21 July, 1941. East of Smolensk, relief offensive
After the initial battles, you're surrounded by germans. Time for a breakout attempt!
Break the encirclement of the 20th army. Close the front east of Kiev.
Objectives[]
- You must hold your field HQ!
- Punch a hole in the enemy position and drive west!
| Battle of Smolensk | ||||
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Map Type:
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Doctrines[]
Soviet Skirmish Missions Overview[]
Difficulty Rating: Easy - Normal[]
The Soviet faction is an excellent choice for beginners, offering a well-rounded selection of units in the early war period. Soviet forces dominate through sheer numbers and firepower, relying on the KV series’ near-impenetrable armor, the versatile T-34, and an extensive arsenal of heavy artillery. In the early war, they can steamroll German forces with superior numbers and resilience. By the late war, while German tanks gain a technological edge, Soviet forces counter with larger-caliber guns and overwhelming firepower.
Soviet tactics focus on brute force and relentless bombardment. Their response to enemy threats is simple yet devastating—massive high-explosive (HE) artillery barrages. With an abundance of 122mm and 152mm artillery, available in both towed and self-propelled variants, Soviet forces can dismantle enemy positions through sheer firepower. Against fortified defenses, they can deploy 203mm howitzers or devastating Katyusha rocket barrages to shatter enemy lines.
While Soviet firepower is unmatched, their infantry and static defenses are functional but not exceptional, often relying on numbers and support rather than superior quality. Throughout the four skirmish missions, their units receive only moderate upgrades, reinforcing their doctrine of overwhelming force rather than technological superiority.
Skirmish Mechanics[]
The primary objective in Soviet skirmish missions is to capture and hold seven control points (CPs). Each CP (except for the final victory point) unlocks additional reinforcements.
Unit Deployment & Resource Management[]
There are four main categories of unit call-ins:
- Infantry
- Support weapons
- Light vehicles
- Tanks
Each unit costs Manpower (MP) to deploy, which increases over time based on the number of CPs controlled. Additionally, destroying enemy vehicles grants bonus MP, allowing for a faster reinforcement cycle.
At the top of the call-in list, there are limited special call-ins, which are tied to the selected Doctrine. While some doctrines may share certain units, most have unique call-ins tailored to their playstyle.
Soviet Doctrines[]
Before starting a mission, players must choose one of four available Doctrines, each emphasizing different strategic strengths:
1. All-Round Doctrine[]
- A balanced mix of units without any major weaknesses.
- Special Call-in: Artillery Signaler, available in all scenarios.
2. Defensive Doctrine[]
- Focuses on support weapons, artillery, and infantry-based defenses.
- Features a variety of weapon teams, cannons, and engineers who can construct fortifications.
- Special Call-in: Long-range artillery, useful for clearing early CPs.
3. Offensive Doctrine[]
- Prioritizes aggressive tactics, with access to advanced vehicles and tanks to spearhead assaults.
- Special Call-in: Assault vehicles or self-propelled guns.
4. Irregular Doctrine[]
- An unconventional doctrine that appears similar to Defensive at first, featuring heavy anti-aircraft guns as its Special Call-in.
- However, later in the game, it unlocks some of the strongest units in the Soviet arsenal.
Mission 1-1: Battle of Smolensk – General Call-Ins[]
The following units are available at the start of the mission, regardless of the selected doctrine:
Infantry Units[]
Medic[]
- Can revive wounded soldiers in a bleeding state if reached in time.
- Equipped with a smoke grenade (for blocking enemy vision) and a pistol for self-defense.
- Can set up a medical tent, allowing troops to resupply bandages.
Tank Crew[]
- A 4-man squad specialized in operating captured or repaired tanks.
- While normal infantry can crew vehicles, tank crews have better handling for armored units.
Auxiliary Riflemen[]
- A 2-man unit with basic weapons, suitable for manning captured support weapons or artillery.
- Most artillery requires four crew members for maximum efficiency.
Anti-Tank Squad[]
- A 2-man team equipped with:
- AT rifle (effective against light vehicles and cover destruction).
- Rifle grenade launcher (fires HE rounds from behind cover).
- Has limited effectiveness against heavily armored targets.
Sniper[]
- Specializes in eliminating enemy troops at long range.
- Extremely effective in the early game, capable of clearing control points with proper micromanagement.
- Can also serve as a spotter for artillery strikes.
Commissar[]
- An officer unit equipped with binoculars for scouting enemy positions.
- Can detect hidden enemy units in foliage.
- Useless if Fog of War is disabled.
Standard Rifle Squad (10-Man Squad)[]
- A well-rounded squad with medium durability and 3-star weapon proficiency.
