You will start with a command unit, distinguished by the star next to its name. That makes them vulnerable to bombs and artillery. Instead, spread them out a little bit — their ranged weapons will allow them to support each other even at a distance. Defenders have entrenched infantry, ambush positions, and can use static weapons such as missiles. By preserving your troops, you place yourself in a better position to return in force later.
It takes a long time for units to move into position. While you wait, why not use cheap recon to probe the enemy line? A force of cheap and expensive tanks will probably do better than cheap tanks alone, which will lack punch, or expensive tanks alone, which will draw a lot of fire. Instead, bring them out later, protect them from air strikes and ambushes, and they will carve a swathe through lesser tanks.
Helicopters and ground attack aircraft hard-counter most ground units, but are very vulnerable to anti-air units and fighter aircraft!
They are best used defensively while you learn the game. At close range, helicopters are also vulnerable to small arms and the machine guns carried by many ground vehicles, so keep your helicopters at a safe distance.
Conversely, artillery is there to support the rest of the army, not the other way around. Overspending on artillery will come at the expense of the front line. Infantry squads will die quickly in the open. Hence, they rely on concealment, or else on the defence boost from being garrisoned in a building — stacks of up to 4 infantry will automatically enter buildings when they move into an urban sector. As noted above, missile infantry can shoot long distances, but needs to be protected against other infantry.
Regular infantry squads fight other infantry and use short-ranged rockets to ambush vehicles that get too close. Lastly, infantry can march through forests and over mountains to surprise an unwary foe. Select a unit, then hit the magnifying glass at the bottom of the screen.
After the match, you will probably want to tweak your deck in light of lessons learned, in which case refer to the next section on unit stats. There are a lot of units in Wargame , and it may help to think of each unit as representing a bundle of strengths, capabilities and weaknesses.
Most ground units can be evaluated on three criteria: speed, armour, and firepower. In the case of recon units, a fourth metric is important — optics, which determines their sight range. Red Dragon adds s super-tanks with armour as high as the mids. Any tank with less than around is either a museum piece or a dedicated light tank. Other vehicles, such as APCs, have 3 or even less. Weapons can inflict two types of damage: armour piercing AP and high explosive HE. HE is used to calculate damage against infantry, so a man squad can survive three HE3 shots before being wiped out by the fourth.
High-HE artillery and bombs can also suppress, and inflict limited damage upon, armoured targets. Tank guns are long-ranged, usually fire from 7 to 10 times per minute, and are effective against all ground targets. Autocannons lack the punch to penetrate tank armour, but their high rate of fire makes them lethal against infantry and light vehicles. Most cannons carry the kinetic energy, or [KE] tag, which allows them to do more damage the closer they are to their target as their shells are moving faster upon impact.
Think of them like sniper rifles in an FPS — powerful but vulnerable to being swarmed. They are defensive tools, not offensive ones. Stabilised guns, mobility, and thick armour make modern tanks the ideal units for attacking over open ground. Artillery comes in several flavours.
Mortars are the best workhorse to start with. They are quick-firing and precise, offset by short range and limited firepower. Use them for suppression and deploying smoke. Rocket artillery hogs supplies, in exchange for stunning units in a wide area. Some rocket artillery units in Red Dragon carry AP warheads, which makes them more lethal against vehicles but helpless to damage infantry.
Autocannons and missiles are as described above; note that autocannon helicopters, because of their speed, can be useful against other helicopters. Rocket pods do heavy damage against infantry and light vehicles, and will stun heavier vehicles. Rocket pods and ordinary bombs are a jack of all trades; they will kill infantry, damage vehicles, and stun vehicle crews.
They are best used against the AI, which has a tendency to clump up its vehicles. Anti-tank missiles are best against small numbers of high-value vehicles.
Lastly, napalm is the hard counter to entrenched infantry. Beware — these can be spotted and bombed by planes with anti-radar missiles marked with the [SEAD], or suppression of enemy air defences, tag. Against humans, be prepared to disable the weapons on your radar units if you see SEAD planes incoming. Show items tagged with all of the selected terms:. Game Modes. Gameplay Basics.
