Call to Arms Gates of Hell Ostfront: All Doctrines in USA Battle

Home » Call to Arms Gates of Hell Ostfront: All Doctrines in USA Battle

Call to Arms Gates of Hell Ostfront: By carefully following the steps outlined in the USA Battle, you can obtain all Doctrines.

In this guide, we covered Call to Arms Gates of Hell Ostfront: All Doctrines in USA Battle. Now, let’s proceed with the guide!

Call to Arms Gates of Hell Ostfront: All Doctrines in USA Battle

NOTICED

Mods may change your list of call-in unit. These are based on vanilla version.

Overview

In skirmish battles, your mission boils down to snagging 7 Control Points (CP). Each CP, except for the last victory point, nabs you more units to deploy. Units cost MP to acquire, and the more CPs you command, the faster your MP stash grows. Bonus MP is also up for grabs by wrecking enemy vehicles. There are 4 unit categories: Infantry, Support, Vehicles, and Tanks.

On top of these regular call-ins, there’s the ace up your sleeve – Special Call-ins. Use them wisely; they’re in limited supply.

To bolster your journey to freedom, you’ve got 4 doctrines to choose from. Each has its own pros and cons, so tailor your strategy accordingly. While they might share some units, specific doctrines house exclusive ones.

Doctrines:

  1. All-round:
    • A balanced battlegroup.
    • Special Call-in: Battery Signaller, ready to rain down an artillery barrage.
  2. Defensive:
    • Focuses on advanced support weapons.
    • Field engineer for crafting advanced defensive emplacements.
    • 3 105mm M2A1 light howitzers at your beck and call.
  3. Offensive:
    • Geared for assaulting enemy positions with top-notch vehicles and tanks.
    • Special Call-in: Limited edition tank.
  4. Irregular:
    • A quirky doctrine housing some of the most devastating units.
    • Flamethrower troop and commando available, but effective use requires careful planning.
    • Special Call-in: 90mm M1A1 heavy AA.

Operation Cobra

General Call-in

Note: All doctrines share the same starting units. Specific doctrine-exclusive units are not covered here.

Infantry:

  • Medic:
    • Primary task: revive infantry in a bleeding state.
    • Equip your medic with a rifle for self-defense; they have 2 smoke grenades and a pistol.
    • Can set up a medical tent to resupply bandages for your troops.
  • Tank Crew:
    • 4 crew members ready to commandeer and repair captured German vehicles.
    • Special perk: faster vehicle repairs compared to regular infantry.
  • Rifle Squad:
    • 2 riflemen armed with M1 carbines.
    • Ideal for manning captured support weapons, especially field guns that require 4 members.
  • AT Squad (Vet 3):
    • 2 veterans equipped with M1A1 bazookas.
    • Can fire Willy Pete or White Phosphorous rounds to create smoke and damage both infantry and vehicles.
    • Only the Assistant carries the special rounds, so prioritize grabbing them.
  • Sniper:
    • Reigns death from a distance with a scoped Springfield.
    • Excellent stealth capability for sneaking around; can potentially capture entire Control Points.
  • Officer:
    • Scouts the battlefield with binoculars.
    • Reveals hidden infantry in bushes and carries both normal and White Phosphorous grenades.
  • USA Rifle Squad:
    • The game’s strongest mainline squad.
    • Semi-automatic M1 Garands allow for rapid firing.
    • Equipped with BAR for assault-like capabilities and 2 grenadiers with HE, HEAT, and White Phosphorous grenades.

Support Weapons:

  • Artillery-men:
    • Carry supply crates for resupplying small arms and medium field guns.
    • After placing the crate, can be deployed for other tasks.
  • Medium MG:
    • Provides cover fire for your troops.
    • Requires both gunners to move.
    • .30 cal hits harder than counterparts from other nations.
  • Heavy MG (.50 cal):
    • A powerful HMG effective against infantry and light vehicles.
    • Soviet players love stealing their own stock; that’s how good it is.

Light Vehicles:

  • Refueling Truck:
    • Refuel your tanks with this handy truck.
  • Ammunition Truck:
    • Re-supply your big guns with this convenient truck.

All Round

Special Call-in:

  • Forward Observer:
    • Authorized to call down a 105 barrage onto enemy positions, destroying support weapons and infantry.
    • Anyone can use the flare gun for this purpose, so loot it if the Observer is out.
    • Flare gun range is 70 m; use it behind hills/cover or under smoke coverage.
    • Limited to 5 uses.

Starting Support Weapons:

  • Light AT Gun:
    • Decent against armored cars but not the best choice against medium Panzers.
  • Medium Mortar:
    • Purchase three for barrage firing.
    • US mortar, with normal HE shells, heavier HE shells, and White Phosphorous shells, outshines other 81 mortars.

