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The Art of War(Fare) 1944 Edition

Posted Jul 28, '09 at 5:01pm

Maverick4

Maverick4

826 posts

Iron - Lord

Alright, first off, I know there is a video walkthough, but if your like me, you wont want something that is a dead give away, and since the placement of your opponents troops is random to some degree, then the video walkthough may or may not work for that particular match. The following is a list of tips and tricks that I have found work remarckbly well.
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Units Availible and How to Defeat Them:

Riflemen: Your most basic unit. Good en masse.
     Use Against: Infantry, but Extremely well En Masse
     Counter With: Machine Gunner(s), Snipers, Tanks

Assault: Good at rushing emplacements, moderatly good at disabling tanks.
     Use Against: Snipers, Entrentched Opponents, MGs
     Counter With: Snipers, Tanks

MG (Machine Gun): Good against Infantry when entrenched.
     Use Against: Infantry (when entrenched)
     Counter With: Snipers, Tanks, Assault

Sniper: Good at attacking infantry at a distance.
     Use Against: Infantry (at a distance)
     Counter With: Tanks, Infantry (close range)

Bazooka Team: Good at attacking enemy armor.
     Use Against: Tanks
     Counter With: Snipers, assault.

Mortar: Good against entrenched oponents.
     Use Against: Entrenched opponents, Tanks
     Counter With: Snipers, Assault.

Officer: Good at calling strikes
     Use Against: Entrenched opponents, Tanks (strikes)
     Counter With: Everything

Tank (Sherman, Panzer): Good at opening gaps.
     Use Against: Infantry
     Counter With: Assault, Bazooka Team
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The Art Of War(fare)

1) Remain Mobile. Staying Entrenched will entice the enemy to call in strikes. Always press the enemy, and force them to be on the defensive. I cannot stress this enough!

2) Attack where the enemy is least prepared, or least expects it. If theres an MG on the Right flank, attack the left.

3) Always play to your enemys weakness. If you see a MG nest, send in a sniper. Heavily entrenched troops, call in a strike. The Enemy will play to your weakness, so always be prepared.

4) Security against defeat implies defensive tactics; ability to defeat the enemy means taking the offensive. Dont reliy entirely on defensive or offensive tacticts. With to much offensive moves, you deplete your resources and can feild less and less units. To much defensive, and the enemy will attack with strikes.

5) Hence that general is skillful in attack whose opponent does not know what to defend; and he is skillful in defense whose opponent does not know what to attack. When you do attack, attack all at once. Send units on the flanks and center. Even it only one attack will sucede, the enemy will not know which attack to repel.

6) Separate your enemys men. If you hold the flanks, you will do more damage, and prevent the enemy from easily supporting the remaining unit.

7) For should the enemy strengthen his van, he will weaken his rear; should he strengthen his rear, he will weaken his van; should he strengthen his left, he will weaken his right; should he strengthen his right, he will weaken his left.  If he sends reinforcements everywhere, he will everywhere be weak. Once again, attack where the enemy least expects it, and you will win.

8) Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards. So in war, the way is to avoid what is strong and to strike at what is weak. Always attack the enemys measure with the appropriate counter-measure. If you see an enemy MG, attack it with a sniper. However, watch out for the counter-counter-measure. The enemy may send in Assault troops to oust your sniper from its position.

9) Do not swallow bait offered by the enemy. If you see a lone groupe of Rifleman, you may attack and win. However, the enemy may have men waiting in reserves to utterly destroy you when you take the postion, or as you take it.

10) There are five dangerous faults which may affect a general:
    (1) Recklessness, which leads to destruction;
    (2) cowardice, which leads to capture;
    (3) a hasty temper, which can be provoked by insults;
    (4) a delicacy of honor which is sensitive to shame;
    (5) over-solicitude for his men, which exposes him
        to worry and trouble
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This is my first walkthrough, so constructive criticism would be nice :).

Posted Jul 28, '09 at 5:21pm

jreed12

jreed12

27 posts

Gold - Serf

Good guide, but i might have helped if you had put what to spend those points on when you level up. other than that brilliant guide.

 

Posted Jul 28, '09 at 5:58pm

Maverick4

Maverick4

826 posts

Iron - Lord

Maby later, I actually started doint it, but It got to long, so I decided to do it in a later part

 

Posted Jul 28, '09 at 9:20pm

n00bie1296

n00bie1296

51 posts

Wood - Knight

Thanks fore the tips.

 

Posted Jul 29, '09 at 11:33am

Maverick4

Maverick4

826 posts

Iron - Lord

Part II: Upgrades (And If They're Worth It)
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To decide which upgrades are for you, then you must first decide which tactics you most commonly use. Here are the three most basic ones.

Turtling: Extremely defensive, you ussualy win with moral being depleted.

Newt: Balanced combination of offensive and defensive. Win with both concuring and moral wins.

Rusher: Entirely offensive. The word 'defensive' isnt in your vocabulary. Win with concuring wins.

