It seems to me like this is a classic case of "What is best for gameplay." and "What is most accurate to history." clashing. I would love a toggleable mode that tries to more simulate WW1 (if only so I can steal tactics from history wholesale.) but in terms of making a game that's fun to play, tweaking what they already have is the wiser move to make. Also I'd love to see a video on both earlier start game tactics and research priorities in the strategic layer, as you've done such a great job of bringing together wisdom from the community and your own experiences in these videos!
Hi thank you kindly for the compliment and for sharing your thoughts on the game. I totally agree with your views. As for attacking from game start and tech choices I gave some tips in my first video ruclips.net/video/ZJ7zsOl6adk/видео.html And I will do another video on best starts once some patches land.
I was hoping for this! I used them once in a skirmish and they were kinda glitchy, did not respond to face commands and when targeting a artillery position or MG, the main canon often would not fire until I clicked on it a second time. You could have mentioned the difference between cannon and MG tanks. also, something I wonder. for Assault troops, what works better, let them use their grenades and flamethrowers on a trench or enter melee? And, have you or anyone else ever figured out what the message "We have pushed back their forces, they can't have many reserves left!" means, like you can see at 7:54. And if I may say, my own experience, starting as central in 1914, was very tricky. The al tended (on easy) to group the trenches close together, so while I suppressed a trench, another could still dire on my advancing infantry. Combinig that with the low number of troops and supply at the start of 1914, its hard to make the first move, even with your attack guide, no offense. Worse, the Al spammed connection trenches, so while my assault was stuck in melee, the next melee opponent moved close to be ready by the time the last melee ends... But on attack on easy, the Al, mostly sends one squad at a time, so easdly to defend. Alhough, unlike in your vid, the al was more defensive, rarely tacking my positions. As such, even as defender, I found myself going on the offense and taking the enemy positions, rather than to wait idle for the clock to run out.
Hi, thank you for the feedback and comment. Lets take that one question at a time: 1) I didn't go to much into the cannon vs MG tanks as there are all sorts of versions and I think I showed them obviously enough with all the gameplay at display here. But I will take note do to so in a follow up video 2) Honestly Assault and flame troops cost too much but don't do much better than a regular infantry company. I have tried using them hundreds of times and only got better use out of them as trench clearing troops a few times. But not in melee, more like damage from one trench to the other 3) Yeah, I have been avoiding the 1914 start myself, as you don't have enough tech choices and combat weapons 4) The AI is responding to how you set yourself up most of the time. So if it can see your defenses or a lack of those with his balloons at the start of the battle it will choose where it can attack. You can use this to lure him into attacking where you want him and take back that objective later when he abandons it.
@@perafilozof okay then. I hope that with the links was not overwhelming in the other vid of yours. 2: I see, I just used them as I thought would help me to get the batles done quicker and...as I wanted to recreate the effectiveness of the Sturmtruppen Frankly, as treches can hold only 2 squads, I am unsure how many to send for an attack But I'd be curious what you think of the different infantry types and how to use them. 3. I realize, I just did it first for the experience. THiunk you could give any advise of the 1914 and 16 starting sections? 4. I know , I just wondered if it changes with difficulty. Because...one time it attacked but when I reloaded, did the same but on the other point, despite the same set up
Melee should be your last resort to clear a trench from it's defenders, the specialist don't have enough manpower to sustain melee fights for long and their ranged weapons are very effective (flamethrowers can clear a pair of elite infantry from a trench under 5s, when (and if...) you manage to get them in range without being supressed themselves) The message about the expended reserves simply indicate that the opponent doesn't have many "cards" of reinforcment left (I'd guess about 50%) the 1914 start has bery low tech and income overall. Without the tools to neuter artillery available, battle outcomes (be it offensives or defensives) revolve around the quantity of "free" supplies you're able to funnel into the meatgrinder. (Supply depots and better income tech are just complements to the division juggle). Defense is very strong at that stage, you can inflict 10x the casualties and effectively get paid in gold and supplies for your defensive battles. There is no rule that forces you to go on the offense. Offense is all about systematic shelling of problematic elements. the 6pts pricetag on your light suppression pancakes are great at keeping your meatlings alive and happy, you don't need to drop 3x