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** Anti-Air guns are just as effective against infantry and light armoured vehicles as they are against aircraft.
** It doesn't matter if their tank is heavily armoured enough to ignore an enemy attack, being shot at and hit is nerve-wracking. Being shot at ''a lot'' is terrifying. Heavy tanks will retreat if they come under heavy enough fire, regardless of how effective it is. Even beyond that, just because something can't[=/=] penetrate the tank's armour doesn't mean it can't stun the crew or damage the tracks.

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** Anti-Air guns are just as effective against infantry and light armoured vehicles as they are against aircraft. \n Additionally, as noted above, the primary purpose of AA guns is less to shoot down planes and more to make them panic and abort their attack runs. They can damage and shoot down enemy planes, but your best bet for taking out planes is calling in a fighter.
*** Similarly, while bombers and fighter-bombers are more effective, unlike in some games dedicated fighters can also attack ground targets, and can be quite effective against infantry and light vehicles, as most of them carry multiple heavy machine guns and autocannons.
** It doesn't matter if their tank is heavily armoured enough to ignore an enemy attack, being shot at and hit is nerve-wracking.nerve-wracking for a crew. Being shot at ''a lot'' is terrifying. Heavy Even heavy tanks will retreat if they come under heavy enough fire, regardless of how effective it is. Even beyond Beyond that, just because something can't[=/=] can't[=/=]doesn't penetrate the tank's armour doesn't mean it can't stun the crew or damage the tracks.



** While some other games tend to depict anti-tank soldiers as ''only'' carrying their anti-tank weapon, here they will carry another weapon, be it a submachine gun, a carbine, or a rifle, meaning they can fight infantry just as well as the next soldier.

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** While some other games tend to depict anti-tank soldiers as ''only'' carrying their anti-tank weapon, here they will carry another weapon, be it a submachine gun, a carbine, or a rifle, meaning they can fight infantry just as well as the next soldier.soldier, though many are somewhat restricted by having small unit sizes.
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Forgot an e


** The Germans feature various units recruited from collaborators, allies, "allies", and even some Russians from the Eastern Front (some of whom are [[DamnedByFaintPraise actually there willingly]]). Unlike the Allies, many of their non-German units ''really'' don't want to be there, with many having lower moral than the average units. This is so common that some of the foreign units made up of actual willing volunteers (primarily Italian) are called Freiwillige, which is German for "Voluntary"[[note]]This is actually TruthInTelevision, as actual foreign volunteers in the Wehrmacht were referred to as that in German propaganda[[/note]]

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** The Germans feature various units recruited from collaborators, allies, "allies", and even some Russians from the Eastern Front (some of whom are [[DamnedByFaintPraise actually there willingly]]). Unlike the Allies, many of their non-German units ''really'' don't want to be there, with many having lower moral morale than the average units. This is so common that some of the foreign units made up of actual willing volunteers (primarily Italian) are called Freiwillige, which is German for "Voluntary"[[note]]This is actually TruthInTelevision, as actual foreign volunteers in the Wehrmacht were referred to as that in German propaganda[[/note]]
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* RareVehicles: In keeping with Eugen tradition, you can expect to see all kinds of rare vehicles in the lineups. The game even includes the unused Sherman "Skink", a quad-20mm armed AA variant used by the Canadians; only '''3''' were ever produced (with 4 more turret kits unused) and they all saw use against entrenched infantry, not aircraft.
** For some reason, the Canadians have access to a single, regular Ram II. While the Ram Kangaroo and Ram II OP make perfect sense, since they did see frontline service, no regular Ram I or II ever served on the frontlines[[note]]Only conversions that lacked their main gun made it[[/note]], being regulated to serve as training tanks to free up more Shermans and to help standardize the tanks used on the front.
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Up To Eleven is a defunct trope


** The ''Demi-Brigade SAS'' takes this UpToEleven, with even more French Resistance units, some of whom are wearing German helmets with ''FFI'' painted on the sides, FFI Rallies, who are non-German Wehrmarcht soldiers who defected to the Allies and are still wearing their old uniforms, just with Free French armbands, the actual Free French SAS commandos, who wear British uniforms with slight modifications (primarily having some unique cool hats), and, in Phase C, they gain a bunch of American soldiers.

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** The ''Demi-Brigade SAS'' takes this UpToEleven, up to eleven, with even more French Resistance units, some of whom are wearing German helmets with ''FFI'' painted on the sides, FFI Rallies, who are non-German Wehrmarcht soldiers who defected to the Allies and are still wearing their old uniforms, just with Free French armbands, the actual Free French SAS commandos, who wear British uniforms with slight modifications (primarily having some unique cool hats), and, in Phase C, they gain a bunch of American soldiers.



* SigilSpam: While most of the sides will have some form of identification on their vehicles, the FFI units of the ''Demi-Brigade SAS'' take this to UpToEleven, with French tricolours and the Cross of Lorraine painted ''everywhere'', and almost all of their infantry wear red, white, and blue armbands with the Cross of Lorraine on it. {{Justified|Trope}}, since a fair number of their vehicles are stolen from the Germans, so they do it to avoid friendly fire, and they don't have the resources to make proper uniforms, so the armbands are necessary to avoid breaking the Geneva Conventions[[note]]Some of their vehicles are also civilian vehicles pressed into service, so the symbols are also to avoid this[[/note]], and, in the case of the below mentioned Rallies, avoid friendly fire.

