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** British (''2''): ''Elitist Turtle/Unit Specialist'', much like in the first game, the British has a more defensive play-style. Their baseline infantry is bar none the strongest in the game, capable of soloing even the elites of other factions, but this comes at a significant debuff while not in cover, leaving them weaker on the offensive. Their infantry is also the most specialized, with their units either extremely good at long range or extremely good at short range, no middle ground. They also uniquely lack any sort of snare, leaving the task of doing so solely in the hand of their engineer units. Their one and only light vehicle[[note]]They also have the Universal Carrier, but it is classified more as an ultra-light[[/note]], the AEC, is specialized entirely towards anti-vehicle combat, forcing the Brits to stay on the defensive as they have no all-purpose light vehicles to spearhead assaults like other factions. In place of them, the Brits instead have access to emplacements, which are extremely good at both destroying infantry and light vehicles at the cost of not having much offensive value[[note]]Unless one play against OKW, which tend to have their bases on the field and can be targeted by the long-range Mortar Emplacement[[note]].

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** British (''2''): ''Elitist Turtle/Unit Specialist'', much Specialist''. Much like in the first game, the British has a more defensive play-style. Their expensive baseline infantry is bar none the strongest in the game, capable of soloing even the elites of other factions, but this comes at a significant debuff while not in cover, cover and small initial squad side, leaving them weaker on the offensive. Their infantry is also the most specialized, with their units either extremely good at long range or extremely good at short range, no middle ground. They also uniquely lack any sort of snare, leaving the task of doing so solely in the hand of their engineer units. Their one and only light vehicle[[note]]They also have the Universal Carrier, but it is classified more as an ultra-light[[/note]], the AEC, is specialized entirely towards anti-vehicle combat, forcing the Brits to stay on the defensive as they have no all-purpose light vehicles to spearhead assaults like other factions. In place of them, the Brits instead have access to emplacements, which are extremely good at both destroying infantry and light vehicles at the cost of not having much offensive value[[note]]Unless one play against OKW, which tend to have their bases on the field and can be targeted by the long-range Mortar Emplacement[[note]].Emplacement[[/note]].
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** British (''2''): ''Elitist Unit Specialist/Turtle'', much like in the first game, the British has a more defensive play-style. Their squads are small, expensive but powerful, doubly so in cover where they receive a significant buff. However, they are also the most specialized, with their mainline infantry unit--Infantry Section--specializing solely toward long-range and losing to even [[MagikarpPower early Panzerfusiliers]] up close. Most of their infantry units also uniquely lack any sort of snare, making the short-ranged Royal Engineers the only early game unit capable of fighting vehicles. Even when they do get an AEC out to help out engineers, it's specialized solely towards anti-vehicle combat and can't harm infantry at all. The Brits' reliance on cover and small squad size also mean that they can't carry out assaults very well, necessitating the support of the Universal Carrier to spearhead the attack and flank MG positions. Moreover, since covers are so important to the Brits, Axis players tend to barbwire off anything they can use as cover, requiring Engineers or vehicles to remove these obstacles for them. The Brits are also clearly designed as a Turtle faction, having access to powerful emplacements like the Bofors cannon as well as the ability to brace them against damage, but in practice emplacements are so easily countered among high-level play that few make use of them.
** Oberkommando West: ''Balanced Brute''. The early progression of OKW is almost an inversion of their Ostheer cousin, with the elite Sturmpioneer being available at the start and team weapons being available only at the 1st tier. As such, while OST is strong in team weapon but lackluster in infantry, OKW is strong in infantry but has late and weaker support weapons. For this reason, the faction is meant to be played aggressively, using their strong infantry to overwhelm the enemy early and keeps them on the backfoot. The faction has higher mobility than average to facilitate this style, having a fast AT gun that can be retreated and bases that can be built on the field to shorten retreat distance. Depending on how well a game is going, OKW maybe forced to transition more toward a ''Ranger'' playstyle for a while since their infantry scales poorly in the mid-game, forcing them to rely on hit-and-run tactics to buy time for the final tier. Once late-game is successfully reached, OKW transitions into ''Elitist Unit Specialist'' with the addition of powerful but expensive, specialized and manpower-intensive tanks that all have a role, plus a powerful long-ranged infantry unit that can't fight vehicles.

