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Blitzkrieg: Abilities

and T2/T4 Playstyles


By tengen
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Contents
Blitzkrieg Doctrine ........................................................................................................................... 2

Ability Overview .............................................................................................................................. 4

Heavy Armor Support.................................................................................................................. 4

Manpower Blitz ........................................................................................................................... 6

Assault Reinforcements .............................................................................................................. 8

Infantry Pillage ............................................................................................................................ 9

Stormtroopers ........................................................................................................................... 10

Inspired Assault ......................................................................................................................... 13

Flares ......................................................................................................................................... 13

Rocket Barrage .......................................................................................................................... 14

Playing Blitzkrieg with T2 emphasis .............................................................................................. 16

Playing Blitzkrieg with T4 emphasis .............................................................................................. 23

Blitzkrieg Army Items and Heroes to Consider ............................................................................. 30


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Last edit: Jan 02, 2011

Inspired by Bloodsent’s Terror Low-Tech Horrors thread, I’ve decided to type up a Blitzkrieg
guide and put my thoughts in. This guide will be tailored towards mostly 1v1 gameplay. The
recommended investment is the minimum amount of points to make the ability most useful, if
you choose to adopt it.

For the ability section I’ve added a BS O’meter where I evaluate how “broken” an ability
is/could be, and is of my sole opinion. This BS O'meter is not grounds for cries of OP. Go be
hysterical somewhere else.

Blitzkrieg Doctrine
While not exactly “Blitz” lightning per se, it’s the most offensive oriented doctrine Axis has to
offer, with excellent end game strategies. There are two major ways to play Blitzkrieg: Tier 2
infantry based revolving primarily of Grenadiers, Stormtroopers, and Tigers, or Tier 4 mass tank
column with Panzer IVs, Panthers, and Pioneers. Aided by its versatile Stormtrooper unit,
Blitzkrieg players are generally all over the map (de)capping critical points and surprising
vulnerable isolated units.

Blitzkrieg is the most munitions intensive Axis doctrine, as defined by its three critical doctrinal
abilities: Manpower Blitz, Flares, and Rocket Barrage. Inversely, it is also the least fuel
dependent, only because of the Manpower Blitz ability. Surprisingly, a Blitzkrieg player can
sustain itself without fuel income, although it is not very recommended. Munitions are the
number one priority to Blitzkrieg. Given enough munitions, a Blitzkrieg player can exchange his
munitions for manpower and fuel. Even with lesser map control, as long as there are enough
munitions, Blitzkrieg can produce a surprising amount of tanks to overwhelm enemies.

The most important number for a Blitzkrieg player is 150. This is the number of munitions you
must have at every 4 minute interval. That is, 150 munitions for a MP Blitz. Once you have
ingrained this in your memory, and your mechanics to always hit this sweet spot at regular
intervals, your win ratio will increase. The important thing is to not have over 150 munitions,
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but also be never less than 150 when MP Blitz cooldown is finished. I will elaborate on this in
the Manpower Blitz ability discussion.

Blitzkrieg has 8 abilities, divided into the following categories:

1. Unit call-in, these abilities call in special units or summon units at a discount.
1.1. Heavy Armor Support (Tanks)
1.2. Assault Reinforcements (Assortment of infantry and vehicles)
1.3. Stormtroopers
2. Resource gain abilities, these abilities will give you extra resources when active.
2.1. Infantry Pillage (Resource gain and healing)
2.2. Manpower Blitz (Resource gain)
3. Support abilities, these abilities will support your infantry and/or vehicles to make them
more effective.
3.1. Inspired Assault (Infantry support ability)
3.2. Flare (Scouting and counter-sniping ability)
4. Off-Map Artillery, when all else fails, unleash hell!
4.1. Rocket Barrage (Area-of-denial artillery)

It is recommended you split up your abilities across the categories, but remember: You cannot
support both Heavy Armor Support and Assault Reinforcements simultaneously; you cannot
support both MP Blitz and Rocket Barrage simultaneously. These two pairs are either-or;
otherwise you will play with only 4 “usable” abilities at any given time.
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Ability Overview

Heavy Armor Support ★★☆☆☆ +1/2★

Cost 400 / 1150 MP; CP 7; 600s cooldown (down to 240s)

Requires 22 free population

Calls in Stug IV/Ostwind, +StuH, +Tiger I

Recommended investment: 4 points

BS O’meter – 0. Completely legit, even if Tiger underperforms.

The Heavy Armor Support calls in a Stug or Ostwind, and can optionally call in a StuH and/or a
Tiger I with further improvement points. Calling in a Stug or Ostwind will cost you 400 MP. A
StuH will cost an additional 450 MP, and a Tiger will cost an additional 700 MP. The most
popular combination, Stug / Ostwind + Tiger, will cost 1150 MP and 4 points. The full set of 3
tanks will cost an exorbitant 1600 MP. It will require 22 free populations, but will take up 16 if
only the Tiger and Ostwind/Stug are called in.

The most recommended way to invest in this ability is 4 points to acquire the Tiger – the Stug
rapid fire, Ostwind health, call-in cooldown reduction, plus the Tiger. Calling in the StuH is
highly discouraged because of the increased cost and its limited effectiveness. The best way to
use the HAS is in conjunction with Manpower Blitz. This way, 1000 MP will be available
immediately and you will not have to wait 3+ minutes to accumulate 1150 MP. When you have
satisfactorily invested in other abilities, consider using spare points for the Tiger’s Overdrive (25
muni) and Vigilant Crew (stealth detection) abilities. Do not invest in the Defensive Maneuvers
ability – it will make the Tiger immobile in exchange for +15% increased accuracy and reduced
received accuracy (citation needed,) and mobility is important for reverse driving. A minimum
of 4 points is required for usability, and 6 for convenience. The overdrive ability can only be
used when the engine is undamaged.
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First and foremost, the Tiger does not gain veterancy, so it will not get a MG gunner or armored
skirts. In a slugfest, it is slightly weaker than a Pershing with LRS and HVAP. The Tiger is best
treated as a Panther with increased HP, better AI capabilities, but weaker deflection properties.
Although coming in quite late at 7CP, the Tiger will aid a Blitzkrieg commander in the heavy
anti-tank tank role. Ideally, it should be supporting a fleet of Panzer IVs to scare off Tank
Destroyers, should the American player “spam” M10s. A Tiger is quite weak against all antitank
in general. American AT guns will deal massive amounts of damage if left alone; two M10s will
defeat a Tiger, and two up gunned Shermans will could win or lose, veterancy pending.
Airborne squads with Recoilless Rifles are very scary at all ranges, but the Tiger can shrug off
many Ranger/Engineer Bazooka rounds to its front armor. A Tiger should NEVER roam alone
without proper anti-infantry support. Despite its glaring weaknesses, it does offer a lot of HP, so
it can take hits for your Panzer IVs.

