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Washington's War - Beginners strategy guide - British | Washington's War

Main Post: Washington's War - Beginners strategy guide - British | Washington's War

Forum: boardgamegeek.com

EMPIRE AT WAR ECONOMY GUIDE : StarWarsEmpireAtWar

Main Post: EMPIRE AT WAR ECONOMY GUIDE : StarWarsEmpireAtWar

Forum: r/StarWarsEmpireAtWar

A cool guide to British officer ranks in WW2

Main Post: A cool guide to British officer ranks in WW2

Top Comment: Everything about this feels like it should've been done the other way around to how it was actually done.

Forum: r/coolguides

A cool guide to British bombers in WW2

Main Post: A cool guide to British bombers in WW2

Top Comment: A shit guide to British bombers in WW2. I can't read a word of it. Poor form, OP, what what!

Forum: r/coolguides

The Beginner's Guide to the WW2 Zombie Apocalypse

Main Post:

Welcome back, Commander. This briefing will cover the current zombie apocalypse affecting the end of World War Two. In this alternate timeline, the Thule Society’s necromantic experiments and occult magic have turned the tide of the entire war, in the final months of a Germany on the brink of defeat. Experience zombie war torn World War Two battlefields, soaked in vicious melee combat, flame, and carnage.

This short guide will introduce basic gameplay changes and concepts. Undead Rising is a complete and drastic gameplay overhaul for Company of Heroes 3, as the Wehrmacht strike back and the undead rise.

Factions are now split into two gameplay styles. Survivor factions are the US and British, and feature human survivors using standard ranged firearms and building defenses. The Wehrmacht is now the zombie faction, and features a heavy focus on melee combat, overwhelming numbers, special infected units, and a wide variety of support vehicles. Squad wipes are meaningless to a zombie player. Zombie units are cheap, expendable, and plentiful. DAK is disabled, a lot of their units are in the Wehrmacht roster for a unified zombie faction.

Survivor factions focus on building battlefield defenses, controlling the ebb and flow of the map with structures to the survivors advantage. Early game your units are vulnerable on their own, and should stay relatively close to each other so they can support each other. If a unit needs to turn and run, nearby units can stand still to focus on shooting.

Early game as survivors, focus on sectioning off parts of the map with barbed wire and building machine gun nests in key areas. Once you have a secure frontline, you can form raiding parties of units to go out and explore beyond your frontline to take territory and expand. Once you take new territory, start expanding your frontline with new fortifications, so your infantry can fight with the support of the structures.

To help take out single entity targets, which can often solo entire squads on their own, you’ll need snipers. The US can build a marksmen team right away. The British can build two different snipers, but take longer to access them. Snipers are critical for taking out incredibly dangerous units like the Titan, Warlock, and Necromancer. So keep your sniper safe, if they need to get somewhere quickly, put them in a transport vehicle or escort them safely with other units. If they die, they have a long 60 second build time. Your sniper is an essential unit.

As the survivors, you’ll face vehicles and heavy armor, which will crush your defenses if left unchecked. You can build dedicated anti tank squads, use mines, artillery, air support, satchels, sticky bombs, demo charges, along with your own tanks to destroy heavy zombie armor.

Units function differently than they have ever before in Company of Heroes.

Some units like zombie Chargers can’t be suppressed, so will run straight through your machine gun nest fire. But they can’t vault, so can be blocked by sandbag walls.

The Titan unit has infantry heavy crush, allowing him to smash through walls and any defenses. He also has rapid hit point regeneration, but is slow and able to be kited. He is vulnerable to snipers just like other single entities.

The Titan is a combination of Mr X and The Armored Titan in action

https://www.youtube.com/watch?v=zhVeZLsOQXs

Without a sniper, or a large and powerful army that can stand, fight and focus him down, you'll face the same fate as those trying to defend the gate. But your sniper is like your Captain Levi on your team against special infected. He can beat any of them, but he is one unit and can only be so many places at once, you may have to make sacrifices with other units to get him into position so he can take down the special infected causing havoc among your regular troops. There's one soldier the special infected need to be wary of at all times, your sniper.

https://www.youtube.com/watch?v=F0sqfPkCcyM

The Dragon Ram shoots fiery breath, able to melt infantry, armor, and buildings with ease. Able to shrug off an entire army’s worth of punishment, this unit will zone you out of areas rapidly if you aren’t prepared. The flame cannon has a shorter range than most other weapons, so stay just outside of its reach while still firing yourself.

Inspiration for the Dragon Ram came from this

https://www.youtube.com/watch?v=7wbfljjm41Q

If a defensive line is too strong, and zombies with light vehicles can't breach it, the zombie player can call in their own version of Grond, the Armored Ram. With heavy crush, incredibly high armor, and a devastating short range explosive attack, the armored ram can obliterate defensive lines if supported properly.

https://www.youtube.com/watch?v=LGXN5POBbow

Boomers explode upon death, damaging all around them.