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* SigilSpam: While most of the sides will have some form of identification on their vehicles, the FFI units of the ''Demi-Brigade SAS'' take this to UpToEleven, up to eleven, with French tricolours and the Cross of Lorraine painted ''everywhere'', and almost all of their infantry wear red, white, and blue armbands with the Cross of Lorraine on it. {{Justified|Trope}}, since a fair number of their vehicles are stolen from the Germans, so they do it to avoid friendly fire, and they don't have the resources to make proper uniforms, so the armbands are necessary to avoid breaking the Geneva Conventions[[note]]Some of their vehicles are also civilian vehicles pressed into service, so the symbols are also to avoid this[[/note]], and, in the case of the below mentioned Rallies, avoid friendly fire.
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** The ''2e Blindée'' also have Spahis, who wear a modified uniform with a unique NiceHat.
** The ''Demi-Brigade SAS'' takes this UpToEleven, with even more French Resistance units, some of whom are wearing German helmets with ''FFI'' painted on the sides, FFI Rallies, who are non-German Wehrmarcht soldiers who defected to the Allies and are still wearing their old uniforms, just with Free French armbands, the actual Free French SAS commandos, who wear British uniforms with slight modifications (primarily having some unique [[NiceHat cool hats]]), and, in Phase C, they gain a bunch of American soldiers.

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** The ''2e Blindée'' also have Spahis, who wear a modified uniform with a unique NiceHat.hat.
** The ''Demi-Brigade SAS'' takes this UpToEleven, with even more French Resistance units, some of whom are wearing German helmets with ''FFI'' painted on the sides, FFI Rallies, who are non-German Wehrmarcht soldiers who defected to the Allies and are still wearing their old uniforms, just with Free French armbands, the actual Free French SAS commandos, who wear British uniforms with slight modifications (primarily having some unique [[NiceHat cool hats]]), hats), and, in Phase C, they gain a bunch of American soldiers.
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Redirecting to Status Effects.


* OneHitPointWonder: All vehicles, technically speaking. Health isn't tracked strictly (unlike ''Red Dragon'', where all units had a fixed number of hit points, most often 10 but sometimes higher for certain infantry units, planes, or boats) and any hit that penetrates can ''potentially'' kill a vehicle outright if it rolls the right StatusEffect (e.g. magazine explosion). Vehicle crews can also panic and bail out sometimes, which is effectively the same as it being destroyed.

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* OneHitPointWonder: All vehicles, technically speaking. Health isn't tracked strictly (unlike ''Red Dragon'', where all units had a fixed number of hit points, most often 10 but sometimes higher for certain infantry units, planes, or boats) and any hit that penetrates can ''potentially'' kill a vehicle outright if it rolls the right StatusEffect StatusEffects (e.g. magazine explosion). Vehicle crews can also panic and bail out sometimes, which is effectively the same as it being destroyed.



* StatusEffect: The primary form of non-fatal damage inflicted to vehicles comes in the form of status effects, such as crew injuries or knockouts (e.g. the driver is unconcious, so the vehicle is immobilized for a few seconds). Many are temporary, but others can be permanent; a tank with a destroyed engine or thrown track is stuck for good, whilst suffering damage to the transmission will permanently reduce its movement speed.

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* StatusEffect: StatusEffects: The primary form of non-fatal damage inflicted to vehicles comes in the form of status effects, such as crew injuries or knockouts (e.g. the driver is unconcious, so the vehicle is immobilized for a few seconds). Many are temporary, but others can be permanent; a tank with a destroyed engine or thrown track is stuck for good, whilst suffering damage to the transmission will permanently reduce its movement speed.
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Dummied Out is now trivia. Moving examples accordingly.


* RareVehicles: In keeping with Eugen tradition, you can expect to see all kinds of rare vehicles in the lineups. The game even includes the (DummiedOut) Sherman "Skink", a quad-20mm armed AA variant used by the Canadians; only '''3''' were ever produced (with 4 more turret kits unused) and they all saw use against entrenched infantry, not aircraft.

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* RareVehicles: In keeping with Eugen tradition, you can expect to see all kinds of rare vehicles in the lineups. The game even includes the (DummiedOut) unused Sherman "Skink", a quad-20mm armed AA variant used by the Canadians; only '''3''' were ever produced (with 4 more turret kits unused) and they all saw use against entrenched infantry, not aircraft.

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This trope fits better.


* ActionGirl: Some of the French Resistance units have one or two female operatives in them.



* ArtisticLicenseMilitary: Averted, the game's depiction of military units is surprisingly accurate.
** Planes don't just magically disappear if they got shot down. If a plane is shot down and crashes on or near a ground unit, it will panic and possibly damage the unit.
** Anti-Air guns are just as effective against infantry and light armoured vehicles as they are against aircraft.
** It doesn't matter if their tank is heavily armoured enough to ignore an enemy attack, being shot at and hit is nerve-wracking. Being shot at ''a lot'' is terrifying. Heavy tanks will retreat if they come under heavy enough fire, regardless of how effective it is. Even beyond that, just because something can't[=/=] penetrate the tank's armour doesn't mean it can't stun the crew or damage the tracks.
** Conscripting [=POWs=] to fight nations allied with their homeland is ''not'' a good idea. The Ostruppen in the game consist units fighting for the Germans who have ''extremely'' low morale, and units who deserted and are fighting for the Allies again, primarily for the Free French, who not only have normal morale, but tend to be more experienced than the French Resistance units and are well equipped with the weapons they took from the Germans when they deserted.
** The US has ''significantly'' more manpower available than any other nation depicted in the game. As such, where the average rifle unit for almost all the other countries consists of ten soldiers, the US Rifles, Airborne Rifles, Assault Teams, and Glider Rifles all have twelve soldiers. And while other nations infantry command sections usually consist of four soldiers, the US Rifle Leaders and Glider Leaders consist of ''ten''.
** While some other games tend to depict anti-tank soldiers as ''only'' carrying their anti-tank weapon, here they will carry another weapon, be it a submachine gun, a carbine, or a rifle, meaning they can fight infantry just as well as the next soldier.



