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bunker setup http://clip2net.com/clip/m85965/1308698735-clip-81kb.png Trench setup Morale boost, taunt I've been using this strategy in my games for about a month, and it has worked extremely well. I've had multiple 300-500+ wave games with good consistency with this strategy. The strategy is designed to focus on customizability, reparability, and of course, heavy German smashing. This strategy works best on Proper Planning+20 TP, or Close Protection. It is also doable with normal deploy, or Hasty Defense with some luck. Do NOT try this on Special Operations, unless you're looking for a real challenge. The -10 TP will 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 anti 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 advance to the next screen. If the screen is still unfavorable, follow the strategy and buy what is needed, and continue to advance. Next, after accumulating 4 more TP, buy an engineer. Move everybody, the three gunners, your engineer, and your officer if you have the Westpoint Commendation ribbon, 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 trench 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 him inside the bunkers. 2 medics should also be bought and placed inside the bunkers, 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 should be high enough to cover the trenches that you will build later, but not too high, 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 pun 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 added 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 you 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 vehicles 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 2 medic - 6 TP TOTAL - 62 TP In waves 1-50, you will revieve 67 TP (Close Protection-67/Normal Deploy-55/Proper Planning-55-75), from the waves you go through, and additional TP from DO crates, 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 with the next section of the strategy. If any bunker gets exploded by Pak-38 or a camnet by a grenade, replace it. This will set you back some TP though. Some of these units can wait to be ordered. You can wait to order snipers, as enemy snipers are not as dangerous this early in the game. One is usually enough, but if you 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 chance 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 placing troops inside these defenses.

Your back line defense should consist of 4 camnets and 4 trenches. This spreads out your troops so that if one trench gets gibbed you won't lose too much and you still have will 3 other trenches to hold the defense with as you rebuild. The trenches should then be filled with zooks, two in each trench, so that you will have 8 total zooks in all the trenches. Place the camnets and trenches and zooks as shown. <insert close up> Sandbags are recommended, as they provide extra explosion protection and some bullet protection. 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 really 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, place 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 buildings and troops will go a bit higher than that, but that's fine. The stage will most 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 power 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 able to contend with your other troops for exp, so you will have to train them with TP. Sitreps are always a better choice than Combat Leaderships, although slower. The chance for free TP from sitreps is low, but still, some chance for free TP 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 often save your game during a sniper blitz, or a V1 blitz, or an arty blitz. Make sure you know your macros, as the faster you can call for support, the less damage 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 also 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 low Brandenburg is very low (heh), so you shouldn't have to worry too much about that. If I do add AAA, I only add when the defense is all set, and TP is overflowing. 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 will 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 friendly fire when using these, so be careful. Scout - Scouts can be useful for knowing when the next wave will be, making crate fetching and troop movements easier. They can also make very good crate fetchers, walking as fast as a jeep (but not faster than medics) and being able to move 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 take up some TP. Scouts are recommended but not necessary. Halftrack - A halftrack with any upgrade is good. The only thing that I don't like 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 something else. It's your choice whether or not to have one, but I feel that the TP is better spent elsewhere.

Optional:
<TABLE BORDER="1"> <TR> <TD ALIGN=center WIDTH="100">Signalers</TD> <TD ALIGN=center WIDTH="100">[img]http://www.mudandblood.net/wiki/images/3/3d/Std_unit_allied_signaler_idle.gif[/im g] <TD ALIGN=center WIDTH="500">Very muchly recommended, but not necessary. Signalers will not be able to contend with your other troops for exp, so you will have to train them with TP. Sitreps are always a better choice than Combat Leaderships, although slower. The chance for free TP from sitreps is low, but still, some chance for free TP 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 often save your game during a sniper blitz, or a V1 blitz, or an arty blitz. Make sure you know your macros, as the faster you can call for support, the less damage you will take (if any). </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Anti Aircraft Artillery (AAA)</TD> <TD ALIGN=center WIDTH="100">[img]http://www.mudandblood.net/wiki/images/6/66/Std_unit_allied_aaa_idle.gif[/img] <TD ALIGN=center WIDTH="500">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 also 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 low Brandenburg is very low (heh), so you shouldn't have to worry too much about that. If I do add AAA, I only add when the defense is all set, and TP is overflowing. Be careful when adding AAA, because you will not have enough TP to replace anything for the next few waves.</TD> </TR> <TR> <TD ALIGN=center WIDTH="100">M3 AT Gun <TD ALIGN=center WIDTH="100">[img]http://mudandblood.net/wiki/images/1/10/Std_unit_allied_m3_idle.gif[/img] </TD> <TD ALIGN=center WIDTH="500">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 will 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 friendly fire when using these, so be careful. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Scout </TD> <TD ALIGN=center WIDTH="100">[img]http://www.mudandblood.net/wiki/images/6/64/Std_unit_allied_regular_idle.gif[/im g] <TD ALIGN=center WIDTH="500">Scouts can be useful for knowing when the next wave will be, making crate fetching and troop movements easier. They can also make very good crate fetchers, walking as fast as a jeep (but not faster than medics) and being able to move 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 take up some TP. Scouts are recommended but not necessary. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Halftrack </TD> <TD ALIGN=center WIDTH="100">[img]http://www.mudandblood.net/wiki/images/5/51/Track.png[/img] <TD ALIGN=center WIDTH="500">A halftrack with any upgrade is good. The only thing that I don't like 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 something else. It's your choice whether or not to have one, but I feel that the TP is better spent elsewhere.</TD> </TR> </TABLE>

