------------------------------------------------------------------------------ ___ _ __ ___ _____ / | _ __(_)____ ____ _____ ____/ / / | / / (_)__ _____ / /| | | |/_/ / ___/ / __ `/ __ \/ __ / / /| | / / / / _ \/ ___/ / ___ |_> --<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> Complete Strategy FAQ for online play of Atari's Axis & Allies RTS For the Personal Computer Written by : Valdarez Courtesy of: The Triple Threat Clan Website: http://www.triplethreatclan.com Contact : valdarez@triplethreatclan.com Created : January 22, 2005 FAQ Version : 0.50 Game Version : 1.0.5.0 AA Updated : March 24, 2005 Copyright 2005 Valdarez <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> ****************************************************************************** * Table of Contents * ****************************************************************************** 1. Introduction......................................................(Ch000) 1.1 About the Guide............................................(Fw000) 1.2 Keyboard Shortcuts.........................................(Fw001) 2. General Gameplay Strategy.........................................(Ch001) 2.1 Money Generation...........................................(Fw002) 2.2 Buildings..................................................(Fw003) 2.3 Fighting...................................................(Fw004) 2.4 Terrain....................................................(Fw005) 2.5 Air Power..................................................(Fw006) 2.6 Rushing....................................................(Fw007) 2.7 Recommended Map Sizes......................................(Fw008) 2.8 1v1 Play...................................................(Fw009) 2.9 Team Play..................................................(Fw00A) 2.10 Generals...................................................(Fw00B) 2.11 Build Orders...............................................(Fw00C) 3. Special Operations................................................(Ch002) 3.1 Germany Generals...........................................(Fw00D) 3.2 Great Britain Generals.....................................(Fw00E) 3.3 Japan Generals.............................................(Fw00F) 3.4 Russia Generals............................................(Fw010) 3.5 America Generals...........................................(Fw011) 4. Germany Build Orders..............................................(Ch003) 4.1 Machine Gun Infantry Rush..................................(Fw012) 4.2 Anti-Tank Mechanized Attack................................(Fw013) 4.3 Anti-Tank Mechs/Heavy Tanks Blitzkrieg.....................(Fw014) 5. Great Britain Build Orders........................................(Ch004) 5.1 SAS Rush...................................................(Fw015) 5.2 Anti-Tank Mechs/Flame Tanks Combo..........................(Fw016) 6. Japan Build Orders................................................(Ch005) 6.1 Sniper Rush................................................(Fw017) 6.2 Anti-Tank Mechs/Tankettes/Air Combo........................(Fw018) 7. Russia Build Orders...............................................(Ch006) 7.1 Sniper Rush................................................(Fw019) 7.2 Anti-Tank/Missile Mechs Combo..............................(Fw01A) 8. United States Build Orders........................................(Ch007) 8.1 Infantry Rush..............................................(Fw01B) 8.2 Anti-Tank Mechs............................................(Fw01C) 8.3 Anti-Tank Mechs/Artillery Tank Combo.......................(Fw01D) 9. Version History...................................................(Ch008) 10. Legal.............................................................(Ch009) 11. Credits...........................................................(Ch00A) ****************************************************************************** * Section 1 Introduction (Ch000) * ****************************************************************************** Axis & Allies RTS is a game published by Atari and developed by TimeGate that recreates warfare from the WWII era. Upon launch of the game the online community suffered severely due to frequent game crashes, bugs, and the infamous NAT Negotiation Errors that prevented players from joining games, not to mention the horrendous disconnect problems known to trash player’s records. Even if a player understands the strategies and plays well, due to the various defects in the game, it is nigh impossible to maintain a high percentage win rate. With the problems of the game itself aside, the best opportunity a player has of achieving a win and maintaining their win percentage is to understand the strategies associated with the various types of games scenarios that vary depending on such factors as map size, country, and build order. This guide is meant to level the playing field, to allow those who are new to the game to compete with the veteran players. The strategies presented in the FAQ are based on months of actual online gaming. This FAQ is not only for new players, both new and old players alike will benefit from the strategies presented in the guide for one versus one play and team play as well. To all of the players that have felt left out in the cold, or believe that they are somehow inferior to the other players, then ‘Grab that gun soldier, and welcome aboard’. Knowledge awaits you. o----------------------------------------------------------------------------o | Section 1.1 About the Guide (Fw000) | o----------------------------------------------------------------------------o This guide does not contain detailed unit information. If you want to see this information then it can be found on the Spotter’s Guide at http://www.strategyplanet.com/axisallies. Instead, this strategy guide focuses on general game play concepts such as money generation, build orders, fighting concepts, and country strategies. New Players should read the entire FAQ from beginning to end and pay special attention to the ‘General Gameplay Strategy’ section. Without a solid understanding of this section, the various country strategies will more than likely fail. Veteran Players should glance over the items in the ‘General Gameplay Strategy’ section, however, the odds are good that veteran players are already familiar with most of the concepts in that section and they can move on to the various Country based strategies. o----------------------------------------------------------------------------o | Section 1.2 Keyboard Shortcuts (Fw001) | o----------------------------------------------------------------------------o When playing the game, it’s imperative to understand the keyboard shortcuts. Players that know the shortcuts build more quickly than those that have to click the buildings and the various action buttons and they fight better than those that have to click the units to attack or retreat. Learn the shortcuts, they will serve you well. ------------------------------------------------------------------------- Type Action Control ------------------------------------------------------------------------- Units Move M Attack A Run R Stop S Build B Repair I Guard G Explore X Bombard B Rout O Attach C Detach / Disband Delete Group Behavior On / Off V Team Commands T Assault Formation Q Aggressive Formation W Column Formation E ------------------------------------------------------------------------- Buildings / Trucks Pack / Unpack P Deploy D Deploy to Location L Research R Rally Point F Command All A Cancel C Sell Delete ------------------------------------------------------------------------- Air Commands Air Attack A Air Recon C Escort On / Off E ------------------------------------------------------------------------- Team Commands Select All Allied Sides A Select Sides 1-8 [1]-[8] Team Attack A Team Defend D Team Explore E Team Build B Give Resources R Give Building G Request Resources S Request Building Q Chat S Report T Cancel C ------------------------------------------------------------------------- Additional Hotkeys Objectives F1 Technologies F2 Message Log F3 Politics F4 Cycle Detached Regiments F5 Cycle Engineers / Trucks F6 Buddy Chat F7 Cycle Selection Tab (Shift-Tab for Reverse) Special Operation 1 Y Special Operation 2 H Special Operation 3 N Special Operation 4 J ------------------------------------------------------------------------- World War II Attack A Move M End Turn E Purchase P History H ------------------------------------------------------------------------- ****************************************************************************** * Section 2 General Gameplay Strategy (Ch001) * ****************************************************************************** Many players attempt to play online without a fundamental understanding of what it takes to successfully win a game. Playing against a human opponent is infinitely harder than playing against the computer due to the horrendous AI found in the game. Human players will not attack you piecemeal, they will attack in force. They will not waste money on items that cannot be used and serve little to no purpose especially during the onset of the game (think Engineering Bay here guys); they will purchase items prudently either for the purpose of attack, or the purpose of defense. In order to defeat another human opponent, at a bare minimum, a player must understand how to generate money, how to fight, and at least one good build order. Players that do not understand these concepts are simply rolling the dice hoping for lucky 7. These players might win every once in awhile, but odds are they are going to lose most of the time. Players that build a foundation upon these three concepts will find their win percentages increase. o----------------------------------------------------------------------------o | Section 2.1 Money Generation (Fw002) | o----------------------------------------------------------------------------o People generally like the Axis & Allies RTS game because it’s not about gathering resources. Or is it? If you have more money, you can build more troops. If you have more troops, then you can win. Do not be fooled. This game is about money. The ability to generate money faster than your opponent is key to winning a game. Money is accrued every minute during the game. There are two ways to increase the amount of money you earn per minute. One is to control cities, and the other is to build HQs. Each city will provide an additional $10 per minute. If you are able to own 3 cities, over 5 minutes, that’s an addition $150, and can prove to be quite an advantage over your opponent. Grabbing and controlling cities is key to obtaining an economic advantage. In addition to providing $10 per minute, each city may harbor a bank, an oil refinery, or an ammo dump. The bank will provide an additional $5 per minute, the oil refinery a +5 to oil, and the ammo dump a +5 to ammo. The other way to increase money generation is to build HQs. Every HQ that is created generates an additional $20 to $30 per minute (depending on the Country/HQ choice). If you lay down 2 HQs (at $25 per HQ), and your opponent only lays down 1, then in 5 minutes, you have accumulated an additional $125 more than him. If you take the 3 city example with the 2 HQ’s example over 5 minutes, and add them together, then you will generate an additional $275 more than your opponent, and that’s just in 5 minutes. Most games last anywhere from 15 minutes to 2 hours. With just one additional HQ than your opponent, and 3 more cities, over an hour long game, this will amount to $3300 more. Now that is quite an advantage isn’t it? Every country is not created equal when it comes to money generation. Currently America holds a distinct advantage over the other countries as 3 of its 4 HQs provide an additional $5 bonus. Even with 2 HQs, over 10 minutes, that’s still a $100 bonus for doing nothing more than playing America. Figure 2.1 A below displays the amount of money generated both at the onset of the game for the Core HQ, and for every additional HQ that a player may create. Figure 2.1 A – Money Generated Per HQ ------------------------------------------------------------------------------ Country | Core HQ | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ ------------------------------------------------------------------------------ Germany | 25 | 25 | 25 | 25 | 20 | Great Britain | 25 | 25 | 25 | 25 | 20 | Japan | 25 | 25 | 25 | 25 | 25 | Russia | 35 | 25 | 25 | 25 | 20 | United States | 30 | 30 | 25 | 30 | 30 | ------------------------------------------------------------------------------ An item that many players ignore is the mobility of their HQs. When HQs are mobile, they suffer a penalty to money generation. This isn’t a problem, unless the HQs are mobile for long periods of time. Currently, Germany has a distinct advantage over the other countries in mobility as they suffer the smallest penalty to money accrual when their HQs are mobile. Figure 2.1 B below displays the money accrual rate for each HQ when it is mobile. Figure 2.1 B – Money Generated Per HQ When Mobile ------------------------------------------------------------------------------ Country | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ ------------------------------------------------------------------------------ Germany | 18 | 12 | 18 | 15 | Great Britain | 12 | 12 | 12 | 12 | Japan | 12 | 12 | 12 | 12 | Russia | 12 | 12 | 12 | 12 | United States | 12 | 12 | 12 | 12 | ------------------------------------------------------------------------------ You should understand how to increase your accrual rate at this point. At the start of the game do not build an engineering bay, motor pool, or an artillery bay, and do not build supply depots. In the first 5 minutes of the game these types of building do not, in any way, help a player increase their money accrual rate. Instead, build at least 2 HQs (with the caveat of a playing a 1vs1 on a 320x320 map – see Rushing for more information) to start. 