Volksgrenadier support detachment
- 3 rifle grenade launchers
- 1 panzerschreck
- 1 AT support(pschreck ammo carrier)
ridiculously cost effective squad if used properly,3 rifle grenadiers can secure entire flank,all 3 of them also have HEAT ammo so they are able to fend off light vehicles.
Note that vehicle part is tricky because AI prefers loading HE rounds and in most cases will ignore vehicles until you manually load HEAT round from inventory,so when you see a vehicle that will potentially try to rush or enter grenade range reload your grenadiers with HEAT,reload is slow so if you do it too late it can cost you a lot.
This is probably best early game doctrinal squad in the game.
Volksgrenadier sturm squad
- 3 MP40
- 3 STG44 / 1 panzerfaust
- 2 G43 / 2 panzerfaust
- 1 G43 with optic
Less cost effective but still good squad,can provide a good fire support to your troops.Yes unlike name suggest they are more support squad than sturm since they are still regulars and have 200 hp,moving them too close will get them killed fast and you dont want to lose such valuable weapons(exept MP40,they can sturm whatever)
G43 with optic notes:
Not a true 1 shot sniper,he has a lot of damage and great accuracy but it will stil take 2-4 shots to kill something so countersniping are not recommended.
Unlike true sniper, G43 do not lose aim at moving targets and also aims faster the closer target gets.
Have same icon as regular rifleman,losing him is very easy so use control groups to mark him.
volks. 8 cm mortar
“regular” mortar with elite crew have roughly 40% increased rate of fire ,accuracy is the same but will increase faster due to rate of fire.
Note that crew has nothing to do with rate of fire it is modified mortar itself(actually not so “regular” even though nothing indicates it),you can swap crew or take them to another artillery piece and nothing will change.
Volksgrenadier heavy sturm squad
- 2 G43 / 2 panzerfaust
- 2 G43 mg a*sis
- 2 MG42
- 2 STG44 / 1 panzerfaust
- 1 G43 with optic
Great weapons but soldiers are still regulars so this squad can’t do “sturm” at all especially considering that this is mid game squad.
Stug III G late
This bad boy will clear area of enemy tanks,great penetration and accuracy,will beat T34 and even KV,beware that 57mm and 85mm guns can penetrate stug but in terms of accuracy you winning hard.
you pick this – you are kicked,not because how strong he is(very strong) but because how camera shake works.
Pz.kpfw V ausf.G
Treat it as regular panther since changes are unnoticeable and have little impact on the game
Nothing can compete with jagpather on soviet roster,it will outrange and outgun everything,only thing that can beat it IL-2 bomb and IS-2 lucky shoot
B-4 on tracks,very risky pick,range is low and medium armor,can be penetrated by 57mm and 85mm vehicle,it is also big so missing is unlikely.
On the other hand if it manages to find good firing position it can make a lot of trouble for opponent,because when it fires a lot of things die,also reloads quite fast for such devastating weapon
- 2 Fiel engeniers
- 1 AI miners 16 mines
- 1 AT miners 9 mines
- 1 pioner with explosives
Mines are questionable but explosives and engineers are useful.
Pioner with explosives have 1 Demo charge,also have 2 magnetic mines as AT weapon,treat it as extra Demo charges,those AT mines will stick to anything including trees.Use those explosives to open new lines of sight destroying houses and fences.
Large volkssturm unit
- 3 MP40 / 3 panzerfaust
- 7 Kar98k / 4 panzerfaust
- 2 MG42
This squad is dirty trap for newbies for 10 dp you get 12 conscript soldiers,THIS IS NOT A COMBAT SQUAD
This squad can do three things,entranching,flank securing,demolishing obsticles
Entranching is pretty easy 12 soldiers start digging foxholes and make a lot of cover
note that after digging a hole you can’t dig another one but don’t lose hope! it will recharge after 10 seconds and you will able to dig another one
Flank securing is throwing your soldiers in every bush in map corners.
Demolishing is use panzerfausts to clear path in useful houses,example is you see a house with windows that have good line of sight and you want to use them,but doors are on the enemy side and exposed to fire,use your panzerfaust to create hole in house on your side so you can safely enter.
They are not suited for combat even considering 2 MG42,they are low accuracy and low ammo,squad lack MG a*sistants, both those MG42 have 250 ammo they will use it in 2 minutes of battle and it will be a waste with their accuracy, but before they use ammo they probably die with their 100 hp,that’s where they shine!When they die you can use MG a*sistans from other squad to pick MGs up,they have ammo and skill to use them better.
