Blitzkrieg Ability Upgrade Guide by Ninjadojo

  • Upload
    srk998

  • View
    218

  • Download
    0

Embed Size (px)

Citation preview

  • 8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo

    1/6

    Blitzkrieg Ability

    Upgrade GuideBy ninjadojo

  • 8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo

    2/6

    P a g e | 1

    So, you have earned some points by fiercely fighting the Yankees with your Blitzkrieg

    commander. Now you have been awarded some precious ability upgrade points and you want

    to make good use of them.

    You can always retrain your commander, but those supplies can be used in a better way for

    sure. So, you decided by yourself which abilities you wanted (for help, search this forum), but

    how to spend your points? This guide tries to give some hints and ideas how to make the most

    out of them.

    Be aware that you cannot max out every ability: 50 levels < 5 abilities x 12 upgrades. So think

    about what to leave out, some suggestions in below.

    I. Rocket Barrage

    Now this is pretty forward. You can get a second and third strike after 60 and 120 seconds, and

    you can add additional rockets (read: more firepower and area coverage) to each strike. In

    addition, the cooldown can be reduced, which is pretty useless because of the abilities high

    munitions cost. The final upgrade makes the first rocket of EVERY strike (aftershocks included)

    hit exactly at your clicking position. Now, the additional rockets are no-brainers, when you have

    nothing better to spend your points on, always a good choice. The aftershocks are tricky, and I

    would not recommend them to every player. It is too easy to get hit by that yourself, especially

    when you use RB on VPs or resource point that you will try to capture yourself. 60s sound like

    enough time, but it is the time between the FIRST rocket of each strike. That makes the time

    windows considerable smaller. If you just want an artillery replacement, think twice before

    buying aftershock. Also, if your opponent BELIEVES you have aftershock, you have a nice area

  • 8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo

    3/6

    P a g e | 2

    denial. Nice psycho-warfare here (you also might just take suspended aftershock, to lure your

    opponent into false safety after the first 60s).So, what to do if you want to use aftershock? A

    logical idea is the enemies retreatment point (HQ). Very effective in combination with flares

    and multi-squad forced retreat by your friendly terror doctrine mate. A little noobish, but too

    destructive to pass it. Another good target is an opponents strongpoint he just HAS to pass, like

    the land bridges on semois.

    II. Heavy Armor Reinforcements

    Ok, we all want big tanks. But this ability needs some hard thinking when upgrading. The faster

    firing for the StuG and the Ostwind armor plates are no-brainers; they also enhance your

    normal-built units. Think careful if you want the StuH. While it has its uses, do you really want

    to always have to spend the MP to get this thing? Same for the tiger, but there are much higher

    chances that you want this beast. The tiger upgrades are so-so, the StuH upgrades just add the

    normal vet upgrades (more health, gunner, side skirts).Last, you can decrease the cooldown,

    which is a whopping 10 minutes normally (is there a longer cooldown at all?). You can reduce it

    to seven and four minutes, which is pretty useful when you dont use StuH and/or Tiger. This

    also makes Heavy Armor support usable more frequently because you do not have to hoard so

    much manpower.

    III. Assault reinforcements

    This looks pretty weak at first with volks and bikes at a whopping 760mp, but spend some

    points to get units you really want and get rid of those low levels. Do not maximize this ability;

    you will always play roulette if you do. You have to select some of the weaker units to get those

  • 8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo

    4/6

    P a g e | 3

    stronger ones cause of the spent point requirements, but that should not hinder you too much.

    Just do not spend a point on mortars you never use anyways. There is hardly a time where you

    cannot make a nice use of grens, pumas or KCH on the other side.

    IV. Stormtroopers

    Now this is hard, because all stormtroopers upgrades are pretty useful. You can leave

    sharpshooting behind for some time, but the rest must be decided by your style of play. If you

    like to sneak around with them using shreks, you will like camouflaged running and cheaper

    weapon upgrades best. If you want to assault infantry, you might like health upgrades and

    grenades better. But still, camouflage is their most important ability, so it should always come

    first.

    V. Infantry pillage

    You dont have too much of a choice how to upgrade this because the point requirements for

    the better parts of this ability are high. Being a no-resource ability, you will certainly want to

    use this as much as possible, so reduced cooldown is nice to have. Getting more MP and

    munitions is nice, but get the two invigoration upgrades as soon as you can. Volks with MP40

    and storms with MP44 and bundled nades absolutely love this because it helps them stay on

    the field for much longer. Longer ability duration sounds nice, but most opponents knowing

    their trade will not allow you to benefit from this longer than they must.

    VI. Flares

    A nice ability even unupgraded, adjust this one to your use of it. Want just to see some territory

    to drop some rocket barrage? Good, just leave it as it is. Want to have easier infantry fights?

  • 8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo

    5/6

    P a g e | 4

    Exposed enemies are your thing. Basically every upgrade is useful, so decide which feature you

    will make most use of. Maxed out, this ability is a Swiss army knife usable for a lot of different

    situations.

    VII. Manpower Blitz

    A two-edged blade in any respect. Will give you resources without delay, in combination with

    call-ins a fast way to replace losses and keep your attack rolling. Most people will take the

    additional fuel supplement first, but even this hurts if used in the wrong situation. This is one of

    those abilities that are really bad unupgraded, but with more and more upgrades the

    downsides really hurt less. My recommendation is to take this as one of your last abilities and

    upgrade it fully. No real order here, just upgrade the parts that hinder you the most.

    VIII. Inspired Assault

    Another late-bloomer, IA can be disastrous for you if used wrong because it makes your

    affected both easier to hit AND they take more damage. Just giving a higher rate of fire initially,

    the upgrades really make this standing out. First thing is to lessen and get rid of the bad sides of

    this. The suppression lesseners are not too useful against Americans, for them not having units

    that suppress as easy as MG42. Might work pretty well against quads and BAR suppression fire,

    but you dont see those too often these days. If you do not upgrade this, the only good use I

    can think of is to give double shrek storm a hand at bustin' some buildings.

    As always, comments/suggestions welcome.

    [This post has been edited by ninjadojo: Sep 29 2010, 23:12 PM]i

  • 8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo

    6/6

    P a g e | 5

    iSource: Blitzkrieg Ability Upgrade Guide by ninjadojo