March of War

March of War

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Basic Guide to AW
By tjayries
A basic guide to Africain Warlord Units, strengths, weaknesses, and tactics.
   
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Introduction and Common Abreviations
Welcome to this guide to Warlord units, the strengths and weaknesses of those units, and some basic tactics for using these units. This is the first guide I have made EVER, so i appologize in advance for any roughness. Please comment if you'd like me to change something or to make suggestions. Thanks for your input.

Before continuing, I should probably go over some abbreviations I will be using. Most of these are common, but... it's probably best to get on the same page right now.

AOE= area of effect
AW= African Warlords
EA= European Alliance
LJ or Junta= Latin Junta
SU= Soviet Union
SE= Shogunate Empire
UR= United Republic
AT= anti-tank
AP= anti-personel
AA= anti-air
CP= command points (general)
M= manpower (used for infantry)
G= Gears (Used to deploy armor)
S= Command stars (used for special abilities)
HP= hit points
damg= damage
Cap= capture or contest a CP
Arty= Artillery
LOS: Line of sight
Got all those? Good. I'll quiz you later. JK:).
Infantry: Shotguns and more
Finally, we're into the meat of this endevor. Since you are reading this guide, i'll assume you are new to the AW, and not spying scum from another faction looking for how to beat us (looking at YOU EA). The AW has few infantry, but they are all useful WHEN USED CORRECTLY! Use incorrectly, and very bad things will happen in battle. Let's get started:
Rebels.
Rebels are the most basic unit in AW arsenal. Like all basic infantry, they are 2 MP and can be spawned as long as you have a CP and the MP to deploy, they never run out. On the downside, you can kill them by looking at them funny and they can't kill ANYTHING with those rifles.

Statistics: 60 health, 40-60 Anti-personel damg (at full squad). 5 men per squad
Pros: Can spawn as many as you want
Cheap
Cons: Low HP
Low dmg
Tactics: Use at beginning of battle to cap nearby points in the rear and to distract enemies. If you are using in PvP beyond the initial capping, you're doing something wrong.

Raiders.
Now for a Real unit. Raiders are the AW's front line infantry unit. Costs 3 MP to deploy. These (like all units from here on out) are limited. The raider has a shotgun which is outranged by most of its counterparts, but deals slightly more damg (I think). The real strength of the raider is its special abillity, heal. Surprisingly, this heals the raider. 40 hp a turn for 3 turns. This means that a raider near death can go to the rear, heal up, and return completely healed up WITHOUT DEPLOYING ANY MORE UNITS!!! The downside is that a squad of 5 raiders looses men easily and that reduces damg.

Statistics: 120 health, 90-150 anti-personel damg
Secondary ability: Heal (see above), 4 turn cooldown.
Pros: High damg to cost ratio
Can heal self back to full health in 3 turns
Cons: Shprt ranged
Five man squad looses firepower quickly.
Tactics: Deploy to cap contested CP's on outskirts of battle-field. A couple squads of raiders can handle most infantry and even some light armored threats. Stay away from heavy fighting though, raiders tend to die against arty and AP units.

Zulus.
The first of two infantry that costs 4 MP to deploy. Has a squad of 4. Main attack is AOE AP with shorter range than raiders, but deals more damg to multiple units. Special ability is war dance. This causes the zulu to gain a buff to damg and movement for 2 turns. But please, be smart when using it. Since the war dance is an action, if you use it before moving (fool) no move for you:(. I've warned you, so not my problem.

Statistics: 150 health, 100-180 anti-personel damg [AOE style :)], 4 men per squad.
Secondary ability War dance: Boosts attack damg and speed by... text says 25%, unit sheet after use says 50%. Not sure which it actually is. Whatever it is, for 2 turns. 3 turn cooldown
Pros: Tough, high damg potential
Fast, especially with war dance active
Cons: VERY short range
War dance prevents further actions until next turn
Tactics: Use zulus as a second wave to clean up any remaining infantry or light vehicles. Move as far as you can on first turn after deployment, then activate war dance. Ready to kick a** next two turns. Or use as a tough contester until reinforcements show up.