Its firepower is equivalent to a Panther’s while retaining the high explosive AI qualities of a KT
shell. Because of the lack of dedicated MG gunner, remember the turret will either kill infantry
or tanks, so remember to prioritize your targets and babysit the Tiger.

If after a Manpower Blitz, given the choice, a Blitzkrieg player should always opt to produce
vetted Ostwinds, Panzer IVs, or Panthers out of the Panzer Command than to call in a Tiger.
Panzer IVs allow much more flexibility and mobility for flanking maneuvers. Producing Panzer
IVs will also give your economy more flexibility. Remember, MP Blitz + HAS will deplete your MP
reserves immediately, reduce your manpower income, and leave you with excess fuel which
you have no MP for to convert to tanks. This means reinforcing infantry losses will take a very
long time. A Tiger + Ostwind/Stug also take up a lot of upkeep.

However, the HAS is an excellent choice: 1) if the Wehrmacht player is under severe pressure
and cannot truly invest time to vet, escalate, or produce. For example, in a Tier 2 centric play,
HAS with upgraded 4 minute cooldown provides excellent armor capabilities without requiring
the time to escalate or produce tanks; 2) as heavy armor support in response to growing
number of M10s, where Panzer IVs cannot handle, and the Tiger substitutes a Panther; 3)
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player error, such as “forgetting” to escalate, losing too many Panzer IVs and requiring
immediate AT or spearheading brute power.

Unfortunately there is a random element for the Stug or Ostwind called in. Depending on the
situation one or the other may be more useful, which is why the HAS only receives two and a
half stars. Calling in a Tiger + StuG/Ostwind does not actually take up 22 population, but 16, but
if you do not have 22 free populations, you may not use HAS.

Manpower Blitz ★★★★★

Cost 150 Munitions; CP 4; 240s cooldown

+1000 MP, +150 fuels, 70% MP income penalty, 80% fuel income penalty (maxed)

No fuel penalty if Fuel Reserves ability (+100 fuel) not invested,

Recommended investment: 12 points

Penalty is 240s (down to 180s maxed)

BS O’meter – 5 (+2). Larger and larger resource income advantage as game length progresses,
reduced map dependency. Add 2 points for 3v3 or 4v4 team games. If you hate the Blitz spam,
take up Inspired Assault, a much more balanced, but underwhelming ability that is more true to
Blitzkrieg.

This is the most important and critical ability of Blitzkrieg that turns it into a unit powerhouse
and an American Armored equivalent. Manpower Blitz, simply put, allows you to produce
Panzer IVs nonstop and pummel your enemy with a line of tanks. MP Blitz gives any
commander flexibility to instantly vet, tech, or produce tanks to deal with any immediate and
future problems. It also synergizes brilliantly with Axis armor, and to a lesser degree
Stormtrooper call-ins and the Heavy Armor Support ability. To use this ability, it MUST be fully
invested with 12 points; otherwise it loses its value. The last investment point, reducing the
penalty from 4 minutes to 3 minutes, means a net gain in resources all things considered.
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Simply put, for a cost of 150 munitions, it provides a massive immediate 1000 MP and 150
fuels. This is equal to +333 MP and +50 fuel income per minute for the ability alone, plus the
penalized MP income (~+75) and fuel income (~+5). This means for 3 minutes, you’re taking in
+405 MP and +55 fuel income. No map in the reward pool can yield that much fuel, and MP is
more or less constant at +250MP per minute. This is a massive resource advantage compared to
your enemy.

What can you do with this many resources? You can be creative: T4 + multiple KCH, almost 2
Panzer IVs, quite a few Pumas, vet + any combination of vetted units. The most important part
of this ability, however, is that you get your resources NOW, rather than waiting 2 minutes to
save up for a Panther. This expands any timing windows which you can push your advantage –
for example, extremely fast T4, a surge of Pumas catching rifles off guard, or instant sudden vet
3 for your Grenadiers. Blitz can totally reverse game outcomes even without steady fuel; if your
opponent is content with the amount of map control, a Blitzkrieg player can catch him off guard
with a couple of tanks.

As discussed before, the most important number for Blitzkrieg is 150. Munitions control is
important. Look at your munitions, its income, and then at the cooldown for MP Blitz. You
should be consciously following this line of thought:

Will your munitions be over 150 when cooldown ends?

Place a mine (preferred)*, or

Upgrade a Pioneer to a flamethrower / Shreck a Grenadier / Give Stormtroopers their second


weapons (only if applicable!)

Will your munitions be over 150 when cooldown ends?

If yes to #4, place another mine.*

Repeat this thought every 30 seconds.


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The only downside is that to keep this ability running as frequently as possible, you MUST have
excellent resource management: that means not losing whole Gren squads, dropping Shrecks
left and right, bad grenades, etc. Stormtroopers fortunately have discounted weapons at 42
munitions each – but be extra careful, because they are fragile and will give rifles vet very
quickly if neglected. Using MP Blitz also hinders your ability to Rocket Barrage.

Refer to the MP Blitz ability above for correct use of a Tiger.

*Tip: If you are using Field Pioneers, you can actually shift-queue one crippling trap immediately
afterwards. [B][M][Click], [shift] [L] [click]. If you have this gameplay element ingrained in your
mind, you can be twice as annoying. This way you will build mines and a crippling trap. Crippling
traps are almost always underused. Remember, they are like a Queen’s Inject Larvae ability –
every 25 seconds! (Or 10 in this case.)

Assault Reinforcements ★☆☆☆☆

Cost 760 MP; CP 5; 240s cooldown

Requires 20 free population

Calls in??? Units

Recommended investment: (7 points)

BS O’meter – 4. Wildcard makes ability mostly useless, but can produce an awful lot of spam
swarms. And quadruple Goliaths, if you're lucky.

Assault Reinforcements are good in getting units from Tiers you haven’t yet invested in. For
example, in T4 style play, snipers and Goliaths are good units to have for AT guns and blobs; in
T2 play, Pumas and KCH will fill weakness gaps.