Starting Light Vehicles:

  • Armored Utility Car:
    • Not a scout car; limited vision similar to infantry squads.
    • Carries a hidden M1A1 Bazooka launcher.
  • M2 Halftrack:
    • Less armor than German counterparts but compensates with more firepower.
    • 1 50cal and 2 30cal, can be dismounted for foot use.

Infantry CP Unlocks:

  • Cavalry Rifle Men in Willy Jeep:
    • Armed with a 50cal, provides vision, but can’t spot hiding infantry.
    • Fewer men per squad makes spreading them out challenging.
  • Upgraded Rifle Squad:
    • For an extra 100 MP, get a squad with better HP and gun handling.
    • Equipped with 2 BARs and 1 M9A1 Bazooka.
  • Elite Squad:
    • Long-range 10-men squad with the most HP and excellent gun handling.
    • Carries grenades and M7 light anti-tank mines.

Support Weapons CP Unlocks:

  • Medium AA Gun:
    • Essential for holding ground; disperses infantry, damages light vehicles, and stuns Panzer IV.
  • 57mm AT Gun:
    • Questionable performance due to smaller rounds.
    • Outranged by German 7.5 AT gun.
  • 3-Inches Gun (7.62 cm):
    • Better punch than 57mm but lacks premium rounds like HEAT or APCR.
    • Effective against Panzer IV but struggles against heavy tanks.
  • Meat Grinder Half Track:
    • Mounts a quad .50cal, raining lead and terror on enemy infantry formations.

Medium Tank CP Unlocks:

  • M4A3 Sherman:
    • Workhorse with 75mm, 2 30cal, 1 50cal, and White Phosphorous round.
    • Vulnerable to late-war German tanks.
  • M10 Tank Destroyer:
    • Medium tank destroyer with no armor, long 7.62cm gun.
    • Easily defeats medium tanks but struggles against heavy tank frontal armor.

Heavy Tank CP Unlocks:

  • M10 on Steroids:
    • Fast and equipped with a longer 7.62cm gun.
    • Runs faster than a Panther turret can turn.
  • Sherman with Longer 7.5:
    • Better anti-tank capability, especially against Panzer IV.
    • Activates smoke canisters for a clear getaway.

Heavy Artillery CP Unlocks:

  • 105 M3 Pocket Howitzer:
    • Lowest range (320m) but versatile with HE, WP, and HEAT shells.
    • Towed by a Jeep.
  • Faster 105 with Longer Range:
    • Same shells but lands strikes faster and has a longer range (360m).
  • Self-Propelled 155mm Cannon:
    • Mobile with 465m range, WP, and AP shells for direct fire.
    • Limited ammo reserve and accuracy.

Special CP Unlock:

  • P-47 Airstrike:
    • Strafes the target zone and drops 3 bombs, courtesy of Uncle Sam.

Defensive

Special Call-in:

  • Medium Field Artillery:
    • Lowest range of 360 m and slower rate of fire compared to the German leFH 105.
    • Unusually good accuracy.
    • Equipped with White Phosphorous rounds for smoking the entire strike zone.
    • Limited to 3 uses.

Starting Support Weapons:

  • Quad .50cal Emplacement:
    • Four .50cal guns with a 1600-round magazine each.
    • Provides prolonged fire before reloading.
  • High-Velocity 57mm AT Gun:
    • Questionable and unreliable performance.
    • Struggles to break tank components and penetrate armor.
    • Outranged by the German 7.5 AT gun.

Starting Light Vehicles:

  • CCKW-352 Truck with Field Engineers:
    • Engineers can build defensive structures.
    • Truck contains TNT, anti-personnel mines, and anti-tank mines.
    • Resupplies tools and repair kits inside the vehicle.
    • Slow self-refilling truck supply bar.
  • Halftrack with Mortar Team:
    • Provides mobile light bombardment support.
    • 81mm mortar with limited cone of fire but larger HE and White Phosphorous rounds.

Infantry CP Unlocks:

  • Cavalry Rifle Men in Willy Jeep:
    • Armed with a 50cal, provides vision but can’t spot hiding infantry.
    • Fewer men per squad, making it harder to spread them out on the battlefield.
  • Veteran Rifle Squad:
    • Vet 5 Rifle Squad with M9A1 Bazooka and Rifle Grenade.
    • All-round squad, cost-effective, and handles various threats.
  • Engineer Squad:
    • Similar stats as Rifle Squad with M1A1 Bazooka.
    • Ability to plant mines and build defensive emplacements.