heavy arty orders on each of their machinegun nests if you can get into their trench network with regular infantry and navigate in cover. Until then, you'll need ALL the batteries you can afford (making offense... too expensive to be strong ?) Once you have the tech to work around (or through) artillery and stacked trenches... say early 1916, you have some bombers and either smoke shells or airburst, the problem becomes to keep your tools alive, long enough to do their jobs : Airborne recon blimps can spot Arty batteries from beyond their max range if they start firing, grounded ones can't. Heavy arty can kill a blimp in about 5x salvoes, kinda RNG, still point effective, if they don't send some bombers your way to avenge the blimp. Bombers are very effective at removing batteries, just need to wipe a stack of heavy guns to pay for the plane. Fighters aren't super effective at their job without the extra mg damage tech. Light arty can prevent the enemy's fire orders to begin, but can't interrupt ongoing ones (not intuitive, but probably a balance point), heavy Arty is terrible at dueling itself. Their mortars and heavy arty can be used to punish your infantry if it's confined in a restricted section of the network. Reinforced emplacement are too expensive to crack through classic heavy shelling; you want bombs, cannons (tanks) or grenades. Tanks, late Gas and Undermining also create new interactions for the deployment and "early stage" phases. Just my opinion, but the tech tree isn't fun for the first year of the war and the national will system usually end my campaigns by early 1916 if I don't preserve the IA's budget. And even then, you're only a couple major victories away from the campaign end. Being passive for the first 18 turns, only playing defensive battles, in order to get to the start of the fun bit isn't great... hope they'll patch this soon.
Links get blocked by YT all the time. As for all the infantry types, I am going to hold off on making a guide until they get their supply cost rebalanced. Which is a must, considering the more expensive units are just not worth it. As for the 1914 start, I would say play more defensively, and let the other faction attack you, letting you save up more gold and supply to upgrade your logistics. Yeah I had the AI change his mind too, in very similar conditions. There are probably some random events that get triggered so it would be more interesting in the repeating battles.
if you get tanks in early game you can easily steamroll enemy trenches head on. 6 tanks infront covering the infantry behind, 2 infantry regiments for each tank to take the trenches
@@perafilozofI just got tanks for the first time last night (started in 1914). I found it very helpful to focus first on logistics tech, get what you need with trench upgrades (you have to get to reinforced bunkers I think), then tanks. I got the tanks by December 1915 (I probably could have gotten them sooner if I had exclusively focused on it). The enemy had absolutely no way to counter the tanks, I basically took an entire region with two battalions of tanks. The infantry were there to hold points and enjoy the show. 😂
Tanks trivialize the game. After getting tanks, all I did was suppress enemy positions with arty and roll the tanks onto the point and wait for them to kill everything. Once it was cleared, send two squads up and cap it. Either they need to be nerf, or cost way more.
I've found good trenches and grenade infantry are a strong counter. Especially if you have a tanke behind your lines to draw the enemy tank closer. Haven't played on the higher difficulties though.
@perafilozof I like it. I mean, it's repetitive, but it's WW1. That's kind of its whole thing. Definitely needs some balance changes though. Arty is just way too strong right now. Not once did I ever need smoke, rolling barrages, or gas. Just suppress with arty and jump in the trench. MG's can be killed with just 2 artillery strikes from light artillery, same with mortars. Barbed wire is ridiculously expensive. Neither myself nor the AI ever used it. They've got a good base here. It just needs balancing now.
@jonsimpson6240 Grenadiers can't throw their grenades if you keep them suppressed with arty, and it doesn't matter how good the trench is. If I roll 15 to 20 tanks onto the point and just suppress while the tanks are there, they will kill everything. Maybe it'd be different if the AI actually threw some of their own tanks at me, but they never did.
@@meleechad6695 yeah. I'm mostly talking vs the ai. Haven't played multi-player. It's also pretty realistic that tanks are hard to deal with in ww1. They should have some run time issues, like a limited move time with a cool down or something, as the crew gets asphyxiated by their own engine fumes.
I still think that tanks are currently too strong. The countermeasures are simply not cost-effective. A bombing mission costs as much as a tank and has the risk of failure. Infantry dies too fast. Hopefully the developers will change that
Hi Anita ibele, thank you for sharing your thoughts on this. I agree with you and will add that there are A LOT of units costs which require balancing. It has only been a week+ since the game came out so I expect a lot of changes in the future. What do you think of the game overall so far?