Due to the specialized infantry roles for Wehr players, this ability doesn’t quite work as well as
American Offmap Reinforcements. Unlike rifles, which are good (in the average sense) against
everything, or engineers with Bazookas, you could get non-upgraded Grenadiers, Goliaths,
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Volksgrenadiers, Officers, Motorbikes, the whole lot, which are usually good at one thing but
not the other. This random dice roll is a very risky maneuver for a MP discount which could bite
you back. You may need AT but get KCH squads; you may need AI but you get Volks. The whole
lot is just too plain unreliable, unlike the American equivalent which you know what you are
getting.

If you must invest in this, get Grenadiers, Goliaths, Pioneers, Volks discharge, Motorcycle
discharge, KCH, and Pumas – 7 points total. CP 5 also comes a tad late, towards to late game
when what you really need is Panthers and Panzer IVs. However, an influx of units will surely
catch your opponent off-guard, and with (vetted) units entering the field you will have
increased capping power. The best unit combinations are Pumas and Goliaths, as players often
skip T3.

Sheen also mentions to have Goliaths hang out in the enemy off-map call in location.

*Thanks, Sheen.

Infantry Pillage ★★★★★

Cost 0 MP; CP 1; 150s cooldown (down to 120s); 25s duration (up to 35s)

Free MP/Muni/Health per unit killed

Recommended investment: 12 points

BS O’meter – 1. Healing may be a tad strong, but otherwise legit.

This is a great ability for Blitzkrieg to get a jump start on resources. Interestingly Blitzkrieg has
no 0CP abilities, so this is the earliest ability that comes along, and is the second most useful –
because it heals for free! For every unit you kill you receive manpower proportional to the unit
killed. You also get munitions if you have upgraded 3 points / 7 points. But most importantly,
available at 7 points / 10 points, it heals your troops when you kill enemy units. With this in
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addition to the passive healing at Vet 1, you won’t have to hit the med-pack for 35 muni, saving
you precious munitions for abilities like MP Blitz, shrecks, or mines. The hardest part of this
ability is to remember to use it – train yourself to hit this as soon as you engage your enemy
and it’ll eventually add up quite a bit. There are no drawbacks at all. This also synergizes well
with Storm bundled grenades. Upgrade this fully and use it as frequently as possible.

Hit pillage whenever you know you are guaranteed kills.

Hit pillage whenever your Volks/Grens/KCH outnumber your enemy.

Hit pillage whenever units run into MG fire and are suppressed.

Hit pillage whenever bundled grenades are thrown.

Hit pillage whenever Stormtroopers engage in combat (and will win). This is only way for
Stormtroopers to heal other than the 35 muni med-packs.

Stormtroopers ★★★★☆

Cost: 400 MP; CP 3; 40s cooldown (down to 10s)

Calls in Stormtrooper unit

Recommended investment: 8 points

BS O’meter – 2. Full speed cloaked Storms, but compensated by fragility.

The most versatile unit in the whole game, period. These ninja units can deliver a whole lot of
nasty surprises to tanks or infantry. They are good enough to have two or so squads out in the
field camping at high traffic points behind enemy lines. For 400 manpower you have a unit that
puts the fear into the enemy because he simply doesn’t know where these invisible units are or
where to expect them, similar to cloaked PaKs. There’s nothing more satisfying than two squads
surprising a reinforcing Sherman, reducing it to a wreck before he can respond to it – because
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his attention is focused somewhere else, like the front lines in the heat of battles. A lone
calliope is as good as a dead one in hands of a good Blitz player.

Firepower and survivability wise, this unit is inferior to vetted Grenadiers. This means that
Stormtroopers should not be used for head on assaults, but rather for ambushes. The hold fire
button is important for proper use of these units – they are most effective at point blank range.
Release it only when you’ve walked into their detection range. The Stg44 deals the most
damage and the Panzershreck is the most accurate at very close range. This prevents rifles or
Shermans from kiting you (do not chase kiting Shermans!). CoHO Stormtroopers do not gain vet
and do not have elite armor, so while versatile and devastating, they are also fragile units. Dead
Stormtroopers give vet to American units very quickly, and if you lose too many of them, you
will find yourself against vet 2 and vet 3 rifles, digging yourself further into a hole, so remember
to retreat quickly. While strong initially at 3CP introduction, they devalue over time to exclusive
support units because they can no longer hold their own ground. Their weapons upgrade is so
cheap that you may opt to dual-shreck for quicker sniping at 84 munitions, but be warned that
Stormtroopers are very fragile and will drop weapons left and right. This reduced upgrade cost
synergizes well with munitions preservation to use doctrinal abilities. Late game, you can use
these units to laugh at flanking M10s attempting to outwit your tank columns.

So how to use these fragile units most effectively? For one, camping behind enemy lines to
decap fuel and linking strategic points. Due to their stealth, they can sneak past most units and
buildings undetected. They may also be used to spotting to make sure there are no dangers
ahead, paving the way to your Volks/Gren follow-up. They can also be used for camping near
victory points, killing capping units when they are most vulnerable. As mentioned above,
sniping lone reinforcing squads/tanks moving towards the main battle area is also fun and
equally frustrating to your opponent. Every time you pounce upon your enemy, remember to
move them elsewhere (or retreat) so they may never catch you. Lastly, their bundled grenades
works wonders at guaranteed killing of weapon squads and large clumped blobs of infantry. In
conjunction with standstill capping infantry, you can reduce a healthy 6-man Ranger squad into
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a dead squad in about two seconds. If you remembered to hit Infantry Pillage right when you
throw your bundled grenade, you also get a nice MP, muni, and health bonus. Win-Win.

Cloaking fun: if your enemy has a sniper, you can run your squads around with hold-fire off.
Eventually, your squad of Stormtroopers will randomly encounter the lone sniper. Since both
units are cloaked, neither can detect and engage each other before being discovered at very
close proximity. Your Stormtrooper squad will automatically engage and kill the sniper before
he can fire a shot, and if he fires, the shot will usually miss.

Some Blitzkrieg players have asked whether you should rely on these as your primary antitank
role. The answer is a resounding NO. One, 3 CP comes very late against a competent allied
player, and there should already be Greyhounds out by then. Two, Grenadiers have higher
survivability and health when vetted. Three, 400mp is expensive to spam all over the map. For
four Grenadier squads (further aided by Medic Bunkers) you only get 3 Stormtrooper squads.
Four, Grenadiers and defensive PaKs should always be the backbone of your AT before T4, as
they are “core” Axis units. Skewing your playstyle to heavily favor Stormtroopers is a bit
unstable and could overall hurt your Axis gameplay skill. And five, Stormtroopers are veterancy
piñatas (kudos to that person who said that, I need to give you credit).