Maps or Levels. Modding or Configuration. Story or Lore. Most Popular. Top Rated All Time. Most Recent. Click here to learn more about Steam Guides. View All This leads to a technique called the reverse-slope defense. Additionally, static forces at the bottom of a hill can hit targets breaching the crest of the hill one at a time as they emerge into their LOS.
If one of them gets their own front pushed back, you could be exposed on a flank you had assumed was secure, or rush ahead unsupported and get surrounded. As with most RTS games, Wargame lets you map specific units to control groups using the keys. This is an important feature that you should be using. To select that unit, press that number. This has several really good uses. First is obvious - it allows you to quickly select an off-screen unit without having to go look for it.
As such, your artillery batteries should always be individually mapped to a control group. This means you can select all of your artillery pieces without moving the screen away from the front. Some people advocate doing the same with aircraft, but I prefer to just leave the Air Comm panel open at all times.
The other major use is less obvious - Double tapping a number key will bring you directly to that unit. If you have to manage multiple fronts, map an important unit to a control key so you can instantly switch between fronts. This is also useful for moving your artillery units around to avoid counterbattery fire more on this later. Finally, use control groups to speed micromanagement. Because using aircraft is not as simple as clicking on them and clicking on a target.
This is not World in Conflict where aircraft constituted off-map support and were generally invulnerable. Although they are based off-map, your aircraft are your units exactly like all your other forces. I will provide specific advice about the different types of aircraft and their different weapon systems later.
First off, know that aircraft handling is a little idiosyncratic. There are several particularities that aircraft have, and understanding how aircraft handle is crucial to using them successfully. Aircraft, as previously stated, are based off-map.
They enter the map through air corridors, which are like spawn corridors but for aircraft. They can leave the map from any position, via the evac command default keybinding: V.
If they run out of fuel, they will auto-evac, this is called Evac Bingo. If they expend their ordinance, they will also auto-evac, this is called Evac Winchester. When aircraft evac, they immediately turn away, climb, and will disappear from the map in a few seconds. If your aircraft are in danger of getting destroyed, evac immediately.
Remember, with few exceptions aircraft are glass cannons that should shy away from SAMs. Once aircraft evac, they will have a cool-down period before they can be called on again. The length of this period depends on the resupply that the aircraft needs. The status of your aircraft can be seen in the Airport Panel. Aircraft with colored icons are ready to be used. Aircraft that are being resupplied have between one and five icons, and will display their resupply status the EFA Raven is further along in its cooldown period than the FC Fighting Falcon.
This sends them careening into enemy air defenses. They also have to be several kilometers away from the air corridor to release weapons, which means there is a radius under the spawn point of aircraft where the distance is too short to release weapons.
Aircraft will also fail to release and will fly straight and level if they have been stunned by AAA. If this happens to you, it is usually best to evac immediately and try again.
Aircraft also have turning radiuses , some of which can be quite wide. This is less important in bomber aircraft who will generally drop all their weapons in one go and then automatically Evac Winchester, but it is essential that you understand how aircraft turn.
Consider this shamelessly stolen chart - the colored circles are move orders in front of the aircraft, with the lines displaying where the aircraft will turn. The black circle is enemy AA that you should avoid. The objective is to get the aircraft to move away from enemy AAA as quickly as possible. Green: Maximum turn rate. Red: This is how the plane paths if the point is inside its turn rate, as it is the shortest path to the point Blue: This is undesirable, as its deeper in assumably enemy territory.
Yellow: This works on the same principle as red, but mirrored. However, it also requires another click back to make sure it doesn't end up near the AA anyway. Purple: This is the path to the point that is behind and to the left. Make sure it's far behind. It takes some practice and getting used to, but for the tightest turning possible to ensure aircraft evac away from enemy AAA, yellow or purple are best. Blue is workable, but risky. Aircraft turning radiuses are important for one other reason - aircraft with tighter turn radiuses will generally out-fly aircraft with wider turn radiuses in a dogfight.
This is why that cheap MiG just killed your Tomcat in a dogfight. In a dogfight, aircraft will generally close by launching short-range IR missiles such as the Sidewinder and then try to finish each other off with guns.