7.5cm LeGeBeIG 18
Absolutly indentical to regular Le IG 18 nothing to say about it.
3.7cm flak 37
Have 10 range more than regular flak30 and drastically slower rate of fire
Probably worse than flak 30 due to slow rate of fire.
12cm sGeW 42
Has 80! more range than regular mortar so you can counter barrage them for free.
Has incendiary rounds,idk how usseful they are
This is very RNG based mortar since accuracy is very low
8.8cm Flak 36
Heavy AT gun
includes sd.kfz 10 for transporting.
10 more range than pack 40.
Penetration values are close to pak 40 except when loading APCR,flak 36 have a lot more APCR penetration.
Flak 36 a lot higher than pak 40 makes it easier harder to hide and easier to hit for enemy tanks.
Without APCR round this is basically 10 more range pak 40,take ammo crates to reload after engagement with tanks.
This thing costs 35 DP be very careful with it,if you’re not sure you can handle it better bring pak 40.
Idk how effective it as anti-air,never saw it firing at planes.
15cm Nebelwerfer 41
light rocket artellery
Not as devastating as heavier rocket artellery,but reloads fast compared to them
Due to high rate of fire will chew through ammo fast,ammo crate can supply only 2 barrages,recommended to use open blitz to resupply since it is almost 2 times more cost effective
15cm sFH 18
Long range artellery,440 range will cover most of the maps,outranges regular artellery(80 more)
Good for counter barraging
Low rate of fire,after first shoot opponent probably will relocate faster than second comes.
Heavily dependent on rng in counter baragges.
Amazing penetration,armor and accuracy values even sides are heavely armored,nothing on soviet roster can penetrate frontal armor and ferdinand will penetrate everything,
Moving explosive,practically useless against infantry,you can obviously kill infantry with that,but thats not gonna be cost effective unless you kill whole squad.
Main use is against immobilized vehicles,stationary weapons.
Very easy to detect.
Counters early light vehicles from “Offensive” and will be slapped by “All-round”.
Harder to control since it is wheeled vehicle also a lot faster than vehicles on tracks.
Can be penetrated by AT rifles, can be easily destroyed by PTRS from side.
Has HE rounds and very accurate,can help with enemy infantry, but remember that this is mainly AT vehicle.
Puma have better sight range than recon troops.
Panzer III flamm.
Flamer tank with 60 range,unfortunate for him this stage of war have AT rocket launchers with 70 range,it is too easy to destroy,considering it lack man gun,so even light vehicles like t70 can stop this tank.
Not worth 20 dp.
- 2 MP41 / 1 panzerfaust
- 1 G43 / 1 panzerfaust
- 3 Kar 98k
- 2 Kar 98k MG a*sist.
- 2 MG42
Elite squad with extra stealth
Even considering their stealth, this is difficult to implement with only 2 panzerfausts and a fairly basic weapon.
Used MG a*sistants to pick up fallen MGs this will increase your front firepower drastically.
Squad leader has 1 explosive charge.
- 1 MP40
- 1 G43
- 2 rifle grenadiers
- 2 Kar 98k MG a*sist.
- 1 FG-42
- 2 MG42 Belt
- 1 Sniper
Best elite squad you can get in the game.
Basically has 3 MG members with 6 weapon skill,2MG a*sistants can get themself MG too and it will be 5 MG members.
Best sniper in the game with extra health and 6 weapon skill.
2 rifle grenadiers with both HE and HEAT rounds,of course they also have 6 weapon skill
The sniper has the same badge as the other Kar98k soldier in the squad, mark him with control groups so as not to lose him.
There is no reason to pick Brandenburger over this.
Jagpanzer 38(t) “Hetzer”
Cheap compared to other doctrinal medium AT vehicles
Side armor weak AF,can be penetrated even by PTRS, DO NOT EXPOSE IT TO TANKS OR AT GUNS EVEN SLIGHTLY.
Decent penetration,rate of fire and accuracy.
nothing to say about it,it drops bomb
Treat it as regular tiger,difference is better weapon skill,it has effect on MGs,but effect of main gun is weak because default tiger accuracy is already high enough
Has same rate of fire as regular tiger
30cm Nevelwerfer 42
This thing is still op and will probably remain like that forever.
Can destroy even heaviest tanks
When it fires whole point becomes unpopulated
consumes a lot of supplies
This thing is almost useless,has 200 sight,gives -4 CP,3 recon troops inside
Unit obviously made for reconnaissance,but there other a lot better ways.Better way would be taking those 3 recons out,give them hold fire order and put them in bushes,they will give you sight pa*sivly,withouth bothering you to control vehicle that will die the moment you take your eyes off.