Due to their more limited effectiveness late game, I recommend no more than three squads at
any time. I usually only have one or two, MP pending, running around for spotting and
decapping. To save your investment points, invest only 9 points, skipping the cooldown upgrade
and the final sharpshooter upgrade.

Stormtrooper preservation: mines are the enemy of Stormtroopers. To avoid tripping mines
(which will reveal your position and kill squad members), shift-queue move orders to have
them hug the edges of things such as hedgerows and map boundaries. Avoid all roads, major
traffic areas, and obvious locations. Players are less likely to mine the edges of things because
nobody walks over them. If you play against Airborne, they WILL be strafed; there isn’t much to
do against that, unfortunately. Keep the retreat key handy, and babysit them so they don’t die.
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Inspired Assault ★★☆☆☆

Cost 75 Munitions; CP 2; 45s cooldown; 15s duration (up to 25s)

Increases RoF, +Breaks suppression, +Reduces evasion penalty, +Reduces damage taken

Recommended investment: 10+ points

BS O’meter – 0. Less useful and costlier than Heroic Charge. Limited application.

This is basically the Wehrmacht Heroic Charge. It increases the rate of fire but also makes them
more vulnerable. Whether you adopt this ability is dependent on your preferred playstyle. If
you like T2 oriented infantry, then add another half-star; otherwise if you prefer T4 tank spam,
skip this ability. That said, this is a very useful ability in breaking fortified positions and blobbed
BAR’d rifles with suppressive fire. MP40 Volksgrenadiers, KCH, and lmg42’d Grens are suddenly
killer swarms of death with this ability on with their crazy rate of fire (which is already high).
Also, they also make grouped Grenadiers very efficient at tank killing.

The biggest problem with this ability is that you must remove the penalties first, and that
requires at least 7 investment points. I am also wary about the 75 munitions cost – that’s
equivalent to a second shreck, so I give it some hesitation. Unlike Heroic Charge that comes at 0
CP (upgraded to cost 50 munitions); Axis players do not need break early MG squads. 2CP is
plenty of time to get a mortar or sniper.

Flares ★★★★★

Cost 30 Munitions; CP 2; 90s cooldown (down to 45s); 30s duration (up to 45s)

Reveals shroud, Reveals camouflaged units, +Accuracy bonus against all units within flare radius

Recommended investment: 1-9 points

BS O’meter – 5 (+3). Super useful. Denies snipers outright. Add 3 points if used in conjunction
with artillery.
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This ability is almost overpowered in what it can do. It synergizes well with basically every single
thing you (and your teammates) can do. Most notoriously used in conjunction with Rocket
Barrage for good base pounding, its gem in revealing shroud means you basically have perfect
information to your opponent’s tech, and it shuts down snipers cold. Its applications are
endless. Flare a sniper’s location and you can force him to retreat or kill him without a bike.
Flare the shroud ahead of your assault so you know what you are facing against. Flare a
stronghold so your mortars are more accurate. One underappreciated ability that I often do is
to flare your enemy’s base as soon as 2CP hits. This gives you perfect knowledge of what your
enemy tech is. It’s also about the time a Motor Pool is up. For 30 munitions, you will know
whether you need more mines, a PaK, or more Gren squads. No more guessing!

The exposed enemies is a nice double edged sword that gives it up to +45% accuracy against
units within its radius, but the downside is that it also applies against you should your own units
step inside the radius as well. Be careful to plop down the flare so the outer border of the flare
just touches the enemy units (so they are exposed), but when you charge up to assault, you are
outside its circle of influence. It will make the flares more obvious as all units will now have a
red shield over their units. If exposed enemies are upgraded, flare against an enemy assortment
of units and your attacks will be more deadly.

This ability can be used in conjunction with a variety of other abilities: Flare + Rocket Barrage,
Flare + Reactive Artillery, Flare + V1 (for extra lulz). Flare + anything, you pretty much can’t go
wrong. The cooldown reduction is not necessary as flares are not meant for spamming.

Rocket Barrage ★★☆☆☆

Cost 210 Munitions; CP 4; 120s cooldown (down to 60s)

Barrages area with 6+ rockets, pins infantry

Recommended investment: 9 points


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Red smoke delay: 4.5s

BS O’meter – 2 (+6). Excellent and annoying area of denial ability. Nerfed into oblivion after
December 15 patch with 4.5s red smoke delay, so the only thing it’s good at… is base rape. Add
6 points if arty is in base sector, preferably at enemy HQ or triage center.

The most notorious Blitzkrieg ability, the rocket barrage is the most annoying off map artillery
for American players, because its flares + base rocket barrage just annihilates retreated troops
like no other ability. Plus, not only does it barrage once, it can barrage up to 3 times for up to 3
minute area-of-denial goodness.

Undoubtedly this is a strong ability, but I have some reservations for using it. The first is pretty
obvious: its 210 munitions is very cost prohibitive for a Blitzkrieg player. For 210 munitions I
could be using Manpower Blitz for 1000 MP and 150 fuel, plus 60 munitions left over for
something else. That 210 munitions therefore must deal immediate and devastating damage to
whatever I have targeted, equivalent or greater than whatever damage I could be dealing out of
MP Blitz, for example, two Panzer IVs and a KCH (1190 MP + 160 fuel). This cost justification is
especially difficult as any non-sleeping player will immediately retreat when the red smoke
comes on screen. Against armor and buildings, the rocket barrage is less than ideal due to its
spread and randomness. It deals some damage, but not enough to destroy tanks outright. Due
to its 4.5 second red smoke delay, the only thing it is good at is base bombardment, but that’s
not very classy.

The aftershock is a double edged sword. It’s good on victory points to hit recapping units, but
again it is just as likely to hit your own units (or your allies’) when you are advancing after their
retreat. Another problem is that the aftershock hits at the exact same spot, with red smoke
prior to the barrage. Any player will instinctively know to avoid this location and/or retreat once
again, meaning the second or third barrage will usually hit nothing. This leaves rocket barrage in
the area-of-denial or base bombardment role, with the former being questionably effective
(mines are better) and the latter overpoweringly so. If you can force a multi-squad retreat, you
can flare + rocket barrage in their base. Not exactly the most legitimate strategy, but If you can
float 240 munitions, why not?
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A good strategy is to only upgrade the first barrage to its maximum, so that you can do an area
of denial and not have to worry about the aftershocks hitting your own units. Unfortunately
that doesn’t mean the ability is cheaper, so you’re still not getting the full value of the ability. I
recommend 3, 6, or 9 points into the initial barrage, aftershock, and suspended aftershock. The
last three, cooldown reduction and ensured targeting, feels like Relic just ran out of ideas and
threw in whatever they had first in mind. Why the hell would I need a cooldown on something
so expensive? Unless you were floating 420+ munitions, there’s no reason to spam barrage as
the ability itself lasts 3 minutes. Ensured targeting means the first rocket of every barrage hits
where you’ve clicked – but barraging is for area-of-effect destruction, not pinpoint V1 damage.
Therefore, a waste of investment points.

