Basics
-no heavy tanks, but many light&medium tanks and strong doctrine units
-sectors must be defended, as they can not be locked-down
-no at gun, but effective tankhunter
-standart arty unit: sturmpanzer
-veterancy through fighting
-ressource-bonus: adding a bonus for every controlled sector
*2 controlled sectors --> 1 extra ressource for every sector
*4 controlled sectors --> 2 extra ressource for every sector
*and so on...
HQ (F1):
-Pioniere: [120 MP, 2 population]
*2 men with MP40
*construct buildings and defenses
*can make basic repairs
*upgrades: improved repairs [25 Mun], Sturmpioniere (Satchelcharges, Flamethrower) [50 Mun]
Baracke (F2):
-Leichte Infanterie: [260 MP, 4 population]
*light infantry
*4 men with k98
*grenades ability [25 mun]
*Panzerfaust ability (must be unlocked) [25 Mun]
*upgrades: 2xcaptured PPSh [75 Mun], Panzerfaust (give Pzfaust ability) [25 Mun]
-Aufklärer: [200 MP, 3 population]
*scouts with large line of sight
*3 men with k98
*sniper-shot ability like british recon squad [25 mun]
*cloak when in cover
Schwere Baracke (F3):
-Leichter MG-Trupp: [250 MP, 4 population]
*4 men, 2xk98, 2xMG38
*grenades ability [25 mun]
*Sperrfeuer (instant pin-down, but stop firing for a few seconds)
-Grenadiere: [330 MP, 4 population]
*standard infantry
*4 men with 2xk98, 2xMP44
*grenades ability [25 mun]
*upgrades: G43 (1xG43 scoped) [35 Mun], Panzerbüchse (1xAT-rifle) [35 Mun]
-Panzerabwehrtrupp: [280 MP, 3 population]
*AT-infantry
*3 men, 2xk98, 1xAT-rifle
*AT-grenades ability [25 Mun]
*Panzerfaust ability (must be unlocked) [25 Mun]
*ugrades: Panzerfaust (give Pzfaust ability) [25 Mun]
-Offizier: [250 MP, 1 population]
*officer with MP40
*command-aura like british officer
*flares ability (reveals an area on the map) [25 Mun]
Fahrzeuglager (F4):
-Stug III: [350MP, 40 Fuel, 4 population]
*a bit weaker than StuG IV
*support assault gun
*effective at supporting infantry
*75mm stubby gun
*upgrades: Schürzen (adds armored skirts) [35 Mun], 75mm long gun (greater range) [50 Mun]
-Pz II: [250MP, 40 Fuel, 4 population]
*light tank
*effective against infantry and (with upgrade) light vehicles
*2 turret Mgs
*upgrades: 20mm gun (replace one MG with a 20mm gun) [35 Mun]
-Pz III: [350MP, 55 Fuel, 4 population]
*light tank
*effective against infantry and light vehicles
*37mm gun, 2 Mgs
*upgrades: 50mm gun [50 Mun], Schürzen [35 Mun]
*Schnellfeuer ability (fires 3 shot very fast, then stops firing for a few seconds) [25 Mun]
-Flak 30: [300MP, 4 population]
*operated by 4 men
*mobile AA-gun, needs to be set-up to fire like Pak or Nebelwerfer
*effective against infantry, planes and light vehicles (jeeps & halftrucks)
-Hanomag: [220MP, 20 Fuel, 4 population]
*transporter (12 spots), gaines 2 Mgs when loaded
*upgrades: Pak 75mm [75 Mun], Sanitätswagen (heals nearby units) [35 Mun]
-Panzerjäger I: [250MP, 25 Fuel, 4 population]
*light tankhunter
*47mm AT gun
-Marder II: [250MP, 40 Fuel, 4 population] (replaces Panzerjäger I after upgrade)
*tankhunter
*75mm AT gun
Panzerlager (F5):
-Pz IV: [400MP, 80 Fuel, 8 population]
*medium tank
*effective against everything
*75mm stubby AT gun, 2 Mgs
*upgrades: Schürzen [35 Mun], long gun (greater range) [50 Mun], enginge (faster) [35 Mun]
-Jagdpanzer IV/70: [420MP, 75 Fuel, 8 population]
*tankhunter
*effective against tanks
*75mm gun
*upgrades: Schürzen [35 Mun]
-Sturmpz IV: [450MP, 60 Fuel, 8 population]
*mortar tank
*medium range
*150mm mortar
*fires slow like StuH
Heeresstab F6):
-Hartkernmunition: [75 Mun]
*PzIV & JgdpzIV gain the AP-rounds ability
-Sprengmunition: [60 Mun]
*gives PzIV the HE-shot ability effective against infantry and buildings
-Marder II-Upgrade: [20 Fuel]
*Marder II replaces Panzerjäger I (existing Panzerjäger I will remain)
Defenses:
-Sandbag-Bunker: [135 MP], all weapons (MG,Pak,.... can be turned like 17-pounder)
*6 spots
*upgrades: MG [50 Mun], Feuerleitbunker (can call a mortar barrage [50 Mun]) [50 Mun]
-sandbags
-tank traps
-mines [25 Mun]
-barbed wire
Doctrines
Heeresgruppe Nord (army group north)
Focuses on fast assaults.
