to heavy tanks. They'll get destroyed EVERY time.Whenever your men go down, make every chance you can to keep those bren machine guns and sten guns away from German hands. Get your offensive and defensive training ASAP. The mk 6 Cromwell will your bread and butter tank wise, but dont forget than once you make like 2 of them, to make either a command tank or my personal favorite the AA cromwell which shred the shit out of stuff (just not tanks). You may intelligently go with your spare points with wolverines and other tank destroyers, just use the cromwells as your front line, then flank with them instead of using the TDs as your frontline because they will get eaten up quickly by enemy tanks.

A good strategy is to engage with 2 cromwells, then start pulling back while you use cover for your now side to behind flanking wolverines. Don't bother with the hellcat because personally I think it's even more of a glass cannon than the Wolverine. The Wolverine is great you just have to use it correctly and run like hell when you see heavy infantry or AT guns. Also, Sherman fireflies are truly only good againsts other heavy tanks in the tank battle department. They're also dissapointing againsts infantry, or very munition costly againsts them. Also, very slow. Keep this all in mind.

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

Okay gentlemen after playing some more I have more to add:

The new royal engineer doctrine has been considerably buffed. Firstly, we have 2 repair engineers for each glider, giving the British the ability to repair their already extremely strong defensive Churchhills. We have the addition of sten guns with the first rank of Royal Engineer operations, then with the second flame throwers are added when they come out. This saves around 55 munitions for each one of these squads, and time.

Using the right set up, and protecting these gliders is crucial to your win. Unfortunately these gliders take one or two hits with a tank to blow up, so you'll have to use your head. Also, theres a new tank. The 75mm Churchill infantry Mk. VII has a much stronger cannon and importantly, can be made BEFORE the Cromwell command tank. At 90 it IS expensive, I believe 750 manpower. This tank is not cheap, and I could see a few situations where making it at the wrong time could be fatal to your win BUT it is basically the firepower support that the tanks have needed all along. The regular churchill infantry tanks are okay but their 2 pounder cannon is pretty weak. Usually meant to be used as infantry support.

I've found that a near impenatrable Tank push includes the following : 2 infantry churchill mk IV with the 2 pounder cannon, use these for stug IIIs, use them for all light vehicle. Smart germans will stay out of reach of them. Keep your lieutinants and your captains a little behind the line, but have at least one on binocular to open flanked side lines. Then, include a 75mm Mk VII, use this with the other Churchills on the side to fight tanks. Whenever you need to, focus all 3 of them on it. Once you have these three tanks, assuming you've been smart, you should make the command tank. Keep him off to one side, preferably one that's not being fired at. Once all 4 of these are here, NOW you make the Churchill Crocodile, with these 5 tanks and a few rifle squads, you're gold. You are very hard to kill at this point.

Don't forget to use your emplacements, set up at least one 17 pounder anti tank emplacement, preferably in the middle

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MarKr
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Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by MarKr »

TANEBIRD wrote:
16 Feb 2021, 22:47
Also, theres a new tank. The 75mm Churchill infantry Mk. VII has a much stronger cannon and importantly, can be made BEFORE the Cromwell command tank. At 90 it IS expensive, I believe 750 manpower.
The Command Cromwell thing is actually an oversight. It should require it and will be fixed. The 75mm gun is actually not all that much stronger than the 6pounder/57mm gun in terms of armor penetration - it is almost the same as the US 75mm gun mounted on Shermans. It does, however, have an HE mode which is very effective against infantry.
TANEBIRD wrote:
16 Feb 2021, 22:47
The regular churchill infantry tanks are okay but their 2 pounder cannon is pretty weak. Usually meant to be used as infantry support.
The basic Churchills (Mk IV) use a 6 pounder gun (not 2 pounder), which is pretty much the same as the US 57mm AT gun. 2 pounders are mounted on Daimler cars and Tetrarch tanks. Not really a big deal, just making sure that people don't think that the Churchill has the same gun as Tetrarch.
Image

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

Im finding I just cant use the RAF at all. I try to get air recon going asap, then the bombing run. then level 2 glider, then I'm trying to get the tank depot going, but usually about here I get into a "reinforcement habit' where I basically spend too manpower reinforce the commandos and then I dont have enough for the tanks. This continues multiple times in the game. Usually.

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Krieger Blitzer
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Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by Krieger Blitzer »

MarKr wrote:
17 Feb 2021, 19:35
The Command Cromwell thing is actually an oversight. It should require it and will be fixed.
Actually.. the MK7 currently requires the command cromwell as intended.
However, the 3rd truck doesn't require the Captain first.. which i am not sure is intended or not.

TANEBIRD
Posts: 70
Joined: 16 Aug 2020, 22:01

Re: [BLITZKREIG MOD KICKING YOUR ASS?!] Newbies guide

Post by TANEBIRD »

At this point it seems like the captain is pretty much completely useless, I hardly ever call in the heavy machine gun squad knowing that it's going to be 7 men deep just makes a slightly more permanent mg post at a kind arguable cost. Being a single person gets his ass destroyed every time. Snipers love shooting him, if I binocular his ass hell get flanked before I get him to safety. He just seems like a unit to make and then unlock shit and then not give a fuck about him after that. Which seems bad. Not a complaint just the truth.

The MK7 Cromwell is pretty badass actually. In fact, if you're doing Royal Engineers correctly it's creation marks the end of the game whether you know it or not. It, coupleed with a few MK4s, are pretty unstopable at that point. The kills they get with these three tanks will easily get the Crocodile going pretty quickly and it's just a landslide down from there. Remember to place your Royal Engineer gliders slightly before the front and you should be fine, the repair engineers will cover the distance. Unless your enemy team has SERIOUSLY invested in some anti-tank guns and tank destroyer armor, you should be okay before they can make the shift.

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