2 HQs will increase your money accrual rate by at least $50 per minute ($60 if you are America and build standard Infantry HQs). Increasing your money accrual rate at the onset of the game is key to obtaining an economic advantage, which in turn, is key to winning. --------------------- Oil & Ammo Management --------------------- Never let your oil/ammo go red. For every point of oil or ammo that is in the red, there is a $3 deduction in accrual rate. Thus if whilst playing, your ammo is -5, and your oil is -10, then over 3 minutes, that’s a loss of $135 (-$45 per minute). Many new players make the mistake of building units and not watching their ammo/oil supply. Do not lose money unnecessarily. Anything that hampers your money accrual rate decreases your chances of winning. Remember, an economic victory increases the odds of a military victory. A player should also be aware of the amount of ammo/oil that a building contributes to their economy. Figure 2.1 C and Figure 2.1 D, found below, outline the various ammo/oil contributions on a per HQ basis. Figure 2.1 C – Ammo Generated Per HQ ------------------------------------------------------------------------------ Country | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ ------------------------------------------------------------------------------ Germany | 10 | 10 | 10 | 10 | Great Britain | 10 | 10 | 10 | 10 | Japan | 10 | 10 | 10 | 10 | Russia | 10 | 10 | 10 | 10 | United States | 10 | 10 | 10 | 10 | ------------------------------------------------------------------------------ Figure 2.1 D – Oil Generated Per HQ ------------------------------------------------------------------------------ Country | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ ------------------------------------------------------------------------------ Germany | 5 | 0 | 10 | 15 | Great Britain | 5 | 0 | 10 | 15 | Japan | 5 | 0 | 10 | 15 | Russia | 5 | 0 | 10 | 15 | United States | 5 | 0 | 10 | 15 | ------------------------------------------------------------------------------ o----------------------------------------------------------------------------o | Section 2.2 Buildings (Fw003) | o----------------------------------------------------------------------------o Buildings are broken down into 3 categories: Head Quarters, Technology, and Supply. Headquarters are used to increase the money accrual rate, the ammo and oil supply, and to increase the unit limit. Technology based buildings will increase ammo, oil, or both, and allow for the upgrade to various technologies. Supply buildings will increase the rate of ammo and oil, or both in the case of a supply depot. During the onset of a game, it is important to choose your buildings wisely. Many new players build all of their Technology buildings first. This is the absolute worst thing a player could do in online play. Always build HQs first, and then build Technology buildings based on the needs of your choice of a build order (see Country builds below). In other words, if you want to build Mortar Infantry, or Artillery Mechs/Tanks, then you will need an Artillery Brigade. Do not build a Technology building until you absolutely need it. It’s a waste of money that could otherwise be spent on units, or on another HQ. Another mistake often made by newer players is building an Engineering Bay so they can produce an Engineer to build bunkers and artillery. This is a complete and absolute waste of money and immediately places you at a disadvantage with your opponent. First, if you drop the Engineering Bay, you just lost money that you could use towards another HQ, which would help increase your overall money accrual rate (see Money Generation above). Second, players that build an Engineering Bay, typically do so in order to build bunkers and artillery, both of which are ‘defensive’ measures only. Once you construct these units, you can not move them to attack, they can only defend. This means, that while they may repel an approaching army, they will never be able to destroy it. If you feel that you need a defense, then build regular units, and let them get entrenched in the locations where the bunkers and artillery would be positioned. This will be nearly as effective as a bunker/artillery, and allow you to use the unit to attack and finish off your opponent’s army. o----------------------------------------------------------------------------o | Section 2.3 Fighting (Fw004) | o----------------------------------------------------------------------------o “Do not waste the lives of your troops” – General Eisenhower Those are wise words indeed from General Eisenhower. As stated in the Money Generation section, this game is about economics as much as fighting. Dead units cost money to replenish, weakened units heal on their own and cost nothing to replenish. Never let a unit die. That simple statement can not be over emphasized. Give ground if you have to, but don’t let the unit die. Retreat, replenish, and fight again. When a unit dies, a player begins losing the economic side of the war. “No soldier ever won a war by dying for his country” – General Patton Well said Patton. Dead units cannot fight. Weakened units can be replenished and fight again. Learning to control the units, and rallying them in order to fight again, is key to winning the game. If you are being attacked by overwhelming odds, pull a unit back, and let them get entrenched, or split your forces, and allow half to get entrenched, while the other fights. Units can be replenished while getting entrenched. This allows you to give ground slowly. Slowly giving ground gives you time to build more units to send to the fight. “We will constantly press the enemy with the full weight of our resources.” – General Nimitz On the counter side, if you find yourself in a position where you have the advantage in a battle, never let up. Press on with all vigor, and always attempt to finish off a unit. “Show the enemy no mercy” – Major General Wingate If you are able to kill the unit, then you have just cost your opponent money and forwarded position in winning not only the military aspect of the war but the economic aspect as well. o----------------------------------------------------------------------------o | Section 2.4 Terrain (Fw005) | o----------------------------------------------------------------------------o Many players play the game without understanding the affect that the terrain and cities have on the various types of units. This can be a huge disadvantage to the player lacking this knowledge, and a huge advantage to their opponent who understands the affects of the terrain. Below are two tables for the affects of Forests/Trees and Cities on the various Unit Types. :: Forests / Trees :: --------------------------------------------------------------------------- Unit Type | Affects On Units | --------------------------------------------------------------------------- Infantry Unit | Speed Limit is Slow, +4 Defense, +20% Shelling | Mechanized Unit | Speed Limit is Slow, +20% Vulnerability to Gunfire | Armor Unit | Speed Limit is Slow, +20% Vulnerability to Gunfire | --------------------------------------------------------------------------- :: Cities :: --------------------------------------------------------------------------- Unit Type | Affects On Units | --------------------------------------------------------------------------- Infantry Unit | 4 Defense, +20% Shelling | Mechanized Unit | Speed Limit is Medium, +20% Vulnerability to Gunfire | Armor Unit | Speed Limit is Medium, +20% Vulnerability to Gunfire | --------------------------------------------------------------------------- o----------------------------------------------------------------------------o | Section 2.5 Air Power (Fw006) | o----------------------------------------------------------------------------o Many players do not understand when to use Air Power. An Airfield requires that an Engineering Brigade, Motor Pool, and Artillery Brigade be built first. That’s a fairly significant investment regardless of whether you are playing a 1v1 game or a team game. In addition a single Airfield will cost between $360 and $400, depending on the country. On top of that, each bomber run will cost $150 per raid. That is some serious $$$ to be throwing around. Due to the high initial cost of purchasing the buildings necessary for an Airfield, coupled with the cost of the Airfield itself, and the additional cost of each raid, it is not suggested that players only attempt to get an Airfield early on in a game. Air Power should be reserved for the very end of the game, after a player has at least 12, if not 18 Regiments on the map. Once an Airfield is available, a player must decide ‘what’ to bomb. There are 4 available targets to bomb: main Corps HQ, other HQs (Infantry, Mechanized, and Armor), Airfields, and Enemy Regiments. In order to ensure victory, attack items in this order: o Airfields o Corps HQ o Other HQs (Infantry, Mechanized, Armor) o Enemy Regiments Airfields should always be the number one target if you can find them. After all, you would much rather be bombing your opponent than have him bomb you. After their Airfields are down, take out their Corps HQ. Without a Corps HQ, your opponent can not build other HQs or another Airfield. Once the Main Corps HQ is destroyed, begin taking out their other HQs. Once enough of them are destroyed, their economy will be in ruins. Finally, go after their remaining Regiments (if there are any at this time). It is possible to use Air Power to break through an enemy line by attacking their Regiments first. If properly timed with a ground attack, an air campaign can be devastating to enemy forces. However, with this approach, timing is everything, and a properly time air/ground attack is extremely difficult execute successfully. Thus, this approach should only be utilized by the most skillful of players. o----------------------------------------------------------------------------o | Section 2.6 Rushing (Fw007) | o----------------------------------------------------------------------------o “The quicker they are whipped, the quicker we go home” – General Patton Rushing typically involves nothing but men. These games are most commonly found in 1v1 games, but can also be found in a 2v2 game. A successful rush typically will only work on a 320x320 or 384x384 map. If you are afraid of the rush, then always use a bigger map size. A bigger map size will give you time to build more units and a better defense than your opponent is able to maneuver from the other side of the map. “Always attack, never defend” – General Patton That’s what a rush is about: the attack. In a 1v1 game, there are several countries that are good that the rush, most notably Great Britain, Russia, and Japan (see their Rushing builds under each Country). Realistically, any country can rush. Rushing typically follows the following build order: ----------------- Rush Build Order ----------------- 1 Infantry HQ ($250) 1 Technology Upgrade Optional (SAS, Snipers, Motor Pool, Artillery Brigade) 1 Ammo Depot 5 Infantry Units 1 Infantry Upgrade (if available – dependent upon country) The speed of the rush will depend upon the choice of a technology upgrade. If building your infantry units is dependent upon the Technology upgrade, then it will increase the amount of time before you can put the pressure on your opponent. Remember, the point of rush is to get their fast. If you choose to do a technology upgrade, then do so wisely. o----------------------------------------------------------------------------o | Section 2.7 Recommended Map Sizes (Fw008) | o----------------------------------------------------------------------------o The recommended map sizes typically fall into 3 categories: Rushing, Balanced, and Extended. Think of this as short, medium, and long in regards to the amount of time before the first attack and also in regards to the length of a game. Available Map Sizes (for rated games) ------------------------------------- 320 x 320 Map Size 384 x 384 Map Size 448 x 448 Map Size 512 x 512 Map Size 584 x 584 Map Size 640 x 540 Map Size ------------------------------------------------------------------------ | 320x320 | 384x384 | 448x448 | 512x512 | 584x584 | 640x640 | ------------------------------------------------------------------------ 1v1 | Short | Medium | Long | Long | Long | Long | 2v2 | Short | Short | Medium | Long | Long | Long | 3v3 | NA | Short | Short | Medium | Long | Long | 4v4 | NA | NA | Short | Medium | Long | Long | ------------------------------------------------------------------------ * NA = Not Available Increasing the map size basically increases the length of the game. Newer players should use larger map sizes in order to give themselves time to build, and to properly prepare defenses against their opponents. Any player or team that wants to rush should always use the smallest map possible. A smaller map allows you to attack your opponent more quickly. o----------------------------------------------------------------------------o | Section 2.8 1 vs. 1 Play (Fw009) | o----------------------------------------------------------------------------o Most 1v1 games will be fought on a 320x320 or a 384x384 map. Due to the smaller map sizes, the battle is typically engaged very quickly. “Time to take the war to the enemy” – Field Marshall Wavell In a one versus one game, you do not have any team mates to help you out. The entire battle rests on your shoulders and your shoulders alone. In 1v1 play it is essential to establish dominance from the onset of the match. The first five to eight minutes of the game typically determine the victor of the game nine times out of ten. If a player is winning within the first five to eight minutes, then he probably has city control and his opponent is either boxed in or on the defensive. City control dominance is based on owning a majority of the cities and limiting your opponent to 1 or 2 cities at the most. City control aids in winning the economic side of the war. In addition being on the offensive and putting your opponent on the defensive has the potential of throwing off the build order of your opponent. Your opponent may create weaker units just to get something up to defend against your attack, or put off building an HQ that he would have otherwise built, both scenarios are a bonus to the attacker. 