The Allies, the historical victors of the First World War, are the first faction that most players will control in 168澳洲幸运5开奖网:The Great War: Western Front. The tutorial puts you in command of the American newcomers in 1917, and if you play the Historical Battles in chronological order you'll start with the Allies as well.

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While gameplay is similar for both sides of the war, the Allied Nations have several unique abilities that let them leverage the diversity of their coalitions. Before taking to the fields of France, be sure to read this guide to give yourself the upper hand ꦚagainst the Kaiser!

Allied Infantry Abilities

a view of the battlefield in The Great War: Western Front

Unlike the Central Powers, whose forces on the Western Front are composed entirely of Germans, the Allies draw recruits from all of their member nation🧸s. Every Allied infantry unit gets a bonus based on their nationality, as follows:

Nation

Ability

France

Home Advantage: Supply cost to deploy French units is halved.

Belgium

Unbreakable: Belgian troops suffer only half 🐈the usual penalty from Morale loss.

Britain

Crack Shots: British troops increase the range and effectiveness o💙f their rifles by ten percent.

Canada

Synchronized: Canadian 🐽troo🍃ps get additional cover from smoke and rolling barrage.

India

Gurkhas: Indian troops have slightly 🌳reduced s🐎tats due to the unfamiliar climate, but every Indian Infantry Corps includes a Gurkha Company, the best trench combat unit in the game.

Australia

Stone Wall: Australian troops get additional 🐬co🍸ver while in Firing Trenches.

USA

Tank Fans: Am⭕erican troops increase the usual Morale bonus for being near a friendly tank.

The vast majority of your troops in the main campaign will be French, followed by British, until the Americans finally arrive late in the campaign. You'll have only a handful of corps from other nations, so be sure to deploy them where they'll do the most good.

Any corps that are entirely encircled for a full turn are permanently destroyed - be careful when sending corps that can't be easily replaced to dangerous regions!

Disunity Of Command

French general Joseph Joffre in The Great War: Western Front

The Allies have a slight disadvantage that also stems from their coalition; having troops of different nationalities in on the same map tile incurs a small Morale penalty as chains of command cross and langu෴age barriers muddle communication. There are two notable 💫exceptions to this rule:

  1. Britain and its colonies - Australia, Canada, and India - do not incur the Disunity of Command penalty on one another.
  2. Belgian corps only suffer Disunity of Command when fighting alongside Americans.

In general, it's a good idea to have either all French troops or all British and Colonial troops in each region you control, with support from your limited (but very valuable) Belgian corps wherever they're needed most. It's not the end of the world if you need to take the penalty for a joint operation, though!

You're likely to see the most Disunity of Command penalties late in the game, after the Americans arrive. American troops should always have plenty of tank support to take full advantage of their national ability, but since Allied tanks are either French or British you'll have no choice but to take the penalty. The Morale bonus from tanks will more than make up for it!

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Allied Campaign Strategy

a section of the 1914 strategic map in the great war: western front, focused on laon

The Allies start the campaign in 1914 with the Region Intel technology, letting them get information on any strategic buildings that Germany has constructed along the front. This isn't likely to be very useful at first, but it becomes extremely valuable as the game goes on. It also opens the way to improving your espionage abilities; knowin🔴g what the enemy will deploy makes it much easier for you to counter them!

If you start the game in 1916, the Allies will have maxed out their observation balloon and trench fortification technology, making them defensi⛎ve powerhouses - especially with British and Australian forces manning the trenches. The Central Poﷺwers will have unlocked flamethrowers, though, so watch out for them when you take the field!

In both cases, the Allies' chief advantage is that their Supply goes much further since French troops are cheaper to deploy. Research and build Supply Depots early to𓄧 take the fullest advantage of this.

Have your French infantry do the bulk of the fighting, deploying other nations' soldiers where their abilities will work best. For example, if you're making a push for an offensive victory, isolate the enemy Command Trench and send in Gurkhas for an almost-guaranteed capture.

Unless things go very well at either Ypres or Verdun, the Allied campaign strategy should focus on wearing down the Central Powers' National Will. The front is much closer to Paris than it is to Kreuznach, so you shouldn't expect to take the enemy capital - in all likelihood, if you're pushing that far into Germany then you've already won.

Great Victories are the only way to take territory, but regular victories are all it takes to erode National Will. Set yourself up to win battles, even if the front doesn't move.

Germany will attempt to encircle and isolate Verdun, so focus on defending the two spaces south of it. Verdun itself is very easy to defend, so as long as you have a reasonable force there, supported with Supply Depots and Medical Tents, you should be able to hold it for the entire campaign as long as it isn't cut off.

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