General Waffen Guide.

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    • #3098
      Death_Kitty
      Moderator

      General Waffen Guide

      The purpose of this guide is to highlight waffen as a whole, rather than any specific doctrine, as such, it will be short, with just some bulleted tips to keep in mind, and some paragraphs about underused units. These are meant to be short and to the point, highlighting mistakes that nearly made me ragequit this game. Don’t make them, best of luck! -Death_Kitty

      • Remember that most waffen infantry can go up to vet 5 in a single game, as oppose to most other faction, who can only go to vet 3. A vet 4-5 unit immediately becomes incredibly accurate, hard to kill, and effective in combat at its specialized range. For this potential, waffen infantry are not cheap. IF a vet waffen dies, you lose all your vet levels, the upgrades you put in, the time microing that squad, the money you put it. If you lose enough squads, your late game will be delayed. This is usually devastating.
      • SS Frewilligen infantry are “bad” but: behind cover, they perform very well, and are good at capturing and defending points early game. Build them. They are worth it. I usually build 2 early game then withdraw them later on. (unless they have vet). very cheap. I wont say expendable, because you cant spam them, or attack well with them, but it allows you to keep your valuable attack troops attacking, without using valuable units to hold down territory.
      • Your base trucks: be careful where you put them. Unlike the base of every other faction, you can repair, re-arm and reinforce very close to the front. at the same time the enemy can easily get a mortar or tank, or even a squad in range and cripple your units. Also make sure you have AA covering them.
      • MG 34 is great early game, and is much cheaper than MG42. Suppresses nearly as well, and more importantly, hits the field earlier. You can switch to MG42 later (especially with wunderwaffe), but try and build this first.
      • The early game mg/autocannon vehicles (kubelwagon, Sd Kfz 222, luchs) are not bad! AS long as you pay attention to early game AT, they can decimate squads, and pave a clear path for your infantry. Luchs especially. If you micro them behind heavy tanks, like the big cats, they can be used late game for stalemate breaking/base cracking. I prefer them, as i can get tank commanders for my tanks, giving me an edge in armor fights.
      • Speaking of Big Cats (Tiger, Panther, Tiger 2) They are not a license to go charging into enemy territory! You will get flanked, you tank will get destroyed (or worse, turned against you) and you will be in a massive definite in strength. Yes they are stronger then 90% of allied tanks. But remember: the allies can afford to lose 1,2,3 tanks. you cant. Keep them sniping in the back, front armor toward the enemy.
      • Don’t build too many infantry early game! (2 freiwilligen and 1 mg34 + starting grenadiers should suffice) you want to have enough for the assault storms and pioneer, and other infantry that come with your first truck. which you want to have asap. (as well as manpower for lategame tanks/call ins)
      • The ostwind in not optional. Maybe not the first unit out of panzer HQ, but it should be in the first 3. To those who think it is: go play the a.i on hard. Players are worse.

      “Anyone who has to fight, even with the most modern weapons, against an enemy in complete command of the air, fights like a savage against modern European troops, under the same handicaps and with the same chances of success.” (refer to above point)

      Field Marshal Erwin Rommel, Rommel Papers, 1953.

      • SS Grenadiers can repair, keep that in mind.
      • Allies 90% of the time have better support than you. You have a jet bomber that drop 500lb bombs? you have panzerwerfer? they (US) have a fighter strike that can rip the turret off a tiger. or a cantilop which can kill everything in your base if it does a full barrage. Not to mention the katyusha, brit arty doc, american arty doc, and so on. If you cant hear you units calling out arty or planes you will suffer.
      • US does not have dedicated snipers. (some of their squads have marksmen, like coh1 Brit recon squads)  you do. use them. keep in mind soviets (when they get re-worked) have better ones than you.
      • Be aggressive! Your infantry, even without vet, are tougher, harder to suppress, are better equipped (though more specialized) . Punish that allied scum! Watch the Brits though. They can bloody your nose if you are not careful! (they have very well trained riflemen.)

      As per usual, if there is anything you think I missed, just put it in the comments below, and I’ll happily add it to the list. Hope this helped!