A good alternative to Rocket Barrage is the Halftrack Stuka. It is cheaper at 175 munitions, has
90 second cooldown, and has no firing cost beyond the initial 175. It has a pretty spectacular
range and is good at both AT and AI. It doesn't have the spread, pinning, or infantry killing of
Rocket Barrage, but it can make some very big dents in tanks. If you went for Pumas and have
vetted vehicles to vet3, multiple Stukas reign pure death and are annoying to deal with.
Although you probably won't use it in 1v1, I recommend these over Rocket Barrage.

Tip: For Stukas, always remember to bombard, then shift-queue to move them elsewhere.
There will definitely be counter artillery or dedicated units to hunt down your halftracks.

Playing Blitzkrieg with T2 emphasis


A good Blitzkrieg player should know how to play T2/T4.

T4 is more mobile, but T2 has greater capping power and field presence

T2 has more units in the field than T4, more versatility, less “hard counters”

T2 is stronger versus Airborne, but T4 is a must versus Armored

T2 requires less fuel


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T4 is better at congested maps with buildings, chokepoints, and obstacles (from experience, but
debatable)

T2 requires good infantry micro and unit positioning; T4 requires precise tank micro (obvious)

Add a Tiger afterwards for Armor Support.

The primary difference between T2 emphasis and T4 emphasis is T2 is more defensive and
reactionary in nature. A T2 playstyle relies on established defensive lines, due to their lesser
mobility and more fragile units. Being defensive, however, does not mean sitting around and
waiting for the enemy to wander in your arc of fire. Overall, T2 play should lure the enemy into
fighting in killzones near a Medic Bunker. In this playstyle, Grenadiers and MP40 Volks are the
main backbone of your force, supported by MGs, Paks, and if necessary, Snipers. A T2 play is
strong versus Airborne, mostly equal to Infantry, but weak against Armored Commanders. Late
game Panzer IVs and Tigers will add greatly to firepower.

Mobility and Defensive Reactionary Play

True for all Axis playstyles, not limited to Blitzkrieg.

Infantry squads do not move very fast, and must retreat to reinforce. The primary issue of a Tier
2 play is that all units must be in place in order for them to be effective. The HMG team needs
to be set up at the right time and place for it to be useful – otherwise it is not inflicting damage
and denying territory to justify its cost. Similarly, PaKs are very location dependent to get their
maximum mileage. To counter superior American mobility, all T2 centric plays must
concentrate on wires to funnel units, and mines to deny access. The key is to only engage in
skirmishes in locations advantageous to the Axis player. Use wires to block access to flanking
paths to maximize MG effectiveness. Mines are excellent in immobilizing vehicles/tanks so they
can no longer kite your Grenadiers.
P a g e | 18

Your core units will have the following roles:

Volksgrenadiers, Grenadiers, + wires + HMG – Anti infantry. The HMG will suppress while the
others engage. Volks will be replaced by KCH late game. One Volks squad may be upgraded
with MP40s as dedicated close range flankers.

PaKs, Shreck'd Grenadiers + mines – Anti vehicle/ tank. Obviously, the use of mines and Pak
positioning is critical to success. Some Grenadier squads (about two, adjusted by vehicle count)
will have a Shreck upgrade. Use units to lure vehicles into mines and PaK fire, and then swarm it
with Shrecks. PaKs should be the backbone of your AT. Give high priority killing the first M8.

Pioneers - Wires, Mines, and Medic Bunker(s). All three of these are anti-mobility roles to
reduce mobility and flanking. The Medic Bunker either forces your opponent to mortar (and
engage) there to take it out, or avoid it till Motor Pool tech.

Stormtroopers - AI or AT, and Anti-AT. De-capping, flanking, and ambushing. Focus a whole
squad on either AI or AT, depending on what you see. Position them near mines for AT, or
VPs/mid-high resource points for AI. Come from behind to kill AT guns – it needs only two
Shreck direct hits.

Use Infantry Pillage whenever possible to heal your wounded units. Pop Inspired Assault to
assault strongholds, but remember it costs 75 munitions.

The key to successful early survival in T2 is good MG micro. There are two ways to approach
this:

Fatherland HMG Team + Accomplished/Open Combat/Durable HMG Team;

Carded HMG teams (with support vet later)

Some maps and spawn positions such as south Langres may get away with one HMG team, but
most maps and positions require two or more HMGs for effective anti-flank control. Your basic
build order against a Barracks start should be roughly: Volks – HMG – Volks – HMG. If you feel
confident, you may add a motorcycle after the first HMG. Against Infantry Commanders, a fifth
P a g e | 19

T1 unit is recommended. For wiring and optimal MG positioning, consider this well-written
strategy from Gamereplays.org:
bit.ly/cvVwoD

Use mines starting at late T1 / early T2 stage. These mines will specifically target the first M8
that comes out. Preferably, mines are used to immobilize vehicles so your PaK will have an
easier time to finish them off. Remember, Shrecks are only truly effective at close range and
normal Greyhounds can kite them forever. Put mines in front of Paks so you are guaranteed to
kill. Mine major traffic areas (following the “150 rule”). Two Paks covering different areas with
mines is the preferred AT method.

PaK usage: Put PaKs well behind your lines and have regular units in front for spotting. When
you see an enemy vehicle, pull your infantry back (not retreat), decloak your PaK, and move it
forward to engage. Once the vehicle is out of range or dead, cloak the PaK, move it back, and
re-mine if necessary.

Strong Map Presence and Capping Power

Since rifle advances are only strong up to the moment they hit MG fire, a T2 playstyle with
more infantry squads on the map has stronger map presence. More squads mean more map
control with more capping power. Split your map in half along easily defensible locations, and
that’s the line you should hold up to mid game. Once the opponent’s offensive has fallen, it is
time for your infantry squads to spread out and cap resource points. Whenever the Allies
decide to attack again, consolidate once more from all directions, giving you a natural flank
(ideally.) Your HMG and Paks should inch slowly forward, but remember they are defensive and
immobile in nature. Find a good Pak position and camp there, as a safe spot to fall back on.
PaKs are very passive, long range engagers.

