Doctrines / Skills
Players in Sudden Strike 4 are commanding forces of different factions supported by famous generals through three historical campaigns. Each campaign offers three generals pursuing three different doctrines and skill sets. You can switch between the generals at any time during your campaign without penalty.
• Armoured doctrine
• Infantry doctrine
• Support doctrine
Below is a list of skills that you can unlock over the course of the campaign, depending on your selection of doctrines and your star achievements.
Infantry aims more accurately with ballistic weapons.
Submachine gunners, riflemen, and paratroopers are equipped with hand grenades.
Soldiers can get on and travel on any type of tank.
Severely wounded infantry can use first aid to recover from a downed state and be able to act again.
Increases the movement speed for infantry units.
Increases the throwing range of grenades.
More effective use of the top hatch increases the vision range of tanks, but makes the tank commander more vulnerable.
Riflemen are equipped with landmines, submachine gunners are equipped with anti-tank grenades or rocket launchers (mission-dependent), and paratroopers are equipped with TNT.
Officer units reveal hidden units in range.
Armoured units can deploy a sandbag cover that protects against attacks, but they become immobile.
Armoured unit crew members always survive critical hits to their vehicle.
Vehicle crews are equipped with repair kits, enabling them to fix critical damage of their vehicles without a repair truck.
Vehicles are more difficult to detect in light vegetation.
Call in the Cavalry!
At the start of the mission, the crew of the strongest armoured unit is promoted to elite status.
All tanks, self-propelled anti-tank vehicles, towed anti-tank vehicles, recon vehicles and anti-tank infantry deploy with armour-piercing anti- tank rounds.
Top Quality Fuel
Vehicles accelerate faster and receive a slight boost to their turning speed. Maximum speeds are unaffected.
Provides extra armour and decreases the chance to receive critical hits for all tanks.
Mortars, self-propelled artillery and towed artillery receive a damage bonus when using high explosive ammo rounds.
Artillery units fire with more accuracy, decreasing the time to zero in on their target.
Infantry units deploy with smoke grenades. Smoke grenades apply a fog of war effect where thrown, hiding friendly units.
Smoke Discharge Systems
Armoured units deploy with smoke dischargers. Smoke dischargers apply a fog of war effect around the unit, hiding friendly units.
Tanks deploy with periscopes, increasing their vision range.
Reinforced Sandbag Bunkers
Towed units can deploy a reinforced sandbag cover that protects against attacks from all directions. The unit can’t be towed while the protection is active.
Infantry units deploy with extra ammunition.
Armoured vehicles are immune to instant fatal explosions caused by critical hits.
Supply trucks load other units faster.
Damaged vehicles can be fixed up to a certain percentage of their maximum hit points by the engineers in repair vehicles. In addition, engineers have the ability to repair critical damage.
Infantry units’ damage taken in dense vegetation and ruins is reduced.
Vehicles become immune to engine failure due to critical hits.
Tanks can ram to cause damage to both themselves and the target vehicle (the vehicle with higher hit points survives ramming).
Artillery units take less time to reload.
Recon vehicles, light tanks, and self-propelled anti-aircraft vehicles can pull towed guns.
Infantry units deploy with anti-tank mines.
Infantry units deploy with extra gear (Grenades, TNT, AT Grenades, Mines, or Smoke Grenades).
Infantry units receive damage reduction.
Decreases the shell dispersion area for artillery units.
Medium / heavy tanks and light vehicles are more difficult to detect in light vegetation.