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"Batle" is the first map if you play the campaign on the French side.

August - September 1914

General Situation

Units Depots Factories Resources
Total 33 2 0 40
German Side 14 0 0 5
French Side 14 0 0 5
Neutral 6 2 0 30

Units

Player Computer
Infantry 3 5
Elite Infantry 2 2
Cavalry 2 3
Light Artillery 1 1
Medium Artillery 1 2
Heavy Artillery 1 0
Supply Cars 1 0
Bunker 3 1

Buildings

#1 HQ (Germany) Resources: 5
empty
#2 Depot (neutral) Resources: 15
2 Infantry, 1 Elite Infantry
#3 Depot (neutral) Resources: 15
1 Light Artillery, 2 Infantry
#4 HQ (France) Resources: 5
empty

Strategy[edit]

This, being the first map in the game, is an easy level. Both the player and the opponent start off with equal power (with the player having a slight advantage of the Heavy Artillery) and equal resource potential. There are no factories on the map though, so the player cannot afford a reckless frontal attack.

Opening rounds[edit]

Opening rounds

The enemy will charge at you swiftly using Cavalry units, putting your two closest Bunkers in danger. You will need to swiftly take depot #3 and set up a defensive spot around it, learning the basic "Defend the Building" strategy. You want to set up an artillery outpost near the defended building and a front-line of close-range units, to protect the artilleries from being attacked. Use the Supply Car to quickly transport the Medium Artillery and Light Artillery to the main hotspot's vicinity and move in a few infantry units for protection.

The enemy will also attempt to move behind your lines through the mountain pass and directly to your HQ. Leave 2 or 3 units to protect the bunker from damage and let it gain experience. This secondary hotspot will be in range of your Heavy Artillery, so you will be able to utilize it's power.

Skirmish[edit]

Skirmish

You will gain an additional Light Artillery unit from the taken depot, which will soon prove to be very favorable. An outpost with 2 Light Artillery units and one heavier is a very efficient killing machine and adding any additional long range units might be overkill. You may however chose to move the Supply Car to fetch the Heavy Artillery - this is optional. The bunker near depot #3 will probably fall outside of your defenses, so there is high chance you will lose it. Be wary of the incoming enemy Medium Artillery, as it will soon have your defensive lines in range. When it happens you will probably have the artillery units trained enough to leave them open, backing the infantry out of enemy range and forcing the enemy to move into your range, putting you in advantage.

If you see a chance to attack the Medium Artillery without being slowed down by incoming infantry, take it - however this is unlikely and charging into battle will cause you to move into range of the Medium Artillery, which might prove deadly. Don't worry if you lose the Bunker in the process.

The enemy is also reaching the secondary hotspot, but here you have a huge advantage and you need not worry about it if you left a few protective units. You will be able to move them in a few rounds to the main hotspot as the enemy runs out of units, but this is optional.

Endgame[edit]

Endgame

By now the enemy has wasted most of his infantry on futile attacks against your outpost and you can cash in on the success. Use the "Artillery Charge" strategy. Pack your two well trained Light Artillery units and an infantry or two into the Supply Car and move in and unload in the next round. You will have the bunker and any remaining enemy units in range and with the artillery units having max experience you will be able to take most of them out in one blow. The Bunker might prove resilient though and you should look out for the remaining Medium Artillery near the enemy HQ, because you might accidentally move into it's range when unloading.

After dealing with the enemy near depot #2, use "Artillery Charge" again to move in on the remaining Medium Artillery.