- Composition:
- 2 recon troops
- 1 senior rifleman
- 1 DP-27 machine gunner
- 2 SVT-40 riflemen
- 4 Mosin-Nagant/PPSH riflemen
- Equipped with:
- 14 anti-personnel grenades
- 3 anti-tank grenades
- 1 Molotov cocktail (effective against tanks).
- Versatile and useful for early-game defense but should be replaced with elite infantry later.
Support Weapons[]
Small Ammo Crate[]
- Comes with two artillery crewmen.
- Ideal for refilling small arms, heavy machine guns, and medium cannons.
Maxim M1910/30[]
- A reliable heavy machine gun, in service since the start of World War II.
- Effective for suppressing infantry
DShk M1938 AA[]
- Can penetrate fences and one-shot enemy infantry.
- Capable of disabling trucks and occasionally damaging scout cars or half-tracks.
- Its effectiveness kept it in Soviet use even after the war.
Light Vehicles[]
Fuel Truck[]
- Used to refuel tanks and armored vehicles.
Ammo Supply Truck[]
- Essential for resupplying artillery and heavy weapons.
1-2 Battle of Smolensk - All-Round Doctrine[]
Special Call-ins:[]
- Artillery Signaller (5 available) - A game-changer for both defense and offense. Call in artillery strikes to clear weapon teams and light vehicles. If the signaller dies, loot his flare gun and ammo to continue using artillery strikes.
Starting Support Weapons:[]
- 82mm BM-27 M1937 Medium Mortar - A reliable Soviet indirect fire support weapon. Best utilized in coordinated barrages to suppress enemy positions. Keep it protected, as its range matches that of medium AT guns
- 76mm M1927 Infantry Gun - Overpowered due to indirect fire capability. A highly effective Soviet support weapon with indirect fire capability. Excels at eliminating and sniping entrenched infantry with HE shells. APHEBC is situational, as it requires direct fire with limited penetration
Starting Light Vehicles:[]
- BA-20 Armored Car - A reliable Soviet scout vehicle, offering essential reconnaissance capabilities at an affordable cost.
Starting Tanks:[]
- T-40 Amphibious Tank - A versatile Soviet light tank equipped with both DT and DShK MGs, effective for early-game reconnaissance and infantry support.
Infantry CP Unlocks:[]
- Conscript Squad (10-man) - A cost-effective Soviet infantry unit, providing manpower for holding the line and overwhelming the enemy through sheer numbers.
- Recon Squad (6-man) - Excellent vision but struggles to spot enemies in bushes. Essential when fog of war is enabled.
- Guards Squad (10-man) - High HP, good at long range, and equipped with extra grenades but lacks Molotovs.
Support Weapon CP Unlocks:[]
- 37mm Anti-Air Gun - Good against infantry and light tanks but requires manual targeting for AA duties.
- F-22 76mm AT Gun - Effective against early German tanks. Good HE for destroying buildings.
- ZiS-2 57mm AT Gun - Higher penetration than the F-22 but weaker HE.
- 25mm AA Truck - Mobile but fragile. Less destructive than medium AA.
Medium Tank CP Unlocks:[]
- T-30 Light Tank - Armed with a 20mm autocannon, can target aircraft.
- BT-7 Light Tank - A highly mobile Soviet light tank, excelling in flanking maneuvers and rapid breakthroughs. Its speed is its greatest asset, though it struggles against German medium tanks.
Heavy Tank CP Unlocks:[]
- T-28 Medium Tank - Multi-turreted tank effective against infantry and light vehicles but has weak armor.
- KV-1 Heavy Tank - Virtually immune to early German tanks. Can even survive Flak 88 shots but vulnerable to large artillery.
Heavy Artillery CP Unlocks:[]
- 85mm AA Gun - Doubles as an anti-tank weapon, capable of destroying vehicles with ease.
- M-30 122mm Howitzer - Mediocre range and accuracy. Best used in groups.
- A-19 122mm Heavy Artillery - Superior to the M-30. With 465m range, it outranges German artillery and is great for softening final control points.
Special CP Unlocks:[]
- Airstrike - Costs 300 MP, has a long cooldown but guarantees a kill. Rarely gets shot down.
1-3 Battle of Smolensk - Defensive Doctrine[]
Special Call-ins:[]
- M-30 Howitzer (750 MP, limit 3) - Despite being expensive, it helps with breaking strongpoints. Mediocre performance overall.
Starting Support Weapons:[]
- 25mm AA Gun - Fires faster than the 37mm but is outranged by AT guns and tanks.
- Medium Mortar - Same as above: highly inaccurate, best used in massed barrages.
- M1902 76mm Field Gun - A relic from WW1 but outranges most German light AT guns. HE is good, but APHEBC struggles against medium tanks.