* RealityEnsues:
** Planes don't just magically disappear if they got shot down. If a plane is shot down and crashes on or near a ground unit, it will panic and possibly damage the unit.
** Anti-Air guns are just as effective against infantry and light armoured vehicles as they are against aircraft.
** It doesn't matter if their tank is heavily armoured enough to ignore an enemy attack, being shot at and hit is nerve-wracking. Being shot at ''a lot'' is terrifying. Heavy tanks will retreat if they come under heavy enough fire, regardless of how effective it is. Even beyond that, just because something can't[=/=] penetrate the tank's armour doesn't mean it can't stun the crew or damage the tracks.
** Conscripting [=POWs=] to fight nations allied with their homeland is ''not'' a good idea. The Ostruppen in the game consist units fighting for the Germans who have ''extremely'' low morale, and units who deserted and are fighting for the Allies again, primarily for the Free French, who not only have normal morale, but tend to be more experienced than the French Resistance units and are well equipped with the weapons they took from the Germans when they deserted.
** The US has ''significantly'' more manpower available than any other nation depicted in the game. As such, where the average rifle unit for almost all the other countries consists of ten soldiers, the US Rifles, Airborne Rifles, Assault Teams, and Glider Rifles all have twelve soldiers. And while other nations infantry command sections usually consist of four soldiers, the US Rifle Leaders and Glider Leaders consist of ''ten''.
** While some other games tend to depict anti-tank soldiers as ''only'' carrying their anti-tank weapon, here they will carry another weapon, be it a submachine gun, a carbine, or a rifle, meaning they can fight infantry just as well as the next soldier.


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* TheSquadette: Some of the French Resistance units have one or two female operatives in them.

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Useful Notes aren't tropes and shouldn't be listed as such.


* VeteranUnit: Compared to ''Red Dragon'', ''Normandy 44'' has only 4 levels of veterancy (ranging from 0 to 3 stars), and unit veterancy can't permanently increase from combat experience. However, command units now increase the veterancy of nearby friendly units by 1. Simply having a squad of command infantry jogging alongside your tanks can make them that much deadlier.
** There's also Aces, based on famous individuals such as [[https://en.wikipedia.org/wiki/Kurt_Knispel Panzer Ace Kurt Knispel]]; unique units that have very high veterancy levels and gold-bordered icons. They're otherwise fairly unremarkable aside from their high veterancy though.

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* VeteranUnit: Compared to ''Red Dragon'', ''Normandy 44'' has only 4 four levels of veterancy (ranging from 0 zero to 3 three stars), and unit unit's veterancy can't permanently increase from combat experience. However, command units now increase the veterancy of nearby friendly units by 1. one. Simply having a squad of command infantry jogging alongside your tanks can make them that much deadlier.
** There's
deadlier. There are also Aces, based on famous individuals such as [[https://en.wikipedia.org/wiki/Kurt_Knispel Panzer Ace Kurt Knispel]]; unique units that have very high veterancy levels and gold-bordered icons. They're otherwise fairly unremarkable aside from their high veterancy though.