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** British (''2''): ''Elitist Unit Specialist/Turtle'', Turtle/Unit Specialist'', much like in the first game, the British has a more defensive play-style. Their squads are small, expensive baseline infantry is bar none the strongest in the game, capable of soloing even the elites of other factions, but powerful, doubly so in cover where they receive this comes at a significant buff. However, they are debuff while not in cover, leaving them weaker on the offensive. Their infantry is also the most specialized, with their mainline infantry unit--Infantry Section--specializing solely toward long-range and losing to even [[MagikarpPower early Panzerfusiliers]] up close. Most of their infantry units either extremely good at long range or extremely good at short range, no middle ground. They also uniquely lack any sort of snare, making leaving the short-ranged Royal Engineers task of doing so solely in the hand of their engineer units. Their one and only early game unit capable of fighting vehicles. Even when they do get light vehicle[[note]]They also have the Universal Carrier, but it is classified more as an AEC out to help out engineers, it's ultra-light[[/note]], the AEC, is specialized solely entirely towards anti-vehicle combat and can't harm infantry at all. The Brits' reliance combat, forcing the Brits to stay on cover and small squad size also mean that the defensive as they can't carry out assaults very well, necessitating the support of the Universal Carrier have no all-purpose light vehicles to spearhead assaults like other factions. In place of them, the attack and flank MG positions. Moreover, since covers are so important to the Brits, Axis players tend to barbwire off anything they can use as cover, requiring Engineers or vehicles to remove these obstacles for them. The Brits are also clearly designed as a Turtle faction, having instead have access to powerful emplacements like emplacements, which are extremely good at both destroying infantry and light vehicles at the Bofors cannon as well as the ability to brace them cost of not having much offensive value[[note]]Unless one play against damage, but in practice emplacements are so easily countered among high-level play that few make use of them.
OKW, which tend to have their bases on the field and can be targeted by the long-range Mortar Emplacement[[note]].
** Oberkommando West: ''Balanced Brute''. The early progression of OKW is almost an inversion of their Ostheer cousin, with the elite Sturmpioneer being available at the start and team weapons being available only at the 1st tier. As such, while OST is strong in team weapon but lackluster in infantry, OKW is strong in infantry but has late and weaker and later support weapons. For this reason, the faction is meant to be played aggressively, using their strong infantry to overwhelm the enemy early and keeps them on the backfoot. Thanks to the Kubelwagen, which can rapidly capture territories, OKW can devote their entire infantry force into attacking early on, something other factions must sacrifice map control to do. The faction also has higher higher-than-average mobility than average to facilitate this style, their aggressive playstyle, having a fast AT gun that can be retreated and bases that can be built on the field to shorten retreat distance. Depending on how well a game is going, OKW maybe might be forced to transition more toward a ''Ranger'' playstyle for a while since their infantry scales poorly in the mid-game, forcing them relying on the mobility of their force to rely on conduct hit-and-run tactics to buy time for the final tier.attacks. Once late-game is successfully reached, OKW transitions into ''Elitist Unit Specialist'' with the addition of powerful but expensive, specialized and manpower-intensive tanks that all have a role, plus a powerful long-ranged infantry unit that can't fight vehicles.
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** The Archer tank destroyer in ''3'' reflects the reality of its historical design (an armored vehicle with its fixed gun facing the rear of its chassis) while simplifying controlling it for ease-of-use by simply making where its gun is pointing count as the vehicle's "front" while making the vehicle move faster in reverse.