Remember to use your Pioneers, Volksgrenadiers, and Grenadiers to wire and sandbag. There is
nothing more annoying to riflemen than finding lots of wire. During lulls, make the map as
annoying as possible, but keep in mind that wiring too much will prevent your flank options,
leading to…
P a g e | 20

Why Field Pioneers are the Best Wehrmacht Hero (and why Mines are important)

Don’t bother with Combat Pioneers, Berger’s, or Construction Pioneers. Field Pioneers are all
you need to win the game. They have all the abilities of pioneers, but additionally can capture
20% faster, construct 15% faster, set crippling traps, and area heal for 40 munitions. For 140
manpower you can utilize the most annoying unit on the battlefield. The proper way to use
Field Pioneers is to spam crippling traps everywhere – at flanks, on roads, next to capture
points, in front of building doors, and right before mines. It’s free, so it is up to your mind to
remember and exploit this resource.

Use them (or normal pioneers) to wire the fringes so riflemen have to move towards a killzone.
If the American player sends engineers to cut a hole in the wire, don’t re-wire it back – lay a
crippling trap, then a mine right behind it. The American player will totally oblivious to the
danger, they may think they have created a clever flanking attack, but once they step over a
crippling trap, it will stall any units within its blast radius. Pinned, the American player shrug it
off to issue a move forward… only to hit a mine while pinned, dealing extra damage.

TL;DR version: Spam crippling traps, spam crippling traps, spam crippling traps, spam crippling
traps.

Mines will give you a psychological edge over your opponent and force your opponent to build
a minesweeper squad before their army moves out. They are super effective at passive area-of-
denial.

Mitigating Mobility Issues

There are four ways to mitigate mobility issues: Pumas, Halftrack, Stormtroopers, and FHQ.

The Puma, properly microed, is a nightmare to deal with. This quick and nimble vehicle
slaughters infantry like no other and laughs at Paratrooper’s feeble attempts with Recoilless
Rifles. Use Pumas to support your infantry and kite your enemies. Drive them to squads
decapping your points, or reinforce your AI powers at the main line. Keep the Puma moving at
P a g e | 21

all times and you can deal with troubles all over the map. If you have decided on T3 tech, have
them around to support your infantry. Vet 2 and vet 3 grants them additional 5% evasion while
moving. When upgunned, two Pumas can destroy one normal Sherman.

The Halftrack, in addition to reinforcements, can also be used for transportation. Sometimes
you may encounter a well-placed MG nest (or team), which supposedly cannot be destroyed
until T2 mortars or PaKs; load up troops, drive to the other side, unload, and let the units do
their job. The halftrack should be actively ferrying troops all over the map to deal with
whatever Allied players have in mind. At the later stages of the game, you may choose to
upgrade them to Stukas for 175 munitions for artillery fun.

Stormtroopers, while infantry based, are invisible, and therefore free to roam the map to snipe
off units. Refer to the Stormtrooper ability overview above for proper use. Their behind-the-
lines destruction and flanking ability is only outmatched by Infantry’s Camouflage ability.

The FHQ is a gem for mid-game onwards. A FHQ establishes strong central presence, cuts down
reinforcement times and unit build times. Retreating without hitting the “T” key is an important
lesson to learn – move it back to the FHQ to reinforce if squad losses are not critical. Your units
will cluster around here as a stronghold, denying critical access paths. Build a medic bunker
nearby; as the enemy will inevitably do everything in his/her power to unseat the FHQ.

Avoiding Artillery

Despite defensive in nature, don’t stay still. Spread out to cover flanks, and if you blob together,
that’s just asking for artillery in the face. Seriously. The power of infantry versus tank play is to
be everywhere at once and still consolidate in the face of enemy pushes. There are a few
artillery magnets, so be on the extra lookout and avoid super dense clusters of units around
these listed, ordered by their attractiveness:

Medic Bunkers

FHQ
P a g e | 22

Mortar Teams

PaKs (if discovered)

Tiger I

T1-T2 Transition Timings

Versus Fast M8: If you have done most things correctly, you should be able to escalate, build a
Krieg Barracks, and get a mortar or sniper (your choice depending on how hard the American is
turtling) before your first PaK.

Versus BARS: Additional T1 support unit (MG/Sniper) – Escalate, Krieg Barracks, Grenadiers, vet

Versus Infantry FHQ: Sniper (as 5th unit), Escalate, Krieg Barracks, mortar, medic bunker. When
you have the chance, go level the FHQ with your PaK. Snipers will deal guaranteed damage.

Versus WSC / 4ES: Your build order should be Volks, MG, Bike, and Sniper. It is critical to
eliminate the enemy sniper with your Bike and sniper. To spot a WSC start, if you see a lack of
field presence and multiple engineers (3 squads) at game start, or spot a MG with your Volks.
Then, build a bike as your 2nd (if late) or 3rd unit (if early). If you can, go sniper-hunting with
your bike. Otherwise, place your bike in FRONT of your HMG team to prevent snipers. Your
HMG is critical to protect your bike. Likewise, the bike prevents snipers from taking out your
HMG. Escalate, and then build a mortar.
P a g e | 23

Playing Blitzkrieg with T4 emphasis

A quick rundown of T4 game play:

Mobility mobility mobility. Keep tanks spread out and moving at all times

Spearheading power. Panzer IVs can take a lot of punishment

T4 Axis negates Allied T1 and T2 units

Healthy combination of Panzer IV lines and infantry AI support (anti-AT gun, specifically)

Response to Armored Commander

The true home of the Blitzkrieg doctrine, T4 is where Blitzkrieg really shines – “an all
mechanized force concentration of tanks, concentrating overwhelming force and rapid speed to
break through enemy lines, and once the latter is broken, proceeding without regard to its
flank.” Blitzkrieg players have twice as much tank production capacity than other Axis doctrines
thanks to Manpower Blitz. It is important to remember that a stable T4 late game requires solid
T2 play and T2 backbone support. The difference with T4 emphasis is a fast surprise transition
and an influx of tanks around the 15 minute mark. If Axis is able to hold half its map by the time
it hits early T4, Blitzkrieg is almost guaranteed its win unless facing unusually heavy AT gun
resistance or mistakes on the Blitz player. If you are in a disadvantageous position, dry on fuel,
or under heavy pressure, consider staying in delayed T2 with Tiger support. If facing against an
Armored Commander, T4 Panthers are a must.