!!The individual divisions contain examples of:
* UsefulNotes/BritsWithBattleships:
** ''Guards Armored'', with all the Cromwells a commander could ever ask for. Their Sherman Fireflies and Achilles M10 variants will also make those heavy German tanks think twice. While their tanks lack in experience and armor, they compensate for it in numbers and relatively good speed.
** "Red Devils" ''6th Airborne'', formidable on offense and defense thanks to their napalm-dropping bombers in Phase A. Aside from having some of the most experienced infantry for the Allies, they also have a stolen German [=PaK=] AT gun giving them some serious Phase A anti-tank power, at the cost of only getting one.
** ''15th Infantry'' (Scots), with the [=AVRE=] and Crocodile, are a force to be reckoned with, both on offense and defense. Their tanks are inexperienced, slow, and well-armoured Churchills, backed up by Challengers. Unfortunately they lack truly heavy bomber support, but they can field a fair number of heavy artillery guns to make up for it. All of this is focussed around supporting their infantry, with tactics that almost resemble WWI(The game outright states this). They also have access to the Daimler Little John, a recon armoured car that packs a main gun that, while short ranged (800m max), has the same armour penetration as the American 76mm AT-gun, a.k.a. the Americans heaviest anti-tank weapon. To put it in perspective, this means that it has a (''extremely'' low) chance of penetrating the frontal armour of a ''Panther A'' at max range. Your standard Sherman can't do that at 800m.
** The ''Second Wave'' DLC adds ''1st SSB''[[note]]Special Service Brigade[[/note]], lead by Lord Lovat, who rely on their elite Commando infantry in Phase A, but only recieve a few more units in Phase B, when they must "hold until relieved" by the 79th Armoured's troops in Phase C.
** The ''Back In Hell'' DLC adds the ''7th Armoured'', also known as the ''Desert Rats'', who helped Mongomery chase Rommel out of North Africa. Made up of elite crews equipped with the fast (but not as well armoured) Cromwell tank, they make up for the shorter range of most of their guns and lighter armour during Phase A and B by being agressive, helped by Stuart tank scouts and Staghound reconnaisance vehicles manned by highly experienced crews and highly experienced infantry in all three Phases. Much of their infantry is made up of mechanised infantry in M5 Halftracks, all of which carry [=PIAT=]'s for anti-tank duty, as well as the Desert Rat teams, armed with Thompsons, Brens, Gammon AT grenades, and smoke grenades, making them extremely skilled at storming entrenched enemy infantry. They can bring in a fairly large amount of air support, and almost all of their planes are quite resilient, though they can only field a small amount of artillery.
* UsefulNotes/CanucksWithChinooks:
** Canadian ''3rd Infantry'', the Allies' Mechanized Infantry division. They have a passable mix of infantry and armored vehicles, with much of their infantry riding in Kangaroos and Ram Kangaroos, self-propelled guns and old tanks modified in the field to work as [=APCs=], which have the best armour of any APC in the game, and can field a surprising number of M10 "Wolverine" Tank Destroyers, as well as the Sherman Firefly and the Achilles (a tank destroyer mounting the 17 pdr Anti-Tank gun). They are also one of the few divisions that have access to snipers, and have an Ace sniper, Leo Major. They also can field ''a lot'' of flamethrowers, with a number of different options for fielding them.
* UsefulNotes/GaulsWithGrenades:
** Phillipe Leclerc's Free French ''2e Blindée'' has highly experienced crews in some of the most advanced M4 Sherman variants, and can deploy a terrifying (albeit inexperienced) number of M10 Tank Destroyers; even more than the Canadian ''3rd Infantry''. Also has some surprisingly good, if expensive, infantry.
** The ''Back in Hell'' expansion adds the Demi-Brigade SAS, who arguably count as a MultinationalTeam, employing cheap and lightly equipped French partisans backed up by better trained Osttruppen deserters, equipped with a small number of outdated French tanks and captured German vehicles and guns in Phase A, then a small but elite core of aggressive SAS-trained paratroopers with British supplied weapons in Phase B (but no additional armour), and finally, Patton's American troops bringing infantry and armoured support in Phase C.
* UsefulNotes/NazisWithGnarlyWeapons: Of course.
** The ''Panzer Lehr'', a heavy armor division, opening with expensive recon vehicles and elite infantry, with not one tank to be seen. Once Phase B hits though, all bets are off, as the Lehr's heavy armor begins to arrive; Tigers, Panthers, and even King Tigers.
** The ''12. SS-Panzer'', historically composed of young members of the Hitler Youth and lavishly equipped. Able to field excessive numbers of Panthers, but also a fair number of Panzer [=IVs=] and Tigers, most of them quite experienced.
** The ''21. Panzer'', notable for being able to field stolen early-model "Beute" Shermans and heaps of Panzer [=IVs=]. Historically they were amongst the first armored units to arrive in response to the Allied landings on the beaches of Normandy.
** The ''116. Panzer'', the Windhund, are the fastest-mobilizing armor force and able to open with elite Panzer [=IIIs=], but they begin to lose steam later on, having fairly limited reserves of powerful, experienced tanks.
** The ''17. SS Panzergrenadier'' are ''officially'' the other mechanized infantry division, but are actually motorized infantry, fielding small squads of experienced SS infantry alongside groups of inexperienced Panzergrenadiers, all riding in Schwimwagens and trucks, a few veteran tanks, all backed up by towed Nebelwerfers.
** The ''3. Fallschirmjaeger'' are the only pure-airborne Nazi division, supporting experienced paratrooper units with assault guns, heavy bombers, and tank-hunting aircraft protected by elite Luftwaffe fighter cover.
** The ''91. Luftlande'', capable of fielding swarms of elite infantry backed up by assault guns and heavy bombers. Also notable for having 380mm railway batteries on call as their offmap artillery support, allowing them to really smash dug-in enemies.
** The ''352. Infanterie'', somewhat limited by its initial infantry units possessing no anti-tank weapons and being largely of non-german conscripts and reservists, before gaining access to SS and experienced forces later on.
** The ''716. Infanterie'' is composed heavily of Italian forces, who are much more experienced in the later phases, also potentially supported by rockets, heavy bombers, and more 380mm railway batteries.
* UsefulNotes/PolesWithPoleaxes:
** ''1 Pancerna'', a Polish armor group equipped with a mix of British, Canadian, and American hardware. Capable of fielding a surprising amount of mobile artillery, unlike most other divisions, along with plenty of 17pdr AT guns. They can be a German commander's worst nightmare when it comes to advancing.
* UsefulNotes/YanksWithTanks:
** ''3rd Armored'', which can field a large number of inexperienced M4 Shermans. Crippled by very poor Phase A income, but expect to drown in Shermans if they survive to Phase C.
** ''101st Airborne'', which can field an absolutely preposterous quantity of [[DeathFromAbove B26 Marauder bombers]], along with some fairly experienced infantry and powerful anti-tank guns. Unsurprisingly, though, their options for actual tanks are abysmal, being mostly composed of M22 or M5 light tanks, and a few late-arriving, early-model M4s from the D-Day landings.
** ''2nd Infantry'', which has lots of elite infantry early on, including early flamethrowers, backed up by early-model amphibious Shermans, a great deal of offmap artillery, and plenty of fighters. The ''2nd Infantry'' is also responsible for fielding the Xylophone rocket artillery.
** The ''Second Wave'' DLC adds the ''4th Armored'', a light armored division relying on extremely mobile and aggressive cavalry scouts and Hellcat tank destroyers to make up for having fewer and older tanks compared to the ''3rd Armored'', and recieve the majority of these units in Phase A and B.
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king tiger is an inaccurate translation (and one not used in game if i recall correctly)


* MightyGlacier: The King Tiger in particlar, and Churchill variants to a lesser extent. The King Tiger is capable of flattening most other tanks in a single shot, whilst the Churchills are slow-moving infantry support tanks with fairly heavy armour. The Churchill [=AVRE=] uses a snubnose high-caliber petard gun to fire giant high-explosive shells at those unfortunate enough to get within its extremely limited range.