Rhinos:
The fastest infantry unit in the AW. Rhinos cost same as zulus at 4MP. One rhino per unit. Main attack is charge which does rending damg. That makes it good against everything not called heavy armor (and even then it is better than most non-AT infantry). Secondary is a firebomb, which does... ok if I need to say it does fire damg you are probably hopeless. That is also AOE, but takes a turn to recharge between uses. Did I mention the charge has a chance to heal the rhino? No? Well it does.

Statistics: 100 health, main attack charge 100-150 rending damg 25% chance to self heal, secondary attack firebomb 60-100 AOE fire damg, 1 turn cooldown. 1 rhino per squad
Pros: Fast (no buffs required)
Good variety of damg and can heal itself via charge
Cons: Short range for attacks
Low health for 4MP unit.
Tactics: Use rhinos as the initial "rush" unit, deploy at start and send towards far CPs. Just bring support soon, rhinos won't last long in a firefight.

Beastmaster: This is the AW's only support unit, but it is AWESOME.... when used correctly. Costs 1MP 3Stars to deploy. Note the beastmaster has NO attack. None. So keep her covered. That being said... why the heck would she be uncovered when her purpose is to support BEASTS!!! She has two main abilities. Enrage resets the action of ONE beast and Drive resets movement and heals ALL nearby beasts. Additionally, Warbeasts (not beasts in general, but only warbeasts) can spawn by the Beastmaster as if she was a spawn point. She can then act on them if she has her action left.

Stats: 75 health, no attack, 1 beastmaster per squad
Abilities: Call of the wild (acts like spawn point for warbeasts), Enrage (reset 1 beast's action), Drive (heals all surrounding beasts 40-60 hp and resets their movement.
Pros: Can spawn Warbeasts like a spawn point.
Can reset actions or movment of beasts
Cons: Defenseless on own
Requires stars to spawn, which on some maps can be difficult to comeby.
Tactics: Use a turn BEFORE you intend to deploy a beast. Deploy the beast next turn and use beastmaster to get it right into the action. Also take advantage of long sight range to "spot" for longer range units.

Masai rpg team. At long last, we get an anti-tank unit that can cap. These are brand new at this writing, so expect this to change a bit in the future. Costs 3mp to deploy. Deals decent anti-tank damg and can take CP's (YES!!!!). Not much more to say.
Stats: 100 health, main attack 125-175 AT damg medium crit chance (more on that later), 4 men per squad.
secondary ability: leap attack 150-200 AT damg high crit chance, ignores terrain and has longer range. 2 turn cooldown.
Pros: AT unit that can cap (finally!)
Leap attack seems really deadly
Cons: Relatively fragile
Main attack is short-range (though longer than our other basic AT options)
Tactics: TBD
Phew, that's all the AW's infantry. Next up: light vehicles.



















Light Vehicles: Fast and Furious
AW light vehicles tend to be fast (among the fastest units in game) but lack in firepower and durability. Use well and they can win the battle. Use poorly and the enemy will use them as target practice while your army flees. Trust me, you don't want that. Here we go:

Biker Bombers. Congratulations! You've found AW's basic AT unit! Until those Masai bust onto the scene and stole their thunder that is. Biker bombers cost 1MP and 2G to deploy. Biker bombers are fast (possibly the fastest unit in game) and carry AT grenades that kill tanks easily. Hit and run allows the bikes to attack then move half the distance they could at start of turn. Bad news, unlike every other AT unit, Bikers can't cap. And they have a short range (like most of our units).

Stats: 100 health, 125-175 AT damg medium crit chance, 2 bikes per unit.
Secondary ability: Hit and run, same damg as above, but resets half movement after attack. 2 turn cooldown.
Pros: Very fast.
Hit and run lets it get outta dodge after attacking.
Cons: Can't cap
Dies when infantry shoot it.
Tactics: Use for infiltrating enemy lines to take out that pesky arty unit in the rear. Or in blitz to do lightning raid ASAP to kill the Command Vehicle before other units cause problems. Main advantages over Masai are speed and the ability to be healed via field repair command card. More on that later.

