09/04/2019 at 9:07 pm #8303Sun1praxisParticipant
First, I’d like to precise I won’t be making a “traditional guide” already seen in this forum. I want to help players giving some insights regarding my strategy making in a Wikinger’s match. What the players want is having a guideline which you can follow at all times allowing them to plan their next move and adopting the right strategies ASAP without hesitating. It will be written in such a way that no repetition should happen, the information being progressive and connected for many doctrines. I wish beginner’s and vets alike will be able to read this thinking of how to enhance their own game by implementing new systematic thoughts.
I expect reading this the players should be ready to have an AI match simply to get acquainted with the units which I won’t be talking about in detail (hopefully there will be more guides similar to death kitty’s). I always use an Annihilation match with standard resources to move the units, to better grasp their abilities and understand their specifications. When you’re knowledgeable enough, simply upgrade the level of the AI and practice your build order. Obviously if you played with me, you’ll know I don’t believe some prestige stars will save you from learning Wikinger’s intricate mechanics. Go ahead and practice for some more enjoyable games.
#1 Combined Operations
This doctrine is only painful to play at a certain stage due to lack of long-range anti-tank units. It’s important to know Wikinger’s heavy tanks are objects of constant preoccupation. You’ll notice this the first time you end up having a King Tiger or a Churchill on the front line decimating your entrenched infantry with HE rounds for then walking straight to your base unanswered for. These heavies or “hard to penetrate” units will cause many a problem for their defense breakthrough abilities. In order to influence such units, the player is required to know the defense and attack penetration values seen on all unit informative tags. The RAF is an airborne doctrine in which, UNFORTUNATELY, tanks cannot be parachuted; the only penetration attack value the player will have at his disposal is the AT guns, infantry abilities, upgradable infantry guns and airstrikes before you reach tier 4. Taking the map in consideration, it will be crucial to create ambush opportunities since it is clear the german players, especially the ones using tank doctrines will produce tanks before you get your Churchill crocodile after their tier 4 heavy tank upgrade. It is important to remember the killing blow is always dealt by destroying unit production and reinforcement. Tanks are the only units able to bypass the in-base MGs not mentioning the mortars and sidelined shot artillery/airstrikes. The ambush spots will require sigh blocking structures such as forests and buildings as well as entrenchments, sandbags and mines. City maps filled with building will be a great advantage and possibly the only reason to choose Combined operations. Going forward with it, a frontline should definitely be established very early in a match establishing a fortified zone from which it is easy to flank the enemy’s position to erect a strategical minefield and to permit an artillery safe zone for the almost essential RAF HQ or forward base. This doctrine doesn’t have access to many units with “hiding” abilities as The US airborne doc and in fact most of the doctrines having access to only one AT squads. There’s indeed a desperate need for entrenched positions. The engineers will have to provide this in order to sustain tier 3 rushes. A Luchs or AA half-track positioned in front of your entrenched position will ravage the infantry very rapidly. If you have no AT gun already in position, flanking will be the only option. The main purpose of your entrenched position will be to minimize the effect of Anti-infantry armored units giving yourself time for flanking and mobilizing units. Should the player leave its entrenched position at some point of the game, he will make sure mines were laid before he does so to slow the down the attacker. If not, the game will most likely be strategically lost.
In the meantime, while everything is made so armored units are not posing any considerable threat, harassing will be your tactical goal. These infantry heavy doctrines will necessitate intense micro to avoid the lost of expensive infantry units and keep pace with your opponent, not even talking about mine laying and unit reinforcement. Furthermore, this constant movement of units should always promote the flanking opportunities arising throughout the match. If you’re being caught in a retreat keep your airstrike command squad on a hotkey (for me always 1) to call in a most crucial straff or smoke bombs to slow or destroy the advancing units. This will happen more than once. Quickness will be the key to victory especially considering the airstrikes will be much more effective when well timed. In fact , airstrikes in the early and mid-game are meant to be used on retreats and flankings, not breakthroughs. Retreats jsut show how devastating they can be. Against entrenched positions, the planes will be shot down with minimal effects after one straff. This tactic will be a game changing surprise to your overextending opponent.
As a general strategy, this doctrine will generate infantry pressure. It is a reminder that when infantry losses are sustained, they are most likely to be replaced, slowing progress towards acquiring heavy tanks. The infantry, being the unit able to capture naturally resource sectors, need to be disrupted if playing with RAF forces. The attacks combined with smokes and mortars will be relentless. Unfortunately, german infantry units will moderately outpower the british infantry when outside of cover. That’s why support units and numbers will be important to winning engagements as well as the use of 3 engineers (it being my recommendation) to build as many fortifications and mines as possible. Your munitions will be spent in this order: infantry upgrades, MGs, mines and fortification, mortars and for finally calling airstrikes. Airstrike call-ins are premature in the early game, leaving your squads without adequate protection against armored units. It would be very risky also to use lots of munitions and command points for a possibly successful airstrike when so few units are avaialble. I recommend strongly upgrading units, spreading them in a way AT is always provided effectively in the early mid game while suppressing infantry movement waiting for them in shadowy corners or proving your better infantry entrenched.
The late-game strategy is to break through your opponent’s position. While it can be gradual, I don’t think this doctrine can possibly face late german game artillery betting in a fixed position. Infantry losses would mount and the extensive time the commandos require to reinforcement would put you in a delicate situation. Consequently, at this time, the effect of airstrikes is minimal due to large amounts of troops being on the field able to shoot them down, from turreted tank Mgs to AA guns. It causes a definite need of mobile protection in the form of a Churchill crocodile. This unit has enough defensive penetration value to advance your front line effectively, creating new flanking opportunities for AT units and airstrikes. Destroying emplacement with the mortar centaur and the PETARD Churchill under such a protection should be high in your priorities. I’ll only mention this would be though to pull in a 1v1. Helped with a teammate providing constant AT, this doctrine will prove to be much more impactful.
