Strengths and Weaknesses of every Major Faction in Multiplayer as I understand them with 150hrs and a few dozen MP matches under my belt.
I found Gates of Hell to to be an extremely fantastic RTS game, and I really enjoy it, and I would like to improve at multiplayer, I have a few dozen MP games under my belt, I am writing this mostly for myself, because I like doing writeups, and for people to correct me so I can improve my understanding! These are just the major over arching strengths and weaknesses as I see them. All of the content here broadly applies to every era, but of course, some are more specifically weighted to certain eras.
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The Germans: My most played faction at this point, present to me as a well-rounded, but expensive faction.
Strengths:
The German roster is very well-rounded, with the best armor roster in the game, as well as getting lots of capable scout cars, artillery, and AT guns. They have an answer to any composition of enemies.
Squads are generally more well rounded than other nations, with abundant grenades of all types with specialist weapons and rockets throughout. Germans have some of the best infantry in the game for their cos.
German Heavy armor is full stop the best in the game. All high end options have 210 range and exceptional Armor and Penetration.
Weaknesses:
The German roster seems to be slightly more expensive than average, and the Heavy tanks are extremely expensive. In material and pop space. Losing this equipment can be game-losing.
Overinvestment in a few powerful assets is almost encouraged, but can be detrimental to map coverage.
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The Soviets: A Real Red tide. That can feel exhausting to use.
Strengths:
The Soviets enjoy very diverse, very cost-effective roster, their Medium armor is really exceptional for the cost, since mediums can generally 1-tap each other anyway.
Soviets have absolutely cracked high-end infantry squads with ideal loadouts.
Soviets can have exceptional map coverage, and are great at creating multiple areas of pressure. A Panther may make short work of a T-34, but it can't be two places at once, which a T-34 can since you can just get Three (literally) for the same cost. Same goes for Infantry.
Soviets can afford combined arms without concentrating 70% of their MP in one spot. And can put together devastating early game pushes.
Weaknesses:
High-end Soviet units can feel anemic compared to their counterparts, and suffer hard when played aggressively into other top-tier units.
The faction rewards lots of coordination over individual quality, which makes the faction more micro heavy to get max value. It also preforms much worse when not microed well and the pop cap is not kept full. Very glaring when new players use the faction.
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The Americans:
Strengths:
The American roster is a combined arms wet dream, with exceptionally powerful infantry The rest of the roster ranges from perfectly acceptable to highly capable.
Squads are very large, and have high numbers of automatic weapons, with AT-launchers built into the assault squads.
American Vehicles are very capable, with lots of .50 Cal dispersed throughout. Very well-rounded and capable of moving around the map in a huge mob quickly.
Armor is cheap and replaceable, but still Sufficient, there is no single point of failure that will lose you the game, like with a Tiger. HVAP is scary as shit.
Weaknesses:
Those Gucchi Semi-automatics come with a cost, squads are more MP and DP intensive than their counterparts, losing your first few units carelessly can be extremely bad.
American heavy armor requires specific doctrines, otherwise you are stuck with fragile, but still very scary, tank destroyers. You cannot duel, and have to play chicken with Enemy heavy armor a lot of the time.
A distinct lack of autocannon equipped armored cars can make quickly killing infantry or destroying support weapons later in the game a lot harder than with GE or SU
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The British: Specialists vehicles, good infantry
Strengths:
The British roster has a certain aristocracy to it. They enjoy good fundamental units, excellent support weapons, and a huge amount of specialized vehicles.
Infantry is very capable, and generally has access to one trillion grenades for each man, great for manual control. Many of the squads also enjoy built-in AT launchers.
British Vehicles preform their roles exceptionally well, Infantry tanks like the Churchill have a reputation for being nigh invincible. Cruisers are generally very quick with scary guns. Their scout cars however are on another level, some are so fast you basically can't hit them, they excel at deep strikes against undefended artillery.
Weaknesses:
British Vehicles can suffer from over-specialization. Having the wrong tool for the job can be a serious problem. Heavy Infantry tanks usually have shitty AP ammo, and cruisers have the inverse problem. This can require a more thoughtful approach to unit compositions rather than just being able to throw a main-line medium tank at a problem and call it a day.
The immortal British armor meme falls apart around minute 20, when other factions unlock their heavy armor and tank destroyers. Mid-game armor dominance can quickly turn into some very expensive paperweights and the imminent need to buy a Firefly.
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The Finnish: By far my least played faction but are obviously radical departure from the others.
Strengths:
The Finns have absolutely insane infantry for their cost and have good weapon diversity.
The support weapons are also and very cheap for what they are.
Bicycle guy, lol.
Weaknesses:
The Armor, or lack thereof, is a very serious issue, it feels like they lag a war stage behind in the armor department behind the other factions.
The Finns give the impression of being good, but requiring a playstyle that is radically different from any of the other factions to get any value.
So, that concludes my naïve and probably shitty approximation of all the factions from the perspective of a fairly new player, I hope you liked it, or at least got a kick out of how stupid it sounds, let me know what you think!
Posted Aug 1, 2026, 3:39 AM UTC