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.
---
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
---
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
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.
---
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: Mab