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* MightyGlacier: The King Tiger II in particlar, and Churchill variants to a lesser extent. The King Tiger II is capable of flattening most other tanks in a single shot, whilst the Churchills are slow-moving infantry support tanks with fairly heavy armour. The Churchill [=AVRE=] uses a snubnose high-caliber petard gun to fire giant high-explosive shells at those unfortunate enough to get within its extremely limited range.

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''VideoGame/SteelDivisionII'' has been anouced with the action shifting to the Eastern Front, the game is based on Operation Bagration, the massive Soviet offensive that pierced the German line.
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''VideoGame/SteelDivisionII'' ''Steel Division II'' has been anouced with announced. There, the action shifting shifts to the Eastern Front, as the game is based on Operation Bagration, the massive Soviet offensive that pierced the German line.
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** The ''Second Wave'' DLC adds the ''4th Armored'', a light armored division relying on extremely mobile and aggressive cavalry scouts and Hellcat tank destroyers to make up for having fewer and older tanks compared to the ''3rd Armored'', and recieve the majority of these units in Phase A and B.

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** The ''Second Wave'' DLC adds the ''4th Armored'', a light armored division relying on extremely mobile and aggressive cavalry scouts and Hellcat tank destroyers to make up for having fewer and older tanks compared to the ''3rd Armored'', and recieve the majority of these units in Phase A and B.B.
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Fixed incorrect link


** The ''Desert Rats'' King's Royal Irish Hussars units will sometimes say "Remember Belfast"[[labelnote:Explanation]]The Belfast Blitz consisted of four air raids. The second of the raids, which took place on Easter Tuesday (Somewhat infamously, Lord Haw-Haw announced that there would be "[[DeadlyEuphamism Easter eggs for Belfast]]" on that day), killed at least 900 people, making it the deadliest air raid of the Blitz that didn't target London. It was made worse by the Germans specifically targeting the city's waterworks, resulting in there not being enough water pressure for the fire hydrants to work. Several streets were outright obliterated, with all houses destroyed and all families killed. After the third and fourth raid, over half the houses in the city were destroyed[[/labelnote]]

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** The ''Desert Rats'' King's Royal Irish Hussars units will sometimes say "Remember Belfast"[[labelnote:Explanation]]The Belfast Blitz consisted of four air raids. The second of the raids, which took place on Easter Tuesday (Somewhat infamously, Lord Haw-Haw announced that there would be "[[DeadlyEuphamism "[[DeadlyEuphemism Easter eggs for Belfast]]" on that day), killed at least 900 people, making it the deadliest air raid of the Blitz that didn't target London. It was made worse by the Germans specifically targeting the city's waterworks, resulting in there not being enough water pressure for the fire hydrants to work. Several streets were outright obliterated, with all houses destroyed and all families killed. After the third and fourth raid, over half the houses in the city were destroyed[[/labelnote]]
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*** An inversion of sorts also shows up, with some Canadian armoured units remarking "Let's remind Jerry of [[UsefulNotes/WorldWarOne Passchendaele]]", a series of battles during the First World War in which the Canadian Corps was quite successful against the Germans, holding off and pinning down a large number of German forces and being the ones to finally capture Passchendaele itself.

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* CripplingOverspecialization: Most Allied anti-tank field guns have no high-explosive shells available, making them reliant on friendly units for anti-infantry support. Compare this to the Axis' equivalent guns, which often have at least ''some'' high-explosive shells at their disposal.

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* CripplingOverspecialization: Most Allied CripplingOverspecialization:
** The British and Commonwealth
anti-tank field guns (and the American 57mm AT field gun) have no high-explosive shells available, making them reliant on friendly units for anti-infantry support. Compare this to the Axis' equivalent guns, which often have at least ''some'' high-explosive shells at their disposal. Averted by the American 75mm anti-tank field gun and all the Allied tank destroyers and self-propelled anti-tank guns, which do carry HE shells (and almost all of the self-propelled anti-tank guns also have at least one machine gun).
*** Despite all of the Commonwealth anti-tank field guns falling under this, their 25-pounder howitzer, both in field gun form and in Sexton form, avert this, having both HE shells and AT shells, and their AT shells are actually fairly effective, having a higher armour penetration than the average Sherman or light anti-tank gun.
** Most of the infantry sections that specialise in close range fighting, like the Canadian Stormtroopers, the ''1st SSB'' Commando Assault teams, and the German Strosstrup and SS-Strosstrup. Almost all of them are armed with nothing but submachine guns, smoke grenades, and satchel charges, which have the lowest possible range of any weapon in the game, meaning they ''need'' to be micromanaged to get close to any foe without being pinned down and wiped out. To make matters worse, almost all of them are smaller than your average infantry squad, making them easier to wipe out.
*** The Strosstrup have it the worst. While the SS-Strosstrup have the Panzerfaust for anti-tank defence, and the satchel charges carried by the Allied sections are powerful enough to knock out or even destroy light and medium tanks at close range, the Strosstrup only have submachine guns and smoke grenades. If they meet a vehicle with any sort of armour, and they don't have outside support, they have to run for it, regardless of range.
** Most of the two or three man scout teams. Almost always armed with just submachine guns, and with only two members, they ''will'' get wiped out if they run into anything but another two man team. A few do avert this, like the Ranger Marauders, who carry a bazooka and as such make a decent anti-tank team, or the Canadian Sniper Scouts, the British Airborne Sniper, and the French SAS Sniper, who are highly effective against infantry and field guns if used properly.
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** However, infantry flamethrowers fall under DifficultButAwesome. They usually only have a range of 100 metres, the shortest range possible, and as such need to be micromanaged and given proper support in order to actually reach their targets, especially the flamethrower support teams, which usually consist of only two people. Vehicular flamethrowers are far easier to use, both due to being tougher and due to having longer ranges.
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* KillItWithFire: Naturally, incendiary weapons feature, in three main forms; flamethrowers, rockets, and bombs. Flamethrowers are carted about by infantry or vehicles (notably the Churchill Crocodile, a heavily-armoured flame tank), incendiary rockets are either artillery or aircraft based and entirely restricted to the Axis in both cases, and incendiary bombs are exceptionally rare; possibly the only instance of them in use is with the Red Devils' Mosquito Pathfinder, a heavy incendiary bomber available in Phase A.

