Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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UnicornPoacher's Call to Arms - Gates of Hell: Ostfront Game Guide
By UnicornPoacher
Hi there, late to the party but in celebration of the eastern front DLC "Liberation," I bring you my strategy guide/tips and tricks for Ostfront! Ostfront is a spectacular and faithful but unforgiving tactical simulation of WW2 warfare--as such I focus on teaching application of historically-based, conventional military methods, tactics and practices.

This guide is conquest/campaign/single-player-oriented and assumes play with the fog of war mechanics, however, due to the nature of my advice this content is hypothetically applicable regardless of the game experience you are seeking.

This guide is a WIP so bear with me and feel free to recommend content. If you support my work/like this guide please like/favorite and subscribe, and leave a comment to start some fun and interesting discussion!
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Glossary
  • AA - "Anti-air" is a direct-fire anti-air weapon
  • AT – "Anti-tank" is a direct-fire anti-armor weapon
  • Firing arc - the path/trajectory the projectile takes from the unit that fired it to the target.
  • Direct fire - a flat ballistic trajectory, less optimal for engaging enemies at elevation or entrenched targets.
  • Indirect fire - a parabolic ballistic trajectory enabling the striking of targets beyond/behind obstacles/cover between the weapon and target.
  • Enfilade - a situation where the axis of fire is directed most effectively along the enemy's side/width rather than the front.
  • Defilade - a position offering protection from observation and fires.
  • Artillery – a category of large caliber weapons ranging from AA guns, AT guns, howitzers, etc configured as standalone pieces, towed, self-propelled, and or mounted on armor (e.g. tanks). Light artillery goes up to 105mm, medium to 155mm, and heavy >155mm.
  • Howitzer – a class of artillery capable of indirect fire armed with explosive shells. Lighter artillery is lethal to infantry while heavier artillery can penetrate armor. Often characterized by a relatively short barrel.
  • Field gun – a class of artillery that offers adequate crew protection and is capable of indirect fire armed with AT and explosive shells, and therefore can viably engage infantry and vehicles.
  • Small arms – any weapon carried by an individual soldier.
  • Towed - refers to the towing of artillery by another vehicle.
  • Motorised - infantry/weapons embarked on a unarmored vehicle. Unarmored gun carriers (e.g. trucks with AA guns) could be considered motorized artillery.
  • Mechanized - infantry embarked on a vehicle with armor sufficient to resist small arms fire. Self-propelled guns could be described mechanized artillery.
  • LOS - line of sight.
  • LMG/HMG; Light/heavy machine-gun - a light-weight gun designed to be operated by a single infantryman, good against infantry at moderate ranges. Heavy machine guns have the disadvantage of requiring a crew but can often engage lightly protected targets effectively and at longer ranges with larger calibur weapons.
  • RIF - reconnaissance in force
  • OPFOR - opposing force
  • ORP - objective rally point, a (preferably defensible) location where assault forces are amassed prior to initiating an operation.
Key Controls, Formations and Actions
  • Slow down time: backspace (campaign only)
  • Line formation: right click open terrain and drag mouse
  • Dispersed cover formation: right click target cover and drag mouse
  • Kneeling position: ALT
  • Prone position: CTRL
  • Exchange inventory: X. A particularly useful conquest tip is to transfer weapons like LMGs and bazookas that come standard in some vehicles to infantry squads which can then be replenished in the vehicle after the battle. You can also store extra ammo that you like in a supply truck that will then simply replenish the contributor's ammo for "free."
  • Unit Hotkey Grouping: select the units you want and press shift + number to then call them up by hotkey. Quickly tapping the number keys twice centers the camera on the unit you numbered, very useful for jumping quickly and finding your unit across the map. This can also be useful for squads that can be easily regrouped after you disperse them for an action.
  • Quick-add to Team: shift-left click on squad icon--do this when you have an individual unit selected to create a team. You can also quickly create teams by dragging a selection of units while another unit/team is selected.
  • Repair: it seems that most (if not all) vehicle crews carry a repair kit. Park your thing in a safe place, hit the repair icon on the UI, and out pops your repair guy. You could also grab a spare tank crew and send them out for a combat repair. Oh, and keep your vehicles fully crewed with drivers and gunners (anyone can do it although dedicated vehicle crew will repair twice as fast).
  • Resupply: Move your troops within the resupply radius of a supply truck (or use the exchange inventory if you need to do it manually)
  • Revive: Click on a squad with a medic (or the medic), then right click on the downed soldier (only works if they have a bloody orb over their corpse). Keep your medics alive at all cost and out of harm's way wherever possible, they will be as good of a friend to you as the guy with the machinegun.
  • Run(!):Your troops can run or sprint into battle, depending on whether you single or double right-click; be advised running will expend their stamina so do not have troops run unless they are in harm's way.
  • Queue orders: you can't see them in the UI, but you can still queue multiple orders like moving, reviving, deploying fortifications, etc. by holding down shift and right-clicking.
  • Control a unit: E
  • Quick Direct Control: unbound by default, very useful key for using a unit in direct control without actually "moving" into direct control mode. Directly control only as long as you are holding down the bound key.
  • Use first person controlling a unit: T
  • Highlight dropped weapons: C
  • Highlight corpses: V, useful for finding ammo, you can then directly click on the corpses to loot.
Soft Units
Below is a categorization of different units by their characteristics and context as to their best tactical uses. Non-combat-oriented vehicles (such as cars, trucks and motorcycles) are not covered.

There is an element of "rock paper scissors" in play whereby certain types of units are extremely effective against others while in other cases may have no effect at all, so it is critical to be able to identify each unit type. Bigger is not always better and similar (only distinguishing for example "artillery," "tanks" as a group) is not enough for efficacy --heavier assets often trade damage for rate of fire, accuracy, and mobility. You must acquaint yourself with these differences if you want to truly excel!