Support Weapons CP Unlocks:

  • Medium AA Gun:
    • Essential for holding ground; disperses groups of infantry, damages light vehicles, and stuns Panzer IV.
  • 3-Inches Gun (7.62 cm):
    • Better punch than 57mm but lacks premium rounds.
    • Effective against Panzer IV but struggles against heavy tanks.
  • Long Range Howitzer:
    • Early access to a long-range howitzer, slightly cheaper than M2A1 but with the same shells and a shorter range of 320 m.
    • Comes with a free Jeep.
  • Heavy Mortar:
    • Delivers a big payload over a long distance faster than artillery.
    • If HE shells run out, it can still throw White Phosphorous.

Medium Tank CP Unlocks:

  • M8 Scott:
    • Labeled as a Self-propelled Howitzer but functions as a light tank with a 75mm gun.
    • Mainly uses HE and WP rounds to support infantry, with HEAT for emergencies.
    • Shorter range than most AT guns.
  • Sherman “Late”:
    • Despite the “Late” tag, it’s a basic Sherman tank with a short 7.5.
    • Vulnerable to enemy Panzers but can use WP rounds to block line of sight.

Heavy Tank CP Unlocks:

  • M10 Tank Destroyer:
    • Medium tank destroyer with light armor and long 7.62cm M5 3-inches gun.
    • Easily defeats medium tanks but struggles against heavy tank frontal armor.
  • Priest Self-Propelled Artillery:
    • Provides rapid heavy fire support with a 105 howitzer and can ward off infantry at close range with a .50cal.

Heavy Artillery CP Unlocks:

  • 90 mm Gun:
    • One of the few guns that can penetrate German heavy tank frontal armor.
    • Comes with an M3A1 for fast transport.
  • USA Standard Heavy Artillery Gun:
    • 505 range with the ability to fire White Phosphorous smoke rounds and APHE-BC for combat against vehicles.
  • 8-Inch Howitzer:
    • Lobs a mini-nuke onto the target zone, obliterating everything near it.
    • Has a range of 420m.

Special CP Unlocks:

  • P-47 Airstrike:
    • Strafes the target zone and drops three big bombs, courtesy of Uncle Sam.

Offensive

Special Call-in:

  • Basic Sherman Tank:
    • Effective for capturing early Control Points but loses effectiveness against enemy Panzers.
    • Prone to explosions if Panzerfausted by hidden Panzergrenadiers.
    • Limited to 3 uses.

Starting Support Weapons:

  • Small Mortar:
    • Not the smallest, but fires rapidly with a small AoE.
    • Use White Phosphorous for town burning.

Starting Light Vehicles:

  • Rifle Squad in M3 Halftrack:
    • Faster transition to the front line with an M1A1 Bazooka.
    • Dismount the .30cal for added firepower.
    • Contains 20 anti-tank mines.
  • Up-Gunned M20 Armored Utility Car (M8):
    • Equipped with both 3.7cm and .50cal.
    • A real scouting vehicle with very long frontal vision.
  • Halftrack with Turret (AA and .50cal):
    • Turret housing a 3.7cm medium AA gun and .50cal.
    • 360-degree rotation for raining death on infantry and destroying light vehicles.

Infantry CP Unlocks:

  • Cavalry Rifle Men in Willy Jeep:
    • Armed with a 50cal, provides vision but can’t spot hiding infantry.
    • Fewer men per squad, making it harder to spread them out on the battlefield.
  • Glider Troops:
    • Assault squad with good HP and 5-star weapon handling.
    • Same equipment as heavy rifle squad (2 BARs, 1 Bazooka) and can plant weak AT mines.
  • Upgraded Rifle Squad:
    • For an extra 100 MP, a squad with better HP and gun handling.
    • Equipped with 2 BARs and 1 M9A1 Bazooka with more penetration than the one used by the AT squad.

Support Weapons CP Unlocks:

  • Quad .50cal Emplacement:
    • Four .50cal guns with a 1600-round magazine each.
    • Provides prolonged fire before reloading.
  • Medium Mortar:
    • Purchase three for barrage fire.
    • US mortar excels with normal HE, heavier HE, and White Phosphorous shells.
  • Medium AA Gun:
    • Essential for holding ground; disperses groups of infantry, damages light vehicles, and even stuns Panzer IV.
  • High-Velocity 57mm AT Gun:
    • Questionable and unreliable performance.
    • Struggles with breaking tank components and penetrating armor.
    • Outranged by the German 7.5 AT gun.

Medium Tank CP Unlocks:

  • Repeat Unlock of Basic Sherman:
    • The same as the starting Sherman but no longer limited to 3.
  • M10 Tank Destroyer:
    • Medium tank destroyer with no armor and a long 7.62cm M5 3-inches gun.
    • Easily defeats medium tanks but bounces off the frontal armor of heavy tanks.