1v1 play is fast and furious. Take the battle to your enemy; don’t let him bring it to you. o----------------------------------------------------------------------------o | Section 2.9 Team Play (Fw00A) | o----------------------------------------------------------------------------o Successful team based matches are dependent upon team members working together. “We must win this together” – Field Marshal Montgomery Working together means understanding each others build orders, knowing who can attack or defend (dependent upon build order and time), agreeing on the points on the map to both attack and defend, and agreeing on the timing of attacks (better to attack together). Without understanding these key points, it is much more difficult to win a team based game. “Battles are won with information” – Admiral Mountbatten In the larger maps, and with larger teams, of 3 or 4, knowing the location of the enemy is key to winning the game. Due to the importance of knowing the enemy location, it is suggested that at least one player, especially in a 4v4 game, plays a General that has the Radar special. The Radar special will display vulnerabilities in your opponents defensives as well as where they are mounting their next attack. Team cooperation and knowing the enemy location are essential to winning a team based game. o----------------------------------------------------------------------------o | Section 2.10 Generals (Fw00B) | o----------------------------------------------------------------------------o When playing the game it’s important to understand the strengths not only of the General that you are playing, but the strengths of the General that your opponent is playing as well. The Special Operations (see Section below) of each General many times will dictate the type of build that a player uses. For example, a player that is using Patton or Eisenhower is always going to build some type of Mechanized regiments. A player that is using Rokossovski or Konev will typically employ some type of Infantry based attack. A player should know what types of attacks to employ against each General. For example, if you are playing a General that has Carpet Bomb, then you are not going to want to build Infantry Regiments, as a single Carpet Bomb will literally annihilate all Infantry Regiments in the zone of attack. When playing against Generals who’s Special Operations aid in Infantry Attacks, then a Mechanized build is the best bet in defending and destroying the Infantry Regiments. Choose your General wisely, align their capabilities with your build order, and make sure that their Special Operations help counter the expected build order of your opponent. o----------------------------------------------------------------------------o | Section 2.11 Build Orders (Fw00C) | o----------------------------------------------------------------------------o A good build order will ensure that you grow your economy while producing Regiments at such a time as to not disturb the rapid growth of the economy. Remember, economies help to win games. With a good economy you can lose more regiments than your opponent and still prevail. This FAQ contains a host of Build Orders, at least one for 1v1 and for team play for every Country in the game. Learn the Build Orders. Know them. They will aid you in growing your economy and getting the appropriate regiments on the field of battle. Knowing a Build Order frees a player. A player may now more easily maneuver their Regiments, scout for their opponent, or engage in battle, instead of trying to contemplate the next HQ or Regiment that they must produce. The extra cycles will provide a small boost to a player’s natural ability. ****************************************************************************** * Section 3 Special Operations (Ch002) * ****************************************************************************** Each General has a unique set of Special Operations that may be utilized during a game. Choose your General wisely based on the size of the map, the number of players in the game, your build order, and your attack/defense strategy that you plan on employing. For example, Eisenhower is the general of choice on smaller maps when starting the game with default money ($500), due to the Lend Lease Special Operation which grants an additional $100 per use. When playing larger maps, with more than $500, then the return on investment of the extra Lend Lease Special Operation is mitigated, and another general preferably with V-Rockets or Carpet Bombing should be utilized. o----------------------------------------------------------------------------o | Section 3.1 Germany Generals (Fw00D) | o----------------------------------------------------------------------------o ---- Field Marshal Kesselring ---- 1. Blitzkrieg Experience Cost: 1000 Description: Targeted Tanks are granted a bonus to attack and to speed. Affects: Blitzkrieg for 120 Seconds +50 to Attack Value +20% to Maximum Speed Immune to Fear 2. Supply Drop Experience Cost: 400 Description: Summons an aircraft to transport and drop a temporary zone of supply. Affects: Summons Provisions 3. Military Gear Up Experience Cost: 300 Description: Requisitions supplies to increase the health of your infantry. Affects: Summons Infantry Supplies 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Field Marshal Manstein ---- 1. V Weapons Experience Cost: 1800 Description: Orders a V-1 Rocket strike to reap devastation on the enemy at the targeted location. Affects: 600 Explosive Damage 600 Explosive Damage vs. Buildings 2. Propaganda War Experience Cost: 800 Description: Decreases the enemy’s morale, speed, and defense. Affects: 4 Morale Lost Propaganda War for 20 Seconds -2 to Defense Value -20% to Maximum Speed 3. Espionage Experience Cost: 400 Description: Target an enemy building to reveal his current economic status and steal money. Affects: Describe Economy Steal Resources ($50) 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Field Marshal Rommel ---- 1. Blitzkrieg Experience Cost: 1000 Description: Targeted Tanks are granted a bonus to attack and to speed. Affects: Blitzkrieg for 120 Seconds +50 to Attack Value +20% to Maximum Speed Immune to Fear 2. Panzer Hole Experience Cost: 500 Description: Deploys a regiment of fake tanks to confuse and demoralize the enemy. Affects: Summons Medium Tank Regiment 3. Forced March Experience Cost: 200 Description: Forces a company to move faster, but taxes their health. Affects: Forced March for 30 Seconds 50% to maximum Speed 1 fire damage every second 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Field Marshal Rundstedt ---- 1. V Weapons Experience Cost: 1800 Description: Orders a V-1 Rocket strike to reap devastation on the enemy at the targeted location. Affects: 600 Explosive Damage 600 Explosive Damage vs. Buildings 2. Demoralization Experience Cost: 800 Description: Instills the enemy with fear, lowering both their morale and their attack. Affects: Fear for 20 Seconds -30% to Attack Speed 3 Morale Lost 3. Armored Resupply Experience Cost: 300 Description: Provides supply to target armor regiments. Affects: Resupply for 30 Seconds +25% to Resupply Rate 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck o----------------------------------------------------------------------------o | Section 3.2 Great Britain Generals (Fw00E) | o----------------------------------------------------------------------------o ---- Field Marshal Montgomery ---- 1. Carpet Bombing Experience Cost: 1800 Description: Sends a wave of long range bombers to carpet bomb an area under enemy Affects: 400 Explosive Damage +1200 Explosive Damage vs. Buildings 2. Fighting Spirit Experience Cost: 300 Description: Targeted units are granted a bonus in morale, defense, and speed. Affects: Courage for 60 Seconds +2 to Defense Value +20% to Maximum Speed Immune to Fear 1 Morale Gained 3. Code Breaker Experience Cost: 200 Description: The fog of war is removed from the target location for a brief period. Affects: Summons Code Breaker Tower 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Admiral Mountbatten ---- 1. British Sabotage Experience Cost: 800 Description: Paradrops a saboteur to inflict damage on enemy buildings. Affects: Summons Saboteur 2. Smoke Barrage Experience Cost: 600 Description: Creates a smokescreen that reduces your enemies' rate of fire and stop his advance. Affects: Smoke Barrage for 30 seconds -50% to Attack Speed -50% to Maximum Speed 3. Radar Scan Experience Cost: 400 Description: Reveals the enemy's location on the minimap for a brief period. Affects: Radar Scan for 10 Seconds No Fog on minimap, 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Field Marshal Wavell ---- 1. Carpet Bombing Experience Cost: 1800 Description: Sends a wave of long range bombers to carpet bomb an area under enemy Affects: 400 Explosive Damage +1200 Explosive Damage vs. Buildings 2. Sand Bagging Experience Cost: 300 Description: Targeted buildings are granted a defense bonus against attacks. Affects: Sand Bagged for 180 Seconds 40% Gun Fire resistance +40% Armor Piercing resisteance +40% Explosive resistance 3. Secret Agent Experience Cost: 200 Description: Paradrops a British secret agent to spy on the enemy. Affects: Summons Secret Agent 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Major General Wingate ---- 1. British Sabotage Experience Cost: 800 Description: Paradrops a saboteur to inflict damage on enemy buildings. Affects: Summons Saboteur 2. Economic Aid Experience Cost: 500 Description: Summons an aircraft to drop a load of cargo containing oil and ammo. Affects: Summons Economic Aid +15 to Ammo +15 to Oil 3. Infantry Resupply Experience Cost: 200 Description: Provides supply to target infantry regiments. Affects: Resupply for 30 seconds +25% to Resupply Rate 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck o----------------------------------------------------------------------------o | Section 3.3 Japan Generals (Fw00F) | o----------------------------------------------------------------------------o ---- Vice Admiral Mikawa ---- 1. Banzai Charge Experience Cost: 1000 Description: Frenzies target regiments, increasing their attack power and health. Affects: Banzai Charge for 60 Seconds +50% to Attack Speed +50% to Health Immune to Fear 2. Lend Lease Experience Cost: 400 Description: Provides a small amount of money. Affects: Summons Lend Lease (+$100) 3. Rapid Deployment Experience Cost: 300 Description: Requisitions equipment to temporarily reduce all deployment costs. Affects: Summons Military Equipment -10% Cost to All Regiments 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- Admiral Yamamoto ---- 1. Kamikaze Experience Cost: 1600 Description: Requests a Japanese Zero to inflict massive damage on the enemy. Affects: 400 Armor Piercing Damage +800 Extra Fire Damage vs. Buildings 2. Demoralization Experience Cost: 800 Description: Instills the enemy with fear, lowering both their morale and attack. Affects: Fear for 20 Seconds -30% to Attack Speed 3 Morale Lost 3. Radar Scan Experience Cost: 400 Description: Reveals the enemy’s location on the minimap for a brief period. Affects: Radar Scan for 10 Seconds No Fog on Minimap 4. Corps Reorganization Experience Cost: 1000 Description: Deploys a new Corps to provide supply and resources. Affects: Summons Corps HQ Truck ---- General Kuribayashi ---- 1. Banzai Charge Experience Cost: 1000 Description: Frenzies target regiments, increasing their attack power and health. Affects: Banzai Charge for 60 Seconds
                     +50% to Attack Speed
                     +50% to Health
                     Immune to Fear