The aircraft that gets behind the other will generally win, because aircraft can only attack targets directly in front of them. If your aircraft is in a dogfight and the other aircraft gets behind it, evac immediately. S EAD is an important part of air operations. Now, on to attack vectors. Consider this simple defensive line. Should your aircraft come in from vector 1, or vector 2? You should always choose an attack vector that does not send your aircraft flying directly over enemy AA.
In this example, Vector 2 is most wise although, of course, you should always attempt to suppress enemy AA first. The reason for this is that after dropping its weapons, the aircraft on attack vector 2 can turn into friendly territory in order to evac, while the aircraft in attack vector 1 will go careening straight over enemy AA.
Additionally, if the enemy sent interceptors of his own when he saw your aircraft, the plane on vector 1 is now heading straight for them! The last reason to use a side-vector is that bombers drop their bombs in a line along their attack vector. If you want maximum effectiveness, angle your bomber aircraft so that all of their bombs fall across the line, rather than perpendicular to their line.
Obviously, with anti-aircraft units! Some have Radar capabilities, and some do not. Those that do are generally more accurate and have longer range. They can kill helicopters in range, but they can generally only stun and panic jets. They are generally longer-ranged and more effective when fighting jets. However, they are also good against mass helicopter rushes because their missiles have a wide splash damage radius. They tend to be your best and most expensive SAMs. They are generally longer-ranged against helicopters than against jets, but they are an important backup to ensure that SEAD aircraft cannot eliminate your entire defense.
Fighter aircraft are jets that specialize in taking on other jets in short range. They are generally armed with short-range missiles and guns and are capable dogfighters.
Interceptors are jets that specialize in taking on other jets at long range. They carry long-ranged missiles and are terrible dogfighters. This is referred to as an integrated air defense system. So, why do we need to have such a complicated setup?
The first and most important reason is that each type of system works in different ways and against different types of enemy air. Thus, to achieve maximum tactical effectiveness against aircraft, different systems must work in concert. The first thing you must do is consider where enemy air attacks are most likely to come from and in what forms.
Look at where enemy airlanes are, and where their forces are in relation to yours. Watch how they use planes as well - do they send in a SEAD aircraft first? Do they send in a bunch of planes at once, or one at a time? Do they use them before a ground attack or during one? Do they use transport helicopters at the front? Do they use gunships offensively or defensively? Independently or with other forces? Once you know the most likely patterns of air attack, and so your IADS should be spread out to absorb and defeat air attacks in those patterns.
So, how does IADS help with this? Some types of anti-helicopter weapons can actually be outranged by heli-borne ATGMs, thus making it essential that you have other anti-helicopter weapons that can maneuver in or jets that you can call. Point is, every type of anti-air counter has its own set of strengths and weaknesses, and IADS allows you to create a well-rounded system with no obvious flaws.
The other important reason to use an IADS concept is redundancy. Just like any unit you field, sometimes, the enemy is just going to get lucky or just plain outmaneuver you and manage to kill a part of your AA network. When I play, I consider all SAMs to be high-value targets and attempt to eliminate them as often and as fast as possible.
I know that most decks have a relatively limited number of SAM systems, and so killing off even a few pays dividends in the long run. Having redundant, overlapping systems makes it significantly harder for the other team to use aircraft safely, which means your men will get bombed less.
The last important reason is to counter SEAD. Pretty much all players are going to want to bring out their aircraft as fast as possible, as they tend to be hard-counters to almost every expensive unit in the game. The problem with SEAD aircraft is that the best ground units for shooting them down are also the units these aircraft are built to destroy.
Additionally, radar units require micromanagement to maximize safety against SEAD aircraft. Radar weapons are helpfully labeled in the HUD. Any Radar unit can have its Radar weapon turned on or off to disable it in exchange for being invisible to SEAD aircraft. The general strategy with them is to have them turned off until the SEAD aircraft passes overhead, then turn them on and fire a missile up their tailpipe remember, aircraft can only fire at targets in a cone to their front.