left side: Unterstützung
-drop Fallschirmjäger (paratroopers) [3CP]
-Stuka run (MG and bombs) [3CP, 120 Mun]
-Artillerie-Unterstützung (call a Panzerwerfer 42, limit of 3) [3CP]
right side: Panzerverbände
-Panzerkommandanten (add tank commanders, increasing line of sight) [2CP]
-Panzervorstoß (tanks can cap sectors) [3CP]
-Schwere Panzerunterstützung (calls a Panther G or a Tiger I, one at a time) [4CP]
Doctrine units:
-Fallschirmjäger: [430MP, 4 population]
*4 men, with k98
*grenades ability [25 Mun]
*place S-mines (bouncing betty) [30 Mun]
*upgrades: FG42 [35 Mun]
-Panzerwerfer 42: [450MP, 6 population]
*150mm rockets
*barrage
-Panther G: [800MP, 12 population]
*75mm gun, 2 Mgs
*smoke ability [20 Mun]
*Tread breaker ability [35 Mun]
*upgrades: Schürzen [35 Mun]
-Tiger I: [800MP, 14 population]
*88mm gun, 2 Mgs
Heeresgruppe Mitte (army group center)
Focuses on defenses.
left side: Panzerjäger
-Eingraben (infantry can choose to dig-in, increases HP but they are immobile) [2CP]
-call a Nashorn [3CP]
-call an Elefant (only once) [4CP]
right side: Defenses
-Defensive Operations (lowers building costs for defenses) [2CP]
-Heavy Defenses [2CP]
-call a Wespe (limit of 3) [3CP]
Doctrine units:
-Nashorn: [450MP, 8 population]
*88mm AT gun
*needs to be set-up to fire
*cloakes when set-up
-Elefant: [500MP, 14 population]
*very heavy but slow tankhunter
*88mm AT gun
-Wespe: [500MP, 8 population]
*like Hummel but a bit weaker and faster
Heavy defenses:
-Pak-upgrade for sandbag-bunker (adds a pak) [50 Mun]
-mortar bunker upgrade for sandbag-bunker (adds a mortar) [50 Mun]
-Flak-Drilling upgrade for sandbag-bunker (adds a triple flak) [50 Mun]
Heeresgruppe Süd (army group south)
Focuses on urban combat.
left side: Unterstützung
-call a Gebirgsjäger squad [3CP]
-Scharfschütze (call a sniper) [2CP]
-Durchbruch (call a Henschel-Version Tiger II, only once) [4CP]
right side: Häuserkampf
-Straßenkampf (enables Flammenwerfertrupp, roadblocks, PzII Flamethrower-upgrade) [3CP]
-Panzerknacker (call a panzerknacker squad) [2CP]
-call a Sturmtiger (only once) [3CP]
Doctrine units:
-Gebirgsjäger: [420MP, 6 population]
*elite infantry (like Knights Cross Holders)
*4 men with unscoped G43
*grenades ability [25 Mun]
*panzerfaust ability [25 Mun]
*upgrades: G43 scoped [50 Mun], MP44 [50 Mun]
*cloak when not moving
-Scharfschütze: [350MP, 4 population]
*camo ability
*scoped K98
*counter-snipe ability (immobilized, cloaked, fires on snipers only)
-Tiger II: [500MP, 16 population]
*henschel turret Tiger II
-Flammenwerfertrupp: [300MP, 3 population]
*3 men, 1xFlamer, 2xMP40
*incindiary grenade ability [30 Mun]
*upgrades: 2nd Flamethrower [50 Mun]
-Flamthrower upgrade for PzII [75 Mun]
*adds 2 small flamethrower to the PzII
-Panzerknacker: [375MP, 3 population]
*3 men, 2xk98, 1xPanzerschreck
*Haftladung ability (AT grenade with great damage, must be deployed at close range) [35 Mun]
*upgrades: 2nd Pzschreck [50 Mun]
-Sturmtiger: [500MP, 14 population]
*heavy mortar tank, very slow, great range
*bombard ability (single mortar shot) [75 Mun]
Reward units:
-Sturer Emil
*replaces Elefant
*125mm AT gun
*weaker armor than Elefant but greater range and more damage