@@perafilozof 8/10 The World War I theme and campaign are incredibly well made. However, the game definitely needs more different units and/or special abilities for the units (like in Empire at War). Unfortunately, the battles are currently becoming too uniform too quickly. Great hope for patches or the modding community. ^^
@@perafilozof Definitely, all battles currently only consist of infantry + artillery + tanks. This will not change without more meaningful special units. I hope the developers listen to the community and change this.
I am glad I could help and also use all the tips other players have posted to make this guide. What would you think would be a better balance with these tanks?
@@perafilozof believe it or not I think if the tank speed was slowed down just a little they wouldn't be so op. They would still dominate the battle but couldn't just rush the enemy artillery. It would also be a little easier for grenadiers to attack the tanks.
Use creeping bombardement to protect YOUR tanks, and inaftry before then, when within range! When you get out of artilleri range, use YOUR tanks to shield YOUR infantry, and planes to take out enemy emplacements, when pusling the last point, thats out-side of artillery range!
Hi and thank you for sharing your tactics with us. The usually problem with creeping bombardement in this game is the wide circle it falls in, which can lead to FF and also the short length which can be devastating if you didn't time your units movement well.
Thx for the vid ! as far as I know, the flakpanzer isn't good enough to take out a bomber before it reaches it's target, but they're quite sufficient at swatting down fighters, so quite a nice tool to park beside your blimps. Not a game breaking unit tho. Too expensive and too niche of a tool, when I can just use more squadrons.
Well i just finished my first campaign as germany and the tanks are great. 2 battallions for every attack, use all 6 at the start and make 3 teams with 2 tanks each, with artillery barrage in the back they clean every point in minutes and your elite Infantry can do the rest (if someone still lives).
@@perafilozof finished yesterday with only one star left at paris but they went to 0 before i could invade paris but nett time i will finish my journey 😂
@@perafilozofthats true and i have to say one of the biggest problems is that as soon you expand your line by capturing 2 or 3 tiles the enemy has no chance to deploy enough units at each tile so in every round there is a hole in his defence. Doesnt matter if you play germany or allies
@the author and the audience: What is the best way in your opinion to win this game on Veteran level as the Germans? I hoped in my first campaign to win via defensive posture as the race to Calais overstretched the German supply lines, between 1915 and 1917 I focused on supplies and reinforcements It's September 1917 I have 22K Gold and 3K supplies, I haven't lost a single region all Allied attacks failed...my national will is 888 and the Allied is 457...but this campaign ends in 1919 so I don't think I can bring it to 0 and win it defensively...or reach Paris...will I still win it having more NW points at the end of the campaign? What did you guys do to win it? What would you advise? More offense with infantry? I wanted to have tanks and gas before attacking...the time constraint pisses me off...and I noticed that the mechanic upgrade doesn't repair the tanks when they aren't in combat...Does the "Ride Along Service" work for you?
Hmm, interesting thought. I am not sure about suppression, but maybe smoke dropped on a tank could be a form of time limited suppression for the tank. Interesting idea in anyway and thank you very much for sharing your idea with us!
Hi I can tell you about your first question: you have to get to the enemy tench while they are suppressed by artillery and click to attack, but not to go into the trench. That way they will fire their flamethrowers into the trench but you only have a few seconds before the suppression effect stops.
@@perafilozof I honestly don't mind it at all but still, yeah, they should probably only go at the same pace as infantry. After all, that at least helps portray how they'd be used as mobile cover until the infantry got close enough to the enemies.
@the author: I just started to play this awesome game and make preparations for my first offensive as the Germans in 1917 I played the two first years of the campaign on defense and brought the Allied offensives to a halt...can you tell me how do you cumulate 4K supply in one region the max upgrade for supply storage I get is 1500 with the supply bunker...
@@perafilozof OK, in my case I'm attacking Verdun which borders 4 of my regions by I only saw the amount allocated to the particular region I was attacking from and I had storage tier III
Hi does anyone know how to destroy the fortified French bunkers in the Verdun region when attacking as the Germans? Heavy artillery doesn't seem to work...
I just had a look at the guide it says that any fully encircled Allied corps for a full turn surrenders...I tried to assault Verdun 10 times with 9 tanks companies I just can't get C the position is just too heavily fortified...it makes sense to just bypass Verdun and encircle it totally...too many resources on frontal assaults, it requires 4 strong attacks...makes no sense...
