Allied Basics Series #1 - Dealing With Axis Armor by Bloodsent
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Allied Basics Series
#1 - Dealing with
Axis ArmorBy Bloodsent
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So, after seeing so many numerous posts about Allies being unable to compete against Axis X, Y
and Z, I'm going to write a few guides based on basic tactics that every Allied commander
should know. My goal in this is partially to help build the meta-game of CoHO, but is mostly
self-serving. I'm seriously tired of seeing this crap posted continuously.
This particular guide is going to deal with the finicky issue of how an Allied commander is to
deal with Axis armor. Now, there are a number of tactics to employ, both outside and inside
certain doctrines, so first I'll lay out a basic outline of how this will be written out:
1. Differences between Axis and Allied anti-tank operations.
2. Understanding Axis armor function.
3. Basic hard counters - Simple tactics that will help you win simple engagements.
4. Combined arms tactics - How allied units complement each other in a way to destroy
the enemy.
5. Advanced tactics - Advanced micro for the mouse masochist.
6. Defensive tactics - Understanding mines, tank traps and what this means for fighting
axis armor.
7. Doctrinal tactics - Using your doctrine to its best in fighting the enemy.
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1. The Differences between Axis and Allied Anti-Tank/Armor Operations
The first thing that you have to understand about the Wehrmacht and the Americans is that
Wehr is very much a toolbox faction. Each unit has a specialized purpose, and the trick is finding
the right tool for the right job. Conversely, the Allies are very much a tactical faction. Different
units can get a lot done. I played a 1v1, losing in the end, but with the resources I had pulling
out kill after kill on my enemy's armor with minor units, including an HMG team, Para with RRs,
mines, and Riflemen with stickies. Not even an AT gun. In the end I took out 11 pieces of armor,
which, in a 1v1 game, is a fair amount. So when considering how armor functions on both sides,
they don't equal each other. They're in the same ballpark, but that's about it. Almost every
piece of armor in the Axis toolbox is a complete piece, made for a specific job. They don't do
too well outside of the box, but are very powerful within that specialization. Allied armor pieces
should be considered more support units that primary hitters. If you follow this philosophy,
you'll come to understand your primary hitters (Infantry-level units, such as AT guns and Rifles)
open up the tactical field for your support units.
Also, knowing how your enemy faction functions will dictate your strategy as well. The Allies
need to focus on controlling the economy to limit how big the Axis toolbox gets. You need to
control the flow of battle, so that he's choosing tools that you're expecting and able to deal
with. Axis needs to focus on slowing your flow down. Once you lose the momentum, that lets
them choose their tools as they will, and even the best tactical commander will have trouble
keeping up. And once you lose the tactical battle, you will lose the economic one.
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2. Understanding Axis Armor Function:
Each Axis armor piece has a specialized function. Knowing this, you will know how to fight
them. Remember the wise GI Joe!
Puma Armored Cars: This will usually be the first vehicle employed by an Axis commander.
Knowing how to take these down is critical to ensuring your power through mid-game. The first
thing to remember is this: Retreat the units that cannot contribute to the battle. If you have an
engineer, 2 rifles without stickies, a jeep and an MG, 4 of the 5 units listed there cannot
contribute to fighting those battles. Get them the hell out of there. There's no point in losing
units needlessly. Sure, you will lose map control, but you haven't lost the economic battle, and
you have a force to fight with.
A vanilla Puma is devastating to units in the open, but it suffers from several weaknesses. First,
it has weak armor, making it an excellent target for your HMG team and its AP rounds, as well
as vulnerable to a Greyhound, to mines, and to stickies. Its strength is in its mobility, so a sticky
will often spell doom for a Puma beyond the support line. Second, the downgraded Puma has
nearly no anti-armor ability, and so will quickly fall to a Greyhound, and has difficulty taking out
garrisoned units. This leads into the next point in that Pumas are pretty awful against units in
green cover, or garrisoned units. Finally, the Puma can trade its anti-infantry capabilities to
better deal with armor, but this compromises its safety against HMG teams or anything on two
legs. Use this knowledge to your advantage.