Technical
Technicals are basic AP vehicles. Cost 3G to deploy. Main attack is machine gun which does AP damg. Raiders hit slightly harder, but techs (as I call them) don't lose effectiveness as damg is taken. Also, 25% chance of hit and run, giving FULL move to tech after an attack. Needless to say that is very helpful for contesting and raiding deep behind enemy lines. Special ability is self-repair, which (unlike raiders) can be used EVERY TURN! Self-repair allows the tech to heal up to half its total HP any turn. It can't do anything else that turn, so be sure you want to heal before pressing the button.

Stats: 150 health, 80-140 AP damg 25% chance gaining full move after attack, one vehicle per squad.
Secondary ability: self-repair (can heal 60-80 damg per turn, but uses action to do so)
Pros: Fast and can self-heal
Small, can fit where larger vehicles and units can't giving flexibility in routing.
Cons: Lacks firepower.
Many dedicated AT weapons can one-shot it.
Tactics: Use if you see a lot of infantry incoming. Also helpful for contesting on maps with tight quarters. But be careful on open battlefields, techs can die quickly against AT weapons when caught off guard.

Salvaged AC: The salvaged AC is AW's best AA unit. It is also one of our ONLY AA units. Costs 4G to deploy. Main attack is machine gun which deals rending damg. Doesn't do as much as rhino, but can do it from farther out and is tougher. Like tech has 25% chance of hit and run, giving full move back. Special ability is AA barage, which deals heavy damg to one air unit in the area.

Stats: 200 health, main attack 60-100 rending damg 25% chance gaining full move after attack
Secondary ability: AA barage 100-150 rending damg (can only target air units), no chance of hit and run.
Pros: Only dedicated AA unit for AW.
Decent speed.
Cons: Can't heal at all
Doesn't do as much AA damg as other faction's AA units.
Tactics: Generally don't deploy unless the enemy has aircraft inbound. If they do, try not to bunch the AC's too close together, many aircraft have an AT AOE attack. And don't try to use AC's as a replacement for techs, the lower speed and inability to heal make it unsuited for fast contests.

Demo-truck: Demo trucks are a suicide unit. Costs 3G 1S to deploy. Main attack (and its last act) is detonate. Surprisingly, this causes the demo truck to EXPLODE. The explosion kills most units in the area outright AND leaves a large pool of fire which infantry and light armor will find... painful to cross. Note that it will also detonate if killed, giving enemy big headache if parked on a CP. Secondary ability is demo trap. This drops a small bomb beside the demo truck which can be detonated later for smaller damg.

Stats: 200 health, self-destruct does 600!!! concusive damg
Secondary ability: demo trap (25hp, does 125-175 concusive damg, not sure if blows up when "killed" ) 3 turn cooldown (as if it will live long enough to use it twice).
Pros: BIIIIGGG BOOM!!! (Its a really cool graphic)
Few units survive the blast (and those that do are severely weakened.
Cons: One use unit (YOLO)
Relatively slow, enemies can pick off before it's close enough to do anything.
Tactics: Full disclosure: I don't use demo-trucks alot. I suppose they are useful if parked in the middle of a large enemy group or for blocking choke points. What ever you do, NEVER PARK DEMO-TRUCK IN MIDDLE OF YOUR ARMY!! The enemy will thank you (and get a laugh in their faction chat) when they blow it up along with your army and you rage quit.

Note: For purposes of this guide, Mortar techs will be under arty, not here in light vehicles.
Next stop: Heavy Vehicles.
Heavy Vehicles AKA Tanks.
All right bringing out the big guns... actually these are still pretty weak. Especially compared to other factions armor. But like all units, the strength is in usage.

