Men of War: Assault Squad 2

Men of War: Assault Squad 2

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Armored warfare guide
By GermanWW2
This is a guide on the proper use of anything armored, amongst a plethora of other useful information.
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General advice
Well first and foremost, please note that this is not CoH, which means two things:
I: No health bars, so you won't be able to kill an IS3 with a Stuart.
II: You first need to consider if your shot will penetrate an enemy vehicles armor. Simply put, if you don't penetrate the armor, you don't do damage, moving on:
(Ths notice was made at HaZZarD's request.)



1.Ammunition types:

AP---Armor-piercing shell or AP are your most basic shells you have access to. It's good against everything except infantry. You can disable AT gun barrels from range with AP, then move closer and capture or kill with HE.
Note: Penetration increases as range decreases and vice versa, you also lose penetration as the round passes through solid objects.

APCR---Armor-piercing composite rigid shells act exactly like AP, except they have reduced range for increased penetration. Their use is limited to when AP does not have enough penetration.

HE---High-explosive shells are best against infantry, buildings, small fortifications, AT guns, artillery and are even effective against lightly armored vehicles. This shell is slightly slower than AP, always explodes on contact and does not lose effectiveness over range.
Note: Higher caliber guns (45-75-105mm...and so on) do more damage.

2.Scout your enemy: “If you know the enemy and know yourself, you need not fear the result of a hundred battles.” Following this we get:

3.Counters: There are hard counters and soft counters.
Hard counter - is a unit that will kill the enemy unit, with little to no risk of beying defeated.
Soft counter - a unit that will kill the enemy unit, at an equal risk of defeat.
Note: Soft counters aren't too risky if you have APCR, the enemy is reasonably close and especially if he is showing his sides or rear.

4.Better safe than sorry: It is beneficial to be prepared against a rush, AT squads be it rifles or bazookas set up in the right places can make short work of enemy jeeps and tanks.
Note: I recommend you hide AT squads in a bush and set them on hold fire.

5.Use everything at your disposal: “Never interrupt your enemy when he is making a mistake.” Buildings, terrain and wrecks can stop or take a shot for you, amongst other things battlefield awareness is a key factor for victory.

6.Vehicle knowledge: Knowing the armor values of your own vehicle and enemies is very important in both killing and surviving, the same applies for gun penetration.

7.Be observant: Taking advantage of your surroundings and the enemy requires you to pay attention.
E.g. Enemy just fired his main gun, which means he is reloading so you can peek out and shot without fear of retaliation.
E.g. You see a Tiger 2 and can't take it out, yet you notice a Sturmtiger shell next to it so you shoot it and enjoy the fireworks.

8."Death by a thousand cuts": If you managed to get very close to a tank and still can't penetrate him, try these:
I: Damage his main gun so he can't fire.
II: Damage his tracks and main gun so he is immobile and harmless, giving you time to plan how to take him out.
III: Damage his tracks, get someone out of your vehicle and plant TNT next to it, throw AT grenades or molotovs on engine, whichever option is available to you.

Tips and Tricks
AT squad tips: As we all know AT infantry come in a pair, one of them has the AT weapon, the other has extra ammunition and the same training. Often I see players send the extra fellow to meet his death or be exposed. A good player will react accordingly to these.
*My recommendation is to keep the pair together, preferably hidden and set on dont fire, so when the guy with the AT weapon is dead you can order his buddy to pick it up and continue his task.

Angling: The fundamental rule of penetration is the angle at which your shell hits the target's armor. The ideal angle is perpendicular to the armor plate or straight into the side of the plate. The angle of impact affects the Effective Armor Thickness, which is how much your shell will have to penetrate before it does damage to the enemy. The greater the angle, the greater the effective thickness of the armor. The amount of recommended angle is unique for each vehicle so I can't give out a number, just be careful not to get track damage while angled because it might expose your weak spots.