Haltruck: A well-microed HT with a gunner is nothing to sniff at. While not as effective as an
MG42 is at suppressing units, it is a fair hand at it, and this will be your death if you're inevitably
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fighting against infantry being supported from it as well. Fortunately, the HT suffers from the
same weaknesses as the Puma, with the lack of overall anti-infantry capability. It's a support
vehicle, and cannot stand toe to toe with enemies.
StuG: People underestimate a StuG, but it's a real danger unless you take it seriously. At vet 1, it
will outfight a Sherman in a head on fight. It's not guaranteed, but it's a serious enough risk that
you should not deal with it head on with armor, unless it's with a Tank Destroyer or AT Gun. Its
second and third vet are almost solely for anti-infantry purposes, providing an MG42 gunner
and skirts, respectively. Interestingly, the StuG also gains a health bonus, I believe, at vet 2.
Fighting a StuG is fairly straightforward, however. As it is an assault gun, its turret cannot move.
So engaging it by flanking it is the order of the day. Better yet, rush a rifle squad in and sticky it.
But even without one, you can practically micro a Greyhound around it and kill it from its rear
armor.
Ostwind: The infantry killer. Here is where we start having trouble dealing with Axis armor. Our
primary tank killer, the AT gun, suffers from a serious disadvantage of being flanked and
destroyed by Ostwinds. Greyhounds too will die from an Ostwind. But fortunately, these lack
any penetration against Shermans or Tank Destroyers. In addition, it has no top armor, so a
lucky hit from a mortar can crit its engine with some regularity. In addition, like the Puma, the
Ostwind has trouble taking out units in green cover or in buildings. Use this to your advantage.
Know that in order for an ostwind to destroy an AT gun, it almost certain has to flank it,
because even though it kills infantry quickly, the gun's innate green cover, provides the
protection needed to kill the Ostwind. Using this to your advantage, you have many low-tech
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and high-tech tools at your disposal to deal with an Ostwind. Placing tank traps will prevent the
Ostwind from flanking effectively. Placing a mine is an excellent trap against an ostwind. Having
a rifle nearby to sticky in the ostwind will cut short the flank, and win you the day. And of
course, having any piece of armor available will decimate the tank.
Panzer IV: The Axis attempt at a Sherman. With vet, a PIV can be deadly, but in reality, this is
very much a support unit, like the Sherman, and so dealing with them is easier than you would
expect. From my experience, is has poorer frontal armor compared to a StuG, so penetration
against it is simpler, and while its cannon is deadly, it doesn't have the health to sustain an
assault itself. An AT gun coupled with any support tank can destroy it quickly, or even rifles with
stickies. Its engine appears to be held together with duct tape and dreams, and I have not had
one hit a mine yet where it didn't get critically immobilized (Or nearly immobilized, as in engine
destroyed).
Panther: This tank is deadly against armor, but not against infantry. An AT gun is this tank's
bane, and it is highly susceptible to flanks, lacking the mobility of Allied armor. It's also a
resource hog, so killing one will definitely set your enemy back. Vet can make it into a killing
machine, so be careful of that.
Tiger: People disparage this tank, but it's really quite the beast. It's something of a slightly
better Panther with the anti-infantry power of an improved PIV. Dealing with these guys can be
tough, but remember this: It has poor frontal armor, relegating it to a support hitter. Try and
isolate it and it will go down quickly.
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StuH: This destroys infantry, but can't dent armor. Your only real tool against it is to use armor
against it or get some good hits in with an AT gun before it can close distance.
King Tiger: This is a demon on the field, to be sure. It is effective against both infantry and
armor, but less so against infantry, so use this to your advantage. Sticky it, flank it, destroy it.
Don't let your enemy get away with it, or you'll never hear the end of it. Don't underestimate it,
and don't use your armor to engage it until you're fighting on your terms.
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3. Basic Hard Counters:
A Greyhound will beat a vanilla Puma.
An HMG has a 50/50 chance against a Puma in the open, and a good chance of winning an
engagement in cover.
An AT gun destroys all armor except Ostwinds. It is single-handedly the best anti-tank weapon
in the Allied arsenal, Pershing aside.
Any heavy armor (Tank Destroyer, Sherman) will win against an Ostwind, guaranteed.
A Tank Destroyer has a good chance of winning against a StuG with minor micro.