Do take note that when you attack it multiple times the region gets more and more supply points to keep upgrading defenses. Sometimes it is better to just attack once so they don't have the time and supply to add more fortifications.
@@perafilozofhi there, I have two questions about this game, are there tank vs tank battles? And if there are would rommel's tank tactics such as the desert shuffle work here?
@@Brett-uq4tz there are no specific tank only battles in this game, and I am rather sure there were non in WW1. As tanks were included in armies not by themselves
It seems to me like this is a classic case of "What is best for gameplay." and "What is most accurate to history." clashing. I would love a toggleable mode that tries to more simulate WW1 (if only so I can steal tactics from history wholesale.) but in terms of making a game that's fun to play, tweaking what they already have is the wiser move to make. Also I'd love to see a video on both earlier start game tactics and research priorities in the strategic layer, as you've done such a great job of bringing together wisdom from the community and your own experiences in these videos!
Hi thank you kindly for the compliment and for sharing your thoughts on the game. I totally agree with your views. As for attacking from game start and tech choices I gave some tips in my first video ruclips.net/video/ZJ7zsOl6adk/видео.html And I will do another video on best starts once some patches land.
Historicaly tanks was destroyed by direct artillery fire. Which isn't possible in this game
Well said. How is the new balance after the 1.1 patch?
I was hoping for this! I used them once in a skirmish and they were kinda glitchy, did not respond to face commands and when targeting a artillery position or MG, the main canon often would not fire until I clicked on it a second time. You could have mentioned the difference between cannon and MG tanks.
also, something I wonder. for Assault troops, what works better, let them use their grenades and flamethrowers on a trench or enter melee? And, have you or anyone else ever figured out what the message "We have pushed back their forces, they can't have many reserves left!" means, like you can see at 7:54.
And if I may say, my own experience, starting as central in 1914, was very tricky. The al tended (on easy) to group the trenches close together, so while I suppressed a trench, another could still dire on my advancing infantry. Combinig that with the low number of troops and supply at the start of 1914, its hard to make the first move, even with your attack guide, no offense. Worse, the Al spammed connection trenches, so while my assault was stuck in melee, the next melee opponent moved close to be ready by the time the last melee ends...
But on attack on easy, the Al, mostly sends one squad at a time, so easdly to defend. Alhough, unlike in your vid, the al was more defensive, rarely tacking my positions. As such, even as defender, I found myself going on the offense and taking the enemy positions, rather than to wait idle for the clock to run out.
Hi, thank you for the feedback and comment. Lets take that one question at a time:
1) I didn't go to much into the cannon vs MG tanks as there are all sorts of versions and I think I showed them obviously enough with all the gameplay at display here. But I will take note do to so in a follow up video
2) Honestly Assault and flame troops cost too much but don't do much better than a regular infantry company. I have tried using them hundreds of times and only got better use out of them as trench clearing troops a few times. But not in melee, more like damage from one trench to the other
3) Yeah, I have been avoiding the 1914 start myself, as you don't have enough tech choices and combat weapons
4) The AI is responding to how you set yourself up most of the time. So if it can see your defenses or a lack of those with his balloons at the start of the battle it will choose where it can attack. You can use this to lure him into attacking where you want him and take back that objective later when he abandons it.
@@perafilozof okay then. I hope that with the links was not overwhelming in the other vid of yours.
2: I see, I just used them as I thought would help me to get the batles done quicker and...as I wanted to recreate the effectiveness of the Sturmtruppen Frankly, as treches can hold only 2 squads, I am unsure how many to send for an attack But I'd be curious what you think of the different infantry types and how to use them.
3. I realize, I just did it first for the experience. THiunk you could give any advise of the 1914 and 16 starting sections?
4. I know , I just wondered if it changes with difficulty. Because...one time it attacked but when I reloaded, did the same but on the other point, despite the same set up
Melee should be your last resort to clear a trench from it's defenders, the specialist don't have enough manpower to sustain melee fights for long and their ranged weapons are very effective (flamethrowers can clear a pair of elite infantry from a trench under 5s, when (and if...) you manage to get them in range without being supressed themselves)
The message about the expended reserves simply indicate that the opponent doesn't have many "cards" of reinforcment left (I'd guess about 50%)
the 1914 start has bery low tech and income overall. Without the tools to neuter artillery available, battle outcomes (be it offensives or defensives) revolve around the quantity of "free" supplies you're able to funnel into the meatgrinder. (Supply depots and better income tech are just complements to the division juggle).
