With all power and fervor the word blitzkrieg brings to men, this doctrine embodies that very idea In design and function. Armed with the Incredible destructive force of the Tiger Tank able Blow apart waves upon waves of allied infantry, All fear the tigers might and Wehrmachts Might.
- Armed with the Crushing Tiger tank
- Works well Alone or in a team
- Incredibly aggressive
- Can choke a enemy with constant onfield pressure
- Has storms.
- Hard to entirely counter
- Tiger and storms can be expensive
- Can run out of units quickly if not managed properly
|Heroes of villers||Schwere 101||Fear in the hearts of men||Panzer Ace|
|Tiger gain +35% pen, -15% rec. dmg||Tiger gains +5 sight, +33% turret rotationGains Keep it Moving(30s/200s)||Tiger gains +15% dmg, +15% acc, -15% rld||Tiger gains +25% accel/deccel, +15% speed, +30% speed on roads Tiger Hull/Coax machine gun significantly improved|
|Mobile Tactics||Breakthrough||Overwhelm||Lightning War|
|Tanks/Pumas/Offensive HT variants gain KiM
Infantry sprint out of halftrack variants for 10 seconds
|Tanks +20% speedLV's+20% accel/deccel||Storms Medkits/Assault on recharge(120s/180s)Infantry 60s sprint on deployment||All Units -75% call-in timersInfantry +15% moving acc|
|The 7th Panzer||Territory Blitz||Joint Ops||Around The Maginot|
|All tanks, Vehicles no movement penalty from cover.
+35% moving accPuma and HT gain 5s Overdrive ability, +5m sight
|Infantry cap 2x as fast,
no movement penalty from medkits Pios, Volks, Grens
-15% rec. acc. if moving in enemy territory
|KiM/Smoke Cannisters -33% rechargeGrenades/Fausts/Medkits -66%cooldown,+1 use||Team +4/3/2/2 pop
+33% turret rotation
Scouting vehicles +7.5m sight