Infantry and Small Arms

Infantry is the cornerstone of warfare. Their advantage is their low cost, ease of concealment and versatility.
  • militia, conscripts, penal squads etc - read: "meat shield." These expendable guys are poorly equipped but can be used dispensably to scout, screen more valuable units, occupy forward/observatory positions or serve as security. They can become more effective in their role by scavenging things like LMGs and handheld AT weapons.
  • recon infantry - these units have enhanced spotting and excel at recon and observation, identifiable by an "eyeball" icon in the unit marker UI.
  • special ops, snipers - infantry with high stealth, these units are great for forward operations/behind enemy lines and can either make short work of opposing infantry while oncealing themselves very effectively.
  • riflemen and pioneers - all-round units typically armed with bolt-action rifles and light machine-guns that do good mid to long-range anti-infantry work. Pioneers are assault engineers including a flamethrower and AT rifleman which would cost you more to hire dedicated teams.
  • close quarters infantry - troops with an assortment of semi/automatic rifles and/or submachineguns that excel at urban combat, flanking, charging in and clearing emplacements in an assault squad role.
  • medics - revive troops and set up medical tents that distribute bandages.
  • Engineers - critical for building defensive works, especially in regular campaigns.
  • Miners - these guys speak for themselves, use AT and AP mines as a cheap and effective tool best used together with wire and tank traps. Use these in killzones, to immobilize and obstruct an attack and protect more poorly defended sectors.
  • AT (anti-tank) teams - troops armed with anti-tank weapons suited for knocking out vehicles and tracks at close range. Basic teams with AT rifles can take on lighter vehicles, while AT squads with RPG's and bazookas can deal with larger threats. Best used defensively with good cover and concealment; particularly useful entrenched and in urban environments.
  • flamethrower troops - burn vehicles, fortifications, and even terrain features but at close range.

Artillery and Crewed Weapons

Dedicated low-cost heavy weapons with low protection and poor mobility. Their biggest advantage is ease of concealment giving them a special defensive advantage. Artillery will often lose in a long-range standoff with enemy armor so it is crucial that artillery be placed in such a way that they get the first shot off engaging within their effective range so they can deal critical damage.
  • mortar teams - short-range indirect fire weapon very useful in all environments against statiomsry or slow moving light to medium-armored targets depending on the caliber.
  • heavy machine guns - mid-range, direct-fire anti-infantry and light vehicle defense best placed in secondary lines/in support of AA/AT positions.
  • howitzers - guns suited to destroying slow targets, capable of indirect fire and armed with explosive shells. Guns with a wide/short barrel typically meet this profile while longer barreled guns have greater precision. Lighter artillery is lethal to infantry and light vehicles while heavier artillery can penetrate armor especially with special shells. Infantry support guns are suitable for short-range anti-infantry / light anti-vehicle work out to about 150m. Medium and heavy howitzers have a much larger range, (300-500m) area of effect and damage potential at the expense of accuracy, rate of fire, and ammunition consumption. The heaviest artillery almost always lacks crew protection and is only very situationally useful in defensive cases due to these disadvantages.
  • Field guns – offer adequate crew protection and are capable of indirect fire armed with AT and explosive shells, and therefore can viably engage infantry and vehicles.
  • AT guns - direct-fire defense against armor with very adequate anti-infantry capability. These guns usually have a long, thin barrel and often offer good crew protection due to a generous gun shield and overall low profile. Rapid-firing light AT guns (e.g. ~3.7cm) are most effective against infantry and lightly armored targets, while medium and heavy guns (~5 cm and 8 cm respectively) counter heavily armored targets at the expense of rate of fire and ammunition consumption. Lighter guns remain effective against heavier targets if placed in enfilade/ defilade, capable if not fully penetrating then at least disabling them.
  • AA guns - direct-fire defense against all threats, often boasting a high rate of fire. Light AA guns are extremely effective against lightly armored targets, and so on, at the expense of rate of fire; however a mediocre substitute offering worse crew protection and a larger profile than infantry support and AT guns.
  • Rockets - indirect firing area-of-effect weapons suitable for destroying any type of target with a massive area of effect at the expense of very long reload and poor accuracy. Given this and their high price they are not a very versatile choice for dynamic campaign.
Armored Units
Cars, Mechanized Infantry and Carriers

Lightly armored vehicles protected against small arms, often including secondary weapons. These vehicles have thin armor and often have open crew areas and therefore are not suited to sustained open combat. These are an excellent cheap tool for rapidly clearing flag outposts in the dynamic campaign.
  • armored cars - small, fast reconnaissance vehicles with direct fire support capability. These can instantly clear out an isolated artillery crew with machinegun and autocannon if speed and surprise.
  • Armored personnel carriers - vehicles such as scout cars and halftracks capable of transporting infantry squads and providing direct fire support against unarmored targets.
  • weapons carriages/ carriers - Highly mobile vehicles such as scout cars and halftracks mounted with various weapon systems to provide infantry support, especially effective in reconnaissance-in- force roles. AA and AT gun carriers provide direct fire support against light to moderately armored targets; mortars and infantry support guns offer indirect fire support against a variety of unarmored and lightly armored targets. Advanced carriers can punch well above their weight making them extremely cost effective when employed carefully.

Armor

Well-protected heavy weapons platforms suitable for countering all types of threats, especially useful for seizing and holding open ground. These vehicles are well-protected but expensive. Armor can be an effective counter to crewed weapons when they can be engaged at maximum range due to the poor protection of static artillery.
  • self-propelled guns - moderately-protected gun platforms for howitzers, AT and AA weapons such as the Ostwind and Marder that provide moderate (e.g. open top) crew protection, sometimes bearing support weapons (i.e. machine guns).
  • assault guns - well-protected gun platforms with support weapons such as the StuG III Ausf. B, SU-122 and Sturmpanzer (Brumbar) that provide excellent crew protection, sometimes bearing support weapons (i.e. machine guns). These are typically used for direct fire infantry support designed for taking down robust fortifications so are rather overkill for the defenses represented in game.
  • infantry/flame tanks - well armored tanks excelling in direct-fire infantry support roles such as the T-28 or PzKpfw I Ausf. F, but ill-suited to counter other heavily armored threats due to poor mobility and/or weak guns but well suited to systematic breakthroughs against static defenses.
  • cruiser/cavalry tanks - fast, lightly armored tanks suitable for infantry support/RIF against likely defended poitions such as the BT-7 and PzKpfw II.
  • main battle tanks - moderately to heavily armored, turreted vehicles with primary and secondary direct fire capabilities consistent with defeating comparable armor, such as the Panzer T-34 and PzKpfw IV Ausf. H. Extremely versatile offensive assets that come at a high cost.
  • tank destroyers - well-armored vehicles with high-velocity guns specialized for defeating larger armored vehicles than themselves, but usually lack a turret such as the Jagdpanzer 38 (Hetzer) and SU-85, meaning they are most effective employed defensively.
Weapons Characteristics
Firing Arcs

