*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 26, 2024, 11:29:38 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: Basic Doctrine Guidelines  (Read 5454 times)
0 Members and 1 Guest are viewing this topic.
Mister Schmidt Offline
Lawmaker
*
Posts: 5006



« on: June 09, 2011, 11:22:30 am »

This is not so much a guide as just something for new guys to take a look at when picking factions and doctrines. Its aim is to help newer people find their preferred playstyle, and what doctrine would suit them best.

If anybody wants to add anything or make any amendments, please pm them to me instead of posting here so this topic stays clear and easy to understand, since it is for the new guys.

Thanks to RikiRude for his guide on Defensive Doctrine.

Axis

Wehrmacht

Defensive

As the name suggests, best suited to players who aren't huge fans of constant offensives, but prefer to sit back and maintain control of the battlefield from a more stationary position. You won't be entirely restricted to defending however, but if you do decide to construct an impenetrable doomfort, beware of artillary!

Defensive has access to units such as the officer which out of the box can buy a mortar artillery strike (which is on a global cool down, which means if you have 2x officers on the field, you will only be able to use one strike) and can supervise units giving them a 20% bonus to accuracy and damage. There is also the walking stuka which is pretty much the same as the one in vcoh and the 88 which is also about the same. There are heavy weapons such as the pak40, which is comparable to the 17 pounder about.

With the doctrine choices like Fatherland Defense you can have some great defenses and weapons crews that are much harder to snipe, but remember the extra guy is not too tough so don't rely on him. You can go with double T3s and have fantastic officers, but forfeit any T4's. Camo equipment will give you an unseen army if you wish, but this does in general make you much less mobile and prone to being flanked and backcapped. Omniscience, however, does the opposite, you can view the entire battlefield with ease and give your stukas and nebels some more reach, and easily see any potential flanking attempts before they even begin to tale place.

Be sure to coordinate with your team and let them know that:

A: You have 88s and how many.
B: When and where you would like to put them.
C: Make sure you have a plan to put them up, aka make sure the enemy is pushed back and your team is ready for the lack of units while it goes up.

And always let your team mates know when you are getting ready to drop arty and where.

Blitzkreig

If you're the sort of person who enjoys a combination of stealthy strikes, with powerful tanks to decimate enemy infantry, you might just enjoy Blitzkreig. Having an entirely mobile force may sound like a good way to go about things, but try not to get too separated from your team!

Blitzkreig may unlock units such as the Tiger; a tank that excels at killing enemy infantry, but can also challenge enemy tanks, and Stormtroopers; cloaking elite infantry that can sneak around the battlefield. In addition you may unlock the mighty StuH assault gun, as well as abilities like Assault.

For doctrine choices, if you wish to go tank heavy it might be a good choice to go dual T3's with Panzer Aces & HEAT Rounds, or perhaps you would prefer extremely tough infantry, in which case the T4 Battle Hardened is a good choice. It will however, make you rather susceptible to grenades. If you like to be able to get anywhere quickly, then go for Lightning War, which gives all vehicles a speed buff and makes your infantry sprint to the frontline from spawn. Don't forget they cannot shoot whilst sprinting! Joint Ops gives you extra population and lets you use Assault without the enemy realising, as well as decrease recharge on Keep it Moving!, but you are forgoing HEAT Rounds for this.

Let your teammates know:

A: If you have Tigers and when you're bringing them on.
B: That they need to support you at all times.
C: To focus on killing the enemy AT so your Tiger can move up unhindered.

Also, don't expect the Tiger to solo everything!

Terror

The biggest tank in the game. Incredibly tough and zealous infantry. Powerful offmaps. In Terror, what's not to like? Although one of the harder doctrines to perfect, those who do will be rewarded greatly with an incredibly tough doctrine. Don't get too ahead of yourself though, you can't solo everything!

(The rest will follow once the new doctrine is introduced)

Panzer Elite

Scorched Earth

Do you enjoy the smell of burning flesh? Then Scorched Earth is the doctrine for you! Perfect for those of you who enjoy a highly mobile yet varied strike force, able to quite literally roast entrenched positions with ease. You will be light on AT however, so make sure your team is prepared!

Scorched Earth is home to some incredibly useful unit unlocks, such as the Support Scout Car; a Scout Car that when locked down, heals all friendly infantry in the surrounding radius, and the Hummel; a mobile artillary platform that can be heavily enhanced through doctrine choices.