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* KillItWithFire: Naturally, incendiary weapons feature, in three main forms; flamethrowers, rockets, and bombs. Flamethrowers are carted about by infantry or vehicles (notably the Churchill Crocodile, a heavily-armoured flame tank), incendiary rockets are either artillery or aircraft based and entirely restricted to the Axis in both cases, and incendiary bombs are exceptionally rare; possibly the only instance of them in use is with the Red Devils' Mosquito Pathfinder, a heavy incendiary bomber available to the Red Devils in Phase A.A and the Desert Rats in Phase B.



** The ''Back In Hell'' DLC adds the ''7th Armoured'', also known as the ''Desert Rats'', who helped Mongomery chase Rommel out of North Africa. Made up of elite crews equipped with the fast (but not as well armoured) Cromwell tank, they make up for the shorter range of most of their guns and lighter armour during Phase A and B by being agressive, helped by Stuart tank scouts and Staghound reconnaisance vehicles manned by highly experienced crews and highly experienced infantry in all three Phases.

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** The ''Back In Hell'' DLC adds the ''7th Armoured'', also known as the ''Desert Rats'', who helped Mongomery chase Rommel out of North Africa. Made up of elite crews equipped with the fast (but not as well armoured) Cromwell tank, they make up for the shorter range of most of their guns and lighter armour during Phase A and B by being agressive, helped by Stuart tank scouts and Staghound reconnaisance vehicles manned by highly experienced crews and highly experienced infantry in all three Phases. Much of their infantry is made up of mechanised infantry in M5 Halftracks, all of which carry [=PIAT=]'s for anti-tank duty, as well as the Desert Rat teams, armed with Thompsons, Brens, Gammon AT grenades, and smoke grenades, making them extremely skilled at storming entrenched enemy infantry. They can bring in a fairly large amount of air support, and almost all of their planes are quite resilient, though they can only field a small amount of artillery.



** Canadian ''3rd Infantry'', the Allies' Mechanized Infantry division. They have a passable mix of infantry and armored vehicles, with much of their infantry riding in Kangaroos and Ram Kangaroos, old tanks modified in the field to work as [=APCs=], which have the best armour of any APC in the game, and can field a surprising number of M10 "Wolverine" Tank Destroyers, as well as the Sherman Firefly and the Achilles (a tank destroyer mounting the 17 pdr Anti-Tank gun). They are also one of the few divisions that have access to snipers, and have an Ace sniper, Leo Major.

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** Canadian ''3rd Infantry'', the Allies' Mechanized Infantry division. They have a passable mix of infantry and armored vehicles, with much of their infantry riding in Kangaroos and Ram Kangaroos, self-propelled guns and old tanks modified in the field to work as [=APCs=], which have the best armour of any APC in the game, and can field a surprising number of M10 "Wolverine" Tank Destroyers, as well as the Sherman Firefly and the Achilles (a tank destroyer mounting the 17 pdr Anti-Tank gun). They are also one of the few divisions that have access to snipers, and have an Ace sniper, Leo Major. They also can field ''a lot'' of flamethrowers, with a number of different options for fielding them.
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** Attacking from the rear is usually the best option. Not only do most tanks have their weakest armour in the rear, but in the cases where the shot hits but fails to penetrate, a hit to the rear is more likely (45% chance) to cause a negative effect (stunning the crew, injuring the gunner, etc.) than a non-penetrating shot to the sides (30% chance), and a non-penetrating shot to the sides is more likely to cause a negative effect than one to the front (15% chance).
** Even in cases where you can penetrate the front armour, it's better to aim for the sides and rear. Penetrating shots to the sides and rear are more likely (85% chance) to destroy a vehicle than penetrating shots to the front (75% chance).

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** Osttruppen—Soviet prisoners of war fighting for the Wehrmacht—speak Russian, as do the ROA-Russian defectors who fight for the Wehrmacht.

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** Osttruppen—Soviet prisoners of war fighting for the Wehrmacht—speak Russian, as do the ROA-Russian defectors who fight for the Wehrmacht.Wehrmacht, and the Free French Rallies-Osttruppen soldiers who deserted to fight for the French.



