Following up a post I made in another thread, I felt it would be worthwhile for me to give some advice to those seeking it as to how to succeed in Berlin while playing the German faction. Feel free to critique anything I say here, and I will update this thread with applicable information as it comes along.
First of all, I’d recommend you take a look at another of my threads, which simply goes over a damage efficiency comparison of a majority of the guns in the Berlin campaign; Comparison of various Berlin campaign guns
At low level: (9 and below) Until you get that MG34 that gives Germans an a massive advantage at the top of this range, you’re likely to feel rather underpowered compared to your competition. The PPS-42 kills faster than the MP.3008, and while the MP.3008 has good stats and efficiency, at point-blank ranges the PPS-42 will still melt you faster. The poor sights of the MP.3008 don’t help it, sadly. The MP40 improves this slightly for the Germans, but it’s recoil characteristics makes it trash in comparison to the MP.3008, and is only on par with the PPS-43, which is the worse of the two russian guns in this level bracket.
Soviets do also get an advantage in rifles at this level as well, both bolt action, sniper rifles, and marginally in the semi-auto department in this phase. With this said, the German shotgun is more effective than the soviet one, though it is very much limited to close ranges as one would expect.
As such, at these low levels, focus on playing Engineer, even morso than you normally would. Supporting your team, maintaining low respawn / return-to-combat times, ensuring higher level players have ammo, and making use of the fortifications available to Engineers is the best thing you can do at these levels.
You should, when you unlock the ability to get such in your other squads, place an engineer in each of your squads. This isn’t just a Berlin or low level thing, and is more advice for every campaign and every faction, as spawn beacons are integral to winning on any match, but it should be noted here. Always have an engineer available, and if you don’t have a spawn beacon down, put one down as soon as you can, without risking the loss of the cap.
When you’re not playing Engineer, I recommend you make use of Snipers defensively, and either hold down caps through sheer numbers with Trooper squads, or make use of assaulters with shotguns. When you get your assaulter squads leveled up, give them a second weapon slot for a longer ranged weapon - at these levels, they’re best off with an MP.3008 or an upgraded bolt action, by your preference, as a backup to their shotgun.
At Mid-level, 10-18, things improve for the Germans. While the MP 35/L is a fairly mediocre SMG - better than the MP40 and MP.3008 - it is admittedly far worse than the PPSh-42, which is frankly OP. But the main difference is you have access to gunner squads now. While the MG42 at the top of this level range is OP as well, it’s not a massive improvement over the 34, so make use of whatever you have, and whichever of the two you’re most comfortable with. Soviets get even better sniper rifles as well, meanwhile, and otherwise this is a long level gap without many new infantry weapons.
But this is mainly an advantage for you, the german player. Now having access to the Panther tank, you now have an advantage over the Soviet tanks you face. Mortar squads can deal with oncoming rushes on caps, and you should be pushing to put gunners in every squad you can. Did I mention your gunners? You’ll also want to continue using Engineers at this point, though it’s less of a necessity now, because of your gunners.
At high level, 19+, things improve considerably once again for the germans. You get the FG42, which outclasses every other general troop rifle, and you get a semi-auto sniper, bridging the gap with the Soviet snipers to a degree. In assaulter weapons, you get the VG.1-5, which gives you an advantage over Soviet assaulter players, though Soviet SMGs continue to dominate at closer ranges by a large degree. The Beretta 38 is also a good SMG - just not overpowered like the PPSh-41 and PPD are.
At this point you also get access to flamethrowers - which, with the close ranges involved, become great area-denial tools, and have similar effective ranges to SMGs. While they’re quite situational, I would recommend their use to deny corridors from being used by soviets on applicable capture points.
Ultimately, the situation on berlin is a bit poor in the tank department, as tanks in general are dealing with a load of bugs right now. While the Panther is better by at reasonable margin over the T-34-85 ZiS-S-53, the Panzer IVJ is so far below the T-34-85’s, it’s often something to consider to not use it unless you’re in a situation that requires it, and hope there’s a higher level player with a Panther that can spawn in instead. But once you have the Panther available, go ham with your tanks.