Used
<TABLE BORDER="1"> <TR> <TD ALIGN=center WIDTH="100">Gunner </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your 3 gunners will be your main Anti-Infantry units. When NCO, they will be extremely accurate, quick target switching, and powerful German infantry shredders. Make sure you keep these safe, with heroism and meatshields. If all three die, your game is over. Try to keep your gunners at 200 EXP with heroism, because they are very important. You have three so that you can lose one, and still have two, and if you lose another gunner, you still have one left. V1 blitzes are very dangerous, capable of wiping out all three gunners instantly, so beware. Your invincible bunkers should protect your gunners from anything else as long as you have TP to replace blown bunkesrs. If one gunner is lagging behind in experience, hold fire on the other two at the beginning of a wave. Be smart on when to hold fire. Obviously, don't hold fire when there are 5 mortars on screen. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Engineer </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your engineer will primarily be used to build your defense, and replace anything that gets blown up. Keep two engineers in your trenches so that you can repair any camnet that gets blown quicky, minimizing the chance of getting German support. Always keep one in your double bunkers to repair any bunkers that get blown. Engineers with their grease guns are also very effective Brandenburg killers, if any spawn at the bottom of a screen in a Bottomburg unfair event. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Officer </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your officer will be extremely important to your strategy. You will need him to make command decisions such as Concentrate Fire, Heroism, Ranger Training, and many others. You will also need to have an officer for signaler calls, if you choose to have a signaler. He also boosts soldier reaction times, so keeping him in the bunkers early can help your gunners get more experience. Make sure to keep the officer alive. If he dies, it can cause your troops to lose a lot of morale, and some low morale troops may even run away. Try to keep him at 200 HP, as he will be marked a high priority target by enemy snipers and every bit of health helps him survive. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Bazooka </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your bazooka units (referred to as zooks) will serve as your primary Anti-Vehicle units. They are very effective at taking out enemy tanks, and can even kill a soldier here and there. Zooks can occasionally expose a cloaked infiltrator, or a cloaked sniper by accident when a zook round explodes near them. You should have around 8 zooks in your trenches so that if any die, you still have AT power while you replace. Zooks can spawn with very low morale, making them easy to pin down.

Pinned zooks will not fire, so using Morale boost on zooks is a good choice. Zook rounds, as with any explosives, can cause friendly fire, so be careful. These can blow up a camnets shooting at Bottomburgs or blow up bunkers with an unlucky shot. They also can harm a crate fetching solder because their rounds tend to blow up near crates, so be careful. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Sniper </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your snipers will serve as your primary Anti-Invisible units. They will kill invisible enemy snipers and infiltrators before they get to do any damage. Snipers are also useful for taking out high priority units, like German officers or mortars. Keeping 4 of these in your trenches will help your chances of surviving a Sniper Blitz wave, and they should take care of pesky, high priority units for you. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Medic </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your medics will function as your meatshields, healers, and crategrabbers. They make great meatshields, because they can heal themselves, and when you have 2 (or more) medics in your bunkers, they can often heal an wound back to 100 HP before they get hit again. Medics should move around in your trenches to heal disabled and wounded units. Their high speed make them excellent crate grabbers, often able to run out and grab a crate in the lull between waves, and get back to safety before the next wave starts. </TD> </TR> <TR> <TD ALIGN=center WIDTH="100">Fifty </TD> <TD ALIGN=center WIDTH="150"> </TD> <TD ALIGN=center WIDTH="500"> Your fiftys will be your secondary Anti-Infantry, and will also be very effective Anti-Soft Skinned. Their main purpose is to kill Brandenburgs. A Bottomburg unfair event, or a Brandenburg blitz can be very dangerous, as Brandenburgs are extremely accurate and lethal with their MG 26s. Your Fiftys will often pin and kill these before they can fire, and get better at it as they gain more experience. The reason you should have around 6 of these is so that you can completely wipe out a Brandenburg blitz/Bottomburg unfair event in a matter of seconds. This is especially important for Bottomburgs because your dumb zooks will often target one and blow up a camnet, so you need to kill the Bottomburgs before your zooks try to. </TD> </TR> <TR> </TABLE>

Blitzes

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