Defense is very strong at that stage, you can inflict 10x the casualties and effectively get paid in gold and supplies for your defensive battles. There is no rule that forces you to go on the offense.
Offense is all about systematic shelling of problematic elements. the 6pts pricetag on your light suppression pancakes are great at keeping your meatlings alive and happy, you don't need to drop 3x heavy arty orders on each of their machinegun nests if you can get into their trench network with regular infantry and navigate in cover. Until then, you'll need ALL the batteries you can afford (making offense... too expensive to be strong ?)
Once you have the tech to work around (or through) artillery and stacked trenches... say early 1916, you have some bombers and either smoke shells or airburst, the problem becomes to keep your tools alive, long enough to do their jobs :
Airborne recon blimps can spot Arty batteries from beyond their max range if they start firing, grounded ones can't.
Heavy arty can kill a blimp in about 5x salvoes, kinda RNG, still point effective, if they don't send some bombers your way to avenge the blimp.
Bombers are very effective at removing batteries, just need to wipe a stack of heavy guns to pay for the plane. Fighters aren't super effective at their job without the extra mg damage tech.
Light arty can prevent the enemy's fire orders to begin, but can't interrupt ongoing ones (not intuitive, but probably a balance point), heavy Arty is terrible at dueling itself.
Their mortars and heavy arty can be used to punish your infantry if it's confined in a restricted section of the network.
Reinforced emplacement are too expensive to crack through classic heavy shelling; you want bombs, cannons (tanks) or grenades.
Tanks, late Gas and Undermining also create new interactions for the deployment and "early stage" phases.
Just my opinion, but the tech tree isn't fun for the first year of the war and the national will system usually end my campaigns by early 1916 if I don't preserve the IA's budget.
And even then, you're only a couple major victories away from the campaign end.
Being passive for the first 18 turns, only playing defensive battles, in order to get to the start of the fun bit isn't great... hope they'll patch this soon.
Links get blocked by YT all the time.
As for all the infantry types, I am going to hold off on making a guide until they get their supply cost rebalanced. Which is a must, considering the more expensive units are just not worth it.
As for the 1914 start, I would say play more defensively, and let the other faction attack you, letting you save up more gold and supply to upgrade your logistics.
Yeah I had the AI change his mind too, in very similar conditions. There are probably some random events that get triggered so it would be more interesting in the repeating battles.
Woah, great tips and advise there Whynoth ! Thank you very much for pitching in and answering questions.
The heavy tanks with a cannon do a good job of taking out enemy tanks.
Yeah, that is definitely true, the MG version of the light French tank does far less damage to enemy tanks.
Tank you bro
Haha no tank you necessary!
if you get tanks in early game you can easily steamroll enemy trenches head on. 6 tanks infront covering the infantry behind, 2 infantry regiments for each tank to take the trenches
Good point. What did you focus on to have the tech and resources for them?
@@perafilozofI just got tanks for the first time last night (started in 1914). I found it very helpful to focus first on logistics tech, get what you need with trench upgrades (you have to get to reinforced bunkers I think), then tanks. I got the tanks by December 1915 (I probably could have gotten them sooner if I had exclusively focused on it).
The enemy had absolutely no way to counter the tanks, I basically took an entire region with two battalions of tanks. The infantry were there to hold points and enjoy the show. 😂
HA! Would you look at that. I wonder will the AI invest in anti tank weapons soon or his own tanks. Let me know how it goes.@@sclarsen86
Tanks trivialize the game. After getting tanks, all I did was suppress enemy positions with arty and roll the tanks onto the point and wait for them to kill everything. Once it was cleared, send two squads up and cap it. Either they need to be nerf, or cost way more.
You do have a point there. I think their speed, unlimited ammo and bad counters are the main issues. BTW what do you think of the whole game so far?
I've found good trenches and grenade infantry are a strong counter. Especially if you have a tanke behind your lines to draw the enemy tank closer.
Haven't played on the higher difficulties though.