Some people prefer to leave their Radar weapons off at all times and only turn them on when they spot a SEAD aircraft operating overhead, while others prefer to leave their Radar weapons on and hurry to disable them when SEAD aircraft are spotted. Both approaches have their merits, and whichever you decide to do is dependent on your attention span, skill at micromanagement, and personal preference.
Finally, there is one other thing to note. Consider the British expression, the bomber will always get through. This phrase came about before the Second World War, and was an influential part of strategic thinking in that war and in the Cold War. And it lives on in Wargame, too - know that near your front lines, a sufficiently determined bombing force will manage to drop their ordinance, whether they survive or not.
However, even a dedicated air spam deck will run out of aircraft long before you should run out of missiles to fire at them.
Understand this and be prepared for this - this is why having air defenses is no substitute for being properly spread out and on your guard. While obviously the ideal is to prevent the use of enemy air power, you will sometimes have to settle for merely killing those aircraft when the enemy does decide to use them. Often, players will see sacrificing a point aircraft to bomb several hundred points of targets to be a worthwhile trade. Point is, know that this will still happen and be ready and have your forces oriented to ensure that this tactic will not be a repeat performance.
If you manage to shoot down enough aircraft, eventually you will stop seeing them. While I will go into further detail about the different types of command vehicles and their varying uses later, by now you should know that command zones are captured by having a command vehicle placed inside them and not moving. As will be discussed in the next section, this is a standard way of informing your team of who will be leaving a command vehicle in that zone to prevent wasteful redundancy.
That means the other player who left a command vehicle here is an idiot. Additionally, command vehicles do not stack their income , meaning having two CVs in the same zone is a completely useless waste of an expensive and vulnerable unit. Additionally, there is no good reason whatsoever to ever have two expensive, vulnerable, and important units right next to each other where they can both be bombed at the same time. Too many commanders spoil the regiment - there is absolutely no reason for command vehicles to ever work together.
Additionally, never put your command vehicles next to artillery, SAMs, or other units that might get shot at by artillery. Additionally, even though you can get command vehicles with armor, guns, or even outright tanks, you should never attack with your command vehicle, ever.
Because of this: Attacking enemies with your command vehicle is the worst thing you can possibly do. Putting them on your front lines is doing the hard part of their work for them. Remember what I said about the bomber always getting through? Remember, command vehicles should always be behind your front and within your IADS zone.
Okay, so you know how to talk like a Wargamer and how to fight like one. But how do you talk to them? Wargame is a team-based game, and this means that proper communication with your team is essential. There is no excuse for you not knowing what your team is doing or for your team not knowing what you are doing at all times.
There are two major methods of team communications: flares and in-game chat. You can press Enter to bring up the in-game team chat, or Shift-Enter to bring up the all chat.
These four buttons underneath the minimap allow you to place flares: You can place these flares anywhere on the map, at any time, and your allies will see them and hear a ringing sound effect. You will hardly ever need to use them. Because you can also make a custom flare. The fourth button allows you to type a short message to go along with the flare, and it is almost always preferable that you use a custom flare instead of a standard one.
What does he mean? Is there a unit under that flare that he wants you to attack? Does he want you to launch an attack on that entire sector? Is he going to attack in that general location? Does he want you to hit that specific spot with artillery? Noobs use the same flare to mean all of these things. This means that the stock flares are not specific enough to be useful. The enemy command vehicle is there.
I should send artillery or air power to eliminate it. I always leave at least two types of flares in the deployment zone. You should always do this. Oh, and unless your name also happens to be Sandy, obviously you should use your name and not mine. And if your name does happen to be Sandy, hi Sandy!
We can see one flare just as well as a dozen. All spamming flares does is make a constant annoying ringing sound. It will piss off your teammates and not communicate anything important.
Worse, see that wide cloud of opaque teal smoke and those overlapping banners? They make it harder to see and click on units under them. Why would you ever want to do that? Use flares to call attention to anything your allies might need to know about. When you hear a flare ring, you can quickly zoom to where it was left by pressing spacebar which brings you to the site of important events, like flares, spawned units, and destroyed units.