* FightingIrish: The Desert Rats have access to recon Stuarts and Cromwells from the King's Royal Irish Hussars. They are just as effective in combat as the non-recon variant, with the main difference being that they have far better optics and a unique voice actor who speaks with an Irish accent and sometimes declares ''"[[AndThisIsFor That one was for Ireland!]]"'' when they get a kill.

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* FightingIrish: The Desert Rats have access to recon Stuarts and Cromwells from the King's Royal Irish Hussars. They are just as effective in combat as the non-recon variant, if not more effective, with the main difference being that they have far better optics (meaning they will usually engage enemies before the non-recon versions would) and a unique voice actor who speaks with an Irish accent and sometimes declares ''"[[AndThisIsFor That one was for Ireland!]]"'' when they get a kill.



* GlassCannon: Most of the Allied tank destroyers, the American M10 in particular. Also available to France, Britain, and Canada, the M10 has a pretty punchy and fairly accurate 76.2mm M7 gun, but subpar armor. The British Tetrarch Little John is also a good example, having a high-velocity, low-caliber gun that is punchy but short-ranged, on a very small and fragile chassis.

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* GlassCannon: Most of the Allied tank destroyers, the American M10 in particular. Also available to France, Britain, and Canada, the M10 has a pretty punchy and fairly accurate 76.2mm M7 gun, but subpar armor. The British Tetrarch Little John is and Daimler Little John are also a good example, examples, having a high-velocity, low-caliber gun that is punchy but short-ranged, on a very small and fragile chassis.



* SigilSpam: While most of the sides will have some form of identification on their vehicles, the FFI units of the ''Demi-Brigade SAS'' take this to UpToEleven, with French tricolours and the Cross of Lorraine painted ''everywhere'', and almost all of their infantry wear red, white, and blue armbands with the Cross of Lorraine on it. {{Justified|Trope}}, since a fair number of their vehicles are stolen from the Germans, so they do it to avoid friendly fire, and they don't have the resources to make proper uniforms, so the armbands are necessary to avoid breaking the Geneva Conventions[[note]]Some of their vehicles are also civilian vehicles pressed into service, so the symbols are also to avoid this[[/note]], and, in the case of the below mentioned Rallies, avoid friendly fire.



* SigilSpam: While most of the sides will have some form of identification on their vehicles, the FFI units of the ''Demi-Brigade SAS'' take this to UpToEleven, with French tricolours and the Cross of Lorraine painted ''everywhere'', and almost all of their infantry wear red, white, and blue armbands with the Cross of Lorraine on it. {{Justified|Trope}}, since a fair number of their vehicles are stolen from the Germans, so they do it to avoid friendly fire, and they don't have the resources to make proper uniforms, so the armbands are necessary to avoid breaking the Geneva Conventions[[note]]Some of their vehicles are also civilian vehicles pressed into service, so the symbols are also to avoid this[[/note]], and, in the case of the below mentioned Rallies, avoid friendly fire.

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* SigilSpam: While most of the sides will have some form of identification on their vehicles, the FFI units of the ''Demi-Brigade SAS'' take this StealthPun: When ordered to UpToEleven, with French tricolours and the Cross of Lorraine painted ''everywhere'', and almost all of their infantry wear red, white, and blue armbands with the Cross of Lorraine on it. {{Justified|Trope}}, since a fair number of their vehicles are stolen move, recon tanks from the Germans, so they do it to avoid friendly fire, King's Royal Irish Hussars will sometimes respond by asking ''"[[https://en.wikipedia.org/wiki/Over_the_Hills_and_Far_Away_(traditional_song) Which hills, and they don't have the resources to make proper uniforms, so the armbands are necessary to avoid breaking the Geneva Conventions[[note]]Some of their vehicles are also civilian vehicles pressed into service, so the symbols are also to avoid this[[/note]], and, in the case of the below mentioned Rallies, avoid friendly fire.how far?]]"''.



** ''15th Infantry'' (Scots), with the [=AVRE=] and Crocodile, are a force to be reckoned with, both on offense and defense. Their tanks are inexperienced, slow, and well-armoured Churchills, backed up by Challengers. Unfortunately they lack truly heavy bomber support, but they can field a fair number of heavy artillery guns to make up for it. Also have access to the Daimler Little John, a recon armoured car that packs a main gun that, while short range, can some fairly heavy armour, better than the average medium AT-gun.

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** ''15th Infantry'' (Scots), with the [=AVRE=] and Crocodile, are a force to be reckoned with, both on offense and defense. Their tanks are inexperienced, slow, and well-armoured Churchills, backed up by Challengers. Unfortunately they lack truly heavy bomber support, but they can field a fair number of heavy artillery guns to make up for it. Also All of this is focussed around supporting their infantry, with tactics that almost resemble WWI(The game outright states this). They also have access to the Daimler Little John, a recon armoured car that packs a main gun that, while short range, can some fairly heavy armour, better than ranged (800m max), has the average medium AT-gun.same armour penetration as the American 76mm AT-gun, a.k.a. the Americans heaviest anti-tank weapon. To put it in perspective, this means that it has a (''extremely'' low) chance of penetrating the frontal armour of a ''Panther A'' at max range. Your standard Sherman can't do that at 800m.
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** The ''Desert Rats'' King's Royal Irish Hussars units will sometimes say "Remember Belfast"[[labelnote:Explanation]]The Belfast Blitz consisted of four air raids. The second of the raids, xed at least 900 people, making it the deadliest air raid of the Blitz that didn't target London. After the third and fourth raid, over half the houses in the city were destroyed[[/labelnote]]