Starting Light Vehicles:[]
- Engineer Truck - Comes with two field engineers to build defenses. Supplies TNT, mines, and repair boxes, but the supply gauge is currently bugged.
Infantry CP Unlocks:[]
- Border Militia (12-man) - Surprisingly better than conscripts due to 2-star weapon handling and full Mosin Nagant rifles. Still not a great choice.
- Recon Squad (6-man) - Same as in the all-round doctrine; excellent vision but weak in combat.
- Guards Squad (10-man, Vet 3) - More effective for defense due to increased veterancy.
Support Weapon CP Unlocks:[]
- 37mm AA Gun - Good against infantry and light vehicles but must be manually targeted for aircraft.
- Infantry Gun - Still overpowered. Use it for indirect fire behind hills.
- M1933 76mm AT Gun - Huge upgrade from M1902. More penetration and longer range, effective against all encountered medium tanks.
- 120mm Heavy Mortar - Outranges all medium mortars, fires twice as fast, and deals heavy damage. Has HE, smoke, and incendiary shells. Best used in groups of three.
Medium Tank CP Unlocks:[]
- T-26 Light Tank - Early variant with weak armor. Supports infantry but struggles against Panzer III and IV.
- 57mm High Velocity Tank - More penetration but weaker HE shells. Comes with a T-20 light tank, which is barely more than a tractor with an MG.
Heavy Tank CP Unlocks:[]
- T-26 Model 1939 - Heavier version of the T-26. Suppresses infantry well but has a lackluster main gun.
- T-34 Model 1940 - Can handle most German tanks in the scenario but is prone to turret damage. Avoid Flak 88 at all costs.
Heavy Artillery CP Unlocks:[]
- 85mm AA Gun - Also serves as a heavy AT gun. Comes with a transport truck.
- ML-20 152mm Howitzer - Powerful artillery with a 490m range and huge blast radius. Has 5 APHE rounds for direct-fire vehicle engagements.
- B-4 203mm Howitzer ('Stalin’s Hammer') - Massive explosive power but extremely slow reload. Needs a supply truck since it only carries 5 shells.
Special CP Unlocks:[]
- Airstrike - Same as in the all-round doctrine. A guaranteed kill for 300 MP with a long cooldown.
1-4 BATTLE OF SMOLENSK - OFFENSIVE Special Call-in:
- Medium Field Gun – A powerful field gun that can easily deal with all medium tanks the Germans throw at you. Limited to 3.
Starting Light Vehicles Call-in:
- Guard Squad Truck – Comes with a 9-man Guard squad. They trade one Guard for the truck, I assume? All start at Vet 3.
- BA-20 Armored Car - A reliable Soviet scout vehicle, offering essential reconnaissance capabilities at an affordable cost.
- BA-10 Armored Car – A no-armor armored car, but now upgraded with a 45mm main gun instead of an MG. Still, never bring a car to a tank fight.
Starting Tanks Call-in:
- T-60 Light Tank – Armed with a 20mm autocannon. Effective against soft targets but struggles against armored threats.
Infantry CP Unlocks:
- Recon Squad (6-man) – Low HP but excellent vision. However, they don't seem to spot infantry in bushes. A must-call with fog of war enabled.
- Conscript Squad (10-man) – Very poor squad with low HP and 1-star weapon handling. No MG either! However, their cheap cost allows for meme-worthy infantry waves.
- Elite Assault Squad (10-man) – A serious long-range assault squad. Equipped with SVT-40 semi-auto rifles, two DP-27s, grenades, smoke grenades, and TNT.
Support Weapon CP Unlocks:
- Medium Mortar – Mortars in Gates of Hell are very inaccurate. Good luck hitting anything exactly where you aim. The trick is to buy three or more and perform barrages to soften up enemy defenses. Hide them behind cover or hills, as they share the same range as medium AT guns.
- Forget This One – Better to buy the Medium AA instead.
- Medium Anti-Air Gun – Excellent for killing AI infantry and light tanks. Set it up at a control point, and it will demolish enemy infantry squads. You need to manually order it to focus on planes with a right-click to perform AA duty.
- 37mm Anti-Tank Gun – A budget response to enemy light vehicles. Questionable performance against some light tanks, and medium tanks will just brush it off.
Medium Tank CP Unlocks:
- T-26 Light Tank – A small tank armed with a 45mm gun. It can score some light tank kills but usually gets demolished quickly.
- BT-7A Light Tank – A BT-7 equipped with a short-barreled 76mm gun for extra HE firepower. AP rounds lose penetration at long range.
Heavy Tank CP Unlocks:
- KV-1 M1941 – An upgraded version of the KV-1 M1939. Tougher turret but similar gun handling.