Understanding firing arcs is key to selecting the right type of weapon for a job. These are the types of firing arcs and generally effective ranges you can expect from the different types of artillery in your arsenal (illustrative purposes only):



Here is how you can expect projectiles to behave in the context of terrain:



A few key points to note when terrain is taken into consideration. Regarding direct fire weapons, while AT guns have the best relative stopping power compared to other artillery types, they have worst capacity for elevation, meaning they can only hit targets consistently at a similar elevation (in above example the gun can only target units close to the base of the example hill). This makes them difficult to use on rough terrain.

Meanwhile, field guns have a better elevation (capable of hitting higher up the hill). Interestingly, the AA gun could theoretically strike a target near the top of the hill since its capacity for elevation is essentially unlimited. This is extremely useful to keep in mind if you need to fsupport up a steep position like on the "hilltop" map.

Mortars and howitzers excel at hitting targets at more extreme differences in elevation from their own position. They can strike entrenched targets effectively, targets entrenched on the crest of this theoretical hill, and beyond, whereas the other weapons cannot thanks to their indirect firing arc.

Effective Range

Note that unlike in more casual strategy games, effective range is simulated and it is crucial to keep in mind. Simply put, the closer a target, the more likely incoming fire is likely to penetrate. In a mid-game campaign, a light AT gun that could drop incoming armor at long range at the beginning may seem useless, but in actually can still be effective against larger targets if placed in a position where the artillery can engage at short range.

Ammo

Many units have unique ammunition requirements and must be supplied like-for-like. Transferring the wrong type of ammo to a weapon will be completely ineffectual. While there are a few types of ammo to become familiar with the most common are as follows:

  • HE - small high explosive rounds will decimate infantry and thin armor while large ones can penetrate the top armor surfaces of vehicles.
  • AP - armor-piercing rounds are preferred against well armored targets.
  • HEAT/APHE - armor piercing rounds that will deal secondary explosive damage.
  • APCR - rounds with a higher piercing capability but likely to deflect at more extreme engagement angles.

A kinetic energy round (AP, API, APHE, APCR, HVAP, APDS) will lose penetration over distance as the velocity decays. At very long ranges a particular gun may have a better chance of penetrating a target with HEAT that a kinetic round for this reason. This is why large calibre guns with relatively short barrels use HEAT (like artillery). A short barrel means low velocity. Low velocity for kinetic rounds means low pen but arty usually has a large diameter so HEAT has better performance against armor.
Terrain, Cover and Concealment
Cover and concealment provide all types of units special protection. Mastering these techniques is fundamental to the preservation of your forces. A well-positioned unit can punch above its weight defensively as it utilizes battlefield characteristics for defense. Concealment-remaining unseen-is better than any armor, and cover can enhance a unit's protection beyond its armoring. Both cover and concealment are a function of the selected location and in the case of infantry, the fighting stance (standing, kneeling, or prone). Various locations may also constitute barriers to observation of the enemy therefore the physical benefits must be weighed depending on the purpose of holding said position.

Terrain Assessment
Surveil the terrain to determine positions that afford protection. Good terrain is relevant to both offense and defense. Elevated positions are exposed and provide no protection whereas depressed positions can provide concealment and defilade (cover). Terrain may be developed to improve protection depending on whether or not it is necessary to hold the position; the development time is contingent on the mission type. Campaign missions vary from unlimited to limited. Skirmishes afford a limited amount of time and Conquest missions vary depending on the position you choose to defend and relative disposition of allied defenses, anywhere from five to ten minutes before contact. If a defense must be conducted the amount of time to develop the defense must be taken into account in the determination of what may be accomplished. A short time means focusing on erection of dugouts and trenches whilst best utilizing existing terrain features, whereas time permitting obstacles and mines should be further prioritized.

Cover and Concealment
Cover is any environmental feature that reduces detection or provides physical protection to the unit. The best cover provides both. Elevated terrain between opposing forces provides both cover and concealment and should be used to mask movement and protect flanks. I have classified some common choices of cover to consider below based on these characteristics. Consider how you can combine cover elements (such as placing a dugout in a depression with a cliff on one side) to mitigate issues or gain additional advantages:

Cover
High: provides protection against small arms and small explosives
Medium: provides protection against small arms
Low: provides little to no protection

Concealment
High: likely to be spotted only at point-blank range (when prone)
Medium: spottable from certain directions
Low: spottable from an unlimited distance

Feature
Cover
Concealment
hilltops
low
low
fences
low
low
depressions
low
moderate
reverse sides of buildings
low
low
brush
low
high
shell craters
low
high
dugouts
moderate
moderate
wood walls
moderate
high
brick/stone walls
high
medium
windows
high
low
bunkers
high
high
trenches
high
high
covered building interior rooms
high
high
Rules of Engagement
Rules of engagement set the directions your forces will observe on when to engage the enemy. You will choose from the following rules which are best utilized as follows:

  • Hold Fire: most useful for preserving high-ammunition long-range units (like artillery and heavy AT) from firing at low-value targets, and observation, whether they be in the field or holding forward concealed locations, when they cannot safely return fire (such as in a frontline trench being approached by armor). For the former, Bind such units to control groups so you call call them rapidly and direct their fire personally.
  • Return Fire: A good option for scouts/forward units when you are confident that the units have access to sufficient protection from return fire themselves, but you want them to stay concealed as long as possible/allow other units to do the heavy-lifting. Be warned that return fire is triggered not only when a target is directly fired upon but even when the general direction of incoming fire is close.
  • Fire at Will: use this when you are ready to start an assault or for more well-protected second-line supporting units that you want to blast away at anything that moves.
Order of Battle
Order of battle represents the hypothetical organizational hierarchy which helps to conceptualize the balance of your forces for a given battle and how you may subdivide them. Whereas sometimes you will operate a single unit (a fighting vehicle, a scout), subdividing deployed units based on complementary functions alleviates individual micromanagement and enhances fighting capabilities. Some relevant organizational terms are as follows:

  • Team: the smallest operating unit, two to four individual units in size. You might subdivide deployed squads into fire teams such as a support/base of fire (machineguns and assistants, riflemen) and an assault/maneuver team (sumachine guns).
  • Squad: the standard deployed infantry unit of 6-12 men.
  • Section: a group of teams and/or squads. It can often be helpful to designate a group of squads to operate together, for example one providing security, a second acting as an assault element, and mortar and AT weapons teams acting as a weapons squad.
  • combat team: a grouping of military organizations of differing types to accomplish a defined mission or objective.

