Celofunny's wholly unfinished guide

this guide assumes a fresh profile with no ribbons (0.4.2)

* go to options, more options, roof transition and select 2 min.
* select classic, rifleman start
* pause, press f9, buy engineer, charge to the first 50% cover past halfway on the map, stopping to shoot enemies or spot mines, build a trench with good clearance if none available
* reset if you get a bad/bullshit ambush
* if special waved <30, buy flamethrower/mines and utilize cover(trees) with the engi and retreat from cover to folliage if necessary(you can throw mines under vehicles to instant kill them), otherwise buy gunners/vicks
* buy m10, bulldoze all sight blockers in the first half of the map(bottom up because vehicle turning is weird), keep staring at your squad as much as possible because the ai enjoys pulling fast ones
* place trench on uppermost area of the screen, two screens away from sightblockers(tnt rocks if necessary, this will be referred as the bait trench)
* align the tip of the compass on the top of the screen with the end of the wood of the bait trench, pause the game, place a camnet on the bottom of the screen(next trenches will be aligned with the S and E in PAUSED(pic related))

* move engi to camnet, send three medics then three gunners to camnet, buy medics/gunners until ~6(buy vick on gunners)
* buy two trenches on the camnet(almost overlapping so no misclicks), tent over them
* buy a officer &more rifleman if remaining uninjuried rifleman are <3, meatshield the front trench with medics until hp <100
* keep m10 >1/2 a screen away from tent, move it into range then back to deal with vehicles, keep it facing up to quickly move forward/back(because vehicle movement is weird), move it forward on jaegers to avoid having to buy crewman

* keep m10 fully crewed at all times or they suck
* before 80: set a clone of your defenses a screen behind and tnt all rocks behind you(or jaegers will take like 4 waves to clear), a 20xp scout and radio
* keep lowest xp medic on bait trench to heal <10hp units
* keep oficer on bait trench if healthy, behind everyone if xp >20
* cycle to tent all hp <100, move someone in front of them before retreating or they will be aimed at when getting up(and subsequently shot at while commuting to tent), retreat backwards then downwards
* keep a minimum of three people on bait trench to endure supression and avoid tent being targeted with rainbow smokes/tank shells
* retreat m10 if flared/blue smoke(arty walks very very far like a full screen away and losing m10 is almost always game over, dont do it unless you enjoy staring at the debrief screen)
* wait for fires on trench to die on their own, only extinguish in absolute last case
* keep units on top-left corner of the bait trench, then center-right after gunners start engaging to minimize the gunners lower range
* keep gunners as far forward as possible on tent in column formation, keep a rifleman above them on the rightmost column to soak bullets(picrel)

* keep like >8 riflemans total at all times to be able to cycle heavily injuried ones
* precision arty flakpz/panther when theyre behind another vehicle(just kill it with m10 if alone)
* use spotter plane to neutralize arty if you get hit with a flare/blue on the tent
* i cope into believing that if you buy a sniper the enemy will stop camping for like 2 waves just outside your range
* retreat to secondary defenses when smoked on special waves or smoke that partialy covers the tent or fully covers either(or you will die)
* drag-click to primary defenses if you cleared a wave early with no special waves coming
* maybe setup tertiary defenses after 150(make sure you still have space so jaegers dont spawn on top of you)

thanks for coming to my tedtalk