@perafilozof I like it. I mean, it's repetitive, but it's WW1. That's kind of its whole thing. Definitely needs some balance changes though. Arty is just way too strong right now. Not once did I ever need smoke, rolling barrages, or gas. Just suppress with arty and jump in the trench. MG's can be killed with just 2 artillery strikes from light artillery, same with mortars. Barbed wire is ridiculously expensive. Neither myself nor the AI ever used it. They've got a good base here. It just needs balancing now.
@jonsimpson6240 Grenadiers can't throw their grenades if you keep them suppressed with arty, and it doesn't matter how good the trench is. If I roll 15 to 20 tanks onto the point and just suppress while the tanks are there, they will kill everything. Maybe it'd be different if the AI actually threw some of their own tanks at me, but they never did.
@@meleechad6695 yeah. I'm mostly talking vs the ai. Haven't played multi-player.
It's also pretty realistic that tanks are hard to deal with in ww1. They should have some run time issues, like a limited move time with a cool down or something, as the crew gets asphyxiated by their own engine fumes.
I still think that tanks are currently too strong. The countermeasures are simply not cost-effective. A bombing mission costs as much as a tank and has the risk of failure. Infantry dies too fast. Hopefully the developers will change that
Hi Anita ibele, thank you for sharing your thoughts on this. I agree with you and will add that there are A LOT of units costs which require balancing. It has only been a week+ since the game came out so I expect a lot of changes in the future. What do you think of the game overall so far?
@@perafilozof 8/10 The World War I theme and campaign are incredibly well made.
However, the game definitely needs more different units and/or special abilities for the units (like in Empire at War).
Unfortunately, the battles are currently becoming too uniform too quickly. Great hope for patches or the modding community. ^^
Yeah, that was my exact problem even back in the demo. Battles being too repetitive.
@@perafilozof Definitely, all battles currently only consist of infantry + artillery + tanks. This will not change without more meaningful special units. I hope the developers listen to the community and change this.
@@anitaibele7743 I think they will and soon.
Nice guide! I was waiting for this. Thank you!
I am glad I could help and also use all the tips other players have posted to make this guide. What would you think would be a better balance with these tanks?
@@perafilozof believe it or not I think if the tank speed was slowed down just a little they wouldn't be so op. They would still dominate the battle but couldn't just rush the enemy artillery. It would also be a little easier for grenadiers to attack the tanks.
Yeah, I do hope they do minor changes like that and don't go overboard with neffering them.
Use creeping bombardement to protect YOUR tanks, and inaftry before then, when within range! When you get out of artilleri range, use YOUR tanks to shield YOUR infantry, and planes to take out enemy emplacements, when pusling the last point, thats out-side of artillery range!
Hi and thank you for sharing your tactics with us. The usually problem with creeping bombardement in this game is the wide circle it falls in, which can lead to FF and also the short length which can be devastating if you didn't time your units movement well.
For tech, is it better to have a focus on a particular section or to try to evenly go through it
Hello keeganreyome and thank you kindly for sharing your tip with us! What do you think of the game so far?
Thx for the vid !
as far as I know, the flakpanzer isn't good enough to take out a bomber before it reaches it's target, but they're quite sufficient at swatting down fighters, so quite a nice tool to park beside your blimps. Not a game breaking unit tho. Too expensive and too niche of a tool, when I can just use more squadrons.
Good tip Whynoth! Thank you kindly for sharing!
Tried it myself, they don't do much damage but better than nothing
Well i just finished my first campaign as germany and the tanks are great. 2 battallions for every attack, use all 6 at the start and make 3 teams with 2 tanks each, with artillery barrage in the back they clean every point in minutes and your elite Infantry can do the rest (if someone still lives).
Great point there arminschwammer, and that is even after two patches since I made this video. How is the rest of the campaing?
@@perafilozof finished yesterday with only one star left at paris but they went to 0 before i could invade paris but nett time i will finish my journey 😂
Hi, thx for sharing. That is what most people get, a win by numbers instead by conquest. National will just drops too fast.
@@perafilozofthats true and i have to say one of the biggest problems is that as soon you expand your line by capturing 2 or 3 tiles the enemy has no chance to deploy enough units at each tile so in every round there is a hole in his defence. Doesnt matter if you play germany or allies
Yeah, I totally get that.