2. Espionage
   Experience Cost:  400
       Description:  Target an enemy building to reveal his current economic
                     status and steal money.
           Affects:  Describe Economy
                     Steal Resources ($50)

3. Mechanized Resupply
   Experience Cost:  300
       Description:  Provides supply to target mechanized regiments.
           Affects:  Resupply for 30 seconds
                     +25% to Resupply Rate

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  Admiral Nagumo  ----

1. Kamikaze
   Experience Cost:  1600
       Description:  Requests a Japanese Zero to inflict massive damage on 
the 
                     enemy.
           Affects:  400 Armor Piercing Damage
                     +800 Extra Fire Damage vs. Buildings

2. Industrial Sabotage
   Experience Cost:  500
       Description:  Target enemy depot is destroyed through sabotage.
           Affects:  1200 Explosive Damage

3. Code Breaker
   Experience Cost:  200
       Description:  The fog of war is removed from the target location for a 
                     brief period.
           Affects:  Summons Code Breaker Tower

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


o----------------------------------------------------------------------------o
| Section 3.4                  Russia Generals                       (Fw010) |
o----------------------------------------------------------------------------o

----  Marshal Konev  ----

1. Communist Zeal
   Experience Cost:  100
       Description:  Targeted Infantry are granted attack, health, and speed 
                     bonuses.
           Affects:  Communist Zeal for 120 Seconds
                     +3 Pierce Armor Extra Damage
                     +40% to Health
                     + 20% to Maximum Speed
                     Immune to Fear

2. Smoke Barrage
   Experience Cost:  600
       Description:  Creates a smokescreen that reduces your enemy’s rate of 
                     fire and stops their advance.
           Affects:  Smoke Barrage for 30 Seconds
                     -50% to Attack Speed
                     - 50% to Maximum Speed

3. Military Gear Up
   Experience Cost:  300
       Description:  Requisitions supplies to increase the health of your 
                     infantry.
           Affects:  Summons Infantry Supplies

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  General Chuikov  ----

1. Carpet Bombing
   Experience Cost:  1800
       Description:  Sends a wave of long range bombers to carpet bomb an 
area 
                     under enemy control.
           Affects:  400 Explosive Damage
                     +1200 Explosive Damage vs. Buildings, 

2. Maskirovka
   Experience Cost:  500
       Description:  Deploys a regiment of Maskirovka tanks to confuse and 
                     demoralize the enemy.
           Affects:  Summons Medium Tank Regiment

3. Assembly Line
   Experience Cost:  300
       Description:  Requisitions parts to increase the health of your 
			   vehicles.
           Affects:  Summons Material Parts

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  Marshal Zhukov  ----

1. Russian Sabotage
   Experience Cost:  800
       Description:  Paradrops a saboteur to inflict damage on enemy 
                     buildings.
           Affects:  Summons Saboteur

2. Supply Drop
   Experience Cost:  400
       Description:  Summons an aircraft to transport and drop a temporary 
                     zone of supply.
           Affects:  Summons Provisions

3. Communist Purge
   Experience Cost:  200
       Description:  Remove incompetent infantry officers to increase 
infantry 
                     morale and attack power.
           Affects:  Communist Inspiration for 30 Seconds
                     +5 to Attack Value
                     Immune to Fear
                     1 Morale Gained

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  Marshal Rokossovski  ----

1. Communist Zeal
   Experience Cost:  100
       Description:  Targeted Infantry are granted attack, health, and speed 
                     bonuses.
           Affects:  Communist Zeal for 120 Seconds
                     +3 Pierce Armor Extra Damage
                     +40% to Health
                     + 20% to Maximum Speed
                     Immune to Fear

2. Double the Guard
   Experience Cost:  400
       Description:  Targeted buildings are granted an attack bonus.
           Affects:  Double the Guard Bonus for 180 Seconds
                     +15 to Attack Value

3. Rapid Deployment
   Experience Cost:  300
       Description:  Requisitions equipment to temporarily reduce all 
                     deployment costs.
           Affects:  Summons Military Equipment
                     -10% to all Regiment Costs
               
4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


o----------------------------------------------------------------------------o
| Section 3.5                 America Generals                       (Fw011) |
o----------------------------------------------------------------------------o

----  General Arnold  ----

1. Carpet Bombing
   Experience Cost:  1800
       Description:  Sends a wave of long range bombers to carpet bomb an 
area 
                     under enemy control.
           Affects:  400 Explosive Damage
                     +1200 Extra Damage vs. Buildings

2. Propaganda War 
   Experience Cost:  800
       Description:  Decreases the enemy’s morale, speed, and defense.
           Affects:  4 Morale Lost
                     Propaganda War for 20 Seconds
                     -2 to Defense Value
                     -20% to Maximum Speed

3. Secret Agent
   Experience Cost:  200
       Description:  Paradrops an American secret agent to spy on the enemy.
           Affects:  Summons Secret Agent

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  General Eisenhower  ----

1. Mechanized Advance
   Experience Cost:  1000
       Description:  Grants speed, attack, and defense bonuses to the 
targeted 
                     halftracks.
           Affects:  Mechanized Advance for 120 Seconds
                     +10 Pierce Armor Extra Damage
                     +5 to Defense Value
                     +20% to Maximum Speed
                     Immune to Fear

2. Lend Lease
   Experience Cost:  400
       Description:  Provides a small amount of money.
           Affects:  Summons Lend Lease (+$100)

3. Mechanized Resupply
   Experience Cost:  300
       Description:  Provides supply to target mechanized regiments.
           Affects:  Resupply for 30 Seconds
                     +25% to Resupply Rate 

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  Admiral Nimitz  ----

1. Atomic Bomb
   Experience Cost:  2000
       Description:  Drops an atomic bomb to obliterate the enemy and infects 
                     survivors with radiation sickness.
           Affects:  500 Fire Damage
                     +900 Explosive Extra Damage vs. Buildings
                     Radiation for 10 Seconds
                     15 Fire Damage every seconds

2. Economic Aid
   Experience Cost:  500
       Description:  Summons an Aircraft to drop a load of cargo containing 
                     oil and ammo.
           Affects:  Summons Economic Aid
                     +15 Ammo
                     +15 Oil

3. Assembly Line
   Experience Cost:  300
       Description:  Requisitions parts to increase the health of your 
                     vehicles.
           Affects:  Summons Material Parts
                     +15% to Health

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


----  General Patton  ----

1. Mechanized Advance
   Experience Cost:  1000
       Description:  Grants speed, attack, and defense bonuses to the 
targeted 
                     halftracks.
           Affects:  Mechanized Advance for 120 Seconds
                     +10 Pierce Armor Extra Damage
                     +5 to Defense Value
                     +20% to Maximum Speed
                     Immune to Fear

2. Supply Drop
   Experience Cost:  400
       Description:  Summons an aircraft to transport an drop a temporary 
zone 
                     of supply.
           Affects:  Summons Provisions

3. Fighting Spirit
   Experience Cost:  300
       Description:  Targeted units are granted a boost in morale, defense, 
                     and speed.
           Affects:  Courage for 60 Seconds
                     +2 Defense Value
                     +20% to Maximum Speed
                     Immune to Fear
                     Morale Gained

4. Corps Reorganization
   Experience Cost:  1000
       Description:  Deploys a new Corps to provide supply and resources.
           Affects:  Summons Corps HQ Truck


******************************************************************************
* Section 4                  Germany Build Orders                    (Ch003) *
******************************************************************************
Surprisingly, Germany is one of the more difficult countries to play in the 
game, especially in 1v1 play due to their low economy.  If playing Germany in 
a 1v1, it’s best to stick with the smaller maps and to rush your opponent.

