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I've been using this strategy in my games for about a month, and it has worked e xtremely well.

I've had multiple 300-500+ wave games with good consistency with this strategy. The strategy is designed to focus on customizability, reparabilit y, and of course, heavy German smashing. This strategy works best on Proper Planning+20 TP, or Close Protection. It is al so doable with normal deploy, or Hasty Defense with some luck. Do NOT try this o n Special Operations, unless you're looking for a real challenge. The -10 TP wil l hinder your progress too much. <insert clear field crap> Now onto the specifics: Wave 1-50 I'll be using Close Protection as an example. <insert crate info> First off, buy 3 gunners with your starting 12 TP. These will be your primary an ti infantry, shredding and Swiss-cheesing any Germans that pop up on the top of the screen. Advance if the field is unfavorable. This should take 2-4 waves to a dvance to the next screen. If the screen is still unfavorable, follow the strate gy and buy what is needed, and continue to advance. Next, after accumulating 4 more TP, buy an engineer. Move everybody, the three g unners, your engineer, and your officer if you have the Westpoint Commendation r ibbon, to the center of the screen. Once you've accumulated 10 TP, build invincible bunkers in the middle. You will also want to trench your bunkers for added bullet protection. Make sure your tre nch covers the upper part of the bunker, where your soldiers are located. If you don't already have a free officer in your squad, buy one now and place hi m inside the bunkers. A medic should also be bought and placed inside the bunker s, to bring the total number of people on the top half of the screen to 5. <Insert explanation, pic, blah, blah> <insert setup of bunker pic, lowest rifle front, officer back>

Send your engineer to one of the bottom corners now, and have him build a camnet as shown <insert pic> The location of the camnet is very important, as it shoul d be high enough to cover the trenches that you will build later, but not too hi gh, so that panzergrenadiers can't blow up your camnet with their grenades. After this is done, the tricky part starts. You will want to aim (some sort of p un here?) for 2-4 snipers to put under your camnet. If you recieved a DO crate, go for 4 snipers. If you haven't, aim for 2 or 3 snipers. More snipers can be ad ded later when the defense is set. From here, you just need to survive. If anything is destroyed, you will need to replace it. The order of replacement depends on what is happening in your game. If you have more than 6 people on the field, the camnet is replaced first. If yo u have 6 or less, you can replace your bunkers first and then your camnet. You will also need to buy AT. Make sure that before logical wave 50, you have at least 2 zooks. 2 will be enough to take care of any annoying tanks and other ve hicles popping up until wave 80 or so.

To recap waves 1-50, you should aim to have at least this: 3 gunners - 12 TP 1 engineer- 4 TP 1 officer - 3 TP 2 bunkers - 10 TP 1 trench - 2 TP 1 camnet - 5 TP 2 snipers - 12 TP 2 zooks - 8 TP 1 medic - 3 TP TOTAL - 59 TP In waves 1-50, you will revieve 67 TP (Close Protection-67/Normal Deploy-55/Prop er Planning-55-75), from the waves you go through, and additional TP from DO cra tes, surviving 5 minutes, other crates, and your officer's free TP. The extra TP you have left over can go into replacements, or you can just continue along wit h the next section of the strategy. If any bunker gets exploded by Pak-38 or a c amnet by a grenade, replace it. This will set you back some TP though. Some of t hese units can wait to be ordered. You can wait to order snipers, as enemy snipe rs are not as dangerous this early in the game. One is usually enough, but if yo u feel like taking a risk, no snipers can also work for now. Also, you can wait to order your second zook. Tanks begin appearing at logical wave 50, but the cha nce is still low. One zook can often be enough for you to survive for a while. Wave 50-100 In waves 50-100, the main focus will be building the back line defenses and plac ing troops inside these defenses. Your back line defense should consist of 4 out your troops so that if one trench gets u still have will 3 other trenches to hold trenches should then be filled with zooks, have 8 total zooks in all the trenches. camnets and 4 trenches. This spreads gibbed you won't lose too much and yo the defense with as you rebuild. The two in each trench, so that you will