MK IV
The mk IV is AW's basic tank. Costs 4G to deploy. Main attack is cannon which does AT damg. Can beat most other basic tanks 1v1 if shooting first (I just described all tanks, yay). Unlike other tanks, the mk IV has no chance of a critical hit. Other tanks have a chance ( a small one) to either immobilize a vehicle (no move) or disable weapons (no attack OR special abilities). MK IV's can't. The secondary makes up for it though. Shrapnel shell does massive AOE rending damg. Few infantry can survive the blast and light vehicles are in big trouble as well. Just be careful, attack WILL kill your guys if you are dumb enough to put them in the AOE. The AOE is quite large, so watch where you put your guys.
Stats: 250 hp, main cannon 100-150 AT damg.
Secondary attack: Shrapnel shell 150-200 rending damg, no cooldown.
Pros: Decent AT damg
Shrapnel shell clears CP's in a hurry
Cons: No chance of Armor critical
Needs to close with enemy to use shrapnel shell effectively.
Tactics: mk IV is very usefull in an armor battle. Use other units to spot for them and let them go to work. When assaulting CP's, park a mk IV on a side and use shrapnel shell to clear infantry from the point. Move in infantry to mop up and cap.

Drill Tank:
The drill tank was one of AW's best units... until recent patch took away its main strengths. Costs 6G to deploy. Main attack is machine gun which does light AP damg. Secondary is drill which can do heavy FORCE damg (aka, bye bye non light infantry). At cost of half movement, can enter tunneling mode, allowing it to ignore terrain features. Takes another half move to go back. Can't attack in tunneling mode. Also can deploy rebels and raiders... outside of tunnel mode. Oh well, it was fun while it lasted.
Stats: 275 hp, machineguns 100-150 AP damg,
Secondary attack: Drill 175-225 force damg
Secondary abiliity, can enter tunnel mode (able to ignore terrain) costs half-move to switch modes, Troop carrier (con deploy rebels and raiders outside of tunnel mode.
Pros: terrain is no issue
If you can get close enough, drill will make enemies very dead.
Cons: Can't deploy units while tunneling.
No ranged AT and tends to be a fire-magnet.
Tactics: Don't, just don't. Spend gears elsewhere except for certain maps where a lot of movement blockers are present.

Char 2C (Steam thinks the picture of this unit takes up too much data, no image srry) :(
The Char 2C is only available in weekend deals. Costs 5G to deploy. Main attack is cannon which does concussive damg in small AOE. Requires LOS in order to shoot, but will hit where it is pointed. Secondary is self-repair. Same as for Tech, allows Char2C to heal itself of about 20% of its HP. Also is the toughest AW tank available.
Stats: 350 hp, main cannon 125-175 concussive damg
Secondary ability: Self-repair, can heal 60-80 hp per turn, no cooldown
Pros: Tough tank with heavy fire power.
Cost/Power ratio is very good, no stars required.
Cons: Only available in weekend deals.
can't outfight other tanks 1v1.
Tactics: Rule #1 regarding Char 2C: DON'T treat it like AT. If you do, it will burn in the duel. Char is designed to sit behind the lines and plaster infantry and light armor from safety. Best for precision strikes, due to accurate shooting. In a pinch it can contest CP's while waiting for reserves, but concentrated fire will take it out eventually.

Next: I talk arty.
Artillery: Boom Boom Firepower
Now for one of the most underrated aspects of the AW: the arty. We may only have three, but proper use will allow for battlefield domination. All our arty is indirect, so LOS is not needed to blow stuff up here. So all spies, read the following section and tremble.