Below are a few balanced, versatile examples that are of particular use when deciding what to strive towards for a campaign mission or deploy during a conquest campaign based on an early-game, four-stage case. These examples are purely for selection purposes and don't necessarily illustrate how the units should be grouped for staging or combat purposes. Here is an example of a diverse potential order of battle for a defensive scenario:


Two sections of infantry act as the backbone of the defense (green), the first responsible for occupying outlying perimeter positions and forward operations, and the second for forming interior lines. Artillery provides fire support to your lines. The support section provides medical and logistical (supply) services. The engineering section is responsible for bolstering and defending field fortifications as well as deploying obstacles and traps.

Here is an example of a potentially suitable order of battle for an offensive scenario:



Units would be detached during operations as follows:



The strong second section is tasked with taking the control points and its strength will develop over time as you have more deployment points available. The first section is the recon arm of your combat team helping you to scout out the control points and spot threats like artillery. the third and fourth will defend captured positions, the third being more effective against a position you may be able to abandon and act as more of a reserve to your offensive combat team. The fourth serves as an anchoring group suited to firmly holding a critical control point. The support section will provide services to the entire force.
Reconnaissance
Reconnaissance is the practice of actively scouting, whereas observation is the passive act of surveillance and spotting. The advantages of early warning and composition imparted by intelligence and observation are indispensable to planning a successful attack and defending against a mass assault alike. Locating and maintaining a line of sight with the enemy is essential to employing your forces to their best effect. Some weapons can be rendered mostly useless (e.g. heavy howitzers) without it.

Battlefield Evaluation

Evaluate the ground and take note of:
  • defensible potential objective rally points (GC near the closest control points).
  • direction and distance for your own and opposing reinforcements (GC).
  • potentially suitable positions to deploy field artillery (reverse slopes, depressions).
  • potential kill zones (flat, open terrain free of obstructions).
When on offense examine fortifications visible through the fog of war. You can often predict what type of emplacements you will be up against simply by looking at map fortifications and features. You can obviously expect infantry to be hanging around in trenches. Mortars often appear in circular ditches and AT/AA guns within at-grade circular sandbag emplacements.

Reconnaissance

Offensive actions are always best served by reconnaissance before initiating contact with the enemy. Reconnaissance is best performed by infantry as they are most easily concealed. Approach using prone to get as close to enemy positions as possible. Note that it appears a standard prone unit can close within about 50m of a position while still avoiding detection.

Use stealth (low detection) and scout (high spotting) units for observation and reconnaissance when available. Unfortunately, it is unclear which units have these characteristics but it stands to reason that recon infantry and officers are scouts, and snipers/special ops infantry like paratroopers have enhanced stealth.

Observation

Units performing observation will ideally have an elevated position for best line of sight, but be wary as they are concurrently at high risk of being spotted and targeted themselves. Always seek concealment, especially brush in these cases. Officers and the spotlight provide special observation capabilities. When their binoculars are equipped you can right-click a target to maintain sight of a unit, or you can use the "attack ground" ability to maintain the view of a location.

All units share surveillance information. This means any opposing unit spotting you is concurrently spotting for all of its allied units, including those that may be well out of your own sight.

Probing Attack

Make a probing attack to reveal hidden enemy positions and test their firing ranges that may not be reached by direct reconnaissance. Use a small mobile force (e.g. infantry) to approach the OPFOR using the best cover available, ideally within cover fire range of friendly guns to help suppress the enemy. Take note of the location and nature of guns that appear when they open fire, then break contact immediately. Withdraw the probe and then take this new information into account for how to proceed with the subsequent offensives.

Reconnaisance in Force

RIF will lend the recon the additional firepower to brush aside light defenses and improve observation opportunities, paving the way for the main attack. If conditions permit complement the force with supporting units like armored cars which have good mobility, are easily concealed, excel at defending scout units in a pinch and surprising outlying weapons positions with explosive, rapid fire. Ensure this force has good fire support and stays a good 100 back from advancing infantry.
Defensive Operations
You will undertake defense on virtually every mission you conduct. In campaign battles, even offensive-focused ones, you typically must be prepared to fend off a counterattack after achieving an objective. In offensive conquest battles, the enemy will send a stream of reinforcements of which mobile reinforcements like tanks and self propelled guns most often push ahead towards your position. As such it always pays to move forces from defensive position to defensive position even in between assaulting.

Identifying Defensible Locations

Identify defensible locations by evaluating location value, cover availability (for you and the enemy), terrain features that maximize surprise and minimize opfor access (like reverse slopes and chokepoints), and surrounding fields of observation and fire. Location value varies depending on the mission type. On the offense, these are typically grounds that are close enough to an objective for you to stage an assault force but far enough away/out of sight not to come under fire, known as the objective rallt point. On the defense do not attempt to defend the whole battlefield. If possible identify a single strong point to occupy in depth. This will afford you flexibility and concentrate your firepower to withstand the withering assault.

In global conquest these must be on or near a single control point deemed optimal for deep defense since losing the last control point will end the mission in a defeat. Make sure your defenses overlap with the zone perimeter to maintain a sufficient presence to block the zone cap in the event of a breakthrough, or you're done for. With that said if you can anticipate avenues of attack and safely emplace defenses in positions that can achieve enfilade fires on the avenues and your perimeter, do so.

Establishing Positions and Fields of Vision

Deploy infantry forces first to clear and establish secirity on the intended defensive perimeter using available cover and concealment. Utilize high buildings, hilltops, brush, etc. to establish observation points.