In team based play, Germany is easier to play if the starting money is around 
1000 to 1500.  However, even when playing with default starting money ($500), 
they are still a viable choice for team play, it just takes them a bit longer 
to get their economy built up and their units on the field.


o----------------------------------------------------------------------------o
| Section 4.1              Machine Gun Infantry Rush                 (Fw012) |
o----------------------------------------------------------------------------o

         Game Type: 2 Free For All (1v1)
        Build Type: Rush
          Map Size: 320 x 320, 384x384
    Starting Money: 500
Suggested Generals: Kesselring, Manstein, Runstedt 
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: Optional (Sell or use to scout)
       Build Order: Infantry HQ, Ammo Depot, 4 Infantry Regiments, Improved
                    Machine Guns Upgrade, Infantry Regiment, Marksmanship 
                    Training Upgrade 
   Specials to Use: V-Rockets, Military Gear Up


The Machine Gun Rush is a do or dye type of build.  It’s paramount that you 
get to your opponent as soon as possible when utilizing this build.  Due to 
the necessity of knowing the opponent’s location it’s best to use the supply 
depot to scout for the opponent’s location.  However, once found, the supply 
depot can be sold in order to provide for the other upgrades.  

When playing an opponent, they may, or may not have utilized a single HQ 
build.  If they dropped 2 Infantry HQs, then it’s paramount that you take out 
one of their Infantry HQs.  Do not make the mistake of going for their main 
Corps HQ as it is typically guarded by a bunker and artillery.  If you can 
drop one of their infantry HQs, then you will win the game.

If your opponent used a single HQ build comparable to the one you utilized, 
then you may have a fight on your hands.  Remember, don’t let your units die, 
retreat, give ground, but don’t let them die.  When faced with a player that 
utilizes a similar build order, the Military Gear Up can provide a huge 
advantage, as it grants your infantry 20% more health.  With 5 Infantry units 
on the ground, the 20% bonus will provide the equivalent health of 6 units.  

The V-Rocket special may only be utilized in games that last for an extended 
period of time.  On a 320x320 map, extended games are few and far between, 
however, they do occur.  Be sure to grab towns on the way to rushing your 
opponent.  The towns will increase the rate that you accrue points for your 
special.  The person who achieves their special first will typically win the 
game.  If you get your special (V-Rockets), this is the time you want to take 
out the Corps HQ.  If you are able to take out the Corps HQ, then your 
opponent is forced to spend their points on dropping another HQ, and they are 
not able to use their special against you.

Summary:  To win with this build be sure to follow the build order, grab towns
          while rushing your opponent, and go straight for your opponents
          Infantry HQ.


o----------------------------------------------------------------------------o
| Section 4.2             Anti-Tank Mechanized Attack                (Fw013) |
o----------------------------------------------------------------------------o

         Game Type: 3v3, 4v4
        Build Type: Balanced
          Map Size: 512x512, 576x576, 640x640
    Starting Money: 500
Suggested Generals: Manstein, Runstedt
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to Scout)
       Build Order: Infantry HQ, Infantry HQ, Recon Infantry Regiment, Recon 
                    Infantry Regiment, Mechanized HQ, Mechanized HQ, Motor 
                    Pool, 6 Anti-Tank Mechanized Regiments (dropping Supply 
                    Depots for ammo/oil as needed, usually 3 to 5), Schurzen 
                    Upgrade, Diesel Engine Upgrade, Improved Machine Guns 
                    Upgrade
   Specials to Use: V-Rockets, Espionage

Germany starts with the lowest economy in the game, so it’s important to drop 
the Recon Regiments at the beginning of the game and to grab as many cities 
as possible in order to boost the $$$ generated per minute.  If you are 
playing with partners that are playing as America, ask them to donate cities 
to you so you can be on the same level with them economically.  Be sure to 
use the supply depot in order to locate at least one or two bases.  Once they 
are located, use the ‘Espionage’ power (Manstein only) a couple of times in 
order to give yourself a bit of a boost at the beginning of the game.  

The upgrades for Germany are very important.  Each Mechanized Anti-Tank 
Mechanized regiment contains 2 Jagdpanther Tanks.  Increasing the tank 
defense will allow the Jagdpanthers to last longer in battle, increasing the 
Diesel Engines will allow the Jagdpanthers to move nearly as fast the 
supporting vehicles, and improving the machine gun fire will increase the 
damage inflicted by the supporting vehicles in the Anti-Tank Mechanized 
regiment.

Once a Division of 6 Anti-Tank Mechanized Regiments is up, group the 
regiments together and attack enforce.  Retreat when necessary; do not let 
your regiments die.  With the improved defense and improved speed, it is much 
easier to keep the Anti-Tank Mechanized regiments alive.

After building the first 6 Anti-Tank Mechanized Regiments, it is up to the 
player to choose whether to build more Ant-Tank Mechanized Regiments 
(suggested), or to build for tanks (Artillery, Heavy, or King Tigers).  Due 
to the High cost and Maintenance, King Tigers should only be considered an 
option by the most skillful players.

Summary:  To win with this build be sure to follow the build order, grab at 
          least 3 towns at the beginning of the game asking partners for 
towns 
          if necessary, attack and defend properly without losing your units. 
 
          Since this build is meant for team based play, be sure to 
coordinate 
          with your team mates for all attacks.  Lone wolfs never win a team 
          based game.


o----------------------------------------------------------------------------o
| Section 4.3       Anti-Tank Mechs/Heavy Tanks Blitzkrieg           (Fw014) |
o----------------------------------------------------------------------------o

         Game Type: 3v3, or 4v4
        Build Type: Balanced
          Map Size: 512x512, 576x576, 640x640		
    Starting Money: 500
Suggested Generals: Kesselring, Rommel
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to scout)
       Build Order: Infantry HQ, Infantry HQ, Recon Infantry Regiment, Recon 
                    Infantry Regiment, Mechanized HQ, Mechanized HQ, Motor 
                    Pool, 6 Anti-Tank Mechanized Regiments (dropping Supply 
                    Depots for ammo/oil as needed, usually 3 to 5), Schurzen 
                    Upgrade, Diesel Engine Upgrade, Improved Machine Guns 
                    Upgrade, Armor HQ, Armor HQ, Heavy Tanks Upgrade, 6 Heavy 
                    Tank Regiments (dropping Supply Depots for ammo/oil as 
                    needed), Artillery Bay, Gyrostabilized Tank Guns Upgrade
   Specials to Use: Blitzkrieg, Military GearUp

Once again, since Germany starts with the lowest economy in the game, it’s 
imperative to drop the Recon Regiments at the beginning of the game and to 
grab as many cities as possible in order to boost the $$$ generated per 
minute.  If you are playing with partners that are playing as America, ask 
them to donate cities to you so you can be on the same level with them 
economically. Your goal is to own at least 3 to 5 cities.

Many players discount Kesselring and Rommel as they do not have a powerful 
bombing feature such as the ‘V Rockets’ special found on the other two German 
Generals.  However, just as the ‘Mechanized Advance’ is a powerful special 
for Mechanized Regiments, Blitzkrieg is an even more powerful special for 
Armored Regiments.

Many players also make the mistake of going for King Tiger Tanks.  King 
Tigers cost more than regular Heavy Tank Regiments, and, even worse, they 
require more oil/ammo.  Building King Tigers instead of Heavy Tanks should 
only be done by the most skilled players.  Most players should never attempt 
to acquire King Tiger Tanks.

The upgrades for Germany are very important.  Each Mechanized Anti-Tank 
Mechanized regiment contains 2 Jagdpanther Tanks.  Increasing the tank 
defense will allow the Jagdpanthers to last longer in battle, increasing the 
Diesel Engines will allow the Jagdpanthers to move nearly as fast the 
supporting vehicles, and improving the machine gun fire will increase the 
damage inflicted by the supporting vehicles in the Anti-Tank Mechanized 
regiment.

Once a Division of 6 Anti-Tank Mechanized Regiments is up, group the 
Regiments together and attack enforce.  Retreat when necessary; do not let 
your Regiments die.  With the improved defense and improved speed, it is much 
easier to keep the Anti-Tank Mechanized regiments alive.

Even though you do not have your tanks up at this point, the Blitzkrieg 
special may be used on your 6 Anti-Tank Mechanized units, however, it will 
only affect the Jagdpanthers units in the Regiments.  Still, this can be a 
powerful attack and enough to defeat another set of Anti-Tank Regiments 
should you go nose to nose with the enemy.