Heavy Tank CP Unlocks:

  • Sherman with 105 Howitzer:
    • Sherman with a 105 howitzer as its main cannon.
    • Can stun and eventually decrew Panther tanks; HEAT round can even break the turret.
  • M4A3 with Improved 7.62 Cannon:
    • Improved cannon for better penetration.
    • Can launch smoke canisters for a getaway and load normal smoke shells to help infantry.

Heavy Artillery CP Unlocks:

  • 3-Inches Gun (7.62 cm):
    • Better punch than 57mm but lacks premium rounds.
    • Defeats Panzer IV but struggles against heavy tanks.
  • M2A1 (105mm) Artillery:
    • 360m range and slower reload than the German 10.5 but fires White Phosphorous shells.
    • Lands shells faster than other 105s.
  • Short-Barreled 155mm Artillery:
    • Shorter range (only 405m) due to a cut barrel length.
    • Delivers a big blast despite the reduction.

Special CP Unlocks:

  • P-47 Airstrike:
    • Strafes the target zone and drops three big bombs, courtesy of Uncle Sam.

Irregular

Special Call-in:

  • Tank Destroyer with Half-Track:
    • One of the few guns capable of reliably penetrating the frontal armor of heavy tanks.
    • Lacks a gun shield and has a big profile.
    • Comes with a free half-track.
    • Limited to 3 uses.

Starting Infantry:

  • Flamethrower Squad:
    • Ignite hedges, bushes, and forests to flush out hidden infantry.
    • The flamethrower can also destroy vehicles by spraying fire at the engine compartment.

Starting Light Vehicles:

  • Armored Utility Car (M1A1 Bazooka Inside):
    • Not a scout car; limited vision on par with infantry squads.
    • Houses an M1A1 Bazooka launcher.
  • Up-Gunned M20 Armored Utility Car (M8):
    • Equipped with both 3.7cm and .50cal.
    • A genuine scouting vehicle with extended frontal vision.

Starting Tank:

  • Stuart Light Tank:
    • Fast and small, ideal for hunting infantry while evading shots from larger tanks.
    • The 3.7cm can only damage Panzer 4 from the side.

Infantry CP Unlocks:

  • Cavalry Rifle Men in Willy Jeep:
    • Armed with a 50cal, provides vision but struggles to spot hidden infantry.
    • Limited squad size makes it challenging to cover the front line adequately.
  • Airborne Squad:
    • Limited to 8 men but boasts high HP and 6-star weapon handling.
    • Equipped with rapid-fire weapons like the Thompson, Carbine, and M1919A6 LMG.
    • Capable of planting mines and carrying 1 TNT.
    • Effective against Fals but lacks a Bazooka.
  • Commando Squad:
    • High HP and 5-star weapon handling.
    • Equipped with 18 light anti-tank mines, 6 TNTs, M1A1 Bazooka, and a Medic.
    • Special perk allows them to hide effectively and forces enemies to come closer for detection, making them excellent ambushers.

Support Weapons CP Unlocks:

  • Medium Mortar Strategy:
    • Purchase three for barrage fire.
    • US mortar excels with normal HE, heavier HE, and White Phosphorous shells.
  • Medium AA Gun:
    • Essential for holding ground; disperses groups of infantry, damages light vehicles, and even stuns Panzer IV.
  • High-Velocity 57mm AT Gun:
    • Questionable and unreliable performance.
    • Struggles to break tank components and penetrate armor.
    • Outranged by the German 7.5 AT gun.
  • Pack Howitzer:
    • Functions more like a traditional AT gun than an infantry gun.
    • Shoots in a straight line but with longer range.
    • Ideal for demolishing emplacements with HE, HEAT rounds for Panzer 4, and White Phosphorous for infantry and vehicles.

Medium Tank CP Unlocks:

  • M4A3 Sherman Flame Tank:
    • Replaces hull MG with a flamethrower to burn close-range targets.
    • Retains the ability to use White Phosphorous for long-range burning.
    • Can deploy smoke canisters for positioning or blinding enemies.
  • Enhanced M10 Tank Destroyer:
    • Faster and longer 7.62cm gun.
    • Not sufficient to crack Panther turret but outruns its turning speed.

Heavy Tank CP Unlocks:

  • Sherman Tank with 7.5 Anti-Tank Gun:
    • Improved anti-tank capability against Panzer 4.
    • Trades WP round for a stronger gun.
    • Smoke canister for a clear getaway.
  • Sherman Tank with 105 Howitzer:
    • A Sherman with a 105 howitzer as its main cannon.
    • Stuns and eventually decrews Panther tanks; HEAT round can break the turret.