Field Fortification

The depth and magnitude of field fortifications is consistent with the importance of the location, the duration of the defense, and time available to establish fortifications. In a defensive battle, you will likely require lines of overlapping defense three deep, however on the offense one or two lines are often sufficient. Consider that fortifying a single point will afford you a bit more time to develop defenses.

WIP:
Defense in Depth
Distance
Overlapping/Mutually Supporting Defenses
Skirmish, front and support lines
Improvisation
8+ minutes

Defenses

Below is a summary for the best uses of the various types of defenses that can be built. Using these outside of their use cases can result in fields of fire being obstructed which can be a critical problem so learn them carefully:
  • dugouts: good for protecting a single infantry unit in a forward position.
  • trenches: good for protecting a fireteam in a frontline position.
  • Low sandbags: good for protecting the flanks of low-profile weapons like AT guns (use the sandbags that come with the AT gun for the front).
  • high sandbags: protect the front of mortars, anti-air guns, artillery, and small vehicles, or the flanks of AT guns.
  • Tank ditches: for medium and large vehicles, no towed artillery please.

Counterattack

Plan to be ready to make your own couterattacks with a sufficiently armored/mobile offensive force/artillery support. After the assault during a defensive conquest mission the field will be littered with equipment that you must salvage. Use standard offensive tactics to clear stragglers and prepare the way for recovery forces to come in and collect anything and everything left on the battlefield by the enemy.
Offensive Operations
Offensive operations should consist of reconnoitering, staging, encirclement, deployment, and strategic destruction, culminating with the assault. Although battlefield conditions may not permit all of the following activities, when practicable conducting an offense in this manner will minimize casualties and maximize the chances of success. While encirclement and strategic destruction steps are optimal, adequate reconnaissance and staging are essential. Consider the objective of the offensive carefully-- do you need to fully secure the objective? Would a raid be sufficient? Or can you just blast them to oblivion at range without ever setting foot in their perimeter?

Offensive Reconnaisance

Reconoiter until the perimeter of the enemy position is well assessed. The goal of the reconnaissance is to determine the core of the target defense/strongpoint, where the enemy presence and defenses are heaviest.

Prioritize use of high-spotting units such as recon infantry to reconnoiter. When enemy positions are spotted, station a well-concealed observation unit and move on until you have a clear picture of the opposition and their perimeter.

The rate of reconnaissance is dictated by the type of battle, terrain characteristics and the risk imposed by the opfor. Urban environments rich in cover promote rapid movement from cover to cover, while open terrain will require a more deliberate approach. If cover and concealment availability is good and you can be sure that a serious offensive response will not be triggered consider a reconnaisance in force.

Staging at the Objective Rally Point

Once the main disposition of the OPFOR is determined, establish an ORP to amass your assault force and station supplies as needed. Make sure your units are adequately stocked on ammunition before continuing the attack! Nothing is worse than rolling a tank into a vulnerable assault only to find out after the point of no return that their guns are empty. The location must be out of detectable range but within range of your indirect fire weapons such as mortars and artillery.

Establish a defensible perimeter of security to protect against counterattacks. Self-propelled artillery excels at anchoring such a position as they provide some protection for defense but enough mobility to potentially later contribute to the attack. There is often a case for spending the few deployment points needed to field engineers even ih offensive battles to lend you the ability to develop field fortifications at your ORP.

During offensive campaign missions ensure you provide for basic combat elements of security, support and assault but otherwise don't over-complicate the combat power required to initiate an offensive operation--utilize the minimum number of units necessary to clear the way. A single well-armored tank escorted by a squad of infantry can operate very effectively as a RIF as you can focus on micromanaging them and you have the luxury of time to do it right. Reserve a larger assault force if you have identified a large/complex enemy position that will need special weapons to dig them out. This is not the blitzkrieg... attack only with what's needed to do the job and preserve lives/equipment.

Encirclement

Establish a perimeter around the enemy position to isolate the objective and prepare for the assault. Clear out light forward positions to impede their observation, neutralize skirmish lines, and enable your heavy weapons and assault units to get as close to the strongpoint as possible. A complete encirclement is ideal, but you may conclude encirclement based on factors such as time, counterattack risk or encountering another strongpoint.

Deployment

Plan your assault and disposition your forces when adequate positions have been secured. Provide for security to enable a quick withdrawal if things go fubar and support with heavy weapons such as armor. It goes without saying that the more forces you can commit to assaulting perpendicular to or behind defensive lines, the more effective the assault will be. Move assault and supporting forces as close to the objective as possible while maintaining cover without triggering contact, availing your forces of major terrain features. Move support units in first to cover assault teams. Observing good spacing using formation move orders will be important to mitigate the danger of enemy fire.

Strategic Destruction

Consider using engineers with wirecutters and heavy weapons to destroy obstacles that would impede your advance such as barbed wire and tank traps; if these are not available and ammunition can be spared mortars and artillery can help clear light obstacles. Use heavy weapons such as artillery bombardment and airstrikes to neutralize spotted critical point defenses of the strongpoint such as artillery, mortars, high-velocity guns and the like to pave the way for the assault. The best outcome is that the enemy position is completely neutralized during the bombardment, but this may not be feasible due to supply constraints.

Assault

Supporting armor should approach anti-armor defenses from an avenue that facilitates a hull-down exposure and engage at maximum range. Execute the assault with maximum speed and violence. This means opening the assault with your highest casualty-producing support weapons such as autocannon, support guns and machine guns simultaneously. Act with extreme aggression to wipe out resistance as quickly as possible with the intent of breaking OPFOR's visual contact with your assault team. Protracted and disjointed attacks simply deplete ammo and increase risk that the OPFOR will be able to target your force with defensive support weapons or worse.
General Tactics
Security

On the offense security involves isolating the objective from reinforcements which constitutes defense of your assault force, and on the defense establishing a safe space for rally or withdrawal. Move from defensive position to defensive position. Always be prepared for and prioritize security even prior to conducting a deliberate attack--once you take the position you should generally be prepared with defensive plans to hold it.