      • This topic was modified 7 years, 4 months ago by Death_Kitty.
      • This topic was modified 7 years, 4 months ago by Death_Kitty.
      • This topic was modified 7 years, 4 months ago by Death_Kitty.
      • This topic was modified 7 years, 4 months ago by Lorarius.
      • This topic was modified 7 years, 4 months ago by Lorarius. Reason: formating
    • #3105
      mor_juliet
      Participant

      In my Waffen game,I prefer keeping at least one SS Frewilligen squad in late game. They are cheap in reinforcement ,so I can use them scout ahead or capture abadoned heavy weapon.

      About 222,beware M2HB and DSHK38. It get destroyed in a second.

      Remember it ,Waffen can build mechanize HQ first. Skip the medical HQ,and you can get luchs very early to control the game easily.

      • This reply was modified 7 years, 4 months ago by mor_juliet.
      • This reply was modified 7 years, 4 months ago by mor_juliet.
      • #3111
        Death_Kitty
        Moderator

        fair point about the freiwilligen. Still, one of my squads usually has vet by late game (if not both) and i hate withdrawing vet squads.

        did not know about the 50 cal. dishka yes, but getting out a dish early game is difficult (i expect it to get harder one sovs get reworked). Need to test 50 to see if that’s with AP ammo or no.

        I would not advise building mechanized HQ first for any waffen doc (so far)

        Luft: needs its unique infantry to ensure its strong midgame

        Elde: pioneer are vital. you need to be able to bleed enemy with mines, and dug in units to hold ground in between barrage cycles. you need them ASAP.

        Panzer Division: Maybe? Would not advise, mainly because waffen mech HQ has no antitank capability. Luchs cant win vs a t-70, or a stuart, or even a puma. I personally have not tried it, but i cant see it working. Maybe against Russia, if so mm can penetrate t-70. b/c a stuart, AEC armored car or puma will 1 hit you. Stuart maybe, but still, has better armor?

        On top of the fact that no doc gives mech HQ units any bonuses… you would have to wipe numerous infantry squads from the field, and delay your battalion HQ. Iffy at best IMHO.

    • #3122
      mor_juliet
      Participant

      [quote quote=3111]fair point about the freiwilligen. Still, one of my squads usually has vet by late game (if not both) and i hate withdrawing vet squads. did not know about the 50 cal. dishka yes, but getting out a dish early game is difficult (i expect it to get harder one sovs get reworked). Need to test 50 to see if that’s with AP ammo or no. I would not advise building mechanized HQ first for any waffen doc (so far) Luft: needs its unique infantry to ensure its strong midgame Elde: pioneer are vital. you need to be able to bleed enemy with mines, and dug in units to hold ground in between barrage cycles. you need them ASAP. Panzer Division: Maybe? Would not advise, mainly because waffen mech HQ has no antitank capability. Luchs cant win vs a t-70, or a stuart, or even a puma. I personally have not tried it, but i cant see it working. Maybe against Russia, if so mm can penetrate t-70. b/c a stuart, AEC armored car or puma will 1 hit you. Stuart maybe, but still, has better armor? On top of the fact that no doc gives mech HQ units any bonuses… you would have to wipe numerous infantry squads from the field, and delay your battalion HQ. Iffy at best IMHO. [/quote]

      Luchs can be produced at 4 min after game started,while T-70 and AEC come out at 7 min( standard resource). When you decide playing aggressive,You can breakthrough enemy defense line in this period. No need to dig in much,because you are doing the blitzkrieg. Stuart can be destroyed by AT grenade,while US riflemen can do nothing to Luchs without bazooka.

      When you decide playing defensive,just go battalion HQ.

      • This reply was modified 7 years, 4 months ago by mor_juliet.
    • #3134
      Death_Kitty
      Moderator

      4 caviats there: Im going to assume those numbers are for wikinger (I swear I’ve seen t-70 get out faster, but wow 7  min!?)

      1.) Bazooka is 45 munitions. Unlike waffen, US don’t need to get MG early game. They will get it.

      2.)I think AT squads get out before 5 min so its would be hard to be super effective that early.

      3.)Using the gren AT nade requires you to get very close to the stuart, and if the stuart is paying attention, or with infantry, (or both) that will be near impossible to do.

      4.)If you can make it work, go for it! I just find that the docs themselves are not build for rushing mech HQ. IMHO ofc.

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