Timing - Transitioning to T4 Blitzkrieg

Blitzkrieg should transitions from T2 to T4 after the second MP Blitz. I have found this to be the
most stable timing, if there are equal losses on both sides. The first MP Blitz should be for
additional infantry and Vet2 Infantry, and if possible, spare MP left over for T3 escalation. The
second MP Blitz should escalate to T4, build a Panzer Command, and produce a Panzer IV.
P a g e | 24

The most important part of T4 escalation is stability. Stable means anti-Greyhound measures
and veterancy. For Greyhounds – ideally, 2 Paks and one Grenadier squad with a Shreck will do.
The Gren squad does not actually need to be upgraded till you see the Greyhound. Correct
usage of mines will deter the enemy or eliminate the Greyhound. For veterancy, vet1 infantry is
absolute minimum required, in order for Volksgrenadiers to survive Vet1 and Vet2 riflemen. Do
not hesitate in rebuilding lost HMGs with extra manpower, as later game Americans tend to
blob their units. HMGs drop off sharply in effectiveness past T2, but become very effective late
game due to laziness on the American players’ part, if only for pure annoyance.

If you have rationed your munitions correctly, by the time you hit 4CP you should have at least
150 munitions for Manpower Blitz for tech and tanks.

T4 Unit Compositions

An examination of your units when you roll out the Panzer IV tank column:

Volks, Grenadiers – Anti infantry and capping. They will follow your tank column to engage
Airborne and Rangers. Otherwise, use them to cap newly gained territories.

Grenadiers and Stormtroopers – Flanking and anti-flanking duty. They will be used to ward off
riflemen. If Shreck'd, use them to prevent M10 flanks.

Pioneers – Repair duty, mines and salvaging. They are critical to keeping your tanks alive. Each
tank should have at least one dedicated squad. Salvage all wrecks to maximize munitions
income. Remember that pioneers take extra damage when repairing. If the game turns to late
game stalemate, consider repair bunkers.

Panzer IV – Anti-infantry. These will be the majority of your tank force. They are fast and
maneuverable, good for flanking They are equivalent to vanilla Shermans in firepower. You will
learn to love them.
P a g e | 25

Panther / Tiger – Specialized Anti-tank. Get them ONLY if you are facing an Armored
Commander, or see lots of tanks out in the field. Their armor is very tough, but lack in Anti-
infantry firepower that leaves them vulnerable to Ranger and Airborne squads.

MG42 + PaK – Passive antitank role. The MG will guard the Pak and Panzer IVs against infantry
rushes. The PaK will provide safe areas for your tanks to fall back on. You may slowly creep up
your PaKs so your tanks can retreat in a reasonably timely manner.

A Quick Guide on Tank Veterancy:

Veterancy 1 reduces received damage to 85%. This is a critically important upgrade as it


universally reduces damage, extending longevity.

Veterancy 2 gives all tanks an MG gunner at top. This MG gunner has very weak suppression
fire but helps dish damage against infantry. Also a critically important upgrade.

Veterancy 3 gives all tanks armored skirts. This reduces hand-held AT penetration. For Panzer
IVs, if you have Schmidt’s Defensive Armor then the bonus will NOT stack and there is no need
to get vet 3 tanks. If necessary, substitute a Tiger for a Panther, and save the vet 3 upgrade fuel.

Munitions / 150 Rule

The best way to save munitions is unit preservation. Obviously, by not losing whole squads, you
are not dropping Panzershrecks for Riflemen to pick up. The best way to prevent dropping is to
only give your Grenadiers one Panzershreck. This means only when the last man dies, it will
drop the weapon. If you dual-shreck a Grenadier/Stormtrooper squad, the third casualty will
drop a weapon, and a dead squad will drop two weapons. This is bad because you will have to
repurchase them for 75 munitions, and 75 munitions will add up. Plus, Panzershrecks are twice
as deadly in the hands of Allies, due to their vet and weapon accuracy buffs.
P a g e | 26

Second, know when you need certain weapons. The MP40 upgrade is often unnecessary for
Volksgrenadiers – have at most one squad upgraded as a dedicated flanking close combat
fighter. The LMG42 is unnecessary for Grenadiers as it cannot fire on the move. A Grenadier
squad with a LMG42 and a Shreck will waste one of the two weapons at any given time: a
Shreck needs to be close range for maximum accuracy, but the LMG42 cannot fire. Grenadiers
should be specialized, either tank-chasing or infantry mowing, and each weapon is useless
against the other type of enemy. Flame engineers are situational and very delicate, so take
extra precautions to micro them because they will get focus-fired. Panzerfausts are only to be
used on vehicles/tanks with low health, or unskirted Greyhounds. A Faust on an unskirted
Greyhound does 75% damage with a chance of critical; two will kill it outright.

Third, with the restoration of PaK build time, it is often unnecessary to have more than two
Grenadier squads with Panzershrecks. Rely on PaKs as your primary AT; they cannot be kited if
well defended.

Your pioneers should salvage all wrecks to increase munitions income. You will need all the
munitions you can get. Multiple pioneer squads will salvage faster. An observation post built
over high munitions points such as in Angoville will go a long way in tank spam glory.

Just to drive the point home, here is the 150 rule again. Look at your current munitions, your
munitions income, and then ask:

Will your munitions be over 150 when cooldown ends?

Place a mine (preferred)

Upgrade a Pioneer to a flamethrower / Shreck a Grenadier / Give Stormtroopers their second


weapons (only if applicable!)

Will your munitions be over 150 when cooldown ends?

If yes to #4, place another mine. Repeat this thought every 30 seconds.
P a g e | 27

Dealing with Units that are Bad

Airborne with Recoilless Rifles – Anti tank role. They are weak against infantry and vehicles, so
use your Volks, Grenadiers, and MGs. If Airborne squads fire up, immediately pack up your MG
(if present) and run backwards, retreating if necessary. If they are in exhaustion, set up the MG,
pop Infantry Pillage, and enjoy free resources. Reverse your tanks as quickly as possible at
maximum range. Vet 2 tanks recommended.

Ranger blobs – Anti vehicle. Bazookas have lower penetration and do reduced damage against
tanks. Panzer IV’s front armor can shrug off many Bazookas – just be on the lookout for fire-up.
The only proper response is reverse and kiting. Vet 2 tanks recommended. Support with MG.
Things that apply to Airborne applies to Rangers.

Rifle squads with Sticky Bombs – Anti mobility. A sticky bomb is guaranteed engine damage,
and if the health is low enough, will roll a critical engine destroyed. Take advantage of its short
range and zero damage rifles to kite them. They should pose no threat. Do not ever charge
tanks into riflemen squads. The key to victory is controlled aggression.