Be specific when using flares. Also point out where there are hidden units, like SAMs or ATGMs, which pose a threat to your allies, or when you spot units sneaking past your recon screen, like heli-borne infantry or troops hiding in forests. Try to put these flares directly on top of the units when possible, so that you or your allies can use them to blind-bomb them with some precision. Clear tactical communications are vital.
And es pecially when you need allied support, be specific as to what kind of support you need and what the relevant threats are.
Secondly, and this is important enough for bold text, do try to exercise some sportsmanship. What I mean is tactics like sending your CVs off into a far corner of the map in a Total Destruction match just to force the other team to waste time trying to find it. Stalling tactics, such as doing this to wait for reinforcements or as a temporary retreat, are perfectly fine. But when you know that all is lost, do the honorable thing and let it end.
Rampant ragequitting is one of the biggest problems Wargame has. I have won more games by getting the other team to mass-ragequit than I have by actually defeating the other team. At its worst, it gets like this: If you have ever ragequit because a plane got shot down or something equally inane in the first minute of the game or just as bad, because another teammate ragequit and left you alone, thus creating a cascade where the entire team quits one by one, which is what happened here , please take a vow of silence or something to atone for your sins.
If they get really hostile and teamkill you or something, there is a thread on the official forums [www. Move on and have fun. As a final thought, being nice to your team, or the other team for that matter, is never a bad idea. It also never hurts to ask instead of demand when you need support. And nothing feels quite as good as being complimented by your own team or by the other guy when you pull off an impressive maneuver.
Yes, all of them. Recognising the units of Wargame by sight, and knowing what they do, is one of the best advantages experience will get you. I should attack it in close range from the rear to take advantage of its lack of a rotating turret and inability to fire accurately on the move. This is followed by a crew of dead Swedes. Follow along in the Armory as you read this section. Really, load up Wargame, open this in the Steam overlay, and shift-tab through this section while eyeing the various vehicles available.
I cannot overstate how important it is that you recognise units on sight. Knowing thyself and knowing thy enemy is absolutely basic and essential. There it is. So, how do you learn how the units perform? I bound an extra key on my mouse to T just so I could click on any unit and see its information card in mid-game. So, how do you read unit information cards? Already, just from the top panel, we know that the Abrams is a medium-high end American tank.
Below the title bar is between one and three weapons of that unit. Every weapon has an icon and its name, and then its tags and caliber. Tags denote special weapon effects, restrictions, or uses. Not all weapons have tags, and you can mouse-over them to display what they do. Its HE value applies over an area of effect. It may improve accuracy if a friendly unit has a direct line of sight on the target. Only artillery units have this tag.
Note that all guns and unguided shells are fire-and-forget, so this tag only applies to missiles. This is as opposed to [GUID]. Its operator needs to stand still and aim at the target until the impact. Its AP value will remain the same whatever the range to the target. This is as opposed to [KE]. Note that this tag is generic to all incendiary weapons even if they are not technically napalm-based in reality. The closer it will get from its target, the higher its AP value will rise.
This is very important to know - weapons with the [KE] tag, including most autocannons and tank cannons, will do significantly higher damage close to the target. This means that even very weak guns will do good damage in tight quarters. Turning the weapon off will avoid this threat. Its operator needs to aim at the target until the impact.
These weapons tend to fire automatically at the first radar they see. Only artillery units have this ability. All weapons also have a caliber. This is good to know because in general, higher caliber equals longer range and higher damage.
Caliber also shows you Radar weapons. While I find it helpful to consider the actual numbers instead of just looking at the pretty colors, this can do in a pinch. Close range applies a damage bonus to [KE] weapons that increases exponentially in closer quarters, which means even a relatively weak gun can do major damage at very close range.
Below that is base accuracy. Accuracy increases at short distance. Accuracy also decreases with unit morale, to the point where a panicked unit will be hard pressed to hit anything at all.
A weapon need not have both AP and HE characteristics. AP damage is the base damage applied to enemy armor - if you have a 12 AP gun and hit an armor rating of 10, you will do 2 damage.
