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Author Topic: Basic Doctrine Guidelines  (Read 5528 times)
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Mister Schmidt Offline
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« on: May 30, 2011, 12:06:27 pm »

Doing this after reading this:
Perhaps a quick guide on what the factions are and what kinds of play-style each one is suited to would help new folks find their place easier.  I don't mean something detailed but something along the lines of (Do you like tanks? Give Armor a try.  Like paratroopers..try this).  

From this thread: http://forums.europeinruins.com/index.php?topic=18413.0

Feel free to add your own.


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. You can go with double T3s and have fantastic officers. Camo equipment will give you an unseen army if you wish. And with omniscience you can view the entire battlefield with ease and give your stukas and nebels some more reach.

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 challenge 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. 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. Joint Ops gives you extra population and lets you use Assault without the enemy realising, as well as decrease recharge on Keep it Moving!

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. Highly powerful 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!


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!

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!

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!

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 05, 2011, 04:27:06 am by Mister Schmidt » Logged

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Mister Schmidt Offline
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« Reply #1 on: May 30, 2011, 01:17:41 pm »

Fuck it, did them all.
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MorkaandBorka Offline
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Posts: 1464



« Reply #2 on: May 30, 2011, 01:20:36 pm »

nice job.
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Mister Schmidt Offline
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« Reply #3 on: May 30, 2011, 01:22:57 pm »

Knew I could rely on you for support Smiley
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Mister Schmidt Offline
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Posts: 5006



« Reply #4 on: May 31, 2011, 12:11:05 pm »

bump for update to all doctrines.
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Unkn0wn Offline
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« Reply #5 on: May 31, 2011, 01:27:07 pm »

Good job
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Mister Schmidt Offline
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« Reply #6 on: May 31, 2011, 01:31:32 pm »

Why thank you Smiley
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RikiRude Offline
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« Reply #7 on: May 31, 2011, 03:04:15 pm »

This is awesome and I wouldn't mind putting my 2 cents in as well. I think these could all go a little bit more in depth. If people help out, briefly explaining the unlocks, T4s and tactics that commonly go with each doctrine.



To add on to defensive:

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. You can go with double T3s and have fantastic officers. Camo equipment will give you an unseen army if you wish. And with omniscience you can view the entire battlefield with ease and give your stukas and nebels some more reach.

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.
 

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NightRain Offline
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Posts: 3908



« Reply #8 on: May 31, 2011, 03:12:13 pm »

My 2 cents. Offence is the best defence. Playing defencive is difficult because sitting back means:

1) Arty spammed to death
2) Oversupply 'cause of Support pool goes empty very fast
3) Terror gets so much better support weapons. (Elite armor, 33% more health + mp44s for everyone) 4 man support weapons has their own use but it is still the same really. takes 1 extra sniper shot etc.
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RikiRude Offline
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« Reply #9 on: May 31, 2011, 03:32:33 pm »

well the way i do it is set up a doom fort of sorts, bring out arty, and with one side of the map negated, it's easier to funnel allies into good arty targets. My defensive does have its weaknesses of course, but it works wonders in 4v4s, and does quite well in 3v3s.
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Mister Schmidt Offline
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« Reply #10 on: May 31, 2011, 03:32:41 pm »

Updated with Riki's extra info. If we could get something like that level of detail for each, it'd be great, so just post and I'll update when I can.
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