Germany does have the advantage of having better early-game CAS, both in the fighter and bomber department, though berlin is a poor map for using such vs infantry outside of a few points, so this isn’t as much of an advantage as it is in Normandy. (The Ju-87 is better than the IL2 mainly just due to it’s lower stall speed and ease of use in comparison)
But yes, it is a long grind to get to “good” guns for Germany where there’s a real balance between the two factions. Till then, I recommend bringing an Engineer squad, a Gunner squad, and a Assaulter squad. If you have an extra slot available, I would fill it with either a Mortar or Sniper squad.
Short tip notes;
- When you get the chance, give your assualters an extra weapon slot. Give them a shotgun and either an MP.3008 or a bolt action as their secondary weapon for shooting at longer ranges.
- Any time a squad upgrade lets you add a gunner, do so. Until late campaign, Gunners are the core of your team’s killing potential.
- Main Engineer as much as you can, and make use of the fact you’re going to be defending 90% of the time to your advantage with what you can build. Especially respawn beacons. Get creative with where you place respawn beacons if your team starts getting good at it. (though I doubt they will, given how underused Engineers are)
- Other fortifications are also important - walling off streets with czech hedgehogs can prevent the Soviet tanks from wiping your capture points, sandbags protect your bots from their bots. Barbed wire slows down enemies on the flanks and gives audio clues. AA guns are at least marginally useful as actual AA and massively useful at holding down cooridors, both for it’s guns and that it remains permanent cover even if shot at by a tank. The AT gun is arguably the best anti-tank weapon short of a Panther right now, and the HE fired by it is nothing to laugh at either, if you get one set down in a good position.
- If you’re a good tanker, feel free to use tanks, but otherwise wait until you get the Panther if you’re not confident.
- If you’re good with planes, get in the air. Mostly to prevent soviets from bombing you, but if you’re a good attacker pilot, get on anti-tank duty.
- Mortars are very good for quashing rushes on capture points, and you can often save the cap (if the cap isn’t in a building). This is especially good early-game where soviets are rushing the first point before your team sets up.
- If your cap is well fortified, snipers are quite powerful at holding off soviets before they get in range to melt you with their SMGs, even if your sniper rifles are worse than the Soviet examples, you’re in more of a position to make use of them.
Recommended Squads assignment and primary weapon:
Level 5:
- Engineer (Kar 98k)
- Trooper (Kar 98k)
- Sniper (Kar 98k with scope mount)
V1. Fighter (BF-109 G-6)
Premium: - Assaulter (M30 Drilling)
V2. Tanker (Panzer IVJ)
Level 10:
- Engineer (Gewehr 43)
- Gunner (MG 34)
- Bomber (Gewehr 43)
V1. Attacker (Ju87 D-5)
Premium: - Radio Operator (Gewehr 43)
V2. Fighter (Bf 109 G-6)
Level 15:
- Engineer (Gewehr 43)
- Gunner (MG34)
- Mortarman (Gewehr 43)
V1. Tanker (Panther G)
Premium: - Sniper (Pre-War Kar98k) [if bugfixed] / Radio Operator (Gewehr 43)
V2. Attacker (Ju87 D-5)
Level 20:
- Engineer (Gewehr 43)
- Gunner (MG 42)
- Mortarman (Gewehr 43)
V1. Tanker (Panther G)
Premium: - Assaulter (VG.1-5)
V2. Attacker (Ju87 D-5)
Level 25:
- Engineer (FG 42)
- Gunner (MG 34 w/ Ptr34 Magazine)
- Mortarman (FG 42)
V1. Tanker (Panther G)
Premium: - Flametrooper (FG 42)
V2. Fighter (Bf 109 G-10)
Edit 1: Added Squad composition Suggestion and a note about flamethrowers at high campaign levels.
Edit 2: Added consideration for present Pre-war Kar98k sniper rifle bug.
Edit 3: Added a PSA about putting engineers in every squad and every faction in every campaign. Which should be common sense, but somehow isn’t.