Personal preference: If I am not detected, I like to let the enemy advance as close as possible before opening fire. Why? Because lower range means higher accuracy and penetration, while it works both ways I usually get the better of it. Knowing when I am exposed is tricky to explain if not shot at, what I can say though is to trust your gut.

Ambushing: Is a neat way of dealing a serious blow with minimal units. I like to hide a few infantry in different bushes and when a target of interest passes by, at the right moment I spring them into action.

AI powers I: Shooting high speed moving targets is rather difficult in direct control, so just let the AI take care of your problems since he does it a lot easier.

AI powers II: If your vehicle got crew injured at close range, you most likely won't have time to return fire with direct control, so let the AI speedster do it for you.

AI powers III: Artilery has improved accuracy if you command it to attack a target instead of shoot ground. Increased accuracy with artilery is not available with direct control and shoot ground.

AI powers IV: Maybe this is not a power, altough from time to time and always when not looking, usually one of your tanks turns into the AI god and wipes out everything. You will notice this when random enemy vehicles explode or die.

Goliath defense: Most US tank have the M2 HMG which can easily shred the Goliath, altough only if you use direct control and manually select it.
*If only your main gun is available, use direct control and shoot HE at it or load AP and let the AI take a shot, alternatively you can keep AP loaded and try it yourself.

Enemy activity and you: If an enemy vehicle is not moving it's hull and/or turret in any way and especially if not shooting at infantry, then it is most likely put on hold fire, making it easy prey.
If the enemy is shooting at infantry and especially if he is shooting with HE at them, then that vehicle is controled by AI or direct controled, either way you have the advantage because you can peek out and shoot in the time it takes him to change ammunition to fire back.
Advanced advice
Use a decoy: This consists of baiting the enemy into coming after you. We need to perform this act in order to make the enemy leave his defended area and/or expose his weakspots, once this is done your chances of defeating him highly increase.
Like fishing you need proper bait to catch your target, so to take out a stronger tank you need a weaker one, chances of the enemy taking the bait greatly increase if you fight a little and he damages your turret and/or main gun, after this happens fall back to a position where your troops are set and he should be done for.

Tunnel vision: Your enemy has flaws and tunnel vision might be one of them. Just like baiting here we will present the enemy with a juicy target and hopefully he will dedicate himself in taking it out. After you notice he is focused on your bait, use a tank or substitute to take him out. If you are good at micro management, you could handle both the bait and the substitute, altough it might be a great deal easier if you had an ally for the other task.

Target prioritization: Here is a fun way that will also increase your chances of winning.
The principle of this is to destroy the enemy unit that has the highest chance of defeating you then move to the next in line, easy enough, yes?


Overshooting: Consists of shooting over the maximum range of your weapon, a deed which can be done in several ways depending on the selected unit:

Flamethrower: Overshooting in this case is easy, use direct control, aim at max range of weapon, fire then move the unit holding the weapon.
*Alternative way is to use direct control, aim at max range of weapon, fire then quickly move mouse over max range.
Either option adds a few meters over the max range.

Projectile weapons: Overshooting with cannons and guns can also be done in a few ways:

If an obstacle is in the line of fire: In order to overshoot this way I first aim at the target I want to hit, notice what obstacles my round might pass through then I put my aim where the green dot would be on the obstacle and fire, it should then hit the target that is over your max fire range.

If no obstacles are in the line of fire: To overshoot this way we will use the inaccuracy of our weapon to achieve the goal. First aim weapon at max range on the ground at a point in the direction you think it will hit the enemy then fire. The round should pass above the ground and probably hit the target.
*Alternative way is to aim at max range, aim on the ground at a point in the direction you think it will hit the enemy then move your vehicle forward,while this is happening fire. This way has a higher chance of a successful overshoot.

Overshooting for artillery: Overshooting with this unit can be achieved exactly like projectile weapons, you can even do the alternative way if your artillery is self-propelled.
*Alternative way #2 is to aim at a spot you can normally shoot then immediately aim at the predetermined location you want to hit with overshoot. The speed required makes this alternative very hard to do, yet when it works you can gain massive extra range.


