

Literally a 150mm infantry gun inside a panzer 4 chasis. If the game gets to mid game, the stupa with your infantry squads and 105mm howitzers will destroy anything in your path. High fire rate, cheap to build, and destroys allied SNIPERS, MG nests, and other fun sim city allied fortifications. It costs 3 CP to build ( in comparison to the infantry 4CP), is literally the earliest artillery unlock in the game. The centerpiece of this strategy are 2 things:ġ. In essence, my strategy capitalizes on stealing the initiative of early-mid game from the allied team in order to seal a victory in the beginning 30 minutes, and if it goes past that, to deny strategic areas from the allied team. However, when somebody does end up going defensive doctrine they just build bunkers, pantherturms, and AA guns and literally just wait for the allied team to blow all their shit up. It's either terror or blitz and they go straight for those damn panther/tiger tanks. To begin, I've noticed that nobody ever picks defense doc. My name is Henny and today I will be introducing the strategy that has been working for me in many of my games as the defensive doctrine of the Wehrmacht faction.
