Men of War II

Men of War II

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PvE Survival Guide
By O.G. Lupus
Survial guide to Men of War II. Learn the basics to survive PvE.
   
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The division deck
This guide is designed to support you in the PvE Campaign of Men of War II. Your path to victory begins with a well-constructed division deck, which is divided into three parts. The strength of your decks is limited by the points that allow you to deploy units.
A strong all-rounder deck

The first part of your deck allocates 200 points. This is your weakest deck because it contains the fewest points. It is recommended to use this deck primarily for fast-moving, light units. Consider including infantry squads, mortars, and airstrike units. Additionally, you might want to add reconnaissance units such as light motorised vehicles. Supplies are not necessary for this part of the deck, as the second part usually becomes available before your troops run out of ammo.

The second part of the deck allows for 300 points and strengthens the units from your first deck. It is advisable to include supply trucks in this deck to ensure a steady flow of ammo. This is also the time to add some tanks (both light and heavy) as well as artillery and anti-tank guns.

The third part of your deck allows for the allocation of 500 points and is your most powerful section. Use this part to enhance your infantry, add heavy artillery, or deploy powerful anti-tank guns.
The PvE raid Mode
Despite the "classic" PvE mode with a series of missions, the Raid mode is newly introduced.

In Raid Mode, there are two different phases: the Attack Phase and the Defense Phase. First, the player can decide which of the upcoming maps to attack. This is done by dragging the division symbols, displayed below their location, to the target they want to attack. The options include tank, artillery, and infantry divisions. For capturing territory, it is recommended to use tank divisions because they have high mobility and firepower. It is advisable to operate in tank groups consisting of light, medium, and heavy tank units supported by anti-aircraft and infantry units. Keep the individual units within a group together, as they can easily become prey for the enemy if isolated.

After the Attack Phase, the Defense Phase follows. Here, the player must defend three points and repel the enemy units with adequate preparation time. It is recommended to use artillery or tank units for defense. While it is also possible with infantry divisions, it is easier with the previously mentioned units.

If you notice that you might lose the battle, it is advisable to abort the game and restart with a different division. This way, you may lose the battle but not the territory point.


The collector units
Collector units are unlocked by achieving specific objectives in the game. After completing a battle, the unlocked units are displayed, and under "Objectives," you can check what is needed to unlock more of these collector units. The collectible units are surrounded by a yellow or purple frame (see below), are limited in number, and can be used to reinforce an existing deck. What makes these units special is that they require fewer deployment points than their regular counterparts. This allows for more powerful division decks, as they can include more units for the same number of deployment points. Therefore, collectible units are always preferred.
It is also wise not to assign all available collectible units to a single deck or division. It makes more sense to distribute them across different decks since, especially in Raid mode, various divisions need to be used across the front line. The units are not "lost", even if they are destroyed in a battle, they will be available again in the next deployment.
The infantry
Like in all other Men of War titles, the infantry is the backbone of your army in this part of the series, as an infantry troop is the most flexible and agile unit available. The type of infantry is important and matters significantly. A rifle squad is good for controlling points, while a grenadier troop is suitable for assault measures. But what are the differences? You can recruit a squad of a single type, such as rifle or SMG soldiers. Note that such a squad only uses the selected weapon. A rifle squad, for example, only uses rifles, which is advantageous for engaging other infantry troops at medium distances. Use SMG-armed soldiers to engage other infantry troops at short distances.

For more flexible tasks, you will need squads like an infantry squad. These squads use different weapons and offer MGs, rifles, and SMGs to cover different distances simultaneously. Therefore, use squads for assault measures and single-weapon troops for defending. There are several small troops like flamethrowers, sharpshooters, medics, and reconnaissance troops to support your main infantry troop. Using them alone without a main infantry troop can be very dangerous and needs to be done with a high level of caution.