@the author and the audience: What is the best way in your opinion to win this game on Veteran level as the Germans? I hoped in my first campaign to win via defensive posture as the race to Calais overstretched the German supply lines, between 1915 and 1917 I focused on supplies and reinforcements It's September 1917 I have 22K Gold and 3K supplies, I haven't lost a single region all Allied attacks failed...my national will is 888 and the Allied is 457...but this campaign ends in 1919 so I don't think I can bring it to 0 and win it defensively...or reach Paris...will I still win it having more NW points at the end of the campaign? What did you guys do to win it? What would you advise? More offense with infantry? I wanted to have tanks and gas before attacking...the time constraint pisses me off...and I noticed that the mechanic upgrade doesn't repair the tanks when they aren't in combat...Does the "Ride Along Service" work for you?
Given suppression is strictly an artillery mechanic, I wonder if applying it to tanks would be good for balance
Hmm, interesting thought. I am not sure about suppression, but maybe smoke dropped on a tank could be a form of time limited suppression for the tank. Interesting idea in anyway and thank you very much for sharing your idea with us!
Someone could explain me the use of flamethrowers, and how to knock out the verdun metal forts?
Hi I can tell you about your first question: you have to get to the enemy tench while they are suppressed by artillery and click to attack, but not to go into the trench. That way they will fire their flamethrowers into the trench but you only have a few seconds before the suppression effect stops.
For anyone wondering how SLOW a WW1 tank was, you could Walk faster then a TANK in WW1. Not joking they went like 4KPH.
Yeah, that was my point here too. But since it is a game, and has a time limit on top of it, we have these fast tanks.
@@perafilozof I honestly don't mind it at all but still, yeah, they should probably only go at the same pace as infantry. After all, that at least helps portray how they'd be used as mobile cover until the infantry got close enough to the enemies.
@@kieranadamson3224 exacty. Let's see what the developers do in the next update.
@the author: I just started to play this awesome game and make preparations for my first offensive as the Germans in 1917 I played the two first years of the campaign on defense and brought the Allied offensives to a halt...can you tell me how do you cumulate 4K supply in one region the max upgrade for supply storage I get is 1500 with the supply bunker...
Hi, you get more supply when attacking if you are attacking from a region which borders with your other regions.
@@perafilozof OK, in my case I'm attacking Verdun which borders 4 of my regions by I only saw the amount allocated to the particular region I was attacking from and I had storage tier III
Did those other regions used up their attacks in that turn? How many of your regions share the border with the region you are attacking from.
Hi does anyone know how to destroy the fortified French bunkers in the Verdun region when attacking as the Germans? Heavy artillery doesn't seem to work...
The best plans I have heard of is to ignore them, smoke them, go around them and take objectives.
@@perafilozof I just made a test siege artillery with the strike for 200 supply destroys them...
@@socrates6870 Nice find! I started to avoid siege art as it eats up too much supply.
I just had a look at the guide it says that any fully encircled Allied corps for a full turn surrenders...I tried to assault Verdun 10 times with 9 tanks companies I just can't get C the position is just too heavily fortified...it makes sense to just bypass Verdun and encircle it totally...too many resources on frontal assaults, it requires 4 strong attacks...makes no sense...
Do take note that when you attack it multiple times the region gets more and more supply points to keep upgrading defenses. Sometimes it is better to just attack once so they don't have the time and supply to add more fortifications.
👏🙂
Thx!
6:15 so tanks are the horse-archers of WW1
Haha, near as much. But I haven't played the last several patches
@@perafilozofhi there, I have two questions about this game, are there tank vs tank battles? And if there are would rommel's tank tactics such as the desert shuffle work here?
Hi, not that I am aware of. It is the western front of WW1 after all
@@perafilozof um your not aware of what exactly? If WW1 tanks fought each other?
@@Brett-uq4tz there are no specific tank only battles in this game, and I am rather sure there were non in WW1. As tanks were included in armies not by themselves
Dude how on EARTH did you capture british tanks? I been trying to do that for ages.
Hi I didn't capture them, I recorded footage in the skirmish mode where I choose them in the game setup
@@perafilozof so can tank guns move up and down? or does it depend on the type of tank?
@@brettglover135 they have fixed ranges if that is what you are asking
@@perafilozof I mean like pointing up at buildings or down into the trenches.
@@brettglover135 tanks will hit anything that is in their range. Elevation doesn't matter