A Tank Destroyer has a 50/50 chance of winning against a PIV against its rear armor.
Rifles, Paras and Rangers will destroy/disable a Panther given half a chance.
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4. Combined Arms Tactics
Never leave your AT gun unsupported. Not only does this risk destroying it, but a common
tactic for Axis when dealing with one is to rush it and flank it. Having some support AT will
cripple this flank. It will also allow you to have a moment's breathing room to deal with
onrushing armor that will follow the Axis dropping arty on your AT gun. The AT Gun is your
primary anti-tank weapon, and should be used by everyone who doesn't have a strong armor
doctrine strategy. It will win against any non-doctrinal armor that's not an ostwind, and
knowing how to use the AT gun to leverage a mobility advantage will win your many
engagements. In addition to destroying tanks, it's an effective method of area denial. The Axis
will need to stay out of its field of fire, or suffer heavy casualties when dealing with you. It gives
you the breathing room necessary to carry out many flanks. When an enemy has to contend
with an AT gun or a Sherman, they will often deal with the AT gun, because of its superior AT
capabilities. But all armor suffers when hit from the rear, and even a vanilla Sherman will have
the necessary firepower to deal such damage. AT Guns are also great for taking out buildings
and bunkers.
Tank Destroyers are meant to be used in conjunction with other anti-armor units. Their
superior mobility makes them deadly, and their low cost allows them to be lost. But to truly win
a fight, you should try to preserve all of your units. A rifle squad with a sticky will let your TD
move in quickly and safely, and deal the damage it needs to before moving back out.
Shermans are not primary anti-armor units. Even when they have their long barrels (A waste, in
my opinion), they lack the hitting power and mobility of tank destroyers. But they are great
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support units. Their resilience will let them win battles against obviously superior armor when
used in their support capacity. An AT Gun/Sherman combo will deal with many enemy armor
combinations, and let you come out at the economic advantage.
Riflemen with stickies will seriously win you battles. The weakness of Axis armor, aside from
specialization, is their mobility. Immobilizing them will put them in serious jeopardy. All you
need is one sticky, one critical, and then to follow up with an AT gun or Sherman. Along the
lines of infantry, don't discount the HMG's AP rounds. They will decimate light vehicles.
In summary, different units open up new tactical possibilities. You will get a lot more done with
an AT gun and a Tank Destroyer than you could with even three TDs. This isn't about brute
force. That's an Axis priority.
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5. Advanced Tactics
How to perform a tactical retreat with armor
Don't simply rush your tank away when you're trying to retreat them from combat. It's a good
way to lose your tank. Armor requires a lot of care to keep alive, so when you need to pull your
unit back, click a close path behind the tank, while using the right-click facing to keep it facing
forward. This has numerous effects: 1. It moves your armor away from the front line while
keeping its frontal armor forward. This can mean the difference between a shot bouncing off
and your tank living, or getting knocked out. 2. It will likely draw the enemy tank into your line.
This is a very good thing, because you are isolating that tank, making it ripe for destroying.
Many enemies who will focus down tanks will lose tanks because of this because the tank will
follow its target come hell or high water, until told to do differently.
Another method of tactical retreat is to have a defensive line planned. This will be expanded
upon in Defensive Tactics, but having a defensive line of mines, a back-up AT gun, and/or tank
traps will spell death for the enemy. Almost exclusively, a [filtered]-for-tat armor exchange
between Axis and Allies will favor the Allies economically, so even if you cannot save your tank,
your defensive line will cripple and destroy the tank giving chase. Even having a rifle squad
providing support against flanks can sticky a tank giving chase and cripple it.
Preserving your AT Gun
Good Axis players learn to quickly deal with AT guns. Not only do they gain vet quickly from
armor kills, but they are beasts against Axis armor. As many of you will experience, AT guns are
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delicious targets for arty and flanks. There are several methods to protect your AT gun, and you
should use as many as you can. For now, we'll focus on two. First, while your AT gun is your
primary tank hitter, it's also your ace up your sleeve. If you've got the Ace on the table for all to
see, that means the enemy's either going to fold or they have a four of a kind of their own
waiting. Metaphors aside, what this means is that a good player won't try to deal with your AT
gun unless he has a method of taking it down. Whether this is superior numbers, artillery, or a
flank en route, an exposed AT gun is an AT gun on borrowed time. The solution, is to keep your
AT gun on your defensive line. Have it immediately available to deal damage, but behind the
front, out of your primary front line. Consider getting the AT gun acceleration cards, which will
save them from arty and flanks both. Having rifles nearby will protect against flanks and offer
yet another tactical option to deal with axis armor. But the deception game is the absolute best
way to protect your AT gun. If the enemy doesn't know where the gun is, he is taking a risk
when attacking you.