What makes the infantry really strong is its ability to adapt to various situations. Digging a trench provides an infantry troop with heavy protection. Digging in offers medium protection and is good for making a quick stand. Sandbags are useful if you lack cover, but note that they provide nearly no protection against tank shells. Besides these protection measures, the infantry has different types of grenades, which are quite useful. Use anti-personnel grenades against infantry behind sandbags or in trenches, or against anti-tank guns. The anti-tank grenades are quite deadly against tanks; two of them can destroy a heavy tank. To get close to the tank without getting killed, use smoke grenades in advance before assaulting a tank. The smoke grenade is very useful as it provides cover for advancing infantry troops. It is also useful to throw it on your own trenches, as attacking tanks are forced to come closer to the trench. Then, when it is close, finish it off with anti-tank grenades.

What also makes the infantry very flexible is the ability to equip various gear, like other machine guns, rifles, and all other equipment found on the battlefield. Keep your eyes open (and press "B") to see available equipment on the battlefield. Dead enemy soldiers are a good source of ammo, medical supplies, and guns. Use "X" to investigate their inventory.s are a good source for ammo, medic materials and guns. Use „X“ to investigate their inventory.
The mortar
The mortar looks simple at first glance, and it is, but this small artillery can be as simple as it is deadly. Used against infantry, it is a very cheap and efficient way to support your assault measures. Placed behind the lines in a safe position, it is also possible to engage heavy artillery, buildings, and infantry. Ensure a supply truck is nearby to maintain a steady mortar fire; nothing is worse than running out of mortar shells in the middle of an assault. As it is cheap and efficient, it should be considered an integral part of the first part of your deck.
The tank
Mind that you have several types of tanks: the light, the medium, and the heavy ones.

The light tanks are good for suppressing and eliminating infantry, mortars, and other light tanks. However, due to their lack of heavy armor, use light tanks with caution as they can't withstand much damage. They are ideal in the early phase of the game to support infantry and for reconnaissance missions. Their natural opponents are all types of enemy units.

The medium tank offers the best price/performance ratio. Use medium tanks equipped with multiple machine guns to efficiently suppress infantry. They can handle all types of tanks, anti-tank guns, infantry, and artillery. Although they move somewhat slowly, they are effective in supporting advancing infantry. Their natural enemies are other medium/heavy tanks, anti-tank guns, and infantry equipped with anti-tank grenades.

The heavy tank is the supreme choice on the battlefield, being very expensive and rare in numbers. Heavy tanks need to play a leading role, ideally grouped with other tanks (medium and light ones). In a group, the heavy tank becomes a formidable opponent as other tanks support its formidable firepower. They are best used in a fast armored group for assault missions. The only natural opponents of a heavy tank are other heavy tanks, heavy anti-tank guns, infantry with anti-tank grenades (medium tanks should handle them from a safe distance), and air strikes.

Important: Losing a tank doesn’t mean it's permanently lost, as it can be repaired if the damage isn't too severe. How to repair? Use an infantry unit and click on the "repair" button in the lower part of your interface. Normally, the chosen infantry unit receives a repair kit and starts repairs. If it doesn't work because no repair kit is available in the infantry unit's vicinity, order a supply truck or bring a tank into the infantry unit's reach zone. Covering the repair operation in smoke makes it safer. Throw a smoke grenade (select it in the infantry interface) before starting repairs. Once repairs are completed, mount the tank with at least two infantry troops. If the tank still doesn't move after being remounted, it might be out of gas. To refuel the tank, you also need an infantry unit to collect a fuel canister from a truck, destroyed tanks, or other vehicles, all of which have a canister in their inventory. It's also possible to recover enemy tanks. Eliminating 5 enemy tanks with a recovered enemy tank will add the tank as a bonus unit to your division deck.
The reconnaissance
Equipped with a maschine gun and light amour a light recon vehicle is essential to spy on your enemy. Identify hidden troops, supports infantry and perfect complementation of your assault deck. Identify your enemy before you start assault measure, alternatively a light plane can be used to spot on the enemy, very important when you prepare a attack.
The Flak / anti-aircraft guns
An anti-aircraft vehicle, no thanks. That’s what you probably think in the first place, but using it on the battlefield shows its devastating power against infantry. The anti-aircraft vehicle is a supreme anti-infantry unit and it kills air crafts, but mainly use it against infantry. High movement, high number of shells per minute makes it outstanding against every infantry unit. Beware as an anti-aircraft are weak in the defense against tanks or anti-tank guns. Besides the anti-aircraft vehicles the stationary guns are also very effective against infantry and vehicles and tanks.
The air strikes
Air strikes are nesesssry to engage enemy artillery far behind the front line. Assure at lest one air strike on your first part of the deck.
The 2nd & 3rd division deck building
Now it is time to utilise tanks and artillery. You have gained the points and access to stronger equipment. Tanks provide crucial support to your infantry, which remains the backbone of your operations. Use light tanks to suppress enemy light vehicles or engage enemy artillery. Deploy heavy tanks to break through enemy positions. Be cautious, as tanks cannot be recovered once lost, and they can be lost much more quickly than an infantry squad. Pay special attention to anti-tank guns and artillery; they can destroy your tanks in the blink of an eye. Reconnoitre the route for your tanks in advance to minimise losses.

