Ver Versão Completa : Kansas City Shuffle (strat)

05/10/2009, 11:20
It's a they-think you-think you don't know type of Kansas City hustle. Where you take your time, wait your turn and hang them up, and out to dry

It's all about deception.

Kansas City Shuffle

People have a great weakness, their tendency to assume. The strategy which follows is all about countering an American opponent's assumptions, making them believe they are in a comfort zone, while repeatedly changing direction, showing them that they're not safe and then putting the nails in the coffin before they have even the time to realise where it all went wrong, let alone mount a defence.

Table of Contents:

Beginning Moves
The Bait (http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=company-of-heroes-wehrmacht-strategy-kansas-city-shuffle&st=1)
The Shift (http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=company-of-heroes-wehrmacht-strategy-kansas-city-shuffle&st=2)
End Game (http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=company-of-heroes-wehrmacht-strategy-kansas-city-shuffle&st=3)
Additional Units, Abilities and Upgrades (http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=company-of-heroes-wehrmacht-strategy-kansas-city-shuffle&st=4)

Begining Moves

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You want to begin with one additional Pioneer, use your initial Pioneer to construct your Wehrmacht Quarters.

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Your opening combat units can really be anything you like or are comfortable with, for the purpose of this guide I've selected the build order recently popularized by Seph (http://www.gamereplays.org/community/index.php?showuser=7754).

This opening serves several purposes; the first is to aid in early resource income, fewer MGs means more territory and less chance of being pushed from the field due to one small mistake. The second purpose is to allow Munitions to be spent on Mines and saved, in part, for later on in the game through use of the Sniper as a building clearer. The third purpose is to manipulate the opponent. Players are familiar with this build order now, they often know what follows it and can sometimes jump the gun in countering it. This only benefits you, as will be explained later.

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A Medic Bunker may not be everyone's flavour of the month but it is an important tool in the bigger picture of this strategy. Getting one may not provide you with any free squads, but it will have a massive effect on what your opponent does.

The Bait

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With the Tier 1 phase complete, it is now time to tech up to Tier 2. Panzerfausts can be vital in protecting your Sniper, which should now be annoying your opponent, possibly convincing him to get a Jeep in an attempt to kill Hans cheaply. If your opponent gets a Jeep prior to your Sniper, then leave your Sniper until the last unit of your Tier 1 build or until you have a sufficient number of units supporting it.

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By the time you have your Krieg Barracks finished you should have some kind of early indication of what your opponent is doing. If you are happy that you have either time or good enough mine coverage to go for Grenadiers first, do so. If you are expecting a light vehicle rush, such as a fast M8, then get a PaK 38 first.

There is a reasonable chance that your opponent will choose BARs first. If this is the case then don't waste your manpower on a PaK 38 early, but instead wait until you are about to tech into Tier 3, or until you have teched into Tier 3. At least one PaK 38 will be needed to give Tier 3 a stability which allows it to inflict its worst.

Additionally, one of your Grenadiers should be upgraded with a Panzershreck in order to act as a deterrent. However, your Volks should not yet be upgraded. There will be opportunities later in the game for them to further their roles. Upgrading to MP40's only hinders their ability to be useful come later.

- Summary

You should at this point, if all has gone near perfectly, have at least two Pioneers, two Volksgrenadiers, an infuriating Sniper, an MG42, at least two Grenadiers Squads (with Vet 2) and a PaK 38. Lest we forget the Medic Bunker, though. The aforementioned effect of a Medic Bunker on your opponent is often a knee-jerk response.

The response you get will depend upon the calibre of opponent you're facing. More gifted players will sometimes be content with using a Flamer, Sniper, or maybe a Mortar, to remove your bunker. Players not quite possessing top level micro will be more likely to go for the right side of Infantry Company and use the devastating off-map Howitzer.

If your Medic Bunker is destroyed by the off-map Howitzer barrage, fear not, your Medic Bunker has done it's job.

The above build order, to any player, will appear to be T2-4 Terror/Defensive 101. This is exactly what we want as we will not be staying in Tier 2 or powering into Tier 4. With the first stage of our deception complete we can move onto the second stage.

The Shift

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Tier 3 brings with it a whole raft of possibilities, it has a powerful anti-infantry unit which has awesome synergy with the Tier 2 platform you've constructed for yourself and an artillery piece to unsettle the snipers and 57mm's probably monitoring the enemy mine field in search of prey.

Crucially it unlocks MP44s for your Stormtroopers. However you don't want to call in any of these elite infantry just yet, we must wait for the perfect time.