The Warlock uses a sniper rifle, but each shot pins the squad instantly, so it is non-lethal, but leaves the squad completely vulnerable to follow up attacks. He can also shoot flame and summon zombies at his location, and self-heal with an ability.

The Necromancer uses a panzershreck that fires white phosphorous rounds, so he can blind machine gun nests instantly. Be careful of friendly fire from the burning clouds. He can also summon zombies and self-heal.

You can transport allied units in your vehicles now, and climb aboard friendly vehicles for a lift.

Human player controlled units can no longer retreat. Survivor units can sprint to reposition quickly, and zombie units can melee charge to close the distance.

The Spitter unit, is a dangerous short range mortar unit which can inflict horrendous AOE damage on tightly grouped survivors, if allowed to get close and fire.

Vehicles now require infantry support to stay alive. A lone vehicle can be quickly overwhelmed and destroyed by infantry.

Some zombie units can summon units in the field right where they are. Zombies are able to park a corpse cart near an area and apply constant pressure. Zombies can also spawn from strategic points if built on.

Both survivors and zombie players have access to many different stealth unit types for sneaky gameplay.

Some units and abilities now cost Command Points, making where you allocate your CP a more meaningful decision.

These are just some examples. There are thousands upon thousands of under the hood changes with how units behave and interact with the game world.

Inspired by Warcraft 3 custom games of days past, this is a drastic and balls to the wall new take on Company of Heroes gameplay, I hope you enjoy it, it was a metric shit ton of work to make and conceptualize. It’s also meant to serve as a proof of concept for melee gameplay for a possible Company of Heroes 4 in the Pacific, featuring USA vs Japan.

And yes, the zombies are pretty damn overpowered when controlled by players who know what they are doing. But that’s just how it’s gonna have to remain, because zombies are awesome.

Mod link here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3045941739

Top Comment: Will try later, thanks.

Forum: r/CompanyOfHeroes

1941-1943 Zippo Variants and dating guide

Main Post:

I mentioned in a comment a week or so ago and said I would put together a guide for the handful of changes that took place in the years just prior to the US entry into WWII. So here it is.

The knowledge base on this is limited, so we'll call this the best educated guess until more definitive information comes to light.

As everyone knows, Zippo ceased to use brass, nickel and chrome as they became essential materials for the war effort. The interesting issue here is when did they run out of their stock? Some information can be pulled from a letter which is currently on display in the Zippo museum in Bradford.

Based on the information in this letter, we can narrow down when some of the changes took place. This letter is dated July 11, 1942, and references switching to steel, causing some lighters to rust in the last "two to three months". So based on this, we can estimate that chrome ran out around April 1942. There are plenty of examples of chrome plated steel Zippos from this era, so it can be assumed that they are all early 1942 and that It's likely that they ran out of brass before chrome. Here is an example of a factory chrome plated steel 1942 Zippo.

Notice that the sides and bottom are also brushed, as opposed to polished as they were previously. The insert is the common seamless chrome plated brass. Here is another factory chrome plated steel example, dated 1942

Again based on the letter, some time around April/May 1942 the chrome ran out, leaving the cases as brushed steel until early July 1942 when they began the black crackle paint. Here is an example of a factory brushed steel 1942 Zippo. Notice the smooth finished texture versus the rough texture of the steel on one which had the paint removed.

Notice the depth and crispness of the stamp versus a case which has had the paint removed. The insert is now uncoated steel with a seam, but still the pre-war style cam.

Also according to the letter, Zippo was offering a recall on any steel lighters so they could be coated with black crackle, so examples of these factory finished raw steel cases are extremely rare.

This brings us to July 1942, when the black crackle painting started. According to the letter, it wasn't until August 3rd that their production was designated for the military, which leaves roughly 23 days that black crackle zippos were being produced for the civilian market. Here is an example of a black crackle Zippo produced in that small window, packaged for civilian purchase.

Notice the unfolded WWII era instruction sheet.

And once August 3rd comes, all production went to the armed forces.

Also for reference, here is a 1942 Zippo which was plated outside the factory. Notice the lack of definition in the bottom stamp. If the stamp is not crisp and clear, it can be assumed that the paint has been removed.

And finally, here is a photo showing all four bottom stamps.

  1. Early 1942-April 1942: chrome plated steel
  2. April 1942-July 1942 Brushed raw steel
  3. July 1942 - August 3 1942 Civilian production Black Crackle (not pictured)
  4. August 3rd, 1942 - mid 1943 Armed forces black crackle (4 barrel hinge)

I hope this helps.

1. factory chrome plated steel 2. factory chrome plated steel 3. factory brused raw steel 4. non-factory nickel plated

Top Comment: Redditors, if you want to learn about vintage Zippo lighters on this subreddit, you are not likely to find a better source of information. Much of what I learned the hard way was either quickly corrected or confirmed by checking with more authoritative sources like this. And this is just a history lesson spanning one year of production.

Forum: r/Zippo