When defending a sector, use anti-tank guns. Monitor your ammunition supply; supply trucks nearby ensure a steady flow of ammo and should always be considered when defending with anti-tank guns. It is recommended to use two guns firing at the same area to double your firepower and reduce the chance of losing the guns. Despite the usefulness of mortars, regular artillery is the most efficient way to destroy targets (with or without armour) over long distances. Consider placing artillery on your last deck, as they are very expensive and require a protected area in front.

Mobile artillery is a valuable component of an armoured assault squad, which should include light, heavy, and reconnaissance units, along with an infantry squad. However, be aware that each type of troop can be quickly defeated by its natural counterpart. Understand the different destructive potentials of the various units: an anti-tank gun destroys your tank, infantry destroys your gun, and a tank destroys your infantry. Use the appropriate unit against the appropriate target.

Use decks that focus on combined forces. Combine infantry and mortars, the basic elements for holding and advancing against infantry and anti-tank guns. Keep these units together, mark them using SHIFT + Number. Keep them together, alone they are easy prey. Add an anti-tank gun and an anti-aircraft gun to complete the first group. These groups should advance together but maintain enough distance to avoid simultaneous losses in case of an explosion.

For the second deck, replenish your group or create a second group. If you have tanks in the second echelon, build a group with a light, medium, and heavy tank. Advance this group to support the first group and move together.

Another effective setup for a combined group includes one or two anti-tank guns, one anti-aircraft gun, and one medium tank. Monitor ammunition supply and move the anti-tank guns forward one by one, using the tank for support and the anti-aircraft gun for reconnaissance.

Some final tipps
Equip your first infantry squad at the crates, destroyed enemy material, and abandoned trucks with ammo, sandbags, medicine, and weapons. This improves the efficiency of your squad. Destroyed tanks provide heavy machine guns, which could be used by a regular rifleman, and voilà, you have a better squad.

Use supply trucks to build field warehouses. There, you can restock your supply trucks, tanks, and so on; just stay within the yellow circle around the warehouse.

You can simply drive over an enemy mortar instead of shooting at it.

Dig, dig, dig, and take cover whenever possible using infantry.

Use the mini-map to locate the position of enemy artillery (small red signs on your mini-map). Engage it with airstrikes, mortars, or artillery.

The game is all about finding the right spot. Choose the location of your anti-tank gun wisely; look for higher ground and use destroyed tanks as cover. Sometimes, a small adjustment of your location is the difference between life and death.

Always keep a heavy tank with at least one medium tank and one light tank in a group. The light tank spots the enemy, the medium tank keeps the infantry away, and the heavy tank handles the rest. Some heavy tanks have smoke grenades included, which are very useful in open fields or for repairs.

Use the Pause button when things get hot. Stop the game and analyze the situation. Identify the main threats and choose the appropriate weapon against them.

Use as many collectable units (the ones with the yellow frame) as possible for your deck, as they are smaller and cheaper than their regular counterparts..
1 Comments
Randombandit 10 Jun, 2024 @ 6:47am 
Proofread haha

It is a decent starter for the new player.

Stealth units and fast LVs make better arty-killers. The early anti-infantry AA devours early planes and towed AA creates a nofly zone for anywhere deeper than the Frontline.