Defilade and Enfilade

One of the best defensive arrangements is if you can place supressing units such as heavy machineguns, autocannons and AT guns in defilade positions to achieve enfilade fire against the flank of attackers. It is critical that 1.) the defilade position is well concealed/protected, 2.) has it's own defensive perimeter, and 3.) you can be confident the position will not become the target of a direct attack (in conquest, such as a position that is not in/does not directly lead to a control point. This is a great use of weapons that are rendered unlikely to survive direct attack in the late game such as light AT and AA guns since such positions also can often engage at a much closer range, increasing their effectiveness.



Counter-Battery

It is critical to eliminate devastating enemy heavy artillery as soon as possible upon detection. Medium and heavy howitzers as well as airstrikes are perfect for rapid counterbattery fire. It helps to place such units under selection grouping so once out-of-sight artillery opens fire on your units, you can instantly call up your own to acquire the target and knock it out rapidly.

Smokescreens

The most obvious but ineffectual defensive use of the screen is to conceal a retreating unit. Unfortunately, this is rarely useful since by the time you can get a smokescreen on position your units are probably dead; it's usually best to just micromanage the retreat of the unit or temporarily abandon as discussed earlier. A more practical defensive use of smoke is to keep an at-risk unit in combat using a smokescreen. This is useful to protect tanks or frontline artillery. So long as they have a friendly unit with LOS to the enemy, they will still be able to engage. Smokescreen can be fired by many weapons types such as mortars and howitzers (not to mention infantry grenades).

Smokescreens are most easily utilized deliberately on the offense to block OPFOR LOS by dropping directly on the enemy position. There are two types:
  • Standard smoke - Useful in both offense and defense, these inert rounds will block the sight of any unit enveloped, provided that their allied units are not providing line of sight.
  • White phosphorus - these rounds are for offensive use on an enemy position as they are hazardous (ignitable).
Defensive Tactics
Elastic Defense

It is important to remember that you must hold forward positions lightly to preserve your fighting strength and resources. Avoid "last stand" moments where you leave crews to defend a position to the last man, even when they are injured, shocked, equipment damaged, etc. Don't be shy about popping smoke on your own position and decrewing the weapon, concealing them in a safe location until the enemy attack dissipates and/or the area can be re-secured by supporting lines, whence they can return to action for a future phase of combat.

If a vehicle or crewed weapon is overwhelmed by an attack rather than trying to make a last stand of it, consider abandoning it and retreating to the cover of a trench. When things cool off return to the weapon, repair it and then get it back into action. It's best to leave the vehicle uncrewed during the repair process so it is not targeted by enemy fire.

When under an artillery barrage order troops to hit the deck inside trenches and dugouts, concrete bunkers if available including those crewed weapons. Do not try to revive/recrew positions while the bombardment is going on--wait until it has passed.

Defense in Depth

Defensive depth is directly correlated with the robustness of a defense and the ideal counter to the AI mass assault tactics. A shallow, single-line defense is sufficient for temporarily holding a control point in a global conquest, but will likely be too brittle for winning a challenging defensive conquest or campaign mission. A deep defense with multiple, mutually supporting defensive lines facing the advancing enemy will magnify the effectiveness of your defenses, provide a level of tactical flexibility against repeated assaults and generally provide you with the capability to withstand withering attacks to a much greater extent than a single defensive line.

Deep defense involves having a more lightly defended perimeter protecting a core defensive stronghold. The optimal defense in depth should at minimum have a 1.) forward observatory line, 2.) a primary defensive line, and 3.) a support line. The most well-prepared deep defense will also have a reserve line.

The first line of defense will be comprised of cheap infantry in dugouts/comparable cover for skirmishing and detecting major threats. The second line will protect the first with fire support as LMG, mortars and light AT/AA guns. against light and medium threats. The third will provide heavy support including light howitzers and medium/heavy AT protected by HMGs. A reserve line will comprise the best infantry available protecting heavier artillery and reserve forces.

Defense in Depth Case Study

Below are some tips on how to conduct a defense in depth. In this example the player must defend a village on flat terrain surrouded by some hills and ponds. In the example there are four lines of defense which will be covered in depth below:
  • skirmish line
  • frontline
  • support line
  • reserve line

WIP

Skirmish Line (green)

This line primarily provides observation and light opposition to an incoming attack. This line primarily comprises long-range (rifle) infantry for observation and LMG in entrenched enfilade positions when possible. These positions are ideally dugouts but in simple situations may include natural features, brush, etc. that support this priority. Prefer crouched and prone positions for units in this line especially when armored opposition appears.

Frontline (yellow)

This line offers primary resistance against an assault. In the example, concealed light AA and AT are the centerpoints of defense protected by HMG, LMG, and other infantry.

Support Line (red)

This line provides supporting fire to the frontline and serves as a fallback position. Medium--heavy AA/AT are protected by infantry as well as HMG. The spacing reduces the chance the OpFor can counter the defenses at range.

Reserve Line (dark red)

This line provides a fallback/last-stand position for defense. Armored forces are ideal and capable of plugging gaps in the defense.

Withdrawal

You will get to a point in the dynamic campaign where attacks are so intense you will need to conclude the battle as soon as possible to preserve your force, probably around the 16th mission on normal difficulty. Do not attempt to defeat all enemy forces on these defensive missions or you will run the risk of sustaining massive casualties. If your defense is starting to crack be ready to retreat immediately when given the chance to do so.
Offensive Tactics
Fire and Maneuver

This is the cornerstone offensive technique. Any offense should be comprised of a support and assault element. Position supporting unit(s) to provide suppression and fire support while the assault unit moves directly against the objective. Supporting units can comprise direct and indirect fire including automatic weapons and artillery; armor is a plus. The assault unit minimally includes infantry; tanks are great if available. Support elements positioned in enfilade can be highly effective against the enemy and less hazardous when it comes to friendly fire than positioning them on the same axis of attack as the assault element(s).

Leapfrog

This technique involves using two assault elements working together to close a distance while providing mutually supporting fire. This is a good technique to use when only infantry is available. The first assault element suppresses an enemy position while the second element closes with the objective. When ground is gained the second element assumes a suppression posture while the first bounds past to close nearer to the objective.