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** The ''Desert Rats'' King's Royal Irish Hussars units will sometimes say "Remember Belfast"[[labelnote:Explanation]]The Belfast Blitz consisted of four air raids. The second of the raids, xed which took place on Easter Tuesday (Somewhat infamously, Lord Haw-Haw announced that there would be "[[DeadlyEuphamism Easter eggs for Belfast]]" on that day), killed at least 900 people, making it the deadliest air raid of the Blitz that didn't target London.London. It was made worse by the Germans specifically targeting the city's waterworks, resulting in there not being enough water pressure for the fire hydrants to work. Several streets were outright obliterated, with all houses destroyed and all families killed. After the third and fourth raid, over half the houses in the city were destroyed[[/labelnote]]

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* RememberTheAlamo: Some Canadian infantry units will comment "Remember Dieppe!" when given orders[[labelnote:Explanation]]The Raid on Dieppe is an infamous failed Allied raid, with the majority of the troops that took part having been Canadian, many of whom were captured or killed. In Canada, it's one of the best known Canadian battles of either World War, with only Vimy Ridge and Juno Beach overshadowing it. Many say that the lessons learned at Dieppe (Namely, don't land tanks on pebble beaches, it's really bad for the treads, avoid beaches with terrain that is easy to get bogged down in) helped with the Overlord landings[[/labelnote]]

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* RememberTheAlamo: RememberTheAlamo:
**
Some Canadian infantry units will comment "Remember Dieppe!" when given orders[[labelnote:Explanation]]The Raid on Dieppe is an infamous failed Allied raid, with the majority of the troops that took part having been Canadian, many of whom were captured or killed. In Canada, it's one of the best known Canadian battles of either World War, with only Vimy Ridge and Juno Beach overshadowing it. Many say that the lessons learned at Dieppe (Namely, don't land tanks on pebble beaches, it's really bad for the treads, avoid beaches with terrain that is easy to get bogged down in) helped with the Overlord landings[[/labelnote]]landings[[/labelnote]]
** The ''Desert Rats'' King's Royal Irish Hussars units will sometimes say "Remember Belfast"[[labelnote:Explanation]]The Belfast Blitz consisted of four air raids. The second of the raids, xed at least 900 people, making it the deadliest air raid of the Blitz that didn't target London. After the third and fourth raid, over half the houses in the city were destroyed[[/labelnote]]
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* FightingIrish: The Desert Rats have access to recon Cromwells from the King's Royal Irish Horse. They are just as effective in combat as the non-recon variant, with the main difference being that they have far better optics and a unique voice actor who speaks with an Irish accent and sometimes declares ''"[[AndThisIsFor That one was for Ireland!]]"'' when they get a kill.

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* FightingIrish: The Desert Rats have access to recon Stuarts and Cromwells from the King's Royal Irish Horse.Hussars. They are just as effective in combat as the non-recon variant, with the main difference being that they have far better optics and a unique voice actor who speaks with an Irish accent and sometimes declares ''"[[AndThisIsFor That one was for Ireland!]]"'' when they get a kill.

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Using a heavy bomber to take out or panic a King Tiger is actually fairly practical if you can't flank them or don't have heavy enough AT


* FightingIrish: The Desert Rats have access to recon Cromwells from the King's Royal Irish Horse. They are just as effective in combat as the non-recon variant, with the main difference being that they have far better optics and a unique voice actor who speaks with an Irish accent and sometimes declares ''"[[AndThisIsFor That one was for Ireland!]]"'' when they get a kill.



** The Germans feature various units recruited from collaborators, allies, "allies", and even some Russians from the Eastern Front (some of whom are actually there willingly). Unlike the Allies, many of their non-German units ''really'' don't want to be there, with many having lower moral than the average units. This is so common that some of the foreign units made up of actual willing volunteers (primarily Italian) are called Freiwillige, which is German for "Voluntary"[[note]]This is actually TruthInTelevision, as actual foreign volunteers in the Wehrmacht were referred to as that in German propaganda[[/note]]
* NoKillLikeOverkill: A valid (if often impractical) counter to the Wehrmacht's heavy tanks is to flatten them under several hundred kilos of high-explosive bombs. Also, the main gun on Jagdpanthers and King Tigers is overkill on pretty much every allied vehicle except for maybe the [=M4A3E2=] "Jumbo" Sherman. The Churchill [=AVRE=] also takes this approach to enemy armor, being quite capable of knocking out anything foolish enough to get into range thanks to the 30-kilo high-explosive shells used by its main gun.

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** The Germans feature various units recruited from collaborators, allies, "allies", and even some Russians from the Eastern Front (some of whom are [[DamnedByFaintPraise actually there willingly).willingly]]). Unlike the Allies, many of their non-German units ''really'' don't want to be there, with many having lower moral than the average units. This is so common that some of the foreign units made up of actual willing volunteers (primarily Italian) are called Freiwillige, which is German for "Voluntary"[[note]]This is actually TruthInTelevision, as actual foreign volunteers in the Wehrmacht were referred to as that in German propaganda[[/note]]
* NoKillLikeOverkill: A valid (if often sometimes impractical) counter to the Wehrmacht's heavy tanks is to flatten them under several hundred kilos of high-explosive bombs. Also, the main gun on Jagdpanthers and King Tigers is overkill on pretty much every allied vehicle except for maybe the [=M4A3E2=] "Jumbo" Sherman. The Churchill [=AVRE=] also takes this approach to enemy armor, being quite capable of knocking out anything foolish enough to get into range thanks to the 30-kilo high-explosive shells used by its main gun.

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