We suffer the same way from Paks. Even though they are not as combat effective as AT guns
are, their camouflage makes us second guess our armor pushes, lest we get caught by said
guns. Allied players have to do this the hard way, but the results are more dramatic. AT guns
will turn a fight around for you.
Second, we need to focus on Angles. This is something that many commanders don't consider,
but it's especially necessary given our tactical focus in play. When I talk about angles, I'm talking
about cones of fire, areas of engagement, so forth. A hard and fast rule to consider when you're
fighting the armor fight is this: Close Range makes for a good flank; long range requires a hard
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counter. The AT Gun will counter all Axis armor from long range (With the notable exception of
a KT, perhaps), this is why it is better for an ostwind to rush an AT gun than to try and fight it
from range. And this is why it is necessary to bring a TD in close to flank. The angles are smaller;
meaning the area of engagement is smaller, making a flank more likely to be successful. So keep
in mind your angles in your armor fight, and use them to your advantage. Know what counters
what. If you have a hard counter, it is better to engage your enemy from range, because this
preserves your front line and reduces chances of being flanked or isolated. If your enemy
counters your units, you need to move in close to get the flank and prevent his firepower. In an
ideal world, your AT gun would engage enemy armor from the defensive line, with your rifles or
another unit providing the sight needed for that engagement. From there, the enemy armor
can't even fire on the AT gun. Just keep in mind angles when you're engaging the enemy and
you'll have an idea of what they need to do to win, and what you need to do.
Kiting
Resist being kited, and at the same time, using kiting to your advantage. All axis armor, KT
included can kite infantry well enough to avoid being stickied. But this means they have to
move in a predictable fashion. Try making them kite toward your line to isolate them, or into
mines. Or just buy yourself room by making them kite you. Kiting is a double-edged sword,
because it is forcing your enemy into a predictable action pattern, though it nullifies your unit's
combat effectiveness. If they don't, then you get a sticky and a critical. If they do, just know
how to use it.
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You can kite as well, however. Panzerschrecks are deadly against all allied armor, because of
their penetration and accuracy. But they have awful accuracy, especially at range. An effective
tactic can be to kite them till they fire off their schreck and miss, then move in for a heavy crush
kill with an M10, or simply fight from range, moving every few seconds to gain the necessary
evasion bonus.
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6. Defensive Tactics, or "How Do I Fight the Tank Blob?"
So, how do you fight an Axis tank blob? With an ace up your sleeve, and a lot of hope. If you
experience an Axis tank blob, you've either done one of two things: 1. You lost the early game
enough to allow them to tech up and spew out tanks; 2. You're playing a 4v4 game. Aside from
a lucky arty shot, the best way to deal with this is a good use of defensive tactics.
Understanding this will also improve your gameplay, overall. The key point of defensive tactics
that I like to think about are my defensive line and my front line. The front line is the primary
fighting zone. For example, over a VP, or across certain lines. Ahead of the front line is the
enemy's line, which you should avoid with most units. Behind it is your territory, and where you
should have a defensive line. So what is a defensive line? It's what you use to prevent flanks,
prepare for blob rushes, and generally set the field to your favor. Engineers should always be
doing something, and artillery is often overrated when compared with judicious use of mines.
Know the map. Know where the high traffic areas are. Know the flank points. Know how your
enemy is going to attack. Place wire, tank traps. Place mines. Set up a hell for your enemy to
barrel through. Ideally, your front line is going to move forward, but if the [filtered] hits the fan,
your defensive line will stop their counterattack long enough to get your [filtered] together. It
will prevent flanks from storms and other units. It can support your front line. Make a conscious
effort to create to zones of combat, one of active units, and one of static defenses. It will
provide an excellent reveal against your enemy as well. If you simply throw your units against
the enemy altogether, the enemy will know exactly what they're dealing with.