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** The Archer tank destroyer in ''3'' reflects the reality of its historical design (an armored vehicle with its fixed gun facing the rear of its chassis) while simplifying controlling it for ease-of-use by simply making where its gun is pointing count as the vehicle's "front" while and making the vehicle move faster in reverse.
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** The Archer tank destroyer in ''3'' reflects the reality of its historical design (an armored vehicle with its fixed gun facing the rear of its chassis) while simplifying controlling it for ease-of-use by simply making where its gun is pointing count as the vehicle's "front" while making the vehicle move faster in reverse.
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** Oberkommando West: ''Balanced Brute''. The early progression of OKW is almost an inversion of their Ostheer cousin, with the elite Sturmpioneer being available at the start and team weapons being available only at the 1st tier. As such, while OST is strong in team weapon but lackluster in infantry, OKW is strong in infantry but lacks support weapons for the entirety of the early game. For this reason, the faction is meant to be played aggressively, using their strong infantry to overwhelm the enemy early and keeps them on the backfoot. The faction has higher mobility than average to facilitate this style, having a fast AT gun that can be retreated and bases that can be built on the field to shorten retreat distance. Depending on how well a game is going, OKW maybe forced to transition more toward a ''Ranger'' playstyle for a while since their infantry scales poorly in the mid-game, forcing them to rely on hit-and-run tactics to buy time for the final tier. Once late-game is successfully reached, OKW transitions into ''Elitist Unit Specialist'' with the addition of powerful but expensive, specialized and manpower-intensive tanks that all have a role, plus a powerful long-ranged infantry unit that can't fight vehicles.

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** Oberkommando West: ''Balanced Brute''. The early progression of OKW is almost an inversion of their Ostheer cousin, with the elite Sturmpioneer being available at the start and team weapons being available only at the 1st tier. As such, while OST is strong in team weapon but lackluster in infantry, OKW is strong in infantry but lacks has late and weaker support weapons for the entirety of the early game.weapons. For this reason, the faction is meant to be played aggressively, using their strong infantry to overwhelm the enemy early and keeps them on the backfoot. The faction has higher mobility than average to facilitate this style, having a fast AT gun that can be retreated and bases that can be built on the field to shorten retreat distance. Depending on how well a game is going, OKW maybe forced to transition more toward a ''Ranger'' playstyle for a while since their infantry scales poorly in the mid-game, forcing them to rely on hit-and-run tactics to buy time for the final tier. Once late-game is successfully reached, OKW transitions into ''Elitist Unit Specialist'' with the addition of powerful but expensive, specialized and manpower-intensive tanks that all have a role, plus a powerful long-ranged infantry unit that can't fight vehicles.
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shorten it to be more concise. the old one feels more like an analysis.


** Oberkommando West: ''Balanced Ranger/Berserker''. Unlike the OST, OKW early and mid-game units generally cannot go toes to toes with the Allies, with the sole exception of the Sturmpioneer. Their mainline infantry, Volksgrenadier, is widely considered to be the worst of its kind due to being a MasterOfNone that lacks the cheapness of Conscripts and the late-game firepower of all other mainlines. In return, the faction get superior mobility and ambush potential, best exemplified in the Raketenwerfer [[note]]fast and can both camouflage and retreat, but isn't armored like other AT guns and go down pretty quickly[[/note]], the Puma[[note]]anti-tank light vehicle that can literally run circles around larger tanks and has a long range, but goes down after two shots[[/note]], the Flak Half-track [[note]]powerful anti-infantry light vehicle that can rapidly kill and suppress enemy squads, though it suffers from a lengthy setup time and requires good positioning, preferably where the enemy least expects it[[/note]], the Kübelwagen[[note]]is very fragile, but is extremely fast, deadly on the flanks and can rapidly capture points[[/note]], and Sturmpioneers[[note]]short-ranged, but will absolutely shred any infantry once they manage to close the distance. They are pretty much OKW's sole trump card in the early game and are practically required to give the middling Volksgrenadiers much needed backup[[/note]]. Their early game kit also tailors them toward a Berserker playstyle, as they can't build any form of non-doctrinal static defense nor early MG, forcing them to attack aggressively with their fragile Kübelwagen and Sturmpioneers to keep the enemy on the backfoot. Late-game OKW, on the other hand, transitions into ''Elitist Unit Specialist'' with the addition of powerful but expensive, specialized and manpower-intensive tanks that all have a role, plus a powerful long-ranged infantry unit that can't fight vehicles.

