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Call to Arms - Gates of Hell: Ostfront Guide: Complete Strategy & Tips

Complete Call to Arms - Gates of Hell: Ostfront guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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Barbedwire Studios and Digitalmindsoft released Gates of Hell: Ostfront on 11 June 2021, covering the Eastern Front from 1941 to 1945 with more than 250 vehicles and 100 heavy weapons. Armour is modelled plate by plate with real thicknesses and angles, so an 85mm round can bounce off a Tiger's mantlet, kill the loader without setting the tank on fire, or cook off the ammunition depending on exactly where it lands. You can command it as a top-down real-time strategy game or take direct control of one rifleman or one tank gunner at any moment.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Plate by plate armour penetration

Every vehicle carries its historical armour layout and every shell its historical performance, so range, angle and shell type decide the outcome rather than a hitpoint bar. APCR carries no explosive filler and punches through more armour but does less inside the tank, while HEAT ignores range falloff entirely.

Direct control of any unit

Pressing the direct control key drops you into first or third person on any selected soldier, gun crew or vehicle, where you aim manually and lead moving targets yourself. A human gunner in a StuG III routinely lands shots the automatic targeting would decline to take.

Individual crew and seat swapping

Tanks carry modelled commander, gunner, driver, loader and hull gunner positions, and a penetration only kills the crew sitting where the round landed. If your gunner dies the vehicle is not lost, because a surviving crewman slides into the empty seat and the tank keeps fighting at reduced efficiency.

Soldier inventories and looting

Each infantryman carries a physical inventory of weapons, magazines, grenades, mines and medical supplies, and runs dry if you never resupply. Bodies and supply crates can be looted mid battle, so a squad that started with Mosin-Nagants can finish an engagement carrying captured MP 40s.

Dynamic Campaign unit persistence

The Dynamic Campaign gives you an army group that carries between battles. Surviving squads accumulate experience, damaged vehicles need repairing rather than replacing, and losses are permanent, which makes a won battle that cost three tanks a worse result than a stalemate that cost none.

For a deeper dive into how these systems interact, see our Call to Arms - Gates of Hell: Ostfront combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
GermanyAVersatile approachBalanced stats
Soviet UnionAVersatile approachBalanced stats
Finland (Talvisota)AVersatile approachBalanced stats
United States (Liberation and Airborne)AVersatile approachBalanced stats
Britain and Commonwealth (Finest Hour)AVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Call to Arms - Gates of Hell: Ostfront builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
Tiger IAn 88mm gun behind roughly 100mm of flat frontal armour.German long-range defensive overwatch on open maps
T-34/85The 85mm ZiS-S-53 gun in a three-man turret gives the Soviet mainstay a real chance against German heavies at closer ranges, and its sloped hull front bounces rounds that would defeat the same thickness laid flat.Soviet armour that has to be numerous rather than individually superior
StuG III Ausf. GA turretless assault gun mounting the 7.German ambush and overwatch positions where you never need to turn a turret
MG 42A general purpose machine gun firing at roughly 1,200 rounds per minute, which produces so much suppression that an advancing squad simply stops moving.Pinning German defensive frontages and covering open approaches
PPSh-41A 7.Soviet close assaults in Stalingrad-style street fighting

Tiger I: An 88mm gun behind roughly 100mm of flat frontal armour. At long range it is close to untouchable from the front, but the flat plates mean angling does little for it and its slow turret traverse makes a flanking T-34 genuinely dangerous.

T-34/85: The 85mm ZiS-S-53 gun in a three-man turret gives the Soviet mainstay a real chance against German heavies at closer ranges, and its sloped hull front bounces rounds that would defeat the same thickness laid flat.

StuG III Ausf. G: A turretless assault gun mounting the 7.5cm StuK 40 L/48 behind 80mm of frontal plate, sitting far lower than any turreted tank. Hull-down in a fold in the ground it is extremely hard to spot, and it costs far less than a Panther for similar gun performance.

MG 42: A general purpose machine gun firing at roughly 1,200 rounds per minute, which produces so much suppression that an advancing squad simply stops moving. It burns through belts fast, so a team without an ammunition carrier stops being useful within a couple of minutes.

PPSh-41: A 7.62x25mm submachine gun with a 71-round drum and a very high rate of fire, worthless past about 100 metres and devastating inside it. Whole Soviet squads carry it, which is why urban and forest fighting flips in Soviet favour.

Full breakdowns in our Call to Arms - Gates of Hell: Ostfront weapons guide.

Location Progression

LocationLevel RangeKey Rewards
The Siege of SevastopolGerman Ostfront campaign, 1942Siege artillery practice, fortification-breaking tactics
Pavlov's HouseSoviet Za Rodinu campaign, 1942Urban defence, looting and resupply under pressure
The CitadelSoviet Za Rodinu campaign, 1943Large-scale tank engagement, ammunition selection practice
Clash at NarvaGerman Ostfront campaign, 1944Defensive line construction, minefield placement
The Koenigsberg CauldronSoviet Za Rodinu campaign, 1945Combined urban assault, engineer and demolition play

The Siege of Sevastopol: The German campaign's Crimean siege, built around fortified positions and heavy guns rather than manoeuvre. Progress comes from reducing strongpoints one at a time with artillery and engineers instead of driving armour forward.