Heavy Artillery CP Unlocks:

  • M2A1 (105mm) Artillery:
    • 360m range and slower reload than German 10.5.
    • Fires White Phosphorous shells for town burning on top of good accuracy.
    • Lands shells faster than other 105s.
  • 4.5 M1 Field Gun:
    • Unusual among US field guns; only HE shells with a small AoE but long range (460m).
  • Short-Barreled 155mm Artillery:
    • Reduced range (only 405m) due to a shortened barrel but still delivers a significant blast.

Special CP Unlocks:

  • P-47 Airstrike:
    • Strafes the target zone and drops 3 big bombs, courtesy of Uncle Sam.

Falaise Pocket

General Call in

Infantry:

  • Medic:
    • Primary task is to revive infantry in a bleeding state, so safeguard your medic.
    • Equipped with 2 smoke grenades and a pistol; consider picking up a rifle for self-defense.
    • Capable of setting up a medical tent to resupply bandages for your troop.
  • Tank Crew:
    • A team of 4 tank crew members ready to commandeer and repair any captured German vehicle.
    • Special perk enables them to repair vehicles faster than the average infantry.
  • Rifle Squad:
    • Consists of 2 riflemen armed with M1 carbines.
    • Use them to operate any captured support weapons; field guns usually require 4 members for efficiency.
  • Veteran AT Squad:
    • Comprises 2 Vet 3 members equipped with M1A1 Bazookas.
    • While the Bazooka might seem underwhelming, they can fire the potent Willy Pete or White Phosphorous rounds, creating smoke and burning both infantry and vehicles.
    • Only the Assistant carries these rounds, so be sure to acquire them promptly.
  • Sniper:
    • Delivers death from a distance with a scoped Springfield.
    • Boasts superior stealth capabilities, allowing for sneaky maneuvers, such as capturing entire control points with luck.
  • Officer:
    • Scouts the battlefield with binoculars, revealing hidden infantry in the bushes.
    • Equipped with both normal smoke grenades and White Phosphorous grenades; caution advised when selecting the appropriate grenade for your troops.
  • USA Rifle Squad:
    • Considered the strongest mainline squad in the game.
    • Armed with semi-automatic M1 Garands, enabling them to rain bullets on enemy positions and outperform other nations’ infantry in close-range combat.
    • Utilizes BAR instead of an LMG, acting more like an assault rifle.
    • Includes 2 grenadiers capable of launching HE, HEAT, and White Phosphorous grenades to dislodge enemy positions and vehicles. Also issued with WP smoke grenades.

Support Weapons:

  • Artillery-Men:
    • Carry supply crates for re-supplying small arms and medium field guns.
    • After placing the crate, they can be utilized for various tasks.
  • Medium Machine Gun (MG):
    • Provides cover fire for your troop.
    • Requires both gunners to move it.
    • .30 caliber, hitting harder than counterparts from other nations.
  • Heavy Machine Gun (HMG):
    • The ultimate HMG, wielding a .50 cal that punches through infantry and penetrates light vehicles.
    • Highly effective, to the point where even Soviet players might be tempted to steal their own stock.

Light Vehicles:

  • Tank Refueling Truck:
    • Used to refuel your tanks.
  • Heavy Gun Resupply Truck:
    • Designed to resupply your heavy guns.

All round

Special Call-in:

  • Forward Observer:
    • Authorized to call down a 105 barrage onto enemy positions to destroy enemy support weapons and infantry.
    • Note: Anyone can use the flare gun, so be sure to loot it if the Forward Observer is out of action.
    • Avoid combining flare gun ammo with that from the new signaller.
    • Flare gun has a range of 70m, use it strategically behind hills/cover or under smoke coverage. Limited to 5 uses.

Starting Support Weapons:

  • Light AT Gun:
    • Adequate for tackling armored cars or destroying tank tracks.
    • Not recommended for use against medium Panzers.
  • Medium Mortars:
    • Running out of mortar ammo and patience? Buy 3 and barrage fire.
    • US mortars, with normal HE shells, heavier HE shells, and White Phosphorous shells, outclass other 81mm mortars.

Starting Light Vehicles:

  • Armored Utility Car:
    • Not a scout car. Poor vision, and the 50 cal is limited to the armored car.
    • Check what’s inside; you might find an M1A1 Bazooka launcher.
  • M2 Halftrack:
    • Less armor than German counterparts but compensates with more firepower: 1 50 cal and 2 30 cal side by side.
    • The guns can be dismounted and used on foot, making tripod versions unnecessary.

Infantry CP Unlocks:

  • Cavalry Rifle Squad:
    • Three men in a Willy Jeep armed with a 50 cal, providing vision but unable to spot hiding infantry due to squad size.
  • Upgraded Rifle Squad:
    • For an extra 100 MP, get a rifle squad with better HP and gun handling, armed with 2 BARs and 1 M9A1 Bazooka with more penetration.
  • Elite Squad:
    • A 10-men elite squad, the powerhouse with the most HP and superior gun handling.
    • Equipped with grenades and M7 light anti-tank mines.

