All the doctrines and units you can get in Soviet Skirmishes battle ( Required Talvisota DLC ) .
OVERVIEW
In Skirmish your main task is to conquer 7 punten , aside from the final victory point all Control Point ( or CP for short ) will unlocks new call-in .
Er zijn 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
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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 .
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Defensief
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 .
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Offensief
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 .
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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
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 ….Nee , 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 ? Hoe dan ook , 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 , Echter , 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
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 / gebouw / 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 . Kopen 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 .
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 . Kortom , 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 . Kopen 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 schelpen .
Special CP unlocks
1-4 BATTLE OF SMOLENSK – OFFENSIVE.
Special call-in
Replace the 45mm with a short barrel 76mm for extra HE shell punching power , quickly lose its penetrating power when firing at long range against vehicles . 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 .
Worse gun than the T-26 , still paper armor and yet need extra 50 MP to buy ? What a scam .
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
Take awhile to unlock this one but you already have KV tanks .
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.
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 tweede .
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 . Ernstig , 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 .
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 ….Nee , 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 ? Hoe dan ook , perfect for refilling small fire-arm , heavy MG and medium cannon .
Good-ol maxim MG mowing down German and Soviet Troop since 1942 , Echter , 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 .
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 / gebouw / 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 . Kopen 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 .
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 . Kopen 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 bereik , 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.
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 ( Nee , Echt ) 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 . Kopen 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 .
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 tweede .
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 .
Ernstig , het 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 , koop het niet .
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.
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 ….Nee , 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 ? Hoe dan ook , 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.
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 / gebouw / 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
Clownscout 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 . Kopen 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 .
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 . Kopen 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 schelpen . And may be find something to read while waiting for it to finish reloading .
Special CP Unlocks
3-4 OPERATION BAGRATION – OFFENSIVE .
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
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 tweede .
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.
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 ….Nee , 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 ? Hoe dan ook , 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.
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 / gebouw / 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
Clownscout 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 / Tijger 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 . Succes .
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 . Tijger 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 . Kopen 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.
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 , Krijg deze . 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 ( waarschijnlijk ? ) 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 . Hebben 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.
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 , weet je , 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 . Kopen 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.
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 tweede .
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 . Kopen 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
Dat is alles wat we vandaag hiervoor delen Oproep tot de wapens - Gates of Hell: Ostfront gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door RB-personeel. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.