Theoretical basis I will highlight several main factors that are applicable not only for GoH, but also for other games from the series MoW. These things are assembled in battle and fit in the mind by themselves, processed and implemented in seconds, may seem obvious to someone. However, they really need to be known.

– Knowledge of the capabilities of guns and tanks
Until you don’t learn whom, how, at what distance and with what projectiles it penetrates (And what armor at what distance what projectiles it holds) – there will be problems. If you are fond of military history, then it will be easier for you, because the real Tactical and technical characteristics has been transferred relatively well, except for some moments. I will write down some features in the unit block, but the rest will have to be studied by yourself.

– Plan
You must have an initial plan – an ideal picture of your flank, a queue for purchasing units. And of course it will be supplemented, changed …
You also need to understand – you play for late game, will it be profitable, or maybe you need to push to win until a late stage. (How to understand it – in another block).

You need to anticipate the enemy’s plans, prepare for counteraction in advance, know exactly what you need, what will work, and what will work the other way around. There is no need to mindlessly call any tanks or cannons, about this we talk in next paragraph.

– Resource management

Stemming from the previous and almost the most important point. In this game, the number of points for a fight is limited – it is set in the lobby, and is gained during the game. Therefore, they should be spent with extreme caution and with the expectation of the whole game.
When calling any gun or tank, you need to ask yourself: Why do I need this? Does it make sense to wait and take something better for the game in the future? If I spend so many resources now, what means will I (and will I?) operate in a late game?

In the attached picture, we are interested in the first and third lines, as well as additional values to the right of the first: +0.0 and +0.5.

The first – is the increase in basic points, it cannot be affected in any way. At the moment when you will be given the number of points planned for the game, it will end.

The second – is the increase in points, depending on the number of CP. If you have more than 80 CP, the increase will be 0.3. From 50 to 80 – 0.5. To 50 – 1.0.

Therefore, ideally, keep up to 50 points, or at least up to 80. How can this be done? It’s very simple – call officer, he lowers the number of CP by 20, and is also very useful in itself.

Doctrine points are separate and are not restored in any way. Let’s talk about their use separately in next topics.

– Sense of game and inaction
In any strategy, you can not do nothing – every second should be spent usefully. While there is no fighting at your point, dig in, dig not one trench but several. Deploy infantry, demolish potential enemy shelters near your positions. If everything is completely calm – grope the enemy’s defense, feel the slack – attack. If this is not possible, help your allies in any way you can. You can’t just sit and do nothing, you can’t!

– Game mechanics
The targeting of guns, the highliting of artillery on the minimap, the sounds of venchiles and infantry through the fog of war, throwing grenades through F1, hot keys, explosives in tanks, possibility of reparing , the placement of mines through shift key, double clicks – this is not all, but it is also very desirable to know this.

Having put this in mind, we move on. Use of tanks, guns, infantry For everything and everything: use keyboard shortcuts. For turns, get up / lie down, unfold / fold the carriage, leave the arty/tank, disperse the squad, shelling the zone.

Infantry:
– Be sure to put them in positions
– If there are no profitable shelters, lie down
– Use expensive squads carefully and wisely
– Dig trenches and reserve positions in a calm environment
– Do not create accumulation of soldiers in any case
– Always spread out squads
– In the attack, also try to divide the squad, send submachine gunners closer, leave machine gunners to cover
– Know the armament of the squad
– Lie down with infantry during shelling or withdraw from the zone
– Keep important infantrymen with a grenade/panzerfaust/at gun in the right place
– Call an officers for decrace CP
– You can throw a zone by selecting a squad and pressing a grenade throw through F1 a bunch of times, but sometimes it works crookedly
– Smoke grenades are helpful
– DON’T GET CARRIED AWAY WITH DIRECT CONTROL
– The delay of grenades can be reduced by holding the LMB when throwing
– Use the officer’s binoculars for reconnaissance, especially to highlight important targets for tanks/self-propelled guns/cannons

Anti-tank guns, anti-aircraft guns:
– By all means avoid premature detection
– Know the capabilities of the cannon and its shells
– Do not keep it in a prominent place and front
– Look for advantageous positions BEHIND your infantry
– Ideally hold a truck for fast movement
– Change positions (But not during a firefight)
– If you feel that you are not penetrating, if you have received damage, attach the gun to the truck and retreat, replenish the crew and repair

Machine guns:
– Avoid location near houses and natural shelters
– Maxim machine gun and MG can be well inserted into an infantry trench
– Dig in through the special actions (only on German machine guns)
– If the enemy infantry does not advance, drag mg to a reserve covered position

Artillery:
– Heard the sound of an airplane – change positions, shout “air” or write to the chat
– Supply crates are useless, buy a supply truck
– Keep the truck nearby and make sure you can quickly hook the gun and change position
– When the enemy’s artillery does not appear by doctrine, start counter-battery fire. Two shots of target-shooting
– When returning fire, after the second shot of the enemy – change the position
– Doctrinal artillery will counter conventional
– Even if you are not being shot at, change your position every few minutes
– Before starting counter-battery fire, it is advisable to get closer
– Watch the map, enemy artillery is marked when shots are fired
– Make sure that there are no trees in front of the rocket artillery

Tanks:
– Heard the sound of an airplane – change positions, shout “air” or write to the chat
– Not needed in defense (Except for IS-2, KV-1, Kingl Tiger, Jagdpanter, SU-152/122)
– Know the capabilities of armor and weapons
– Do not approach enemy positions closer than 50-70 meters (Panzerfaust, shreks)
– Especially not to drive closer than 15
– Use for attack only after determining the anti-tank capabilities of the enemy
– If the track is damaged, throw smoke grenades, try to restore
– Save experienced crews and transfer them to other tanks
– To occupy advantageous positions on the ground
– Must have infantry cover
– In most cases, it can be repaired
– Try not to leave trophies

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