Mortar Tech. The mortar tech is the most basic arty in the AW arsenal. Costs 3G to deploy, which is reasonably cheap for arty. The mortar tech's main attack is an indirect mortar shell which does concussive damg to a small area. It is notoreously innacurrate, so I recommend you aim AWAY from friendlies. Secondary ability is smoke shell which gives ALL units (friend and foe) armor buff. I have heard reports that the ability glitches and launches a regular shell sometimes, but it has been a while and I haven't seen it the few times i've used the ability. Still, use at own risk.
Stats: 100 hp, Mortar shell 75-125 concussive damg
Secondary ability: smoke shell, gives 50% armor boost to all units in target area, 3 turn cooldown
Pros: Cheap, fast arty
Has very short minimum range (can shoot very close to itself)
Cons: Short max range
Smoke shell applies to enemies as well as friends
Tactics: Use mortar techs to rain shells from on top of ridges onto enemy CPs. Or use to soften up positions prior to assaulting. Be aware that the mortar needs to get pretty close in order to hit, so be aware of tanks which have a long range. Use smokeshells BEFORE advancing, so if it glitches at least you won't friendly fire. If it does work, then advance into the smoke for armor boost. (Don't hold me to that one, i'm not sure of the exact mechanics as to if the effect is based on the area it hits or the units in that area, comments appreciated.)

mk IV Trebuchet (Treb). Another unit found only in weekend deals. Costs 5G and 5S to deploy. VERY long max range as well as VERY long min range. Main attack is exploding barrel that causes much pain to infantry in the aoe. Secondary is flame barrel which causes MORE pain to infantry AND spawns a massive pool of fire. Guarenteed to kill any infantry in AOE or your money back! (Disclamer: this claim assumes that the unit is hit with the flame barrel and that anyone bothers to refund your money. I have no authority in the matter.)
Stats: 200 hp, Explosive barrel 125-175 concussive damg
Secondary attack: Fire barrel 100-150 fire damg and spawns firepool, 2 turn cooldown
Pros: Infantry= dead
One of the longest ranged units in the game.
Cons: Very long minimum range.
Limited Mobility
Tactics: Stay in the rear with the Treb. On the front lines its minimum range will make it perfect for target practice. Stay in the rear to counter infantry spamming. Also good for creating kill zones and chokepoints. Just avoid dueling siege tank or AKUMA (but then again, why would you want to do that?)

Dirgible.
Finally something that flies! The dirgible is AW's only air unit. Costs 4G 5S to deploy. Main attack is howitzer which does concusive damg in a wide area. Secondary is suicide, which kills the dirgible and damages anything below it. Unlike other suicide attacks, this doesn't occur if the unit is killed conventionally, only if the ability is used.
Stats: 200 hp, howitzer 125-175 concussive damg
Secondary Attack: Suicide, 175-225 concussive damg, kills dirgible
Pros: Long range and good damg.
Air unit, so only AA can hit it.
Cons: expensive to deploy compared to other air units.
SLOW!!
Tactics: Dirgibles are a very useful unit. Deploy in the behind the front and target armor concentrations. Or aim at enemy CP's in rear to pick-off newly spawned units. Use suicide if AA is going to kill dirgible last turn as a F*** U move. Try not to fly over the front lines if possible, tends to act as a fire magnet.

Now that you know how to blow stuff up from a distance, we move to the final topic: BEASTS!!!
Beasts: AW's Bread and Butter
We're here at last. AW is known as the beast faction and now it is time for the animals to take over. Beast have a unique armor known as (surprisingly) Beast armor. Basically, Beasts are resistant to anything not called hunting, fire or toxic. We're the only faction to have them, so of course they are awesome.

Warbeasts
Warbeasts are a melee, AT unit. Costs 3MP to deploy. Does ok damg and has 25% chance of self-healing with every attack. Must be next to enemy to attack. When two or more warbeasts are close together, they gain buffs to health (in theory they gain other buffs as well, but health is only one I've seen). Buff doesn't stack, two warbeasts get same buff as 10. Can deploy next to Beastmaster.
Stats: 125 hp, tear 100-150 AT damg, 25% chance self-healing
Pack bonus: Gain 28% health boost when close to another warbeast, does NOT stack
Pros: Tough in groups.
Forces most tanks to move in order to attack them (when warbeast can attack)
Cons: Must be right next to enemy unit.
Lower damg for higher risk than bikers.
Tactics: Deploy next to Beastmaster and rush enemy tanks. Use as fire magnets while moving main force into position. Can mop up severely weakened infantry. Use in panic situations when out of gears and facing tanks.

