Headquarters: Werhmacht Tech Tree
Headquarters: Werhmacht Tech Tree
Headquarters: Werhmacht Tech Tree
Motorcycle 180 MP
Sniper 340 MP
Krieg Barracks
220 MP 25 Fuel
Sturm Armory
240 MP 35 Fuel
Officer 260 MP
Panzer Command
260 MP 50 Fuel
Headquarters
Pioneer Upgrades HQ Upgrades
Krieg Barracks
220 MP 25 Fuel Requires Skirmish Upgrade from HQ
Sturm Armory
240 MP 35 Fuel Requires Assault Upgrade from HQ
Panzer Command
260 MP 50 Fuel Requires Battle Upgrade from HQ
Flamethrowers 50 Ammo
Mines 25 Ammo
Pioneer Abilities
Assault Phase 200 MP 50 Fuel
Cut Barbed Wire Free
Motorcycle 180 MP
Sniper 340 MP
MP40 Sub Machine Gun 50 Ammo Forward Barracks 260 MP All units (except Motorcycle) on this page are capable of upgrading a building to a Forward Barracks Requires upgrade to Skirmish Phase (Tier 2)
Medical Kit 35 Ammo Requires upgrade to Skirmish Phase (Tier 2) Camouflage (cloak/uncloak) Free
Medical Kit 35 Ammo Requires Blizkrieg Doctrine Assault Grenades 50 Ammo Requires upgrade to Skirmish Phase (Tier 2)
MG42 Light Machine Gun 75 Ammo Requires upgrade to Assault Phase (Tier 3)
Officer 260 MP
Supervision Free
Defensive Doctrine
Focuses on enforcing a stranglehold on Territory and favors defensive players. Fortify your front line and bombard Enemy positions with Artillery Strikes.
For the Fatherland! Provides infantry with heavy armor and health bonuses while they fight in their occupied territory; the extra bit of health and armor is certainly noticeable. Fortify the Perimeter is exceptionally good if you plan on making bunkers in defensive locations. With the free upgrade you can reinforce your troops on the frontline instead of having them retreat all the way back to your base. The 88mm Flak is a stationary cannon that dish out major damage to infantry, buildings and vehicles/tanks - absolutely anything, additionally Air units such as Recon/Strafing/Bomber planes. The Right is side of the tree Advanced Warning allows you to see further past your normal vision, that is, your Line of Sight (LOS) around all areas that under your control gets increased visibility. This allows you to see enemy troop movements that you normally wouldn't see. Registered Artillery allows you to call down a series of Mortar Barrages on any sector or building under your control, that is, on Victory Points, resource points, or even your own buildings inside your base. Not only is it cheap, but it's extremely fast and offers devastating results (especially to enemy Infantry). Unlike other Artillery abilities, Registered Artillery has the fastest response time and fastest cool down of any artillery, but it's limited in range. Rocket Artillery works the same way like the Terror Tree's Firestorm or the Allied Howitzer Barrage. You can activate this power on any location on the map as long as you have the LOS. Once placed, smoke beacons will drop and a series of heavy Rockets will bombard the area. Unlike Registered Artillery, this "offensively" used arty takes longer to prep and there's plenty of warning before hand. Use it only when there's a large concentration of enemy troops (preferably Armor since it does more damage). It's more expensive than Registered Artillery, but it'll sure get the job done if the enemy doesn't move.
For the Fatherland! 1 CP, 45 Ammo Zealous patriotism gives all friendly Units in controlled Territory a defensive bonus.
Advanced Warning 1 CP Passive Ability Increases the visual range of all captured Points, revealing more of the surrounding Territory.
Fortify the Perimeter 1 CP Passive Ability Upgrades all Base Buildings with Defensive Machine Guns. Enables Reinforcement around Bunkers.
Registered Artillery 2 CP, 125 Ammo Call Off-Map Defensive Artillery Bombardment on one of your threatened Structures or Secured Points.
88mm Flak 36 AT/AA 3 CP, 400 MP, 75 Fuel Enables Pioneers to deploy the 88mm Flak 36 AA/AT to the battlefield.
Rocket Artillery 4 CP, 200 Ammo Call Off-Map Barrage of devastating 280mm Rockets to target area.
BlitzKrieg Doctrine
Carry out fast assault ops by deploying overwhelming force. Strong assault Reinforcements and production bonuses help promote a strategy of aggressive expansion.