Envelopment

Single-envelopment, also often described as a "flank" attack, is the most common offensive tactic. Attacking an OPFOR from their flanks or rear has the obvious advantage of reducing the efficacy of defensive positions as fortifications are highly directional in their utility. However, a single-envelopment is less effective or potentially impossible if the enemy defense is deep, continuous, anchored on a natural barrier such as a river, etc and may need to be combined with other techniques to succeed.

Set Piece Attack

The set-piece attack is a methodical engagement of your choosing involving an assault on the OPFOR according to plan and assumes a nominal level of intelligence on the OPFOR positions. With the position of enemy assets well-known, your own troops in position, and critical opposing defensive assets neutralized, the assault is set up for success. Choose to lead your assault with infantry, vehicles or both depending on the availability of cover. Ensure your assault units are in range of friendly covering fire from automatic and heavy weapons either in direct support (e.g. support guns) or from your staging area (howitzers) during their advance. Remember to use mortars/artillery to drop white phosphorus smoke on enemy positions to impede the OPFOR's ability to resist, then switch to fire at will using standard HE. Have your artillery on standby to support the assault against any unexpected surprises. Advance your assault force and take the position!!

Hit and Fade

Hit and fade, hit and run, shoot and scoot, also referred as guerilla warfare. Electing a doctrine of surprise, close-combat attack can be the right choice if the OPFOR's conventional assets are superior to your own, such as if the tide of battle has swung against you, or if the enemy brings armor that you cannot penetrate at range with your current weapons. Keep in mind that even the heaviest armor can be defeated or at least disabled at point-blank range with weapons such as bazookas and medium guns.

Sneaking infantry like AT teams and flamethrowers around, hiding them kneeled or prone in buildings, brush, impact craters, trenches, dugouts, etc with hold fire will allow serious threats to close to a range that you have a chance to strike effectively. After a priority target is knocked out withdraw before the enemy can respond in force, and constantly maneuver to avoid full engagement with the enemy.

Feint

A feint is a maneuver designed to distract, mislead or coax the OPFOR into an unfavorable engagement. Consider a feint when the standard envelopment maneuver is not possible or likely to be costly.

A standard use of the feint is to initiate a limited engagement with the OPFOR from a (sometimes unfavorable) direction with expendable units/a small force, immediately followed up by a main thrust to their flank or rear. The main attack will enjoy at minimum the temporary advantage of dividing the enemy's fire, and at best afford an angle of attack that will enable you to often strike the flanks or rear of units while their fire is directed at the feint force, allowing you to strike the side armor of vehicles and the unprotected crew areas of other weapons. Meanwhile your feint force need not continue to attack, they can take cover or fall back after achieving the desired result, or create a crossfire on the enemy if safe to do so.

Ambush

Another use of the feint is to trigger an enemy counterattack into your prepared positions. An ambush is a great way to turn cover and concealment against the OPFOR, turn the tables when it comes to concentration of force, and thin out the OPFOR. This technique assumes you have staged forces with cover and concealment in such a way that they are prepared to respond to an attack. Once you are spotted by the OPFOR, idle enemy mobile units in the area may often respond. When you spot such units on the move, withdraw them to your prepared positions to ambush the OPFOR.
Asset Recovery
Any equipment that is not knocked out is a potential opportunity to improve your own arsenal. This is most important in GC where your equipment inventory is maintained from battle to battle. You can recover a large number of advanced equipment in any single battle and must do so on higher levels of difficulty to remain competitive. As the campaign progresses attack missions will be your best source of equipment since it is much easier to end enemy resistance and perform recovery in safety.

Do not crew vehicles at risk of counterattack while critical (mobility) repairs are ongoing. Let the vehicle remain uncrewed so repairs can proceed without the asset becoming a target.
Global Conquest 1/2
Research Priorities

A common mistake folks make with the research tree is beelining for heavy equipment like fancy tanks. The problem with this approach is that heavy tank research, deployment, upkeep, and opportunity costs can be prohibitive, resulting in a small, poorly diversified one-trick pony force.

As a case study, imagine that you want to rush Panther tanks in a Germany playthrough because... cool. Looking at research costs alone, this will set you back a whopping 35 research points, all invested in one arms function which will grant you moderate armor, a decent gun for fighting other medium tanks, and provide some infantry support on decent, flat terrain. The potential opportunity cost is a tank destroyer that has comparable protection and anti-armor capabilities to the Panther (StuG Ausf.G [early], 16 points), plus a gun that can defeat heavier armor and block aerial threats (e.g. 8.8cm Flak gun, 7 points), twice the deployment force and free defense garrison size (4 points), infantry that can get around and won't die on sight (motorized rifle squad, 4 points), and an artillery piece that can also kill piles of things that aren't directly in your face (10.5cm field howitzer, 5 points) for nearly the same research cost. I don't know about you, but I am taking the second case. As such I argue it is better to focus on basic equipment needs first and upgrade later.

The general questions to answer in determining your research path are several: what do I need for an effective fighting force comprising all the arms as cheaply as possible, right now? Am I bringing the largest force possible? What are the equipment gaps I have from recovered equipment?

High: essential tech for a mobile, well-rounded combined arms/general survivability
Medium: upgrades to protection/weapons calibur etc. offering general utility
Low: upgrades to mobility/ complements to combat power but highly situational/nice to have

High
  • meets an unmet basic functional arms need. basic supply, engineering, indirect fire capability (small howitzers), anti-air (e.g. 5cm), Anti-tank (e.g. 7.5cm), mortars, counter-battery fire (medium howitzers).
  • Increases the number of troops you can field. call-in stages, defenses
  • Increases long-range armor penetration capabilities. heavy AA/AT vs. medium guns
  • Increases fortification/special weapons capabilities. miners, flamethrowers etc.

Moderate
  • Armor upgrades. Medium tank with a 75mm vs 50 mm gun.
  • adds motorization. Trucks, supply, engineering, etc.
  • self-propelled and assault guns. armored support guns vs. towed artillery.
  • mechanized (armored) carriers. examples: SPG's, APCs, mortar carriers vs.towed.
  • off-map support. examples: aerial recon, smokescreens, airstrikes.

Low
  • Special infantry. elite, mountain, airborne troops.
  • Heavy assault guns. heavy mortars and artillery.
  • Heavy artillery. heavy howitzers, mortars, rocket artillery.