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It will also eat all of your micro ability keeping them active and effective and alive. It is much
better to finesse a lot out of a few units while setting up your defensive line. If the front line
falls, and they counterattack, your defensive line is all microed already, ready to deal some hell.
If your tanks eat it, you fall them back, repair them, and all of a sudden, the enemy's
counterattack is badly damaged, and your offensive units are back in action, ready to push
forward once more.
So the primary key to defensive tactics is to have each unit a part of a plan. Have an MG
watching over the rear. Have engineers with flamers watching the MG and ready to repair
armor. Have mines over high traffic areas and lanes of attack for the enemy. Have static
defenses ready to make the field your field. The defensive line is your contingency, salvation,
and the true brunt of your thrust all rolled into one.
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7. Doctrinal Tactics
As a disclaimer, I believe that it is far more important to learn basic tactics before coming to
rely on doctrinal tactics in fighting. This is not taking advantage of doctrinal abilities, but rather
creating a crutch. And most often, it is easy to create a hard counter to a specific, dramatic
ability, than a contingency-laced strategy. That said, the Allies unfortunately must rely heavily
on doctrinal abilities to be combat effective in many cases.
Infantry:
Camouflage: An excellent method to hide a support AT unit such as rifles. It is also useful to
camo an engineer squad to lay down mines with no possible knowledge from the enemy until
they hit them.
Rangers: Not very effective in anti-armor combat, they have some strength in numbers and
against light vehicles. Don't blob rangers, however, as you're opening yourself up to a strong
counter, such as ostwinds.
Off-Map Artillery: It can be very effective to destroy a tank blob with off-map arty. Assuming
you catch them unawares, the top armor on most tanks is very weak, meaning that you'll
decimate their numbers quickly. However, its slow landing and expense make other options
more appealing, usually.
FHQ: A key to creating an effective defensive line, this lets your stay in the fight longer.
Howitzers: Excellent in destroying enemy units if you land the hits, but an arty magnet.
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Airborne:
Bombing Run: Currently kinda borked, and definitely not worth the resources in my opinion.
It's useful against static defenses, but lacks damage, is easily avoided, and can be nullified by
Ostwinds.
Strafe: While only being effective in anti-infantry, this is a key ability to take down the enemy's
support, making them more susceptible to flanking.
Para-Dummies: Fantastic units to help you turn a battle. They will reduce the enemy's accuracy
and more importantly when upgraded, stun their weapon fire for a team, giving you the critical
time needed to position and deal the killing blow.
Smoke: More effective as a defensive option, it's good to use as support ability when making a
tactical retreat.
Paratroopers: Effective all-around, I use these guys for many situations. Their RRs almost
always penetrate, dealing moderate, but constant damage, their anti-infantry ability is
underrated, and their ability to toss satchels is an effective area denial.
AT Gun Drop: This is an excellent way to quickly reinforce a line. The support squads can help
construct a powerful defensive line, and can run down any armor piece and sticky it, while the
upgraded AT gun itself is pretty awesome.
Recon Run: A powerful tool to identify the enemy's units and plan of attack. It can also reveal
snipers, making it great for early game dominance.
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Armor:
Pershing: The ultimate support AT unit. The LRS will devastate enemy tanks from afar, forcing
the enemy to come to you. Don't overestimate its resiliency, however.
Calliope: Effective in many roles, it can seriously damage enemy armor, but more importantly
shreds their defensive line, softening their offense or defense, as the case warrants.
HVAP: Don't forget that you can use this on teammates' tanks and AT guns as well.
Self-Repair: This has been talked about enough already.
Raid: This is an ability that lets you increase your mobility, which is great for taking down
enemy tanks.
So, the last part is a little Spartan, but I'm getting tired. I'll try to expand it a little later. Hope
you’ll enjoy it.i
iSource: Allied Basics Series #1 - Dealing with Axis Armor by Bloodsent
<http://www.companyofheroes.com/forums/strategy-discussion-37/topics/Allied-Basics-Series-1-Dealing-with-
Axis-Armor>