The Stormtrooper Support (left side) tree is good for a series of things that involve fighting Enemy Armor or British emplacements. Stormtroopers are versatile elite infantry. They can be equipped with Panzershrecks and/or MP44 Assault rifles. They have the (powerful) ability to camouflage themselves to sneak behind enemy lines. Stormtroopers can also use Assault Grenades once obtained and are more powerful then their normal bundled grenades (which are much more powerful than their Allied counterparts as well). The StuH 42 is basically a Stug IV with a 105mm Howitzer for its only gun and is ideal for city (urban) based maps. Last on the left side is the Tiger Tank: a prize of the Axis Panzer Division. The Tiger has thick frontal armor, reinforced armor skirts and 88mm Main Gun and can destroy any unit-type in the game. The Tiger has exceptional firepower but slow turret speed and acceleration, however, combine this with veterancy and you have one hell of a war machine. The Assault (right side) tree is the "upgrade" counterpart to the Stormtrooper Support side. The Assault Grenadiers ability allows certain Infantry units; such as the Volksgrenadiers, Stormtroopers, Grenadiers and Knight's Cross bombard enemy units/garrisons with grenades. Once Assault is trigged, your units continue to throw grenades onto the enemy target until that target is dead. Blitzkrieg Assault ability costs 150 munitions and for about 30 seconds, your units move at extremely fast speeds and fire faster (although vehicles and tanks will miss slightly more often). Resource Blitz allows you to trade 200 Munitions for 900 Manpower once you activate this power and for the next 3 minutes your MP rate will be reduced by 50%.
Infantry Assault Team 2 CP, 375 MP (42) Call off-map Stormtrooper Reinforcements to the battlefield. Ideal for general battlefield actions.
Assault Grenadiers 1 CP, 50 Ammo Enables infantry squads to assault targets with grenades.
Urban Assault Support 3 CP, 600 MP Call off-map Stuh 42 assault howitzer to the battlefield. Ideal for urban assault operations.
Blitzkrieg Assault! 2 CP, 150 Ammo Enables all vehicles and infantry to attack with overwhelming speed while this ability is active.
Armored Assault Force 4 CP, 900 MP Call off-map Tiger Tank to the battlefield. Ideal for major assault operations.
Resource Blitz 3 CP, 200 Ammo HQ awards you with 900MP for outstanding bravery; MP rate is reduced to 50% for 3 minutes after triggering this ability.
Terror Doctrine
Propaganda inspires courage in your Troops as well as inspiring fear in your enemies, and if that is not sufficient to overcome them, the King Tiger and V1 Rockets can be very convincing.
The Hero Support (left side) tree is a great all-around doctrine if you like to terrorize your opponent. Zeal gives a noticeable advantage when fighting enemy infantry in the beginning of the game as well as late game. With Zeal, your units will increase in all attributes for each loss inflicted upon their squad; that is, the more units you lose, the stronger the remaining units in their squad will become. Firestorm behaves the same way as any Line of Sight (LOS) Heavy Artillery. Smokes drops giving your opponent a warning and then Howitzer shells come down on the targeted location. Any units within the area of effect will sustain heavy damage or be killed. Finally, there is the King Tiger (formerly the Tiger Ace). The King Tiger will appear from the backlines and provide the much need firepower for a major assault. Unlike the Armor Assault Force Tiger tanks obtainable through the Blitz tree, the King Tiger is fully-upgraded, meaning that damage received is reduced, health points increased, and enemy AP/AT penetration effectiveness is reduced; thus making it a complete beast of the battlefield. The Propaganda (right side) tree can seriously mess up an Allied player's game. With Inspired Assault, MG42s become the most lethal Anti-Infantry weapon. Once triggered, any Infantry squad gets their rate of fire and damage increased while taking more damage themselves. Zeal with Inspired Assault (a mixed tree) can cause some serious problems when used correctly. The overall bonus offered by Zeal prevents too much damage being taken so your Inspired Assault can do the rest. It's probably the strongest combination of combat amplifiers in the game, and they extremely available in early game (only 2 CPs). Propaganda once activated will force a retreat of any enemy Infantry caught within Propaganda's Area of Effect; this ability is worth is cost especially later in the game. Finally there is the V1 Rocket Attack. Once triggered you hear is the terrifying howl of the approaching V1 before it falls on its target. It takes awhile to land, but when it does, it can dish out devastating damage on everything it hits. The Area of Effect isn't big but the damage dealt is insane.
Zeal 1 CP Fanaticism causes Infantry Squads to fight more fiercely as they take losses. Propaganda War 3 CP, 100 Ammo Superior Propaganda efforts demoralize Enemy Troops forcing a retreat to their HQ area.
Inspired Assault 1 CP, 50 Ammo Propaganda efforts inspire all Troops to attack the Enemy with renewed intensity with no regard for their personal safety while this ability is active. Firestorm 2 CP, 200 Ammo Call Off-Map Bombardment to target an area. All Enemy Troops will be caught in a Firestorm..
King Tiger 5 CP, 0 MP to call-in (980 MP over time) A single, very powerful King Tiger is allocated to the battlefield, but only once. Such a decisive weapon should not be squandered.
V1 Rocket Attack 4 CP, 150 Ammo Call the terrifying V1 Rocket down on targeted area.