Support Weapons CP Unlocks:

  • Medium AA Gun:
    • Essential for holding ground; disperses infantry groups, slaps light vehicles, and stuns Panzer 4.
  • High-Velocity 57mm AT Gun:
    • Questionable performance due to a smaller round; struggles with tank components and armor penetration.
    • Outranged by the German 7.5 AT gun.
  • 3 Inches Gun:
    • Better punch than 57mm but lacks premium rounds like HEAT or APCR.
    • Effective against Panzer 4 but struggles against heavy tanks.
  • Meat Grinder (Halftrack):
    • A halftrack with a quad .50 cal, unleashing a torrent of lead and terror onto enemy infantry formations.

Medium Tank CP Unlocks:

  • M4A3:
    • The workhorse with a short 7.5, 2 30 cal, 1 50 cal, and White Phosphorous rounds.
    • Vulnerable to late-war German tanks.
  • M10 Tank Destroyer:
    • No armor and a long 7.62cm, armed with the same M5 3-inch gun.
    • Effective against medium tanks but struggles against heavy tank frontal armor.

Heavy Tank CP Unlocks:

  • Upgraded M10:
    • M10 on steroids, runs fast with a longer 7.62cm.
    • Still insufficient to crack Panther turrets but outruns their turning speed.
  • Sherman with Longer 7.5:
    • Improved anti-tank capability, mainly for Panzer 4.
    • Trades White Phosphorous rounds for a more potent gun. Smoke canister for a clear escape.

Heavy Artillery CP Unlocks:

  • 105 M3 (Pocket Howitzer):
    • Lowest range among USA artillery but versatile with HE, WP, and HEAT shells.
    • Towed by a Jeep.
  • Upgraded 105 M3:
    • Similar to the M3 but faster landing strikes and longer range (360m).
  • Self-Propelled 155mm Artillery (M12):
    • Mobile with a 155mm cannon, 465m range, WP, and AP shells.
    • Limited ammo reserve and subpar accuracy.

Special CP Unlock:

  • P-47 Airstrike:
    • Strafe the target zone and drop 3 big bombs, courtesy of Uncle Sam.

Defensive

Special Call-in:

  • Medium field artillery with a limited range of 360 m and a slower rate of fire compared to the German leFH 105. However, it boasts unusually good accuracy and features White Phosphorous rounds to envelop the entire strike zone in smoke. Limited to 3.

Starting Support Weapons:

  • Why settle for one .50 cal when you can have four? This emplacement comes loaded with 1600 rounds in its magazine, ensuring sustained firepower before the need for a reload.
  • The high-velocity 57mm AT gun’s performance is questionable and unreliable. Due to its smaller rounds, it struggles to break tank components and penetrate armor, being outranged by the German 7.5 AT gun.

Starting Light Vehicles:

  • A CCKW-352 truck with two field engineers capable of constructing defensive structures. Inside the truck, you’ll find TNT, anti-personnel mines, and anti-tank mines. The truck also serves to resupply tools and repair kits inside the vehicle. The supply bar refills at a snail’s pace.
  • A half-track carrying a mortar team for mobile light bombardment support. While the 81mm mortar has a limited cone of fire, it compensates with larger HE rounds and White Phosphorous capabilities.

Infantry CP Unlocks:

  • Three cavalry rifle men driving a Willy Jeep armed with a 50 cal into battle. While providing significant vision, their smaller squad size makes it harder to spread them across the battlefield.
  • A veteran squad, similar to a rifle squad but at Vet 5, equipped with both M9A1 Bazooka and rifle grenades. A versatile and cost-effective squad that can handle various threats.
  • An engineer squad with the same stats as a rifle squad but equipped with an M1A1 Bazooka. Despite its weakness as a rocket launcher, this squad can plant mines and build defensive emplacements.

Support Weapons CP Unlocks:

  • The medium AA gun is a must to hold your ground, dispersing infantry groups, slapping light vehicles, and even stunning Panzer 4.
  • The 3-inch gun, or 7.62 cm, packs more punch than the 57mm but lacks premium rounds like HEAT or APCR. Effective against Panzer 4 but struggles against heavy tanks.
  • A long-range pocket howitzer this early, a bit cheaper than the M2A1 and with a shorter range of 320 m but offering the same shell selection. Comes with a free Jeep.
  • A heavy mortar delivering a big payload over a long distance, surpassing the 81mm mortar’s capabilities and doing so even faster than artillery. When normal HE shells run out, White Phosphorous can provide the finishing touch.

