Infantry
There are five classes of soldier, scouts, assault troops, medics,
anti tank gunners and engineers. Each has his own special skills and
you need to know how to use these.
Scouts
- use them for what god intended, scouting. They are armed with Sniper
rifles. These are the guys who should be in the Jeeps or aircraft
at the start of the game, get to sneaky hilltop positions and hold
them. These men, although deadly with their rifles, are little use
in fierce hand-to-hand combat. They should get into cover and let
the war pass over them, then pick of reinforcements or take out gun
positions. A effective sniper should also tell his team what's happening.
He has binoculars, so use them! Give artillery guidance to the mobile
artillery and the defence guns from ships or artillery cannons. The
sniper has a accurate gun, but over range it has little power, always
aim for the face, not the helmet to ensure best results. A sniper
can take out a whole platoon, but he needs time, and that is unlikely,
much better is to pick of a few and let the artillery and planes do
the job with their guidance. The snipers have 20 or 25 bullets and
3 grenades, as well as a pair of binoculars, sniper scope and a pistol,
not good for confined maps, but deadly in maps with large open spaces
or ruined buildings.
Assault troops
- These guys are the stalwarts of the army. Most players should be
these; they may not have the flashiest weaponry, but are so effective
in hand-to-hand combat. They have four rounds of 30 bullets, a pistol
and three grenades. These troops are most effective when combined
with armour, for example use them to burst out of a halftrack for
ultimate surprise, or storm the beaches from landing craft. These
men are best used in groups. Their accuracy over range is poor but
in confined spaces a short burst will kill and man. These men should
be used the most and a large grouped attack should be enough to take
over any position, you have all seen war films and the squad tactics
involved, use them as they really work, if attacking a machine gun,
use the Saving Private Ryan three man run with support to the flanks
etc. This class is the best to use in controlling vehicles as they
can pop out and spray any anti tank troops with bullets before being
hit. Good all-rounders and fantastic in any roll.
Anti tank men
- Tank Buster, they have the big infantry weapon and not surprisingly
everyone wants to be the hero with big gun. In fact the bazookas or
Panzershreks are perhaps the worst weapons in the game. They are very
slow to reload and notoriously inaccurate. They can't take out any
unit, except a jeep, in one shot, not even from behind and from close
range. The best way to use these is in groups, one to hit the side
of the tank from point blank, the other to hit its arse. This should
disable and kill any tank in the game, but be ready with some hand
grenades in case this doesn't work. Three good grenades can take out
any tank in the game, but the bazookas are more effective. Make sure
that if you hit a tank and don't destroy it, but disable it or wound
it badly, you have your pistol ready, as a panzer crew with a headache
is not something you want to be dealing with without a submachine
gun. It is best to have soldiers covering you as the bazooka is terrible
against infantry, fire into a group and it will only create minor
damage. The best usage of these men is in groups of two, as I have
said with submachine gunners in escort, hiding in buildings with a
grenade or two spare to finish the tank or a fresh clip to hit the
crew. The Bazooka comes armed with 6 rounds, and a pistol and grenades.
These units are really only practical in small groups as a lone ranger
approach won't hurt many tanks quickly and large groups will be hit
by artillery.
Medic
- M-E-D-I-C!!! Often heard from wounded soldier, medics get good sub
machine guns and are very effective. Always have one on your team
to heal men on fixed gun positions and soldiers in general. Pilots
should be medics as if they have to bail out injured they can heal
themselves behind enemy lines. These men are great in close combat
and their MP 40s or Thompson's are very effective. Every attack should
have a medic or two in it to heal the wounded. If you have a poor
connection then I would stay at the back and be a medic, hiding in
buildings etc to heal the wounded should the men need to retreat,
also on beach maps have a medic hiding somewhere to heal men as they
come ashore as they may have been dive bombed or shot at. These men
should be all over the battlefield as they can heal themselves and
others. They have a submachine gun with 4 rounds of 30 bullets and
3 grenades as well as a medicine kit. Unfortunately they can't revive
dead soldiers, as in Wolfenstein, but are effective none the less.
Engineers
- These are perhaps the most effective class in the game. They are
armed with rifles, as powerful as the sniper's rifle and can often
halt entire advances. They come with mines and packed explosives.
The packed explosives can take out any tanks and can conveniently
be placed on the side of a tank allowing the engineer to run like
hell before detonating. These should be used against fixed gun positions
and to stop enemy advances. Always lay some explosive packs where
you think the enemy will advance and then take cover to detonate these.
Mines are also very useful and should be laid on every stretch of
road to stop enemy tanks. The tanks stand very little chance if a
well-trained engineer has been able to set up his bag of tricks in
a area. I prefer the engineer due to his high amount of weaponry and
good all round abilities. Many battles can be won or lost due to the
actions of one engineer. A dirty trick with the mines is to get the
engineer to stand on the wing of a B17 or slow flying planes and drop
mines on the enemy troops advancing along the roads to slow up their
armour. More dirty tricks will be coming up later on!
Choosing you unit is vital to the outcome of the battle. Make sure
each team has a realistic dosage of each unit. A team full of snipers
won't hold out against a tank and a bazooka squad will not take out
an advance of assault troopers. re, or
challenge us
to a scrim.