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** Oberkommando West: ''Balanced Ranger/Berserker''. Unlike the OST, OKW Brute''. The early and mid-game units generally cannot go toes to toes progression of OKW is almost an inversion of their Ostheer cousin, with the Allies, with elite Sturmpioneer being available at the sole exception of start and team weapons being available only at the Sturmpioneer. Their mainline 1st tier. As such, while OST is strong in team weapon but lackluster in infantry, Volksgrenadier, OKW is widely considered to be the worst of its kind due to being a MasterOfNone that strong in infantry but lacks support weapons for the cheapness entirety of Conscripts and the late-game firepower of all other mainlines. In return, early game. For this reason, the faction get superior mobility and ambush potential, best exemplified in the Raketenwerfer [[note]]fast and can both camouflage and retreat, but isn't armored like other AT guns and go down pretty quickly[[/note]], the Puma[[note]]anti-tank light vehicle that can literally run circles around larger tanks and has a long range, but goes down after two shots[[/note]], the Flak Half-track [[note]]powerful anti-infantry light vehicle that can rapidly kill and suppress enemy squads, though it suffers from a lengthy setup time and requires good positioning, preferably where is meant to be played aggressively, using their strong infantry to overwhelm the enemy least expects it[[/note]], the Kübelwagen[[note]]is very fragile, but is extremely fast, deadly on the flanks and can rapidly capture points[[/note]], and Sturmpioneers[[note]]short-ranged, but will absolutely shred any infantry once they manage to close the distance. They are pretty much OKW's sole trump card in the early game and are practically required to give the middling Volksgrenadiers much needed backup[[/note]]. Their early game kit also tailors keeps them toward a Berserker playstyle, as they can't build any form of non-doctrinal static defense nor early MG, forcing them to attack aggressively with their fragile Kübelwagen and Sturmpioneers to keep the enemy on the backfoot. Late-game OKW, The faction has higher mobility than average to facilitate this style, having a fast AT gun that can be retreated and bases that can be built on the other hand, field to shorten retreat distance. Depending on how well a game is going, OKW maybe forced to transition more toward a ''Ranger'' playstyle for a while since their infantry scales poorly in the mid-game, forcing them to rely on hit-and-run tactics to buy time for the final tier. Once late-game is successfully reached, OKW transitions into ''Elitist Unit Specialist'' with the addition of powerful but expensive, specialized and manpower-intensive tanks that all have a role, plus a powerful long-ranged infantry unit that can't fight vehicles.

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* TheComputerIsACheatingBastard: Mainly NotPlayingFairWithResources. The normal AI doesn't cheat (much), but the Hard AI cheats heavily and the Expert AI cheats so heavily that a normal human in a straight up fight, without exploiting the AI's ArtificialStupidity, will never, ever win against them. They just have too many resources (around quadruple the player's for Expert AIs) and thus too many forces.

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* TheComputerIsACheatingBastard: Mainly TheComputerIsACheatingBastard:
**Mainly
NotPlayingFairWithResources. The normal AI doesn't cheat (much), but the Hard AI cheats heavily and the Expert AI cheats so heavily that a normal human in a straight up fight, without exploiting the AI's ArtificialStupidity, will never, ever win against them. They just have too many resources (around quadruple the player's for Expert AIs) and thus too many forces.


