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8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo
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Blitzkrieg Ability
Upgrade GuideBy ninjadojo
8/8/2019 Blitzkrieg Ability Upgrade Guide by Ninjadojo
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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
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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
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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?
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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
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iSource: Blitzkrieg Ability Upgrade Guide by ninjadojo