Using is for rushing is hard,it is slow,there is no turret and crew is exposed to small arms.
Somewhat practical use is towing pack/Le iG with it so 250/3 will give vision for them to fire.
Cost is 5 DP so it is not a big deal if you want to try it,losing it also won’t hurt much.
Panzer II Ausf.L “Luchs”
15 DP for moving Flak
Very light armor, cheapest AT gun will penetrate it in most situations,even ptrd on side can be end for this tank,using something so vulnerable aggressively can be easily punished.
Can be annoying for opponent on maps with concrete building to hide behind from AT guns and firing from opposite side,single AT gun can’t do anything about it,but you still must cover it because late war have good infantry AT weapons.
Again unit that requires a lot of control,to pay off luchs need too kill a lot of infantry
Panzer I ausf. F
20 DP for a tank with MG
80 frontal and side amor is hard to penetrate even for something like 76mm zis,but considering that MG has 120 range and to be effective it need to be closer,at 120 range 76mm zis will start penetrating it.
Dual mg has insane AI dps,but tank speed and turret rotation is slow so most of the time infantry will be able to hide from it.
If you have elite soldier you can switch 1 of the crew to increase accuracy,works with any vehicle that has mg but this one benefits from it most.
Overall this first tier is lackluster,options are either have low impact or very risky,or both.
3 out of 4 soviet doctrines have multipurpose AT capable units:bazooka squad,valentine,t70,76mm 1943,all of those options will beat this tier,most of them cheaper and all of them will be usefull after they deal with your armor or if you hide it.
- Sd.Kfz 251/1 halftrack
- 9 STG44/ 3 panzerfaust
- 2 Kar98k
- 1 G43 with optic
Very good squad,STG troops can hold corners very effectively so squad excels at defending spaces with a lot of sight blockers.
Can be used as regular squad to hold line and skirmish,but they probably be worse at that than regular squad,STG44 has less range and lower dps at max range,so they must be used in places where oponent is forced to enter mid/close range combat.
Like any other squad with regular troops they are not suited to push frontline,they just die too fast.
Squad have G43 sniper wich makes it even harder for opponen to push,do not forget about him.
Halftrack will help squad reach frontline faster,then it can try to run over mortar or provide fire support,most of times will die minute after arriving.
Flakpanzer 38(t) mk103
Cardboard with flak
Has very big magazine for a flak,can be helpful for killing planes.
Even though it lack turret rotation speed is fast enough.
Everything will penetrate it,even some MGs,mortar fire can kill crew and eventually vehicle itself.
Best to save it for later when planes start to fly around your tracked tiger II.
Panzer Ausf. J
Pz 4 with less vulnerable spots in armor and ability to lay smoke.
Basically just regular Pz 4,but a little slower,extra armor can affect fights against 76mm a little and smoke can help escape.
Probably not worth,better save DP for later and just buy regular Pz 4 if you in need of it.
- Stug III Ausf.G late
- Opel blitz transport
- 7 STG44 / 1 panzerfaust
- 3 G43 / 2 panzerfaust
- 1 MG42
- 1 Kar98k MG a*sist.
- 1 Kar98k regular driver
For some reason squad has 1 soldier that is regular,others are tier 3.
Unlike previous infantry squad this one is tier 3,so the can push frontline.
Squad had great equipment,really good squad that can fight well at any range.
Soviet armor usually not that high so even at late stage of game Stug III can be usefull.
Sturmpanzer IV “Brumbar”
Very accurate direct fire artellery
Effective at destroying AT guns,medium tanks and clumped infantry.
Frontal armor will easily stop 76mm guns,most vulnerable part is is under turret,try to hide this part and even best non doctrinal AT guns will have hard times penetrating brumbar
This is probably why you pick this doctrine,nothing on soviet side can penetrate frontal armor with AP shells,high calliber HE and HEAT can damage, but will never one shot tiger II and you have frst shoot due to supperior range.
Penetrates everything and at any range that soviets have.
Mostly dies to plane bombing,fast enough to drive away from it,but if you lost track from artillery or HE shell from something like ISU get ready your flaks and pray to god.
Good luck to your opponents killing it if they lack planes or spend their DP
Couple of direct hits from high caliber artillery can destroy tiger II,but this is very rare sight.
B-4 can oneshoot tiger II with direct hit,extremely rare occasion
I hope you enjoy the Germany late doctrines updated – Call to Arms – Gates of Hell: Ostfront guide. This is all for now! If you have something to add to this guide or forget to add some information, please let us know via comment! We check each comment manually!
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