When it comes to plan your next unit production in Wikinger’s, tech tree knowledge is be a huge advantage to deal with doctrine gameplay. You can opt for 2 grand strategies: either forcibly impose your opponent a strategy of yours by choosing a specific doctrine or play generally, gradually adapting, having in mind to punish the production of expensive units. For example, investing on a 17 pounder to defend a King Tiger having superior map control will prove devastating. By comparing both units, you realize in the right conditions that cheaper resource play can render futile the most expensive unit in this mod. Understanding this, being more defensive won’t solve your resource problems due to expensive units being more mobile in general and the cheaper ones being static. In a 2v2, there’s more of a grey zone or a buffer zone depending on which side you’re sitting. Units in some maps will roam freely around it while in some others it is much more difficult to do so. I always recommend anti-infantry presence, may it be heavy infantry or artillery combined with armor.
More narrow the map, + artillery docs. The bigger the map, + armor docs a. The smaller the map, +infantry +airborne.
#1: <u>Straight for Commando’s depot </u>
Build 2 engineers + 1 MGs ASAP + upgrade platoon command post + 1 engineer or + 1 commando + 1 mortar + 1 commando +AT guns 76mm
3 CPs and the platoon and the platoon command post are all you need to produce commandos armed with PIATs. 3 enginners might just be enough to fortify until late-game. It’s hard not going for this immediately and transition to the other 3 lines available since you obtain a strong reliable base able to deal generally with tier 3. If you need better range with AT upgrade your commandos with bazookas (unlocked with US weapons). Going for tanks will give you good opportunities to deal intensive infantry damage and conquer sectors in the late mid game while airstrike will allow you to protect sectors.
#2: <u>The French line resistance</u>
I would only recommend this line of action for dense city maps and even so not having the commandos is hard since they’re the only ones providing mobile AT. You need to invest additional mp into a forward base also which delays radically your AT needs. Though you might surprise some with this build since the maquis can camouflage and ambush armored units with a PIAT and BREN gun drops and probably get a tiger faster than your opponent.
<u>#3 : Shortened Commando’s depot + The Heavy tanks rush</u>
Of course, when you overwhelm your opponent with infantry, you consolidate, make him suffer taking the sectors he wants and upgrade directly to heavy tanks. Having a Churchill even though you might retreat at some point will be game winning if well timed.
<u>#4: The airborne rush</u>
I don’t believe in that line alone being able to sustain mid game. The elite squads have only 1 bazooka and costs 550mp. Compared to the commandos arsenal and cheap cost. Though you can rush sneakily the close air support if you would really like that. The airstrike reloads quicker than most, giving you the option to call them 2 times maybe 3 before your opponent consolidate. You should switch immediately to commandos afterward.
<u>#2 Royal Canadian Artillery (RCA)</u>
If fortifying was important to the RAF, it is undoubtedly the same for the RCA but for completely another reason. When playing artillery doctrines, flanking abilities are diminished by not having first specialized infantry. Compensating this factor, the RCA has a definite advantage regarding fortifications. Combined with heavy artillery, the strategy becomes all the more clear: creating a fortified line from which frontline attacks are made supported by artillery. The very nature of artillery docs is too inflict massive damage in the late game where the numbers of units are of the roof. Though, entering a decent end-game will be what’s difficult to pull off. Chances are, artillery will save you from an inferior early and mid-game. The prognosis is: make your opponent dig in. Knowing nobody will be able to compete an artillery engagement for long by having early and significantly cheaper artillery able to take down buildings and armor (HQ batteries), if your opponent is investing into MG nests, AA guns ad even into entrenchments, targets will be available. Early game is clear. Trying to take as many sectors as possible, the important goal will be to win an important engagement, the small ones leaving you much less time before being disrupted. Indeed, if accomplishing such a feat, digging in fast and making sure a recon unit is in position for you to see your opponent will be your first priority. On the other end, if no line is being determined, slowly wear your opponent down until he feels he needs to dig in by hitting him with your long-range units. It is to be noted you should avoid firing on moving units and save your munition for bigger prizes. If harassed, intimidation in the form of MG nests and mines can force your opponent to abandon such tactics, transitioning to a late seeing they will be faster to tech up. This is exactly what RCA players will want. The roles will become inversed somewhat. You will want to possess as much information as possible, acquiring targets on the front line while in the meantime, mining where obviously you opponent is planning to attack and building that 17 pounder.
Blobs or densely grouped units are the RCA’s prey and determining factor in winning a match. Heavy artillery will make short work of such blunders. Taking advantage of such moments is by all mean game to this doctrine the game winning factor. One crucial tactical approach to playing with artillery is encouraging the grouping of units, having sight of the grouped units and timing surgical artillery. One way to make this happen is of course to dig in yourself. The moment your opponent understands he cannot advance on a certain position, it will already be marked as a threat, meaning surely troops will converge onto it or a front line will be created. Also, having artillery pieces such as AA guns, mortar pits and 17 pounders for certain produce general assaults from your opponent with obviously somewhat grouped units trying to overwhelm your defensive positions.
If you read this and would like to add to the building orders your own, i would like very much to hear about it. All questions are welcomed!
12/04/2019 at 8:30 pm #8332
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