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Blitzkrieg Strategy

Guide - Blitz it Baby


By Testbild
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After retraining at least a dozen times, I think I have learned to manage this Commander.

Abilities:
1. Stormtroopers are the core of my units. Maxed, although I almost never need the

grenades, I took them to get the 10% accuracy.

2. Manpower Blitz: 6 points for munitions reduction and less penalty. I don’t need fuel

since I never build tanks, I build stormtroopers. Although I may max it to get the 1 min

cooldown reduction. But those 6 points may be used somewhere else more effectively.

3. Infantry Pillage: I use it right now as often as possible with my Stormtroopers blob.

Especially when Manpower Blitz penalty is in effect.

4. Inspired Assault: Perfect if you move in enemy territory, and run into a HMG squad, or

storm a base on your own. But you can also hit retreat, and let your artillery do the job.

5. Heavy Armor Support: Tanks are so nice to look at. But they come at Command Point 7,

which is pretty late in the game, and my stormtroopers kill tanks better than anything.

Only use is to block an area, or storm a base with infantry. They take out the bunkers so

infantry can roll in. The StuH is very useful against Infantry and Buildings. I like it more

than the Tiger whose only purpose is to protect the StuH.

The Game:
After capturing the area with HMG you should try to make a little group that runs

around to get to Command Point 3 so that your Stormtroopers can be deployed. I try not to

build Pak88s and use Stormtroopers as anti-tank. But the gap in-between is a risky thing. You

can fill it with Mortars. If so they will later move behind the troopers to take out bunkers or

other mortars.
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The other way is to rush to Nebelwerfer. 1st build an officer then 3 Nebelwerfer. These

can also aid your team-mates throughout the game. But mind the lack of anti-tank from T0 to

T3. Nebelwerfer’s cooldown is really short but barrages cost 10 munitions each time. Anyway,

the nice thing is that Veterancy for Support Troops includes Mortar, HMG and Nebelwerfer, all

the troops you use. Get that with your Officer. Nebelwerfer leave a burning ground on vet3.

Mostly when I have spare resources and 2 Stormtroopers, I pull MP blitz to rapidly build

3 more Stormtroopers. Cooldown is 10 seconds on Stormys. Upgrade to MP44 first, then anti-

tank weapon. Leave them cloaked and maybe hold fire. Now you have to have the balls to

move behind enemy lines. Find a weak spot in enemy’s line of defense and sneak in. Stir up

some trouble and confuse him. Plain old psychological warfare. Neutralize points but don´t

capture, since it takes too long. Or, move behind the fortified hotspots and break the defense-

bunkers, tanks, mortars, etc. Or, take their artillery out. But never stay too long. That always

keeps killing my blob. Enemy artillery takes 6-15 seconds to be on your head. That’s the time it

takes to manage and deploy artillery on you. Hit and run. 1 bunker or 1 tank less puts you and

your buddies in a favorable position. If you go with Nebelwerfer, they can to the rest.

Remember u can always come back if your blob of 3-6 Stormtrooper units survives. Hit retreat

or Inspired Assault to not get stopped. Don´t give him the time to react. If you lose your fully

upgraded Stormtroopers, you have a stall of some 5 min, or so, to get back in the game. I

mostly build a blob of 5 and then 3 Nebelwerfer with vet 3.

Other way is to take full flares and rocket barrage to deploy on enemy base to slow

them down. But rocket barrage is highly costly. So it has to be good to get the most out of it.
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Flares can support your "Heavy Armor Supports" long range. Using this style takes the

munitions away for the upgrades on Stormtroopers. So I think you can’t have both.

Edit:
 At least 4 Nebelwerfer with vet3. Infantry pillage works with them too.

 Going to go full Inspired Assault and throw away Heavy Armor Support, because I have

to support Stormtroopers as much as possible as I use them the most.

So it is:

 Full Stormtroopers

 Full Inspired Assault

 MP Blitz, 6 points minimum (till points are spare to go full with fuel, and to get time

reduction)

 Infantry Pillage cooldown and yielding (healing and duration maybe if spare points are

left)

 Flares- no points

If minimum is achieved you have 12 points left to throw in MP blitz, Infantry pillage or flares

(only to get 45% accuracy).

[Last Edited On: Oct 01 2010 08:52 PM UTC (94 days ago)]i ii

i
Source: Blitzkrieg Strategy Guide by Testbild <http://www.companyofheroes.com/forums/general-
discussion/topics/Blitzkrieg-Strategie-Guide-Blitz-it-Baby>
ii
Edited for spelling & grammar.

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