Derpz-Krieg - Stopping a Blitz-Krieg in Invasion Defense

PREFACE: Defending in the Invasion mode is hard and can discourage you. Here’s my new scalable strategy for dealing with it.

For the matches where you start 150m away from the defense point, it’s a little easier since you can assume the enemy comes from the opposite side. But on some maps, you spawn inside the defense point building & it’s much harder because you don’t know which direction you need to defend from - as the enemy arrow indicator doesn’t pop up right away. Trying to figure out where to mortar or drop arty takes too long when they are charging the point.

I had to develop a way to diminish the blitz-krieg so here’s how I’m now handling it and actually looking forward to defending! The idea here is to slow down the overwhelming force, stagger their advance, and just slow them down - even a little. You don’t want 4 squads showing up at your point at the exact same time.

This “systema” involves offense first - with an expendable team - then fortifying the point (preferably with an Engineer).

Basically, I create an offensive grenade and anti-personnel mine squad and rush the enemies. Here’s what I’ve come up with so far.

Using a Tier 2 infantry squad, I set the soldiers up with 3 grenades ea. The squad setup is as follows;

  • Soldier 1 - Inf I - 3 smoke grenades, & an APMine (smoke MG and tank fire-lanes then switch to Sol2)
  • Soldier 2 - Inf I - 3 timed (cooking) frags, APMine (throw over buildings or near enemies, slow them)
  • Soldier 3 - Inf I - 3 impact grenades, APMine
  • Soldier 4 - Inf I - 3 Molotovs, APMine (20 seconds of a large burning field x 3 for area control
  • drop APMs often & often
  • remaining soldiers are Inf II, possibly with tank mines.
    Scalable This is expensive to kit-out (~60k silver for 4 armies) but start with an APMine & 1 grenade, and eventually get to 3 grenades each. Stick to the rotation of smoke, cooked, impact etc

Infantry I soldiers in an Infantry 2 squad work well since Inf I likely have unlocked the backpack, while your Inf II soldiers take longer to unlock perks, and may not even have a backpack yet. In addition, your Inf I guys likely have +100% xp which should help your Tier 2 Infantry Squad to level up.

NOTE: Tier 1 squads take less xp to level up compared to Tier 2s (ie Infantry I vs Infantry II).
(Above) Tier 2 Infantry II squad requires 6000 xp for squad level 3:
(Below) Tier 1 Sniper I squad requires 3000 xp for squad level 6 (1/2 as much for twice the level):

MAIN ARTICLE: How to Defend as an Engineer

Lord forgive my killfeed, for I have sinned

Es gibt weit aus effektiver methoden den feind spätestens am zweiten punkt scheitern zu lassen je nach dem welche karte man gerade spielt, für das system wäre es praktisch wenn man einen verlässlichen team kollegen hat der mit baut :wink: wenn nicht muss man nur schnell spielen

Translation of above:
“There are far more effective methods to make the enemy fail by the second point at the latest, depending on which map you’re playing. For the system, it would be handy to have a reliable teammate who builds along with you :wink: if not, you just have to play fast.”

Just to simplify my post, slowing down the enemy, even if you only kill 3 soldiers total with your 5-8 soldiers is enough. They pause to aim, they choose circuitous paths and have been stifled in their advance.