However, HE shells deal splash damage and are significantly more effective against infantry and unarmored targets. Suppression is morale damage per shot. Of course, all of this is multiplied by the rate of fire. The rate of fire is, obviously, the rate at which the weapon fires when engaging. Higher ROF means the damage and suppression values are applied faster.
In artillery units, rate of fire shows you how many rounds per salvo are fired. As you can see, every unit has four different types of armor: Front, Side, Back, and Top. The frontal armor is always the heaviest, while Top and Rear armor are always the lightest.
Armor value decides the damage caused by hits. The bottom of the unit information card gives other assorted important information. The strength figure denotes how many hit points a unit has. In infantry squads, it denotes how many men comprise a squad.
The size figure affects enemy hit chance - large targets are easier to hit than smaller targets. A Big target gives a slight bonus to enemy chance to hit, while a Small target gives a slight debuff to enemy chance to hit. This appears to be five to ten percent either way, but the exact figures are apparently not publically known. Size does not affect range or chance to spot a target, despite popular belief. Oh, and in aircraft, this stat is called ECM, but it appears to function similarly - better ECM equals smaller hit chance.
Optics dictate at what range a unit can spot other units. Recon units, obviously, usually have Very Good or Exceptional optics, while non-recon units generally have Poor or Bad optics. There is one important thing to know here, and that is that all units actually have two recon values, of which only one is shown - those are optics for ground units and optics for air units.
Anti-air units show you their optics value for air units, while all other units show you their optics value for ground units. Recon units will generally be able to see both air and ground units well.
Speed and Road Speed are two different things - Road Speed is your speed during Move Fast orders, while Speed is the base speed for basic move. It is Speed that can be affected by things such as terrain, morale, and so on.
Stealth does what many people think Size does - they affect enemy chance to see the target; stealthy units can get closer to recon units before they are spotted. Few vehicles have decent stealth, while most small infantry squads have good stealth.
Fuel Capacity, measured in liters, measures how much fuel the vehicle can hold. Autonomy , a related figure, shows you how far a unit can travel before running out of fuel completely.
Stabilizers are extremely important information. Stabilizers allow units to fire accurately on the move. Use the Attack Move command to get them to move, but stop to fire at targets. Units with stabilizers put up an exceptional fighting retreat with the Reverse Move command.
As you can see, movement applies a steep penalty to accuracy, even with bad or decent stabilizers. This is why attacking involves so much more than merely running at the enemy, and why defenders have such an advantage.
Year and Type are irrelevant to gameplay, but important to deck building. Category B restricted decks may not use units with a Year later than , and Category C decks may not use units with a Year later than While we will go into more detail about deck types later, for now know that Type shows all of the thematic decks that a unit is available for. Finally, know that most units come in series, with several variants.
In general, more expensive variants will have improved capabilities or better weapons than cheaper variants; it is up to you to decide on the variant you want based on your needs. Now that you know how to read unit information, what are the units of Wargame: AirLand Battle? Well, Wargame has a fantastic armory viewer that allows you to view every unit in the game. My opinions will always be in italics so that it can be easily separated from objective information.
Ah, logistics - so boring, yet so vital. Command Vehicles. The other section of the Logistics tab is supply vehicles. Supply vehicles come in two flavors, supply trucks and supply helicopters. Aside from the obvious difference, these units act the same. This section also includes the Forward Operating Base.
One other interesting point of note is that supply vehicles have unlimited range, as they do not consume fuel when moving. Supply trucks are your staple logistics vehicle. Though they vary in speed, capacity, and availability, all of them are trucks that ferry supply to your front line.
They are all very squishy, and explode when killed. This means you should try to avoid bunching them up, where one death will kill the rest in chain reactions.
Supply helicopters are just like supply trucks, except airborne. They have a speed advantage over trucks, in that they fly over obstacles instead of following roads and move significantly faster.
Finally, there is the Forward Operating Base. All nations have an identical FOB, each one costing points, coming at 1 per card 2 per card in Cat C decks and supplying 10,L of supply. They are the most cost-efficient supply sources, but not the most card-efficient supply source, supplying only 10,L per deck card. You can calculate card-efficiency by multiplying how many vehicles per card you get times the amount of supply capacity of a single vehicle.
