War Front strategy guide - unit analysis

German Forces
Strength: Armored Forces
Motto: “Blood and Iron”
Most Appropriate For: Intermediate to Advanced Skill Levels

Wehrmacht Infantry
Cost: $100
Army Points: 1
Hit Points: 60

While no one questions the bravery, courage or effort of other infantry in World War II, it’s almost universally agreed that the Wehrmacht’s foot soldiers were, man for man, the best-trained and most effective in either theater of war.

Pros: Like all infantry in War Front, the Wehrmacht units are cheap, quickly produced, and have the capability to capture both buildings and vehicles.

Cons: Almost defenseless against armored units, and essentially useless in bringing down enemy structures.

Bottom Line: Their ability to capture buildings and be deployed as paratroopers gives them value even when you’re able to make more advanced infantry or armored units.

Wehrmacht Panzerfaust
Cost: $200
Army Points: 1
Hit Points: 80

These German infantry wield Panzerfausts, which in real life were cheap, disposable, and preloaded anti-tank weapons not to be confused with Panzerschrecks, a reusable bazooka-style weapon.

Pros: Inexpensive option for defending against lightly armored enemy units or taking down enemy buildings.

Cons: Only slightly more resilient than Wehrmacht Infantry, and when used in close groups to maximize their firepower they’re highly vulnerable to enemy artillery.

Bottom Line: Because they can be dropped as paratroops, these units are excellent for pinpoint attacks behind enemy lines to destroy key installations. They also excel at defending bases from similar attacks by the enemy.

Jetpack Infantry
Cost: $400
Army Points: 3
Hit Points: 75

Although jetpacks are now considered more a novelty item than anything else, the Germans — ever seeking a technological edge in a war where they were outnumbered and outgunned — actually created a prototype jetpack called the Himmelstürmer. The Himmelstürmer was designed to provide short jumps (up to 60m), mainly to bypass obstacles like minefields, waterways, or defensive fortifications.

Pros: Even a small force of Jetpack Infantry can wreak havoc in an enemy base, since they can “jump” to safety — or to a new target — as soon as you see the enemy respond to their presence. They’re also useful on the open battlefield: landing behind large, slow-moving vehicles, they can often inflict great damage or even destroy them before the lumbering enemy can respond.

Cons: They move quite slowly on foot, and lack the ability to capture buildings or vehicles.

Bottom Line: Maximizing a squad of Jetpack Infantry can be a high-maintenance task—but the rewards can be equally high!

Cost: $1050
Army Points: 3
Hit Points: 300

Like jetpacks, walking war machines were originally the purview of science fiction; unlike jetpacks, they’ve never emerged from that domain — at least not in real life.

Pros: Exoskeletons are faster than tanks, eat up few Army Points, and are equipped with both machine guns and rockets, making them one of the most versatile ground units in your arsenal.

Cons: Relatively low hit points, especially on a cost-per-dollar basis.

Bottom Line:  Their speed and versatility achieve optimal effect when you encircle a major target, preventing several of them from receiving collateral damage from an explosion. They’re also great base defenders.

Flammwagen APC
Cost: $700
Army Points: 2
Hit Points: 250

German engineers loved to produce specialized variants on existing vehicles, and perhaps no vehicle saw so many iterations as the Sdkfz 251: there were 23 official types, and an unknown number of iterations that weren’t officially classified. The Sdkfz 251/16, or “Flammpanzerwagen,” was a half-track that could carry up 12 soldiers (including the crew) and flamethrowers as well as an MG 34 machine gun.

Pros: There’s a reason this costs more than the Panther: it dishes out a lot more damage in a shorter amount of time.

Cons: Lightly armored, and it must stop and face the enemy when unleashing its fiery payload — a drawback that exposes it to damage from even weak foes.

Bottom Line: Speedy and packing a high-powered punch, the Flammwagen can be rushed to trouble spots in a base-defense role or sent out to eliminate infantry or weaker armored enemies such as the Allied Priest or Russian Katyusha.

Cost: $530
Army Points: 3
Hit Points: 210

The Panther, or Panzer V,  was the German response to the Russian T-34, a tank that outgunned and outmaneuvered earlier incarnations of the Panzer line. In the real World War II, it would easily have outclassed the Matilda and T-70, its two enemy equivalents in War Front.

Pros: You don’t need to advance to Tech Level 2 to produce it, and it’s the equal of the enemy’s Tech Level 1 tanks. The turreted gun means it doesn’t have to face an enemy in order to fire.

Cons: Weak armor doesn’t make up for the speed of this relatively smallish tank.

Bottom Line: The Panther in War Front isn’t reflective of its real-life counterpart, so don’t build a lot of them thinking it is.

Cost: $1000
Army Points: 4
Hit Points: 390

In the first year it saw action, the Tiger was more noted for mechanical failures than its battlefield prowess. As the war shifted and the Germans went over to the defensive, however, this heavy tank struck fear in the hearts of America, British, and Russian tank crews.

Pros: Judged on its costs in terms of resources and Army Points, this is probably the best tank in the German lineup.