Turtlers will want mainly defensive, and artillery upgrades. Newts will want to get a combination of the both, and Rushers will want more infantry upgrades. In Warfare 1944, Newts and Rushers tend to have more sucess than Turtlers, but Rushers tend to take bigger risk. Newts are a balance between the two.
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Legend: T=Turtler, N=Newt, and R=Rusher
     Example: T: Yes, N: Maby, R: No

Upgrades (Version 1.1)
     United States Campaign
          Training
               Ballistics: Rifles and SMGs +15% damage//T: Yes, N: Yes, R: Yes
               Take Cover: +10% to defense//T: Yes, N: Yes, R: Yes
               Red White and Blue: +10% to morale//T: Yes, N: Yes, R: Yes
               Post Haste: 10% faster Reinforcement//T: Yes, N: Yes, R: Yes
               Assault Tactics: +10% damage for assault//T: No, N: Yes, R: Yes
               Hit em' Hard: +10% damage on flank attack//T: No, N: Maby, R: Yes
               Secure Flanks: -20% moral loss when flanked//T: Yes, N: Maby, R: Yes
               Resupply Inbound: 15% faster Reinforcement//T: Maby, N: Yes, R: Yes
               Fire Support: +40% damage for MG team//T: Yes, N: Maby, R: Maby
               Go!Go!Go!: +20% to infantry movement//T: No, N: Maby, R: Yes
               In Good Supply: -20% resource point cost//T: Maby, N: Yes, R: Yes
          Equipment
               Grenades: Grenades added to units//T: Maby, N: Yes, R: Yes
               Mortar Accuracy: +25% more accurate//T: Yes, N: Maby, R: Maby
               Air Support: Air Support availible//T: Yes, N: Yes, R: Yes
               Engine Upgrade: +25% tank movement speed//T: Maby, N: Yes, R: Yes
               Smoke Grenades: Add smoke grenades to units//T: No, N: No, R: No
               Smoke Mortar: Smoke Rounds//T: Maby, N: Maby, R: Maby
               Artillery: Artillery Availible//T: Yes, N: Maby, R: Maby
               Anti-Infantry: +30% Tank MG damage//T: Maby, N: Maby, R: Maby
               Explosives: +25% explosive damage//T: Maby, N: Yes, R: Yes
               Barrage of Fire: Additional Artillery rounds//T: Yes, N: Maby, R: Maby
               Armor Production: -25% resupply time for tanks//T: Maby, N: Maby, R: Maby
---
     Wehrmacht Campaign
          Training
               Ballistics: +15% damage to Rifles//T: Yes, N: Yes, R: Yes
               Take Cover: +10% to defense//T: Yes, N: Yes, R: Yes
               For The Fuhrer: +15% boost to morale//T: Yes, N: Yes, R: Yes
               Reinforcements: +10% faster Reinforcement//T: Yes, N: Yes, R: Yes
               Machine Gun Training: +15% damage to MG teams//T: Yes, N: Yes, R: Maby
               Secure Flanks: +10% defense when flanked//T: Yes, N: Yes, R: Maby
               For The Fatherland: +20% boost to morale//T: Yes, N: Yes, R: Yes
               Rapid Deployment: 15% faster Reinforcement//T: Maby, N: Yes, R: Yes
               Scharfschtze: +20% damage for snipers//T: Yes, N: Maby, R: Maby
               Fortified: +15% defense for units//T: Yes, N: Yes, R: Yes
               Conscripts: Rifle Men at Half Cost//T: Yes, N: Yes, R: Yes
          Equipment
               Grenades: Grenades added to units//T: Maby, N: Yes, R: Yes
               Mortar Accuracy: +25% more accurate//T: Yes, N: Maby, R: Maby
               Air Support: Air Support availible//T: Yes, N: Yes, R: Yes
               Engine Upgrade: +25% tank movement speed//T: Maby, N: Yes, R: Yes
               Smoke Grenades: Add smoke grenades to units//T: No, N: No, R: No
               Smoke Mortar: Smoke Rounds//T: Maby, N: Maby, R: Maby
               Artillery: Artillery Availible//T: Yes, N: Maby, R: Maby
               Anti-Infantry: +30% Tank MG damage//T: Maby, N: Maby, R: Maby
               Explosives: +25% explosive damage//T: Maby, N: Yes, R: Yes
               Barrage of Fire: Additional Artillery rounds//T: Yes, N: Maby, R: Maby
               Armor Production: -25% resupply time for tanks//T: Maby, N: Maby, R: Maby

 

Posted Jul 29, '09 at 11:35am

Maverick4

Maverick4

826 posts

Iron - Lord

Of course, you dont get enough points in-game to upgrade everything I said yes to. This is just a general guide, and the 3 Main catogorys for players can be divided countless times. For example, Defensive Newts, Offensive Turtlers, etc.

 

Posted Jul 30, '09 at 5:29am

MetallicZ

MetallicZ

8 posts

Wood - Squire

Thanks for writing the guide..! :D

 

Posted Jul 30, '09 at 7:27am

ultimatetitan

ultimatetitan

423 posts

Iron - Prince

since warfare 1944 is most popular game now, this guide should be sticked

 

Posted Jul 31, '09 at 4:44pm

Maverick4

Maverick4

826 posts

Iron - Lord

If that was the case, then I should make a guide where part one and two were combined, to make it easier to read...

 

Posted Jul 31, '09 at 8:36pm

Maverick4

Maverick4

826 posts

Iron - Lord

Hmmm... but then again, it would be the first walkthrough to get stickied. It would not be fair to other walkthroughs who cover other top and important games. Maby one thread that contains links to the walkthroughs. Ofcourse, the problem on being unable to edit arises...

 

Posted Aug 2, '09 at 11:04am

Maverick4

Maverick4

826 posts

Iron - Lord

Part III: Easy Tank Kills
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Ok, everyone hate how the bazooka teams do zilch against a tank right? The bazooka teams lack the firepower to disable a tank unless they get lucky and hit an engine.

So, put an officer on the field, but keep him in the back so he doesnt get killed and make you lose morale. Deploy a rifle group ahead of the officer to hold up the tank for 30-45 seconds. Deploy a bazooka team, and at the same time call in a air strike. You must have the airstrike upgrade to do this! Before V. 1.1 came out, an airstrike would kill panzers (not shermans) in one hit, but the health got boosted on panzers. So when you call in the airstrike, deploy 2, yes, 2 bazooka teams to finish the tank off. It works with one, but he ussualy gets killed and you have to deploy another. Wash, rinse and repeat.

 
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