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Your Tier 3 build really can consist of anything but your first unit should be the Puma. Conversely, your second unit is entirely situational.

If you expect Tank Depot armour soon, and feel ill-equipped to handle it, get a StuG. Despite the StuG being a cumbersome, hopelessly inaccurate lunch box with poor versatility, it does act as a focal point and when supported with Panzershreck-armed Grenadiers, and a Pak38, it will still hold up well against, and kill, anything from the Tank Depot.

If your opponent has gone for a more pessimistic approach, such as getting 57mm's in anticipation of Tier 4, then the Nebelwerfer would be far from a bad choice. It may force your opponents hand in a favourable direction, however always be sure to move it after firing by way of a shift command.
Also remember that Nebelwerfers clear Mines, that is important for the near future.

You can, if you feel so inclined, get an Officer. The Force Retreat and Supervision abilities of this rarely used unit are available on creation and are supremely useful for piling on quick Tank Veterancy later in the game, or for retreating that single pesky Ranger or Paratrooper Squad which is about to kill something you'd rather keep in one piece.

Ultimately, you must consider the impact of your going Tier 3, in the best case this would encourage your opponent to switch to the left in order to counter your Pumas, delaying his on-map Howitzer and making him switch his tactics up yet again had he gone right side. If not this, it will guide your opponent into either 57mms, or M10s, both of which you are in a strong position to deal with.

Also keep in mind that if your opponent gets BARs either as an aggressive move, or in counter to your first level of veterency, it can be advisable to get into Tier 3 as soon as possible. However, do not do that to the exclusion of Tier 2, which is a crucial pillar of your strategy.

End Game

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With your non-doctrine hand played, you are now in a supreme position to take advantage of the combined-arms inflicted confusion your opponent may be experiencing.

In order to give your doctrine choice the best impact you must ensure that there has been no sign of the doctrine up until the point that your Stormtroopers attempt their first ambush, that means no Assault Grenades and no Panzershreck-armed Stormtroopers. When bringing in your Stormtroopers, simply cloak them once called-in, upgrade while cloaked and patiently go scouting for a kill with them.

Your decision to go Tiers 1, 2 and 3 will, in all likelihood, have sent your opponent on a zigzagged path of WSC, Motor Pool and Tank Depot. That is exactly what we want. However one thing will always remain the same. Riflemen.

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Your opponent's Riflemen will probably have some nice Veterancy by now, but vVeterancy won't protect them from hit-and-run attacks by MP44 fuelled Stormtroopers. Use a bundled grenade, followed up by an immediate, uncloaked charge to destroy entire Rifle Squads in seconds.

BARs will most likely fall to the ground and your Volksgrenadiers will be stronger for having picked them up. Do not pick up BARs with Grenadiers if you can help it, their weapon slots are better used for heavier weapons.

Use your cloaked assassins for hunting down enemy Snipers, if your Stormtroopers detect him. They will kill him, guaranteed. Use them for clearing AT guns before rolling in with your heavier units, and for defending Victory Points when things are getting tight.

One important thing to remember is the population issue with Stormtroopers, each squad (four men) takes up eigh population slots, you can get two double MP44 squads, but it can hurt you if you don't get an immediate return in territory. Though usually this shouldn't be an issue.

The most vital aspect of Stormtroopers is not to get drawn into rushing them around the map. Charging them, uncloaked, at a squad may force it to retreat and give you map control, but your Stormtroopers aren't there to cap territory, they are there solely to kill those vetted Riflemen of your opponent. Use them for only Bundled Grenades, and hit and runs. They will give away far too much XP and take far too much damage being used in any other way.

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Your final, killer blow isn't the King Tiger, or a Grenadier blob of immeasurable size, but instead the humble Blitz Tiger. Make no mistake though, this hunk of roaring Krupp Stahl is perfectly capable of blowing away four Riflemen in a single shot. It will resist Ranger shots, it will stand up to the Pershing (even if it does need a little help!), and it will, in combination with your Stormtroopers, bring about a swift end to the game.

Having said that, the most important aspect of the Tiger is the army that supports it. Your opponent will try to use everything in his arsenal to kill it but you have every counter you need. A single PaK 38 kept at distance behind your Tiger, covering against charging M10s, and a Stormtrooper squad or two ahead of your Tiger, to deal with AT Guns and onrushing sticky-bombers. Anything else you have, such as Nebelwerfers and Grenadiers only serve to make your force infinitely harder to stop.