Cons: The only negatives come when compared to other German tanks: it doesn’t have the firepower and armor of more expensive armored units like the Maus tank or Elephant tank killer.

Bottom Line: Can go head-to-head with the Soviet T-34 and outclasses the Allied Sherman.

Sonic Tank
Cost: $1500
Army Points: 5
Hit Points: 250

Although most sonic weapons are aimed at inducing aural pain to incapacitate individual soldiers, a huge sonic blast could — in theory — cause vibrations that would shatter buildings and vehicles.

Pros: Get these tanks close enough to a target, and the devastation is massive and fast. The turreted weapon allows the Sonic tank to circle targets while delivering damage.

Cons: Getting them there. Sonic tanks have amazingly light armor for a unit carrying this price tag, and it’s awfully disappointing to see them so easily crushed by artillery or even anti-tank infantry.

Bottom Line: Great for assaults on enemy bases, provided they’re fronted by heavily armored tanks.

Cost: $1510
Army Points: 6
Hit Points: 500

The heaviest tank to be developed into a working prototype during World War II, the Maus wielded a mighty 128mm cannon and a 75mm coaxial gun and sported steel armor that was 240mm thick in some places. If it had been used in the war, its weight would have been too great for many bridges. The Germans planned for it to ford rivers or, if they were too deep, to submerge and cross on the bottom, using snorkels for air and cables attached to another Maus for electrical power.

Pros: Super-heavy armor gives it staying power, and that big cannon gives it major killing power. You can’t ask for more in a tank.

Cons: Slower than the Tiger, so it’s not well-suited for fast-moving operations; it also takes longer to produce

Bottom Line: This is the tank to build if you have the resources, time, and are planning a straightforward assault.

Cost: $1520
Army Points: 6
Hit Points: 450

A major component of WWII tank-warfare doctrine was that certain vehicles were designated as “tank killers” — essentially self-propelled anti-tank gun platforms. This was the role of the Elephant (“Elefant” in German). It was initially called the “Ferdinand” after its designer, Ferdinand Porsche, but after some design changes it was officially called the Elephant on Hitler’s orders. (Note: A strict vegetarian, Hitler often remarked to acquaintances that the elephant was the strongest of all land animals, yet ate no meat.)

Pros: Delivers a mighty wallop against even the largest enemy tanks, and is well-armored.

Cons: Like nearly all anti-tank vehicles in World War II, the Elephant lacks a turret and must directly face its opponent when attacking. Not surprisingly, it’s also slow.

Bottom Line: Pair it up with the Maus, Hummel, and some AA vehicles to create a powerful and well-rounded armored battalion.

Cost: $750
Army Points: 2
Hit Points: 260

The chassis of the Sdkfz 251 is again put to good use, this time as a mobile rocket launcher. The Wurfrahmen 40 featured side-mounted rocket launchers, while the Wurfrahmen auf Infanterieschlepper sported a rear-mounted frame for launching rockets and resembles the unit seen in War Front..

Pros: Cheap, long-range artillery unit that can be ordered to bombard any spot on the battlefield. A great choice for mobile base defense because it doesn’t drain valuable power supplies.

Cons: A bit thin in terms of armor, and because it is artillery its projectiles take a while to reach the target.

Bottom Line: An excellent value in terms of resources and production time. You’ll probably be using this even when the Hummel is available.

Cost: $1225
Army Points: 5
Hit Points: 350

The fast pace of blitzkrieg combat necessitated the need for self-propelled artillery, and thus was born the Hummel. It offered the firepower of traditional artillery, but could also move fast enough to keep up with Panzer forces that were spearheading breakthroughs in enemy lines.

Pros: A true champion when it comes to reducing enemy buildings to rubble.

Cons: Neither its ammunition or its howitzer are suited for combat against moving vehicles.

Bottom Line: Although it can absorb more damage than the Wurfrahmen, the Hummel still needs the protection of other armored units (or significant numbers of ground troops).

Cost: $600
Army Points: 2
Hit Points: 210

Built using the Panzer IV chassis, the Wirbelwind was equipped with four rapid-firing AA guns. Although relatively few Wirbelwinds were produced during the war, they were known to be used against Allied infantry — an ability that is not reproduced in War Front.

Pros: Highly economical anti-air defense option that doesn’t drain power supplies.

Cons: Unlike AA Bunkers, they’re vulnerable even to enemy infantry, and they count toward your Army limit.

Bottom Line: A quick, easy solution for anti-aircraft defense at your base early in the game, and almost an essential for any mobile armored force.

Cost: $1260
Army Points: 3
Hit Points: 150

German arms designers and manufacturers were known for ideas ahead of their time, and the Rheintochter is one of them. Although it never was deployed during the war, the Rheintochter was a much more simple version (it relied on human control for flight and detonation) of the surface-to-air missiles developed in the 1950s and 1960s.

Pros: It’s a “one shot, one kill” device: it never misses, and the target always goes down.

Cons: Long reload time and weak armor.

Bottom Line: Mix them in with Wirbelwinds for a mobile, powerful AA system.


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