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** Also in ''2'', bizarrely enough, AI units that recrew team weapons can still use all of their old abilities, like a Grenadier recrewing MG being able to use Panzerfaust. Apparently, when a unit picks up a team weapon, the game still treats it as the same unit, albeit with all of the old abilities hidden from the player. This does not affect the AI and that helpless MG you just flank with a light vehicle may whip out a Panzerfaust and shoot you dead.
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** In ''2'', the USF and the UKF suffer from a dearth of early anti-light vehicle option. The USF's Riflemen can only use their snare grenade at vet 1, while the UKF's Infantry Section lacks snare altogether and must relies on their weak engineer to do it. This means that certain Axis commanders, like OKW's Elited Armored with his 3 minutes [=SdKfz=] 221, can run a train on the USF and UKF for 2 whole minutes until their AT options become available.
** Ironically, OKW also suffers from this to a lesser extent, lacking any early-game snare unless one selects a Panzerfusilier commander. However, OKW is different in that it has early-game AT gun, allowing one to counter light vehicles at the cost of having fewer infantry units to contest the map.

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** In ''2'', the USF and the UKF suffer from a dearth of early anti-light vehicle option.options. The USF's Riflemen can only use their snare grenade at vet 1, while the UKF's Infantry Section lacks snare altogether and must relies on their weak engineer to do it. This means that certain Axis commanders, like OKW's Elited Elite Armored with his 3 minutes [=SdKfz=] 221, can run a train on the USF and UKF for 2 whole minutes until their AT options become available.
** Ironically, OKW also suffers from this to a lesser extent, lacking any early-game snare unless one selects a Panzerfusilier commander. However, OKW is different in that it has early-game can build AT gun, guns early, allowing one to counter light vehicles at the cost of having fewer infantry units to contest the map.
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* AchillesHeel:
** In ''2'', the USF and the UKF suffer from a dearth of early anti-light vehicle option. The USF's Riflemen can only use their snare grenade at vet 1, while the UKF's Infantry Section lacks snare altogether and must relies on their weak engineer to do it. This means that certain Axis commanders, like OKW's Elited Armored with his 3 minutes [=SdKfz=] 221, can run a train on the USF and UKF for 2 whole minutes until their AT options become available.
** Ironically, OKW also suffers from this to a lesser extent, lacking any early-game snare unless one selects a Panzerfusilier commander. However, OKW is different in that it has early-game AT gun, allowing one to counter light vehicles at the cost of having fewer infantry units to contest the map.
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* CantCatchUp: The Volksgrenadier unit is very decent early on due to being a five-man squad that's nearly as strong as Grenadiers while being much tankier. However, their effectiveness falls off horribly in the late-game due to their [=StG=] upgrade not really packing much of a punch compared to other mainlines. For instance, a single [=BAR=] is enough to give a US Riflemen squad as much close-range dps as an [=StG=] volk squad, all while having superior long-range dps, costing the same in munition and having the potential to get yet another [=BAR=] to completely eclipse them. Also, rather than specializing in long-range combat to sidestep the Allied's close-range advantage like Grenadiers, Volksgrenadiers instead try to beat them at their own game by also specializing in close-range combat, something they fail miserably at due to the aforementioned lackluster [=StG=] upgrade.
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** Alternatively, one may purchase the [=PPSh-41=] upgrade for Conscripts, which turns them into budget Panzergrenadiers that can solo even the real deal while having extra utilities like snares and sprint. This makes them the most versatile close-range unit in the game since they can wipe infantry while still posing a threat to vehicles.

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** Alternatively, one may purchase the [=PPSh-41=] upgrade for Conscripts, which turns them into budget Panzergrenadiers that can solo even the real deal while having extra utilities like snares and sprint. This makes them the most versatile close-range unit in the game since they can wipe infantry while still posing a threat to vehicles.
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** Alternatively, one may purchase the PPSh upgrade for Conscripts, which turns them into budget Panzergrenadier that can solo even the real deal while having extra utilities like snares and sprint. This makes them the most versatile close-range unit in the game since they can wipe infantry while still posing a threat to vehicles.

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** Alternatively, one may purchase the PPSh [=PPSh-41=] upgrade for Conscripts, which turns them into budget Panzergrenadier Panzergrenadiers that can solo even the real deal while having extra utilities like snares and sprint. This makes them the most versatile close-range unit in the game since they can wipe infantry while still posing a threat to vehicles.

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