- KV-2 Heavy Tank – The KV-1 struggles with enemy tanks getting lucky bounces or ammo selection issues. The KV-2 solves both problems with a 152mm howitzer.
Heavy Artillery CP Unlocks:
- Howitzer – Shorter range than artillery but better accuracy and flat trajectory for direct fire. Can fire in an arc. Does not show a firing ring on the minimap like heavy artillery.
- Heavy Artillery – If you lack patience in pushing howitzers into position, buy this for longer range.
Special CP Unlocks:
- Airstrike Call-in – When you need something erased, call in the air force. Long cooldown, but for 300 MP and a guaranteed kill, it's a steal. Rare chance of being shot down by enemy AA.
1-5 BATTLE OF SMOLENSK - IRREGULAR
Special Call-in:[]
- 85mm Heavy AA/AT Gun – Doubles as a heavy anti-air and anti-tank gun. No free truck this time. Outranges most enemy starting AT guns and vehicles. Limit: 3.
Starting Infantry Call-in:[]
- Flamethrower Squad – While rarely used in multiplayer, flamers are effective in Skirmish. Their arc-based attack allows them to hit targets on high ground, in trenches, and inside buildings. In some cases, they can even destroy heavy tanks by igniting the engine compartment for 5 seconds.
Starting Light Vehicle Call-in:[]
- GAZ-M1 (MG) – A bad car with an MG. Not recommended.
- GAZ-M1 (45mm) – Another bad car, but now with a 45mm gun.
Starting Tank Call-in:[]
- T-26 M1938 – A solid light tank for breaking the first line of defense. It is immune to small arms fire but vulnerable to AT rifles in trenches and hidden AT guns in the second line.
Infantry CP Unlocks:[]
- Partisan Squad – A 10-man squad of armed civilians designed to harass German backlines. Their loadout includes an MG-34, two double-barrel shotguns, and an assortment of grenades and Molotovs. Who supplied them with this arsenal? Use them for suicide missions and loot their weapons afterward. Very low HP.
- Recon Squad – A 6-man squad with low HP but excellent vision. However, they struggle to spot infantry hidden in bushes. A must-call-in with fog of war enabled.
- Spetsnaz Squad – A 6-man elite squad with the highest HP, incredible weapon handling, and deadly close-quarters combat capabilities. Equipped with PPSh SMGs, grenades, TNT, and AT mines. Get in, eliminate enemy infantry, destroy what you can’t capture, and extract.
Support Weapon CP Unlocks:[]
- 45mm AT Gun – A budget option against enemy light vehicles. It struggles against some light tanks and is ineffective against medium tanks.
- Medium Mortar – Very inaccurate and unreliable in Gates of Hell. Good luck hitting anything directly. The best strategy is to buy at least three mortars and use a barrage to soften enemy defenses. Keep them hidden behind cover, as they share the same range as medium AT guns.
- 37mm AA Gun – An excellent medium anti-air gun that also shreds infantry and light vehicles. Place it at control points for maximum effect. However, you must manually order it to target aircraft.
- 76mm Infantry Gun – Overpowered. Can be placed behind hills, making it untargetable except by mortars. Has excellent accuracy, capable of sniping infantry in trenches. This early Soviet version comes with both HE and APHEBC shells, but HE is the better choice. Using APHEBC forces direct fire, making it ineffective against early German medium tanks.
Medium Tank CP Unlocks:[]
- OT-26 – A T-26 converted into a flamethrower tank. Short range but deadly against infantry. Can torch entire villages. Beware of AT rifle infantry.
- 76mm AT Gun – Redundant, as the 85mm heavy AA gun is already available for anti-tank duties. Becomes irrelevant in the late game.
Heavy Tank CP Unlocks:[]
- T-28 M1934 – An early version of the multi-turreted T-28. Features a different 76mm gun but retains the same paper-thin armor.
- T-34 M1941 – A newer T-34 model featuring an improved 76mm gun with a faster reload. Can penetrate all enemy tanks in this scenario.
Heavy Artillery CP Unlocks:[]
- 122mm Howitzer – Flat trajectory, direct fire capability, and can fire in an arc like traditional artillery. Shorter range than standard heavy artillery.
- 122mm Heavy Artillery – Soviet doctrine loves 122mm. This version has a longer range than the howitzer but sacrifices accuracy.
- BM-13 Katyusha – The infamous "war crime on a truck." Fires 132mm rockets that devastate entire control points, stun tanks, and annihilate infantry. While there is a 300mm variant, you don’t get to use it here—unfortunate.
Special CP Unlocks:[]
- Airstrike – When you need something erased, call in the air force. Costs 300MP with a guaranteed kill. Has a long cooldown and a rare chance of being shot down by enemy AA.
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