Hull-down: Is a position taken up by an armored fighting vehicle so that its hull is behind a crest or other raised ground, leaving only the turret exposed. Why would you do this? Well simply because it makes your unit harder to hit and some vehicles have more turret armor than the hull.

“It's Alive!”: As we all know, when taking out a vehicle a message is displayed that shows if it can be repaired or not. My recommendation is to destroy any wreck you cannot repair and hold onto because it might mean a comeback for the enemy.
A neat way to know if a wreck is repairable without a message is to look on the minimap, repairable wrecks still have icons on the map.

Demolition for everyone: Easiest way to destroy a building is to shoot the roof. Why? I don't know, most likely because the game engine, moving on this stunt can be done with anything as long as it has enough penetration, not much of it is required and any ammunition type can be used.

Enemy activity II: Rustling bushes, felled trees, crushed walls and so on are all indicators of enemy presence, if they were not done by you or your allies. Battlefield awareness is key in order to detect these.
*A small tip is that if you scroll over the map you can hear the sounds of the enemy, vehicles and artilery fire, If I remember correctly you can also see spent artilery casings as they are fired, alowing to detect the exact location of artilery without actualy having vision range.
Secrets
Brittle armor: Shoot any vehicle enough times with HE and sooner or later it will be be knocked out, always with a hull destroyed.

Shell shock: It seems our soldiers do get affected by war, altought only when driving a vehicle and when they are direct controled. Well the secret is simple, anytime you use direct control on a vehicle and get hit by HE, you lose control.
When I say you lose control, I mean direct control is still in efect, altough you can't move the unit where you want.
*The fix, just as the cause is rather simple, disengage direct control then use direct control again on the same unit.
FAQ
“Not all those who wander are lost.”

1. Why make a guide?
Well, a long time ago I heard that if you are good at something, teach others.
Certainly this guide can do no harm, can it? Everyone can benefit from a better playerbase.

2. Did you post everything you know?
Surely did not, the greatest reward is to learn it yourself.

3. How did you learn about all this?
I like to make experiments, so I choose a map, select a country I want, select test mode then I start doing different scenarios to see what happens. I also pay attention in-game and ask questions when needed.

4. Would you post all counters?
No, each unit has a different counter, a list would be colossal.

5. Will you make other guides?
“Short answer, "yes" with an "if"; long answer, "no," with a "but".”

6. Can I help with the guide?
Of course, as long as you can add something new and useful to it.

7. What's up with the name ?
“It ain't what they call you, it's what you answer to.”
Tactics at a glance
I'm not going to delve into these too much, instead I'm going to leave them for you to decide on.

1. Split your infantry squad before they arrive at their destination.

2. Combined arms, essential in keeping the elements involved alive.

3. Help your allies by dealing with enemies they have trouble with.

4. Engineer truck and all it's contents are not worth it in PvP multiplayer.


24 Comments
pee ness 1 Feb, 2022 @ 10:13am 
what do you mean im not ment to use the guy with the rocket launcher against infantry
brick 21 Jan, 2022 @ 10:08pm 
:<
WarlordToby 18 Apr, 2021 @ 1:20pm 
@historian_gamer. Panther is not particularly armored. A medium tank destroying a medium tank is nothing new.
brick 14 Feb, 2021 @ 5:00pm 
i killed a panther SOMHOW using a sherman / i didnt kill it from back :>
WeedEater12 1 Apr, 2020 @ 6:15pm 
great guide, extremely useful.
Saltshaker 7 Dec, 2019 @ 8:28pm 
Chad guide
dingos stole my will to live 20 Dec, 2018 @ 2:14pm 
i like it when they have pictures in books
Daily 26 Nov, 2018 @ 9:42pm 
noice
Llosa 6 Dec, 2017 @ 5:51am 
Nice guide shame you teach people how to cheat thou.
A.Morphous 11 Feb, 2017 @ 2:52pm 
This is pretty helpful! Thanks for the advice!