Doctrine choices here are both varied yet focused, and encourage you to use certain units and thus a certain build. With all T3's being perfect for any combination, you may choose mobile IST's with extra range, or an incendiary Hummel that can also fire extra smoke cover. By choosing dual T3's though, you are forfeiting a T4, and they do have some nice things to offer. The T4 Storm Tactics will make your standard Panzer Grenadier a bit stronger, as well as making all of your other infantry better in various roles. You should only choose this if you plan on using a lot of infantry. Chemical Fire is perfect if you wish to use as many flame weapons as possible, and will totally demoralise your opponent, and Blow the Bridges will make it much harder for your opponent to rapidly bring on counters to your army, allowing you to take advantage.

Things to remember:

A: Let your team know if you have a Hummel, when you're bringing it on, and what abilities it has.
B: To bring enough anti-tank to make up for your lack of it.
C: When you wish to roast an enemy position so they can move in and clean up afterwards.

And make sure you protect your Hummel!

Tank Destroyers

The clue is in the name here. Possessing some of the best counters to Allied tanks there are, if you wish to lay waste to entire enemy tank squadrons, look no further than Tank Destroyers. You will crumple any and all enemy armour, and have solid AI options to boot, but don't forget to support your team!

Luftwaffe

Luftwaffe possess some of the most unique units in the game, and as such, can be immensely fun to play. Ambush your opponents with paradropped soldiers, or construct a solid defensive with emplacements; Luftwaffe can do both. You lack the pure staying power of others though, so don't throw your company away!


Allies

USA

Armour

Tanks. Lots of them. If you happen to enjoy vehicular based combat, then Armour is most certainly a good choice. Choose from some of the best tanks and vehicles in the game, and crush your enemy through sheer power and strength! Don't forget to watch out for those pesky Paks though!

Infantry

Whether you want tough, scary, specialized troops, or hordes of mainline infantry, this doctrine will do it for you. A great teamplayer, you can bombard enemy positions from afar, as well as heal friendly soldiers! You may find that you are scuppered by heavy armour though, so keep an eye on the minimap at all times!

Airborne

Hit and run tactics are the domain of the Airborne commander, with some of the most diverse units and abilities available, this doctrine is certainly very powerful. You will find yourself able to quickly crush anything not prepared for you, but remember to stay moving if you don't want to be overwhelmed!

(The rest will follow once the new doctrine is introduced)

British Commonwealth

Royal Commandos

Drop behind enemy lines and cause havoc! Who wouldn't like the sound of that? With highly specialised infantry forces, and the ability to deploy almost anywhere, this doctrine is highly suited to the commander who enjoys the element of a devastating surprise assault. Best make sure to plan an escape route however!

Royal Engineers

Boasting tough tanks, powerful emplacements, and a choice of playstyles, Engineers is certainly a good choice. Whether you wish to hole up and defend, or prefer to push and take the initiative, Engineers will enable you to do so. Do not, however, neglect your teammates, you may need their help in certain situations!

(The rest will follow once the new doctrine is introduced)

Royal Artillary

What's not to like about blotting out the sun with dozens of shells flying overhead? With undoubtedly the best artillary in the game, as well as impressive tanks and infantry, there isn't a lot Artillary isn't able to accomplish. Protect your artillary well however, or you may come to regret it!
« Last Edit: June 11, 2011, 02:39:36 pm by Mister Schmidt » Logged

and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #1 on: June 09, 2011, 11:27:11 am »

Stickied this as it seems like a fairly decent guide for newer players, and also to help Schmidt finish it with the help of the community.
Logged

Mister Schmidt Offline
Lawmaker
*
Posts: 5006



« Reply #2 on: June 10, 2011, 05:48:51 am »

Need help with:

Armour
Commandos
Artilllary
Luftwaffe

Since I don't play those ones
Logged
8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #3 on: June 10, 2011, 06:23:27 am »

ill help with luftwaffe, next time you see me on vent.
Logged


I will never forget the rage we enduced together

Ohh Good, AmPm can pay in Doubloons.
Mister Schmidt Offline
Lawmaker
*
Posts: 5006



« Reply #4 on: June 11, 2011, 02:31:11 pm »

Pm me with it under this template:

Unit Unlocks
Just a few lines, don't have to mention all of them, just a few

Doctrine Trees & Choices
Try to mention everything in here and talk about both the strengths and weaknesses of all the trees, including dual T3's.

Things to remember:

A: blah
B: blah
C: blah

Last piece of advice.
Logged
Mister Schmidt Offline
Lawmaker
*
Posts: 5006



« Reply #5 on: August 29, 2011, 08:17:36 am »

bump, will be using these in the wiki.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.074 seconds with 35 queries.