Medium Tank CP Unlocks:

  • The M8 Scott, despite being labeled as a self-propelled howitzer, is essentially a light tank with a 75mm gun. Primarily using HE and WP rounds to support infantry, with HEAT for emergency use against vehicles. Shorter range than most AT guns.
  • Don’t be fooled by the “Late” tag; it’s your basic Sherman tank with a short 7.5. Vulnerable to enemy Panzers, struggling against even Panzer 3. Firing a WP round can block the line of sight.

Heavy Tank CP Unlocks:

  • The M10 is a medium tank destroyer with light armor and a long 7.62cm, featuring the same M5 3-inch gun. Effective against medium tanks but struggles against the frontal armor of heavy tanks.
  • The Priest Self-Propelled Artillery provides rapid heavy fire support with a 105 howitzer and can fend off infantry at close range with a .50 cal.

Heavy Artillery CP Unlocks:

  • The 90mm gun stands out as one of the few weapons capable of penetrating German heavy tank frontal armor. Comes with an M3A1 for fast transport.
  • The USA standard heavy artillery gun boasts a 505 range and the ability to fire White Phosphorous smoke rounds and APHE-BC for combat against vehicles.
  • The 8in Howitzer hurls a mini nuke onto the target zone, obliterating everything nearby with a range of 420m.

Special CP Unlocks:

  • The P-47 strafes the target zone and then drops three big bombs, courtesy of Uncle Sam.

Offensive

Special Call-in:

  • Basic Sherman tank suitable for capturing early Control Points but loses effectiveness rapidly when facing enemy Panzers. Limited to 3.

Starting Support Weapons:

  • A mortar not the smallest you’ve seen, as that title belongs to the Finnish 50mm. Fires rapidly with a small Area of Effect (AoE), making kills rare. The option to use White Phosphorous is available for town incineration.

Starting Light Vehicles:

  • Rifle squad riding an M3 Half-track for swift transition to the front line, equipped with M1A1 Bazookas. A preferable choice over a regular squad, with the option to dismount the .30cal for added firepower. The Halftrack also carries 20 anti-tank mines for strategic placement.
  • Up-gunned M20 armored utility car, now armed with both 3.7cm and .50cal. Unlike the M20, the M8 serves as a genuine scouting vehicle with an extended frontal vision.
  • Halftrack housing a turret that includes a 3.7cm medium AA gun and .50cal. The turret’s 360-degree rotation allows the gun to unleash death on infantry and destroy light vehicles.

Infantry CP Unlocks:

  • 3 Cavalry riflemen driving a Willy Jeep armed with a 50cal into battle, offering significant vision but struggling to spot hidden infantry due to their smaller squad size.
  • Glider troops, an assault squad with good HP and 5-star weapon handling. Equipped similarly to heavy rifle squads with 2 BARs and 1 Bazooka, they can also plant weak AT mines.
  • For an additional 100 MP, you can purchase a heavily armed rifle squad with better HP and gun handling than the regular one. It includes 2 BARs and 1 M9A1 Bazooka, which boasts more penetration than the one used by AT squads.

Support Weapons CP Unlocks:

  • What’s better than 1 .50cal? 4 of them, of course! This emplacement, loaded with 1600 rounds, can sustain continuous fire before needing to reload.
  • To counter the potential depletion of medium mortar ammo reserves and patience, consider buying 3 and employing barrage fire. US mortars, in addition to normal HE shells, have heavier HE shells and White Phosphorous shells, making them superior among 81 mortars.
  • A medium AA gun is essential for holding your ground, dispersing groups of infantry, slapping light vehicles, and even stunning Panzer 4.
  • The performance of the high-velocity 57mm AT gun is questionable and unreliable due to smaller rounds, making it struggle to break tank components and penetrate armor. It is outranged by the German 7.5 AT gun.

Medium Tank CP Unlocks:

  • Contrary to what may seem like a visual glitch, you can unlock what you already have from the start but with no limit of 3. Whether it’s a mistake or intentional, the choice is yours.
  • The M10, a medium tank destroyer with no armor and a long 7.62cm, boasts the same M5 3-inches gun. It can easily defeat medium tanks but struggles against the frontal armor of heavy tanks.

Heavy Tank CP Unlocks:

  • If the small gun isn’t effective, switch to a bigger one. This Sherman features a 105 howitzer as its main cannon, capable of stunning and eventually disabling Panther tanks. Its HEAT round can even break the turret.
  • The M4A3, equipped with an improved 7.62 cannon for better penetration, though not significantly better against heavy tank armor. It can launch a smoke canister for a tactical retreat and load normal smoke shells to assist infantry.