Group your Heavy Tank Regiments into another Division, but go ahead and send 
them into battle as soon as they are created.  It never hurts to have the 
extra fire power at the battle front. 

Summary: In order to best support your team, follow this build order, 


To win with this build be sure to follow the build order, grab at 
          least 3 towns at the beginning of the game asking partners for 
towns 
          if necessary, attack and defend properly without losing your units. 
 
          Since this build is meant for team based play, be sure to 
coordinate 
          with your team mates for all attacks.  


******************************************************************************
* Section 5                 Britain Build Orders                     (Ch004) *
******************************************************************************
Britain has a unique advantage over other countries with regards to the cost 
of their Head Quarters.  Each HQ cost roughly $25 less than the other 
countries HQs.  In a 1v1 game this allows them to use the saved up money for 
an extra Infantry Regiment, and in a team game it allows them to drop their 
HQs quicker thus generating a more robust economy faster.

In Addition, Britain has the Strongest Infantry Regiment to be found in the 
game in the form of the SAS Commando.  The SAS Regiments can be extremely 
useful in long drawn out games.  If timed properly, an air drop of 6 SAS 
Regiments into an opponent’s base can drop 3 or 4 Headquarters.  Many times 
this will have the affect of forcing the troops on the main front to retreat 
back to their base, thus turning the tide of the battle.


o----------------------------------------------------------------------------o
| Section 5.1                      SAS Rush                          (Fw015) |
o----------------------------------------------------------------------------o

         Game Type: 2 Free For All (1v1) 
        Build Type: Rush
          Map Size: 320x320, 384x384
    Starting Money: 500
Suggested Generals: Montgomery, Mountbatten, Wavell, Wingate
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: Yes
       Build Order: Infantry HQ, Airborne HQ, Infantry Regiment, SAS 
Commandos 
                    Regiment Upgrade, Infantry Regiment, 2 SAS Commandos 
                    Regiments, Ammo Depot, SAS Unit, Infantry Regiment
   Specials to Use: Code Breaker, Fighting Spirit, Carpet Bomb, Radar Scan, 
                    Smoke Barrage, Infantry Resupply

In order for this build to work it’s imperative that you know the enemies 
location.  Unfortunately, you must sell the supply depot at the beginning of 
the game in order to build properly.  Thus, the first 2 infantry units that 
are dropped must not only grab towns, but scout for your opponent’s location. 
 If you are unable to find your opponent’s location with your infantry units, 
then you can use Code Breaker (Montgomery) or Radar Scan (Mountbatten) to 
locate them.

Once your have your opponent’s location, push hard against them.  Take out 
any infantry regiments they have as soon as possible, and then push on an HQ. 
 Do not worry about the main Corps HQ as it will usually be defended with a 
bunker or artillery.  Focus on the HQ and drop it.  Fighting Spirit 
(Montgomery) is a very effective special to use when you are ready to attack 
the base.  

If the off chance that your opponent has produced Mechanized Regiments to 
counter your rush, then try to engage him in a forested area.  A forested 
area will give infantry units a defensive bonus and mechanized units will 
suffer a defensive penalty.  In addition effective use of the Smoke Barrage 
(Mountbatten) special can prove deadly to any units that come up against the 
SAS rush.

Summary:  To win with this build be sure to follow the build order, grab as 
          many towns as possible en route to your opponent.  Remember to go 
          straight for an Infantry HQ, and not the Corps HQ.  


o----------------------------------------------------------------------------o
| Section 5.2         Anti-Tank Mechs/Flame Tanks Combo              (Fw016) |
o----------------------------------------------------------------------------o

         Game Type: 2v2, 3v3, 4v4 
        Build Type: Balanced
          Map Size: 448x448, 512x512, 576x576, 640x640
    Starting Money: 500
Suggested Generals: Montgomery, Mountbatten, Wavell, Wingate
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to scout)
       Build Order: Infantry HQ, Infantry HQ, 2 Infantry Recon Regiments, 
                    2 Mechanized HQs, Military Surplus Upgrade, Motor Pool, 
                    Mechanized Production Upgrade, 6 Anti-Tank Mechanized 
                    Regiments (dropping supply depots as necessary, usually 
                    3 to 5), Mechanized Reliability Upgrade, Diesel Engines 
                    Upgrade, 2 Armor HQs, Flame Tank Upgrade, 6 Flame Tanks 
                    Regiments (dropping supply depots as necessary, usually 
                    20 to 28), Artillery Brigade, Foraging Upgrade, Plentiful 
                    Ammunition Upgrade 
Specials to Use: Code Breaker, Fighting Spirit, Carpet Bomb, Radar Scan, 
                    Smoke Barrage, Infantry Resupply

Many players do not realize the affect of the Flame Tanks or the affect that 
fire has on regiments.  Every unit in a regiment has a defense rating against 
various types of attack, except for fire.  Fire will reduce the enemy morale, 
regardless of regiment type, faster than any other attack.

With this build, you start off by building 2 Infantry HQs in case your 
opponents try to rush you.  The Infantry HQs will allow you to get regiments 
on the board cheaply, and quickly.  In addition, you will need to drop 2 
Infantry Recon regiments at the onset of the game in order to grab and secure 
towns.

Your goal is to first get your 6 Anti-Tank Mechanized Regiments on the field 
of battle as soon as possible, and to start pushing or defending, as the case 
may be.  The Mechanized Product Upgrade will take more time to develop, but 
will save you $32 over the course of building 6 Anti-Tank Mechanized 
Regiments due to a savings of $22 per regiment ($22 * 6 = $132). After you 
get 3 Flame Tank Regiments on the field, got ahead and move them to the front 
to aid your Anti-Tank Mechanized Regiments in the battle.

Flame Tanks Regiments will attack differently than other regiments.  Instead 
of using them in waves where you first attack with the Anti-Tank Mechanized 
Regiments, and then retreat so another Division of Regiments may attack, the 
Flame Tank Regiments need to attack simultaneously with the Division of 6 
Anti-Tank Mechanized Regiments.  The Flame Tank Attacks will completely 
demoralize the enemy and force them to retreat allowing the Division of 
Ant—Tank Mechanized Regiments to slaughter the retreating forces.

Summary:  Follow the build order, scout for your opponent, secure the towns, 
          attack with the Division of Anti-Tank Regiments as soon as 
possible, 
          and then follow up with the Flame Tank Division attacking with it 
          and the Anti-Tank Mechanized Regiment Division simultaneously.


******************************************************************************
* Section 6                  Japan Build Orders                      (Ch005) *
******************************************************************************
Japan is by far considered the weakest country in the game.  They lack the 
mechanized upgrades that would allow their Anti-Tank Mechs to go head to head 
with an upgraded division of Anti-Tank Mechs from another country.  In 
addition, they lack heavy tanks, and the necessary upgrades to make Artillery 
tanks menacing.  They have Tankettes, which can be produced fairly cheaply, 
but lack the necessary firepower to be a real threat unless in produced in 
sufficient numbers.

Japan is relatively sound country to play in a 1v1 game as long as the game 
is short.  If a 1v1 game lasts for an extended period of time, Japan will 
typically fall due to the lack of necessary upgrades for their Mechanized 
Regiments.  

In a Team based game, Japan should almost never be used.  Team games last 
anywhere from 30 minutes to 2 hours.  In a team based game, Japan lacks the 
ability to create the types of regiments that can post a threat to another 
country.

o----------------------------------------------------------------------------o
| Section 6.1                     Sniper Rush                        (Fw017) |
o----------------------------------------------------------------------------o

         Game Type: 2 Free For All (1v1)
        Build Type: Rush
          Map Size: 320x320, 384x384
    Starting Money: 500
Suggested Generals: Kuribayashi, Mikawa, Nagumo, Yamamoto
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: Yes
       Build Order: Infantry HQ, Infantry HQ, Infantry Regiment, Sniper 
Rifles 
                    Upgrade, 6 Commando Infantry Regiments, Ammo Depot, 3 
                    Commando Infantry Regiments, Infantry HQ, 6 Commando
                    Infantry Regiments (dropping supply depots as necessary)
   Specials to Use: Banzai Charge, Espionage, Lend Lease, Kamikaze, 
Industrial 
                    Sabotage, Code Breaker, Demoralization, Radar Scan  

As with every other Rush build type, it’s imperative that you know the 
location of your enemy.  Unfortunately, you must sell the supply depot at the 
onset of the game in order to start the Sniper Rifles Upgrade more quickly.  
The first regiment that you will build is an Infantry Regiment.  Use this 
regiment to take the closest cities and then immediately start searching for 
your opponent.  Once your opponent is located, and you have 6 Commando 
Regiments on the ground, immediately send them towards your opponent’s base.  

Every Rush hinges on getting to your opponents base, and dropping at least 1 
HQ, and then killing as many units as possible.  This is usually enough to 
ensure a victory.  With that being said, do not waste time and move towards 
the base as soon as you have the first 6 Commando Infantry Regiments.  It 
shouldn’t take much longer to get the other 3 Command Infantry Regiments 
down, but go ahead and send the first 6 towards your opponent’s base, and 
then follow them with the other 3 as soon as possible. 

Commando Infantry Regiments will not hold up against Mechanized Regiments and 
they will have a difficult time against Mortar Infantry Regiments.  However, 
if your Commando Infantry Regiments outnumber the Mortar Infantry Regiments 3 
to 1, you should be able to over power them.  

There are several combinations of specials that can be used with this build.  
Lend Lease, Demoralization, Espionage, and Radar Scan are the most probably 
specials.  If the game wears on, then Banzai Charge coupled with a slew of 
Commando Infantry Regiments can be very over powering.  If the game lasts a 
long time, then Kamikaze will become an option as well.  