Place the camnets and trenches and zooks as shown. <insert close up> Sandbags ar e recommended, as they provide extra explosion protection and some bullet protec tion. They can be added later when you start getting extra TP. The order in which you build the camnets and trenches and buy zooks doesn't real ly matter. You can go across the screen and build all the camnets, and then the trenches, then buy zooks. The recommended way is to build a trench, camnet, plac e 2 zooks in trench, build another trench, camnet, 2 zooks, trench, etc, across the screen. The latter is better because it gives you added AT protection as you 're building your defense To recap waves 50-100, you should aim to have at least this: 3 camnets (one should already be built) - 15 TP 8 zooks - 32 TP 4 trenches - 8 TP TOTAL - 55 TP In waves 50-100 you should receive 50 TP. As you can see, the cost of the buildi ngs and troops will go a bit higher than that, but that's fine. The stage will m ost likely take you up to wave 120 or more to complete if anything bad happens, like a bunker/camnet blown or someone dies. As long as you have sufficient AT po wer to destroy any tanks, you should be fine, and you should continue to build.

100-200 In waves 100-200, your primary goal is to finish your defense, and add anything optional you want to add. You should add at least 4 Fifty Cals to your trenches, one in each. These will take care of any sneaky Brandenburgs, pinning them and often killing them before they can fire. If you have any extra TP, feel free to add more, I usually have around 6 by wave 200. After the Fiftys are added, your defense is pretty much complete. TP should start overflowing a bit, and you can start adding optional units.

Signalers - Very muchly recommended, but not necessary. Signalers will not be ab le to contend with your other troops for exp, so you will have to train them wit h TP. Sitreps are always a better choice than Combat Leaderships, although slowe r. The chance for free TP from sitreps is low, but still, some chance for free T P is better than no chance at all. Signalers should be making pretty fast calls at 40-50 exp or so, but if you want to train further, feel free to. They can oft en save your game during a sniper blitz, or a V1 blitz, or an arty blitz. Make s ure you know your macros, as the faster you can call for support, the less damag e you will take (if any). AAA - They can take down German aircraft if you just happen to leave more than 6 people uncovered, also giving you a chance for a pilot drop. <insert pic> AAA a lso does a good job of shredding up infantry; German, or your own. They can make crate fetching extremely dangerous at the top of the screen. They'll also tend to blow up the crates before you reach it, so watch out. They also might blow up your camnets if a Brandenburg appears low on the screen, but the chance of a lo w Brandenburg is very low (heh), so you shouldn't have to worry too much about t hat. If I do add AAA, I only add when the defense is all set, and TP is overflow ing. Be careful when adding AAA, because you will not have enough TP to replace anything for the next few waves. AT guns - AT guns are not that effective anymore with the new patches preventing stacking, but they still may be useful. You can only fit 4 AT guns maximum, in your trenches, making them not as effective. They're extremely inaccurate, which can be either a blessing or a curse. You will find that most of the time they w ill not hit the target, but they do do a good job revealing hidden infiltrators and accidentally gibbing enemy snipers. As always, there is a chance for friendl y fire when using these, so be careful. Scout - Scouts can be useful for knowing when the next wave will be, making crat e fetching and troop movements easier. They can also make very good crate fetche rs, walking as fast as a jeep (but not faster than medics) and being able to mov e while firing helps too. There's no real downside to having scouts except that you need to buy them before wave 100 or the wave timer won't show, which can tak e up some TP. Scouts are recommended but not necessary. Halftrack - A halftrack with any upgrade is good. The only thing that I don't li ke about them is that they're so easy to kill, and irreplaceable. Unless you get extremely lucky, your halftrack will most likely be hit by either a Pak-88 or s omething else. It's your choice whether or not to have one, but I feel that the TP is better spent elsewhere.

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