AT guns – Anti tank. These are immobile units, and their location is always obvious because
they cannot cloak, even if a Pak is stolen. Stormtroopers are especially good, but any infantry
squad will do. Alternatively, engage in different directions with two Panzer IVs, or with a Puma
from a different direction. Ideally, move the tank/Puma behind the gun and it will die very
quickly. A vetted Panther may strong-arm and take it out directly, although its accuracy is a bit
of a gamble. When you decrew an AT gun, make sure you destroy it via attack ground so it
cannot be recrewed by riflemen. Or you can steal it, but why would you? Late game snipers can
help with spotting and decrewing, as no sane American player will field jeeps when tanks are in
play.

Shermans and M10s – A Panzer IV is equal to a vanilla Sherman in firepower. Have your
Grenadiers and Stormtroopers help. Know when to back up and lure it into your PaK. If they
went for M10s, laugh at its inability to destroy a single Grenadier/Stormtrooper squad.
P a g e | 28

Pershings – Multiple Panthers. Have pioneers repair on-the-spot (very high fatality rate,
unfortunately). Pull back and disengage if they pop the Field Repair, because it is very hard to
destroy a Pershing when the ability is active. If there are engineers following the Pershing,
prioritize the engineers first. They will take extra damage. Lure over mines if possible.

Calliope – Mobility (will address this below.) Stormtroopers are excellent for countering this
unit. Engaging this tank beneath its minimum range will also work – similar to Chargelots versus
Seige Tanks. The proper response to Calliopes are NOT PaKs – a Pak will just get barraged
because it is immobile.

Superior Mobility

Tanks are fast. They pack a punch, they can shoot on the move, and they can shoot in a
different direction than the direction its facing (moving). As a tank commander, you should
always abuse this fact to keep your tank force mobile and kiting.

The most important thing to learn about tank micro is to properly back-up a tank. If you select a
tank and click behind it somewhere far away, it will stop, turn around slowly, and head off to
that direction with its front armor facing towards its destination. During this turning and
escaping maneuver, the rear armor will always be facing your enemy and the tank will take
extra damage. Instead, click in rapid succession (or shift-queue) closely behind the tank. The
tank will instead back up, with the front armor facing the enemy. Use this technique to kite
incoming infantry. Have it continually back up so that rifles will never throw a sticky bomb on
you (not that it matters, because your pioneers are very closely behind!), and Airborne/Rangers
can never have enough time to aim and fire before being out of range – or will have the lowest
accuracy.

Use buildings to your advantage. Buildings and hedgrerows will block an AT gun's direct line of
fire, giving your tanks immunity. The opposing player will either be forced to move the AT gun,
or wait till you are in its line of fire.
P a g e | 29

Have your tanks spearhead, followed closely with squads of Pioneers and then followed up by
Volks and Grens. Repair bunkers are not recommended as they are immobile and do not “flow”
with the attack movements, and require 50 munitions.

Tank Shuffling – Prevent Calliopes and Artillery Damage

Your tanks should never be clumped together. Tanks in close proximity at chokepoints often do
these frustrating clumsy back-and-forth shuffling when you select both and tell them to move.
This makes them high priority targets, especially when there is Infantry Offmap Arty – they can
reduce Panthers to rubble if you’re unlucky enough. Always have tanks facing front, never
parked 90 degrees to where the enemy is, so a reverse-retreat is painless and streamlined.
When you see red smoke, IMMEDIATELY pull back.

When you pull a tank back for repair, pull it back and retreat to a right angle a half-screen away.
Have the pioneers repair at that spot. This will prevent artillery at the most obvious spots (right
behind your advance tank column), and prevent blind Calliope fire from damaging your units.
Calliope fire is not devastating to tanks, but it is very efficient at gibbing repairing Pioneers. You
can then be amused at rockets landing in the middle of nowhere. A Calliope, properly dealt
with, is not overpowered.

After an engagement, either immediately retreat then move at a right angle from that spot and
pull back beyond the fog, or move forward to keep the pressure up. Don’t stay still, because
Calliope artillery will most likely fall at your last known location. As a general rule of thumb,
tanks not in direct engagement should be one artillery distance away from each other – about
two-thirds of a screen width at 1920x1080. This sort of loose formation will help with future
flanking if you choose to.

Any infantry caught in the middle of the barrage should retreat ASAP. Pios will get instagibbed
very quickly. Proper tank shuffling will negate any arty, despite being in near proximity.
P a g e | 30

Blitzkrieg Army Items and Heroes to Consider

Primary:

 Pioneer Toughness
 Volksgrenadier Toughness, Reinforce Discount, Accuracy
 Grenadier Body Armor, Reinforce Discount
 Panzer IV Schmidt’s Defensive Armor, Toughness
 Panthers are so situational that their buffs do not influence the outcome of a match

Either/Or:

 HMG Sight, Damage Bonus, and Armor (Instead of Volk items, use Volks heroes instead)
 Fatherland HMG, and Accomplished/Durable/Open Combat HMG (with carded Volks,
above)
 Possible Alternatives:
 PaK Armor Piercing
 Sniper Discount
 Pioneer Rifles

Heroes:

 Field Pioneers- +25% capping speed, area heal ability and crippling traps (anti-flanking)
 Bargain Volksgrenadiers - For early map presence to ease T2-T4 transition
 Accomplished Motorcycle - Spotting for MG micro, anti-WSC
 Katzenmeier's Volksgrenadiers - Grenade ability
 Accomplished Mortar Team
 Distinguished Grenadiers - Elite armor
 Shultz's Panther - For Boss Mode Badassery
 Close Combat Volksgrenadiers take too long to build unless built in conjunction with
Bargain Volks.
P a g e | 31

Abilities (by order of acquisition):

 Manpower Blitz
 Flares
 Stormtroopers
 Infantry Pillage
 Heavy Armor Support

Oct 22 2010 update. Fixed some things RKGhost mentioned. Thanks!


Oct 24 2010 update. Devalued Rocket Barrage some more in favor of Stukas. (Blasphemy!) Oct
25 2010 update. T4 section now done. Will fix stuff later. Jan 1 2011 update. Most sections
updated and revised, added and expanded some sections. Inaccuracies (mostly) fixed! Up to
date with December 15th patch. Will do more fine combing later. Seems like I've reached max
post length (lol) Jan 2 2011 update. Some minor errors.

[Last Edited On: Jan 03 2011 06:17 AM UTC (1 day ago)]i

i
Source: Blitzkrieg: Abilities and T2/T4 playstyles by tengen
<http://www.companyofheroes.com/forums/commanders-army-items-heroes/topics/Blitzkrieg-Abilities-and-
T2T4-playstyles>

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