Summary: Follow the build order, use the Infantry Regiment to grab towns, and 
         then rush with the first 6 Infantry Commando regiments and try to 
         take out at least one of your opponents HQ’s.


o----------------------------------------------------------------------------o
| Section 6.2         Anti-Tank Mechs/Tankettes/Air Combo            (Fw018) |
o----------------------------------------------------------------------------o

         Game Type: 2v2, 3v3, 4v4
        Build Type: Balanced
          Map Size: 448x448, 512x512, 576x576, 640x640
    Starting Money: 500
Suggested Generals: Nagumo, Yamamoto
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to scout)
       Build Order: Infantry HQ, Mechanized HQ, 2 Recon Infantry Regiments, 
                    Mechanized HQ, Motor Pool, Mechanized Production Upgrade, 
                    6 Anti-Tank Mechanized Regiments (dropping supply depots 
                    as necessary for ammo/oil, usually 4 to 8), Diesel 
Engines 
                    Upgrade, Mechanized HQ, Mechanized HQ, Military Surplus, 
                    Tankette Upgrade, 12 Tankette Regiments (dropping supply 
                    depots for ammo/oil, usually 12 to 14), Foraging Upgrade, 
                    Artillery Brigade, Plentiful Ammunition Upgrade, 4 
                    Mechanized HQs (to increase $$$ generation), Engineering 
                    Bay, 2 Airports, Air Superiority Upgrade, Aircraft 
                    Superchargers Upgrade, Self-Sealing Fuel Tanks Upgrade, 
                    Improved Reconnaissance Upgrade
   Specials to Use: Kamikaze, Code Breaker, Demoralization

This build starts off as most builds, by dropping an Infantry HQ, and then 
creating recon regiments to grab and secure towns.  It’s very important to 
get the 6 Anti-Tank Mechanized Regiments up very quickly, as they will serve 
as a good defense until the Tankette Regiments are available.

Once the Tankette Regiments have been created, try not to use them, until 
there are two complete regiments (a total of 12 Tankette Regiments).  The 
reason for waiting to use them is that in small numbers Tankettes are fairly 
weak and tend to die quickly.  It is only by overrunning the enemy with their 
numbers, and by their speed, that they truly prove useful in battle.  Thus, 
when attacking the enemy attack with all 3 Divisions at once, do not split 
your forces.

Finally, this is one of the few builds that should go for Air Power fairly 
early on.  This is due to the fact that most of Japan’s Regiments are weaker 
than nearly every other country in the game.  The best chance of being 
successful with Japan is by waging both a ground and air campaign 
simultaneously.  Ideally air attacks should follow the guidelines found in 
the Air Power section in regards to the order of targets to attack, however, 
until the battle front is pushed back a bit, many of the first bombing runs 
will probably need to be directed at the enemy’s regiments.

Summary:  Follow the build order, grab and secure towns, create a Division of 
          6 Anti-Tank Regiments, then create 2 Divisions of 6 Tankette 
          Regiments, follow up by using Air Power to destroy the enemy’s 
base, 
          or to attack their regiments if on the defensive. 


******************************************************************************
* Section 7                  Russia Build Orders                     (Ch006) *
******************************************************************************
Russia’s main Corps HQ generates more money than any other Corps HQ in the 
game.  Over 5 minutes that can equal an extra Regiment more than your 
opponent is able to produce.  In a 1v1 game the extra money can be enough to 
win the game in a short, fast paced battle.

Russia is a fairly well rounded country suited for both 1v1 and Team Based 
play.  Russia’s only weakness is Air Power as they like the necessary 
upgrades that make air attacks truly devastating. 

o----------------------------------------------------------------------------o
| Section 7.1                     Sniper Rush                        (Fw019) |
o----------------------------------------------------------------------------o

         Game Type: 2 Free For All (1v1)
        Build Type: Rush
          Map Size: 320x320, 384x384
    Starting Money: 500
Suggested Generals: Rokossovski
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: Yes
       Build Order: Infantry HQ, Infantry HQ, Recon Infantry Regiment, Sniper 
                    Rifles Upgrade, Recon Infantry Regiment, Ammo Depot, 
(wait 
                    until you have $260) then use ‘Rapid Deployment’ Special, 
                    6 Sniper Infantry Regiments, Ammo Depot, 5 Sniper 
Infantry 
                    Regiments, 2 to 3 Supply Depots for supply line, 
                    Marksmanship Training Upgrade
   Specials to Use: Rapid Deployment, Communist Zeal

This might not seem like a rush at first, because of the delay in dropping 
the units.  However, when you do start dropping units, you will have 12 
regiments on the map within 3 to 4 minutes (max) and, when you head for your 
opponents base, you will have 12 regiments to attack it.  12 Infantry 
regiments is an overwhelming force that is extremely difficult to counter.

The first unit you drop will be a Recon Infantry Regiment.  Optionally you 
may substitute a Conscript Regiment or a standard Infantry Regiment.  Use 
this regiment to grab towns as fast as you can, and to scout for your 
opponent.  If you see that he is heading for your base, then you will need to 
alter your build and drop regiments to counter him.  

After you get the first 6 Snipers Regiments created, immediately head for 
your opponent’s base.  It’s best to start the rush as soon as possible.  Send 
your other 6 regiments (5 Snipers, 1 Recon), as soon as they are available.  
Be sure to remember to push a couple of supply depots towards your opponent’s 
base as your Sniper regiments are going to need to be able to heal/replenish 
themselves.

Group your regiments into 2 divisions of 6, and cycle between attacks.  At 
1000 experience, use the Communist Zeal special.  The use of this special 
should signal the end game and allow you to overpower your enemy’s defenses 
and destroy their base.
Summary: Follow the build order, do not drop units until you have enough $$$ 
         to drop a lot at once so you can make best use of the Rapid 
         Deployment special, start the rush as soon as possible, cycle 
between 
         divisions while attacking, and then use the Communist Zeal special 
to 
         finish off your opponent.


o----------------------------------------------------------------------------o
| Section 7.2             Anti-Tank/Missile Mechs Combo              (Fw01A) |
o----------------------------------------------------------------------------o

         Game Type: 2v2, 3v3, 4v4
        Build Type: Balanced
          Map Size: 448x448, 512x512, 576x576, 640x640
    Starting Money: 500
Suggested Generals: Chuikov, Konev
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No
       Build Order: Infantry HQ, Infantry HQ, Recon Infantry Regiment, Recon 
                    Infantry Regiment, Mechanized HQ, Mechanized HQ, Motor 
                    Pool, 6 Anti-Tank Half-Track Regiments (dropping supply
                    Depots for ammo/oil as needed), Improved Anti-Tank 
Weapons 
                    Upgrade, Mechanical Reliability Upgrade, Diesel Engines 
                    Upgrade, Mechanized HQ, Mechanized HQ, Artillery Brigade, 
                    Rocket Truck Upgrade, 6 Rocket Truck Regiments (dropping 
                    supply depots for ammo/oil as needed), Long Range 
                    Artillery Upgrade
   Specials to Use: Carpet Bombing, Assembly Line, Smoke Barrage, Military 
                    Gear Up

This build order will work for nearly any team based game, and should provide 
a fairly quick path towards getting a division of Mechanized regiments on the 
field.  Once they are one the field they may be used to attack, or defend, 
while you build your economy, research Rocket Truck Upgrade, and produce the 
divisions of Rocket Truck regiments to back up the Anti-Tank regiments.

As with other team based builds, be sure to drop an infantry regiment or two 
in order to scout your opponent’s location and to grab and secure towns.  
Once a division of Anti-Tank Mechanized regiments are available, then you 
should push your opponent as hard as you can in order to keep him from making 
his way to your base.  Remember, you want to take the war to him, not to have 
him bring it to you.

Once a division of Rocket Truck regiments are available keep them behind your 
Anti-Tank Mechanized regiments and use them to bombard your opponent while 
the Anti-Tank Mechanized regiments attack your opponent directly.  You will 
find that the Missile Rocket Trucks have an extremely long range and will be 
able to hit a target from a very long distance with catastrophic affects to 
enemy regiments.

Summary:  Follow the build order, scout and secure towns, get 1 Division of 
          Anti-Tank Mechanized regiments on the field and push your opponent, 
          use the Division of Missile Truck regiments to bombard your 
opponent 
          while your Anti-Tank Mechanized regiments attack them directly.


******************************************************************************
* Section 8                 America Build Orders                     (Ch007) *
******************************************************************************
America is by far the strongest country to be found in the game.  They have 
the strongest economy, which aids in winning games that are long and drawn 
out, and they have the necessary upgrades to make both their Mechanized 
regiments and their Armored regiments a forced to be reckoned with.  No other 
country compares to America in both economy and unit strength.  

With that said, there are countries that have stronger units, such as German 
with their King Tigers, but their economy is extremely weak.  Britain has 
cheaper HQs, and with the Money Surplus Upgrade, can match America’s economy, 
but their Armored Regiments are weaker than America’s.

Due to the strong economy coupled with the ability to upgrade both the 
Mechanized Regiments and the Armor Regiments, America has quickly become the 
predominant country that is played online.  


o----------------------------------------------------------------------------o
| Section 8.1                    Infantry Rush                       (Fw01B) |
o----------------------------------------------------------------------------o

         Game Type: 2 Free For All (1v1)
        Build Type: Balanced
          Map Size: 320x320, 384x384
    Starting Money: 500
Suggested Generals: Eisenhower
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to scout)
       Build Order: Infantry HQ, Infantry HQ, 10 Infantry Regiments (dropping 
                    Ammo Depots as necessary, usually 2 to 3 Ammo Depots), 
                    Garand Semi-Auto Rifle Upgrade, Special Forces Upgrade, 
                    Improved Machine Guns Upgrade, Advanced infantry Training
   Specials to Use: Lend Lease

This is an all or nothing type of build thus making it fairly dangerous.  If 
your opponent is able to withstand your attack, then you could be in some 
trouble.  In addition, this build should be used with caution with playing 
both Britain, Russia, and Japan as all three of these countries have Snipers. 
 If your opponent is doing a Sniper based build, then you could be in for 
some trouble.  