Elephants:
Elephants are the second beast available. They cost 3MP and 2G to deploy. Their main attack does AT damg. It does same damg as mk IV, but has a chance at getting a critical hit. Secondary is stomp which does heavy rending damg to one unit next to the elephant. Stomp also has 25% chance to de-buff enemy armor and 25% chance to self-heal. Speaking of healing, the elephant heals 25 HP at the start of EVERY TURN! No action required, it is automatic.
Stats: 250 hp, cannon shot 100-150 AT damg, average critical chance
Secondary attack: stomp 150-200 rending damg, 25% chance self-heal, 25% chance "armor cracking" (de-buff enemy armor)
passive ability: recuperation, regenerates 25 hp every turn
Pros: Capable of adapting to many uses
Self-healing and stomp keep health up
Cons: Out-ranged by most tanks
needs to get close for stomps to happen
Tactics: Use elephants as primary AT weapons. A pair of them can massacre most tanks without taking heavy damg. Use to take out high value infantry targets point blank. And ALWAYS support with Beastmasters, that's why they're there.

Overlord.
I've saved the best for last. The Overlord is the most powerful unit in the AW arsenal. Costs 4MP, 4G, and 4S to deploy. It is the ONLY AW unit to require all three resources to deploy. It is worth it though. Primary attack is AOE burst around the Overlord which deals heavy concussive damg. It also only hits enemies, supporting units are unscathed. Secondary is headbut, which deals massive damg to anything not called light infantry (and even they need some bandaids afterwards.) The best part is that headbut is GUARENTEED to disable vehicle weapons. And it has 25% chance of healing the Overlord. Finally, Overlords heal 50 HP every turn. Like elephant, no action is required to for this to occur. (Are you trembling yet foreign spies?).
Stats: 450 hp, fortress barrage 175-225 concussive damg to ALL enemies in range
Secondary attack: headbutt 200-300 force (being a Skyrim fan.... FUS RO DAH!!!), disables vehicles' weapons, 25% chance self-heal
Passive ability: recuperation, heals 50 hp every turn
Pros: Toughest AW unit, made even tougher when healing is considered.
Deals massive damg to all comers
Cons: Expensive as all get out.
Short range.
Tactics: SUPPORT with Beastmaster first off, two attacks in one turn is EPIC and needs help to get into battle before everyone dies of old age. Once in battle, park near as many enemies as possible and let rip the AOE. If an enemy heavy unit is in range, headbut to prevent mischief from occuring. Note: the AOE will hit aircraft, so use as AA if desperate.