Pavlov's House: The Soviet Za Rodinu campaign's Stalingrad set piece, defending a single fortified building against repeated assaults. It is the clearest demonstration of why soldier inventory management matters, because you will run out of ammunition before you run out of attackers.

The Citadel: Kursk, and the largest armour engagement in either base campaign. Open ground means gun range and first-shot accuracy decide it, and this is where the difference between AP and APCR loadouts stops being academic.

Clash at Narva: The 1944 fighting on the Estonian border, fought across narrow approaches and prepared defences. Mines, anti-tank guns and dug-in infantry matter more here than any single vehicle you can field.

The Koenigsberg Cauldron: The Soviet campaign's late-war urban assault on East Prussia, with the Red Army pressing into a fortified city. Assault guns, engineers and flamethrowers do the work that open-field armour cannot.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Angle your hull before you fire, not after. The armour model uses real thickness and impact angle, so a Panzer IV sitting at roughly 30 degrees to an incoming shot presents far more effective plate than one facing square, and that difference decides whether a 76mm round penetrates.
  2. Take direct control of anti-tank guns. The automatic gunner will pass on shots it calculates as unlikely, but a human can aim at a specific weak point such as a turret ring, a driver's port or the thinner side hull, which turns a refused shot into a kill.
  3. Assign one soldier per squad as an ammunition mule and keep him at the back. Machine guns burn belts at a rate that will empty a squad's supply in minutes, and a pinned squad that cannot shoot back loses its position regardless of how good its position was.
  4. Loot everything. Bodies, wrecked vehicles and supply crates all hold usable weapons and magazines, and a Soviet squad that picks up German MP 40s in a building fight is objectively better armed than it was when it started the mission.
  5. Dig foxholes before contact, not during. Infantry in prepared positions survive artillery and machine gun fire that would wipe them in the open, and the engineering time is only available before the enemy arrives.
  6. APCR trades explosive effect for penetration. Use it when a target's frontal armour is otherwise beyond you, and switch back to standard AP once you have a flank shot, because AP with a filler does far more damage to the crew inside.
  7. Watch which crewman died rather than whether the tank survived. A vehicle that lost its gunner still drives, and pulling it out of line of sight for thirty seconds lets a surviving crewman take the seat instead of writing off the whole vehicle.
  8. Use smoke to cross open ground rather than to hide after being spotted. Vision is blocked in real time, so a smoke screen laid ahead of an advance lets a whole squad reach cover, while smoke fired on top of a pinned squad only marks where they are.
  9. In the Dynamic Campaign, repair damaged vehicles instead of buying replacements. Repairs are cheaper, and a veteran crew that has survived several battles hits harder and panics less than a fresh one in an identical tank.
  10. Mine the road approaches even on attacking missions. Anti-tank mines cost very little, counterattacks almost always come down the same route your own force used, and a disabled vehicle blocking a narrow approach is worth more than the mine that stopped it.

Common Mistakes to Avoid

  • Driving a Tiger straight at a T-34/85 at close range because the armour looks better on paper. The Tiger's plates are flat and its turret traverse is slow, so a pair of medium tanks that get to its sides will kill it.
  • Playing entirely in top-down view. The automatic gunner declines difficult shots and will not aim at weak points, so leaving anti-tank guns and tank destroyers on auto throws away most of their value.
  • Advancing infantry across open ground without smoke or suppression. Machine guns pin a squad within seconds and pinned infantry in the open take casualties until they break.
  • Never checking soldier inventories, then wondering why a squad stopped firing. Ammunition is finite per soldier and the game will not top it up for you.
  • Treating Dynamic Campaign losses as free. Squads and vehicles carry over between battles, so winning an objective at the cost of your veteran armour leaves you weaker for the next three engagements.

Frequently Asked Questions

Which factions are in the base game?

Germany and the Soviet Union, with the German Ostfront campaign and the Soviet Za Rodinu campaign. Finland comes with Talvisota, the United States with Liberation and Airborne, and Britain, Scotland, Canada and Poland with Finest Hour.

Is this a real-time strategy game or a tactics game?

Both, and you switch freely. You can play it top-down like a conventional real-time strategy game, or drop into first or third person on any single soldier or vehicle crew position and aim manually, which the game calls direct control.

How does armour damage actually work?

There is no hitpoint bar. Vehicles carry historical armour layouts and shells carry historical penetration values, so the game resolves impact angle, range and shell type, then applies the result to whatever component or crewman sits behind that plate.

Can the campaigns be played in co-op?

Yes. The historical singleplayer missions support cooperative play, and the game also carries a PvE Dynamic Campaign, Conquest, and multiplayer matches from 1v1 up to 4v4 across more than 30 maps.

Do I need the DLCs to play multiplayer?

No. Germany and the Soviet Union in the base game are fully playable in multiplayer and the Dynamic Campaign. The DLCs add their own factions, campaigns and unit rosters rather than gating the base modes behind a purchase.

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