Heavy Artillery CP Unlocks:

  • The 3-inch gun, or 7.62 cm, packs more punch than the 57mm but lacks premium rounds like HEAT or APCR. Effective against Panzer 4 but struggles against heavy tanks.
  • The M2A1, with only 360m range and a slower reload than the German 10.5, can fire White Phosphorous shells to burn the town in addition to having good accuracy for artillery. Its shells land faster than other 105s.
  • The inferior version of the 155mm heavy artillery, with a cut-short barrel resulting in a shorter range of only 405m. Nevertheless, it delivers a substantial blast.

Special CP Unlocks:

  • Call in a P-47 to strafe the target zone and then drop three big bombs, courtesy of Uncle Sam.

Irregular

Special Call-in:

  • One of the rare guns capable of reliably penetrating the frontal armor of heavy tanks. Despite its substantial profile and lack of a gun shield, it comes with a complimentary Half-track. Restricted to 3 deployments.

Starting Infantry:

  • Embrace your inner arsonist and clear out hedges, bushes, and forests with the flamethrower. The Flamer unit can also wreak havoc on vehicles by directing flames at the engine compartment.

Starting Light Vehicles:

  • An armored utility car, not a scout car. Its vision is comparable to an infantry squad, and the presence of a limited 50 cal restricts it to an armor car role. However, there’s more than meets the eye – inside, you’ll discover an M1A1 Bazooka launcher.
  • The upgraded M20 armored utility car now boasts both a 3.7cm and .50cal. Unlike its predecessor, the M8 serves as a genuine scouting vehicle with an extended frontal vision.

Starting Tank:

  • The Stuart light tank is swift and compact, adept at hunting infantry while evading shots from larger tanks. The 3.7cm can only damage the Panzer 4 from the side, so polish up your driving skills.

Infantry CP Unlocks:

  • A trio of Cavalry riflemen drives a Willy Jeep armed with a 50cal into battle. While offering excellent vision, they struggle to spot hidden infantry due to their smaller squad size.
  • The Airborne squad, with only 8 members, boasts high HP and 6-star weapon handling. Armed with rapid-fire weapons like the Thompson, Carbine, and M1919A6 LMG, they can plant mines and carry TNT. Pound for pound, they can even outperform Fals, especially if the Germans retreat to their tanks. Unfortunately, they lack a Bazooka.
  • Commando squads, featuring high HP and 5-star weapon handling, bring an arsenal of 18 light anti-tank mines, 6 TNTs, M9A1 Bazooka, and a Medic. Their special perk enhances hiding, forcing enemies to come closer for detection, making them excellent at ambushing unsuspecting vehicles.

Support Weapons CP Unlocks:

  • In times of potential shortages in medium mortar ammo and patience, a strategic move is to purchase 3 mortars and employ barrage fire. US mortars, equipped with normal HE, heavier HE, and White Phosphorous shells, outclass other 81 mortars.
  • The Medium AA gun is crucial for holding ground, dispersing infantry groups, slapping light vehicles, and even stunning Panzer 4.
  • The high-velocity 57mm AT gun’s performance is questionable and unreliable, struggling with smaller rounds, making it challenging to break tank components and penetrate armor. It’s outranged by the German 7.5 AT gun.
  • The Pack Howitzer functions more like a traditional AT gun than an infantry gun, shooting in a straight line but with longer range. Ideal for demolishing emplacements, its HEAT round can delete Panzer 4, and White Phosphorous can eliminate both infantry and vehicles.

Medium Tank CP Unlocks:

  • An M4A3 Sherman tank replaces its hull MG with a flamethrower, excelling at burning everything at close range. It retains the ability to deploy a smoke wall from its canister to conceal its position or blind the enemy.
  • The M10, enhanced and speedy, boasts a longer 7.62cm. While not enough to crack Panther turret armor, it outruns the Panther turret’s turning speed.

Heavy Tank CP Unlocks:

  • A Sherman tank with an extended 7.6 for improved anti-tank capability, primarily used against Panzer 4, as heavy tanks barely feel its impact. It trades its White Phosphorous round for that gun. Fortunately, it can activate a smoke canister for a clean getaway.
  • If the smaller gun proves ineffective, upgrade to a bigger one. This Sherman features a 105 howitzer as its main cannon, capable of stunning and eventually decrewing Panther tanks. Its HEAT round can even break the turret.

Heavy Artillery CP Unlocks:

  • The M2A1, with a range of only 360m and a slower reload than the German 10.5, compensates with White-Phosphorous shells to burn the town on top of accurate arty. The M2A1’s shells land faster than other 105s.
  • The 4.5 M1 is an oddball among all field guns deployed by the USA, offering only HE shells with a small AoE but an extended range of 460m. It comes with a free Jeep.
  • The inferior version of the 155mm heavy artillery, with a shortened barrel resulting in a shorter range (only 405m), still delivers a substantial blast.

Special CP Unlocks:

  • Call in a P-47 to strafe the target zone and then drop 3 big bombs, courtesy of Uncle Sam.