This build uses Eisenhower in order to use the Lend Lease Special Operation.  
This allows a player to get 2 extra Infantry Regiments onto the field.  At 
the beginning of the game, be sure to scout for the enemy base with the 
supply depot.  It is of the utmost importance that a player knows where the 
enemy is in order to attack them quickly.  As soon as Infantry Regiments are 
on the field, start grabbing towns.  It will take a couple of minutes for all 
10 Infantry Regiments to be created, so there is plenty of time to grab the 
towns.  Typically your opponent will only have recons, so a player utilizing 
this build should be able to kill/scare away any enemy Recon Regiments.

After all 10 Regiments are on the field, group them into two Divisions of 5 
Infantry Regiments each and promptly head for your enemies base.  When 
attacking, if your opponent has Infantry Regiments on the field, then attack 
them by cycling between Division 1 and Division 2 of the Infantry Regiments, 
try to never attack at once, as this will not allow your enemy to heal, and 
thus allow you to kill them more easily.  If your enemy does not have any 
Regiments on the field, then go ahead and go in full force, and take down the 
closest HQ you can find.  Do not go for the main Corps HQ, unless there is no 
other choice, this HQ is typically defended by a bunker and artillery, making 
it much more difficult to destroy.  Instead, take down the standard HQs as 
they are usually unguarded thus easier to destroy.

Summary:  Follow the Build Order, scout for the enemy base, secure towns with 
          the Infantry Regiments (do not create Recon Infantry Regiments), 
          take out the easiest to destroy HQ.


o----------------------------------------------------------------------------o
| Section 8.2            Anti-Tank Mechanized Attack                 (Fw01C) |
o----------------------------------------------------------------------------o

         Game Type: 2v2, 3v3
        Build Type: Balanced
          Map Size: 384x384, 448x448, 512x512
    Starting Money: 500
Suggested Generals: Eisenhower, Patton
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to scout)
       Build Order: Infantry HQ, Infantry HQ, Recon Infantry Regiment, Recon 
                    Infantry Regiment, Mechanized HQ, Mechanized HQ, Motor 
                    Pool, Mechanized Production Upgrade, 6 Anti-Tank 
                    Mechanized Regiments (dropping Supply Depots for ammo/oil 
                    as needed), Mechanized Reliability Upgrade, Improved 
                    Machine Guns Upgrade, Mechanized HQ, 6 Anti-Tank 
                    Mechanized Regiments (dropping Supply Depots for ammo/oil 
                    as needed), Artillery Brigade, Gyrostabilized Tank Guns 
                    Upgrade
   Specials to Use: Fighting Spirit, Lend Lease, Mechanized Advance, 
                    Mechanized Resupply
                    
This is a fairly standard build for team play and will pretty much be all you 
need for a 2v2 game, and most 3v3 games.  Start off by dropping your Infantry 
HQs to beef up your economy, and by sending out a couple of recon regiments 
to grab and secure towns.  After that, get the first two mechanized HQs on 
the ground along with your motor pool, and be sure to get the Mechanized 
Production Upgrade as this will save you 15% on the cost of each Anti-Tank 
Mechanized Regiment.  It costs 100, but 12 * 22 (in savings) = 264, for a 
total savings of 164, or the equivalent of one free regiment.

Due to the fact that you are dropping 4 HQs, before you ever drop any 
regiments for attack / defense, it’s important that you use your recons and 
your supply depots to your advantage.  Be sure to scout the area, and watch 
for a rush.  If you see your opponent(s) sending Infantry Regiments, or even 
Anti-Tank Mechanized Regiments towards your base, be sure to alter your 
build, and get the appropriate regiments on the field to counter their rush.  
If you do not seem them heading for your base, then stick the original build 
order as it will pay off later in the game.

Group each 6 set of Anti-Tank Mechanized Regiments into Divisions.  Once the 
first Division is complete, send it out along with a couple of Supply Depots 
and start pressing the enemy.  Put the pressure on you opponent(s) as soon as 
you can, as it’s always better to be on the offensive, rather than on the 
defensive.  

When the 2nd Division of Anti-Tank Mechanized Regiments is complete, send it 
to attack with the 1st Division.  Try not to separate the two Divisions.  Use 
the Divisions together, cycling between attacks, never letting your enemy 
heal.  

Another strategy is to try to use the 2nd Division to get behind your 
opponent and flank them.  This will tank out their back units in their 
Regiments (usually the Anti-Tank part of the Anti-Tank Mechanized Regiments). 
 Proper execution of the flanking strategy can be devastating to your 
opponent.  However, watch out.  Your opponent may have two divisions as well, 
and may flank your flank.  Execute this strategy with caution.

Summary:  Follow the Build Order, send out Recons Infantry Regiments to secure
          towns, be sure to get the Mechanized Production Upgrade to save 
          money, attack with 1st Divisions of Anti-Tank Mechanized Regiments 
          as soon as possible, cycle attacking your opponent between the 1st 
          and 2nd Division of Anti-Tank Mechanized Regiments.


o----------------------------------------------------------------------------o
| Section 8.3          Anti-Tank Mechs/Artillery Tank Combo          (Fw01D) |
o----------------------------------------------------------------------------o

         Game Type: 3v3, 4v4
        Build Type: Balanced
          Map Size: 512x512, 576x576, 640x640
    Starting Money: 500
Suggested Generals: Arnold, Eisenhower, Nimitz, Patton
Sell Anti-Aircraft: Yes
       Sell Bunker: Yes
    Sell Artillery: Yes
 Sell Supply Depot: No (Use to scout)
       Build Order: Infantry HQ, Infantry HQ, Recon Infantry Regiment, Recon 
                    Infantry Regiment, Mechanized HQ, Mechanized HQ, Motor 
                    Pool, Mechanized Production Upgrade, 6 Anti-Tank 
                    Mechanized Regiments (dropping Supply Depots for ammo/oil 
                    as needed), Mechanized Reliability Upgrade, Improved 
                    Machine Guns Upgrade, Armor HQ, Armor HQ, Artillery 
                    Brigade, 6 Artillery Tank Regiments (dropping Supply 
                    Depots for ammo/oil as needed), Long Range Artillery 
                    Upgrade, Improved Fire Control Upgrade, Gyrostabilized
                    Tank Guns Upgrade
   Specials to Use: Assembly Line, Atomic Bomb, Carpet Bomb, Fighting Spirit, 
                    Lend Lease, Mechanized Advance, Mechanized Resupply, 
                    Propaganda War 

This is one of the more powerful builds to be found in the game.  It should 
be noted that the Anti-Tank Mechanized + Artillery Tank combination can be 
used effectively with pretty much any country, but most players tend to 
choose America when using this build, probably due to the economic advantage 
that America has over the other countries.
                    
Like other builds, this one starts off with dropping a couple of Recon 
Infantry Regiments in order to grab and secure towns.  After that, it’s in a 
player’s best interest to get their first 6 Anti-Tank Mechanized Regiments 
onto the field in order to either press the enemy or defend against their 
attack (Remember is always better to be on the offensive).

Once the Anti-Tank Mechanized Regiments are down, then a player should go 
straight for the Artillery Tanks.  Once two or three of the Artillery Tank 
Regiments are Available, go ahead and bring them to the front in order to 
back up and aid the Anti-Tank Mechanized Regiments in battle.

When fighting, group the 6 Anti-Tank Mechanized Regiments into one Division, 
and the 6 Artillery Tank Regiments into a second Division.  Use the Anti-Tank 
Mechanized Regiment Division to attack direction, and use the Division of 
Artillery Tanks to bombard the enemy.  When the Anti-Tank Mechanized 
Regiments are weakened, retreat them back through the line of Artillery 
Tanks.  This should give them more than enough time to heal in order to turn 
around and attack again.

All of these Regiments, both the Anti-Tank and the Artillery Tank, are fairly 
expensive, thus keeping them alive is of the utmost importance.  Retreat 
weakened Regiments to allow them to heal so they can fight again.  

Summary:  Follow the build order, use Recon Infantry Regiments to 
scout/secure 
          towns, get 6 Anti-Tank Mechanized Regiments on the field, then get 
6 
          Artillery Tank Regiments on the field, attack with the Division 
          Anti-Tank Mechanized Regiments directly and use the Division of 
          Artillery Tank Regiments to bombard the enemy.



******************************************************************************
* Section 9                      Version History                     (Ch008) *
******************************************************************************
Version 0.50 – 03.24.2005 – GA Release for Public Review & Feedback
Version 0.01 – 01.22.2005 - Began the guide



******************************************************************************
* Section 10                          Legal                           (Ch009) 
*
******************************************************************************
This guide is copyright (c)2005 Valdarez because I wrote it.

This guide is primarily written for the following websites:

    http://www.triplethreatclan.com
    http://www.strategyplanet.com/axisallies
    http:///www.gamefaqs.com

   
You may host this on your site provided you follow the following conditions:

    1. Email me with a link to your site to obtain permission
    2. You are not from www.cheatcc.com



******************************************************************************
* Section 11                        Credits                          (Ch00A) *
******************************************************************************
Special thanks to all of the members of the Triple Threat Clan for their 
input into the FAQ.  You guys helped raise the level of game play for the 
entire Axis & Allies RTS gaming community.

o----------------------------------------------------------------------------o