Battle Risk Level

You will notice that each mission has a 1-3 star risk level associated with it. I have not been able to confirm but I believe it is tied to the number of directions the enemy will attack from and/or the likelihood that they will attack from an unexpected direction.
Global Conquest 2/2
Call-In Stages and Defenses

You only have about six minutes to prepare defenses in a GC defense. Research of static defenses and deployable stages should always be prioritized and can buffer your prep time a bit. The more units you can bring to bear, the more options you have at your disposal for any operation. Check facing of AI defenders for a hint of the likely directions of attack. Mine roads near map edges leading to your defense if you can help thin out an enemy attack and buy further time for defensive preparations.

Regarding the organization of call-in stages, this may vary greatly depending on what point in the game you are in. The most efficient choice will be to bring a more green, foot and towed-based force for defensive missions and a seasoned motorized/armored one for offense. Bring a balanced spread of unit types in each stage. Adaptations must be made depending on the map type; short-ranged units such as light AT guns which can be dangerous concealed in an urban environment can become a wasteful liability in a largely open-ground defense. Some example stages are provided below but be prepared to adapt and learn as you go.

Defense
  • Stage 1: outpost team: units to start preparing and occupying your outlying defenses. Engineers, AT miners, LMG armed rifle squads, HMG, light AT/AA guns, and mortars are a nice first stage.
  • Stage 2: frontline team: LMG-armed rifle squads, medium AT/AA, HMG, and mortars fit well in this stage.
  • Stage 3: support line team: light/medium artillery, heavy AT/AA, and LMG-armed rifle squads.
  • Stage 4: mobile reserve team: assault guns and medium/heavy armor accompanied by mechanized infantry can be used to counterattack or plug any critical gaps that form in your defense.
  • Stage 5: Special weapons team: whatever you like here, such as superheavy tanks, heavy artillery, additional reserves, etc.
Offense

On the offense it's important to grab or at least content the first capture point at the beginning of the battle to restrict the enemy's reinforcements. It's not always feasible to do so but if you can continue to take points over the course of the battle you will be able to stop the reinforcement flow significantly earlier.

  • Stage 1: Recon team - a light tank (preferably autocannon-armed), a motorized recon squad/personnel carrier and a light howitzer carrier can easily pin down if not wipe out the defenders of the first control point if you strike immediately.
  • Stage 2: motorised/mechanised defense team: security squads, medium AT/AA, HMG, and light howitzer carriers can rush to finish mopping up the first control point and bolster the defense against counterattack.
  • Stage 3: medium tanks, mechanized heavy AT/AA and motorised infantry can be a good addition at this point to finish establishing the defense and can contribute to attack later in the mission.
  • Stage 4: assault team: infantry tanks, heavy artillery, and mechanized recon squads can be useful to start pressing the attack.
  • Stage 5: Special weapons team: same as before.
One of the most decisive dangers to your defense is an airstrike. Always bring AA. Airstrikes will commonly target clustered heavy artillery batteries. Protect them with multiple AA guns and in the event that they are lost, be prepared on warning to 1.) scatter the battery on foot or tow or 2.) worst case, de-crew the weapons and take cover to preserve the crew.

Supply and Logistics

Supply and logistics represent the delivery of ammunition to your units. This comes into play in most all campaign missions and later in global conquest, so is important to prepare for it since an out-of-ammo unit is a useless one!



Inventory is maintained from battle to battle. After the battle is won sort inventories for the next battle. You can have your full loadout of ordinary infantry ammo and give your German riflemen a secondary ppsh or DP mg and keep collecting ammo. As long as they don't get killed they will carry their secondary weapon and ammo from battle to battle. Also, you can stockpile enemy MG or submachinegun ammo for example in a tank or truck, or some vehicle you plan to not get destroyed, and send your men to collect more DP ammo for example from the tank when they need to refill with enemy ammo from your stockpiles.

You can stock weapons and ammo/grenades in ammunition crates. Remove a vehicle or soldier's ammo/grenades and put it in the crate, he will then get a refill of his ammo/grenades. Doing this, you can increase their carried load.

Always bring supply trucks to support medium and heavy artillery to manage their heavy ammo consumption. Fully repair, rearm and refuel your tanks and vehicles at the end of a conquest battle with fuel trucks and ammo trucks and it will be much cheaper to replace any crew you lost in the conquest menu. Then sell the empty fuel and ammo trucks and buy a new one at a discount with the money you get back from selling the old empty one.
Thank You
A big thank you for viewing my guide--a kind reminder if you support my work/like this guide/found it helpful, please like/favorite and subscribe. Please leave a comment to start some fun and interesting discussion or tell me what you would like to learn more about. If this guide is not five stars for you please let me know what I can do to improve. A special thanks to the following for contributions to this guide:
  • Jeb T. Firefly
  • morganc425
  • Saxhorn
  • Hagemann
  • General Max Hoffman
  • ThatZenoGuy
Good luck out there commander!
AI Behavior (WIP)
Offensive AI

You can expect a mass assault, determined attack behavior from the offensive AI. The enemy will seek little cover and will prioritize moving towards a control point over everything else. You can exploit this by preparing concealed enfilade positions against avenues of approach to control points.

Defensive AI

Defensive AI tends to:
  • hold a position without moving at all
  • move on a limited basis around an objective
7 Comments
UnicornPoacher  [author] 5 Jul, 2024 @ 6:27pm 
Right?? Control-F FTW! haha Thanks Renkuya !
Renkuya 5 Jul, 2024 @ 11:34am 
Thank you for not making this a 4 hour video guide.
UnicornPoacher  [author] 20 Mar, 2024 @ 5:33pm 
@Al-Azraq thanks for much for your kind feedback I hope it's helped you get into and enjoy the game :)
Al-Azraq 20 Mar, 2024 @ 5:26am 
As a new player, this is the best guide I have found.

Thanks a lot! :RedStar:
UnicornPoacher  [author] 5 Jan, 2024 @ 4:01pm 
Thanks so much guys!
OwainGlyndwr 5 Jan, 2024 @ 9:41am 
Excellent information.
voide 25 Nov, 2023 @ 9:51am 
Great guide !