FOBs are peculiar in that they must be placed in the deployment phase of a match and cannot be brought in later. Like your first command vehicle, your first FOB is automatically placed and deducted from your starting pool of points.
They are also notably durable, taking quite a bit of directed fire to actually kill. I prefer to take one card of FOBs for my artillery and two cards of the most card-efficient supply trucks available. Some forgo FOBs entirely and get only trucks, preferring the card-efficiency to the cost-efficiency. As some troops will tell you, it always comes down to the infantryman and his rifle. Though they are uselessly slow on-foot and vulnerable to many types of attacks, infantrymen are highly cost-effective, cover a variety of roles, are as previously discussed great in buildings, are very stealthy, and suffer no loss of speed in forests.
They are capable of gunning down anything without armor and almost all carry some form of anti-tank rocket or missile as well. They are best used to seize and hold territory and operating in forests, and come with a variety of great mobility options.
Ergo, they are indispensable when used correctly. However, they do require some knowledge to differentiate the various roles. Line Infantry are your basic, all-purpose infantry forces. They are generally unspecialized, and usually come with an assault rifle, an RPG of some kind, and a static machine gun. They are generally useful in all infantry roles, but are not specialized.
They are usually 10 to 15 points, and come in squads of They can bog down enemy forces in urban zones and annihilate tanks in close quarters, and are cheap enough to afford in sufficient numbers. I consider no deck to be complete if it lacks line infantry in cheap transports 15 points total - they are that important. Dat MG3, and they come in cheap 5-point Dornier helicopters.
They are mostly small with strengths of 2 or 5 squads and their price varies with the quality of their missile. They are not for taking on armor in close quarters - they are for sniping armor at long range. Because they are relatively cheap but a hard-counter to tanks, they are quite good on the defensive and very cost-effective.
They remain one of the reasons why securing towns at crossroads is so important, for they are able to harass passing enemy forces and damage or destroy even heavy tanks. These are pretty great on the defensive, and are a great way to kill tanks on the cheap. Higher-end ATGMs can knock out even heavy armor. Put them on the outer edges of towns so they have clear lines of sight. Alternatively, put them on the sides of hills so they have LOS over the surrounding forests and they can snipe at passing armor.
Seriously, spare yourself this fate. Remember - dragons: Not even once. They are generally the cheapest SAMs available, and are the other major reason to take towns at strategic location. Because of their low price, you can afford to scatter them around in numerous locations. They are not SEAD counterable. They also deny the enemy the ability to cheaply bomb your troops in a town. I consider these to be absolutely essential not-optional must-haves.
I LOVE leaving these all around the map, especially in loose buildings and on mountaintops, just to make sure no place behind my lines is relatively safe for enemy air to operate. Oh, and I try to always keep one near my CVs, as well. Sappers, or flamethrower infantry, are infantry bearing either flamethrowers or incendiary rocket launchers. They excel in removing enemy infantry from cover, and as such have a unique and useful role to play, especially in urban combat.
Know that their rockets or flames will not harm armored vehicles, but they have an unmatched capability to send enemy troops running. They include Marines and Paratroops - these two types of infantry are generally used for similar purposes, but in different thematic decks. They can do everything line infantry can do, but are tougher fighters and more durable. However, they are also more expensive. I find myself lacking a use for these guys. While they are cool, they occupy that space between special forces badasses and line infantry, and their added toughness is not usually worth doubling the cost of line infantry in my opinion.
In my opinion, quantity is superior to quality in urban warfare. Special Forces are the true kings of infantry. These badasses have carbines that are like SMGs but better in every way, they have CQC machine guns, and typically have very good anti-tank weapons as well.
They are great, well-rounded, powerful troops who should not be underestimated. However, they are also the most expensive infantry in the game, and they will die to anti-infantry counters pretty much just as fast as any other troops. Finally, note that many countries have special ops troops in the Recon tab; they are not listed here.
I LOVE these guys. You will not be sorry taking an up-vetted force of special ops troops in helicopters. Sneak them behind enemy lines and they will absolutely wreak havoc. You will not be disappointed.
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