Additional Units, Abilities and Upgrades

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As the game goes on, should you fail to gain victory immediately, your map control should at least steadily increase. This will aid your munitions income massively, as well as your fuel income, albeit to a lesser extent.

With Tank Veterancy now at full on your Tiger, it can be advisable to go into Tier 4, if only to close out the game. Resource Blitz can prove valuable in getting out two Panthers in quick succession, while Blitzkrieg can be of value in certain situations once you're closing in on your opponents base.


Your Pumas, if still alive, can be up-gunned in order to provide that little extra killing power against any tank your opponent chooses to unveil. Always keep this in mind throughout the game, as you may suddenly need another anti-tank option while this one can be easily overlooked in the heat of the moment.


The Assault ability, although not mentioned above, gives all of your infantry a massive boost in being able to discourage blobs of powerful American units, your use of Stormtroopers will most likely encourage your opponent to keep his forces closer together and this is where Assault Grenades excel.


You will be using munitions left, right, and center during this game, which makes your ability to salvage munitions nearly invaluable.

Your opponent will, if all goes to plan, have lost M8s, T17s, M10s, Shermans, and all kinds of vehicles. You may well have lost some yourself as well. Salvage these at every chance you get, constantly boost your munitions income as they will only make your late-game more devastating.

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Once your Tier 3 is up, you may want to consider getting a Repair Bunker. Pioneers are easily lost and these guys will keep your Pumas and, later, your Tiger, rolling around with marvellous grace, committing acts that even Death himself would be proud of.


As said at the top of the guide; It's all about deception. You are gearing yourself towards the late game while attempting to reduce Veterancy given away.

Stormtroopers and the Tiger are highly adept at killing vetted Rifle Squads which are the foundation of American play. You are, with this strategy, giving your opponent a false sense of control. Do not be overly aggressive, you have time on your side. The Wehrmacht get stronger as the game progresses, never play them like you must win as soon as possible.

Good things come to those who wait

link: http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=company-of-heroes-wehrmacht-strategy-kansas-city-shuffle

05/10/2009, 11:27
Estratégia bem interessante, embora seja trabalhosa e demorada. Legau o uso da doutrina blitz.

Eu só acho que a habilidade Manpower Blitz deve ser usada com cautela, pois ela diminui a taxa de ganho de mp em 50% por 2 min!!!!

05/10/2009, 13:53
É bem massa essa strat mesmo, já faz um tempo que eu venho fazendo todos os tiers nos meus 1v1 de wehr, só que não ia de blitz, ia de terror! :up:
Agora posso dar uma aperfeiçoada nela hehe, vlw soca!

05/10/2009, 14:57
O início é igual à 2V do Seph! Mas a do Seph não tem os pumas. Ele faz T1, T2 e pula pra T4. Faz Panzer IV ou Ostwind de acordo com o que o adversário tem. E usa o KT pro 'grand finale'.

06/10/2009, 15:22
pra mim amante do blitz doc achei uma estratégia muito inteligente afinal trabalha o piscológico do adversário e a moral, botando o jogo a teu favor, o uso prudente dos stormtroopers vira o jogo, eles têm capacidade de desmantelar linhas de defesa inteiras em alguns segundos e claro sempre dual mp44 upgrade :up:

06/10/2009, 17:03
só o foda dessa estratégia é se desde cedo tu começar perdendo nos VP's, pois ela é notoriamente uma estratégia pra jogos longos.

16/10/2009, 10:45
Galera, tenho usado essa estratégia com muito sucesso, porém como eu estava querendo chegar a lvl 16 no 2v2, só testei ela no 2v2. Agora que estou lvl 16 :cool: vou me voltar pro 1v1 e talvez possa testá-la contra um jogador de bom nível.

A minha build order básica no T1 eu normalmente mudo pra Volks, MG, Volks Sniper, a não ser que a situação mude.

O interessante é que tu sempre fica bem "calçado" no jogo usando essa strat. Aos poucos tu vai ganhando a vantagem na malandragem. Só não esqueçam do que foi dito sobre os VP's, é uma estratégia de end game.

16/10/2009, 10:52
Agora que estou lvl 16 :cool: vou me voltar pro 1v1 e talvez possa testá-la contra um jogador de bom nível.

Dae Soca... parabéns pelo Level 16. Tava torcendo por você!:up:

Se quiser testar num level bom pode começar no sábado hehehehehe

16/10/2009, 13:16
Caramba, soca lvl 16 no 2v2 ahuahauha muito bem velho, parabens!