One final section about high priority targets and how to neutralize them, then we'll be done.
Cards, Command Cards
So, we have these command card things. One use abilities that can turn the tide of a battle in our favor. Or screw you over because now was a very bad time. Let's get you educated on avoiding the really bad time part, ok? (No pictures because I'm feeling lazy right now)
Faction specific cards:
Field Repair: Costs 3 stars to use, Heals friendly vehicles 50 hp.
Simple enough, this heals vehicles (not beasts). Bikes count as vehicles for this card.
Good times to use: A biker lost a bike and you want it back. To fix an almost dead dirge or mkIV.
Bad times to use: To heal beasts (facepalm, it don't work that way), to heal tech (it can do that itself)
Ammo dump: Also 3 stars, Resets action of nearby ground unit, does 200-250 concussive damg on death or self destruct.
Again simple enough, useful for defense or support or to lay a trap for the enemy.
Good time to use: Supporting a treb (Treb ammo dump combo is one of the most popular combos I don't use), boxing off approaches through narrow streets.
Bad time to use: Supporting something in enemies range (Suicide explosion on death, remember?), Blocking off a wide region (such a waste)
Tunnelers: costs 6 stars, deploys a tunnel which acts as a spawn point for light infantry (not rhinos or bikes), Very usefull for surprise attacks or desperate contests. Just remember, infantry is extra
Good times to use: Hitting undefended rear point, Contesting point enemy thinks is blocked off
Bad times to use: Any other time
Dynamite Drop: Costs 5 stars, drops a box of dynamite which explodes for 200-250 concussive damg after 1 turn. Blast effects large area so stay back.
Good times to use: Enemy has arty farm or other immoble unit parked somewhere, tight map causes mobility blocking
Bad times to use: Friendly unit in range of blast, trying to blast fast unit (good luck with that).
Mine drop: Costs 5 stars, drops mine which does 175-225 AT damage on contact with a vehicle (whether dropped on one or run over by one) Straight foward enough.
Good times to use: Enemy has annoying tank or tankcluster, Blocking off high tank traffic areas
Bad times to use: Trying to stop infantry (anti-TANK mine), placing where tanks don't go.
General use cards:
Nuke truck: Costs 8 stars, summons a nuke truck to one of your points. Nuke detonates on death or self-destruct order.
Good time to use: Enemy is focused on a different point, Desperation breakout move
Bad time to use: Point is under heavy fire (Nuke truck=fire magnet), enemy is spread out (Blast would be ineffective)
Tactical Nuke: Costs 12 stars, kills everything in blast radius after one turn delay.
Desperation move, be prepared to take advantage of lack of opposition, otherwise it is a waste.
Good time to use: Losing heavy but lots of stars, ULTIMATE RAGE QUIT SEND OFF!!!
Bad time to use: Unprepared to follow up, Enemy is very close to your units at launch.
Saturation bombing: costs 8 stars, bombs large area for 150-200 concussive damg
Good time to use: group of enemies need softening/killing, desperate, but not enough to nuke
Bad time to use: Scouting for infantry (not sure if dead or merely badly wounded), friendly fire exercise
Sabotage bomb: not enough information right now
Time to talk tactics
High Value Targets: Kill ASAP
Every faction has units that will cause us in the AW problems. Here i'll review the two highest threats from each faction (in my opinion) to AW victory. For each i'll explain why they are a threat and how to counter them.
EA Units
1. Siege Tank: Siege tanks deal massive concussive damg, have high health, and have very long range. Most of our conventional AT weapons will get massacred before getting close enough to hit this monster. Counter by using dirgibles as they lack AA, or by poping around corners in urban maps with bikes and warbeasts.
2. Cossacks: cossacks are most dangerous at the beginning of the game. They are FAST and their special ability gives them an armor boost while still alowing them to complete their move. Can one shot rhinos easily and can cap half the map before you can blink if left un-checked. Check them by using light armor, it is fast enough to race them to the CP's and won't be harmed by the cossack lances. Later, close with mk IV and give em shrapnel shell.
Junta units
1. Amazons: Amazons use exploding arrows which deal heavy concussive damg over long range. Can kill many infantry and light vehicles in a few shots. Counter with trebs, dirgibles or by ambushing with AP units.
2. Trench mortar: Junta artillery unit, main shot does concussive to kill vehicles and infantry, secondary does toxic to kill beasts and infantry. Often behind enemy lines and tough to neutralize. Counter with trebs, dirgibles, and sneaking rhino point blank for charge.
SE units:
1. AKUMA! I looked up the definition of OP and a picture of this showed up. Main does MASSIVE concussive damg to everything in the AOE. Secondary does fire damg around the AKUMA (which kills our AT units). Only counter is dirgible. As OP as it is AKUMA lacks AA. It will take awhile, but 2-3 dirgibles shooting at it will cause AKUMA to die. Then you can watch epic kill animation :)
2. War Balloon. Air unit, does fire damg with main that also spawns large fire pool. Secondary is a AA burst that will make dirgibles very dead. The fire means that Overlord is ineffective as a counter. Use a group of salvaged AC's to fill air with flak. Spread out though, don't want everyone to die in a lucky hit.
SU units:
1. Inferno Hammer: This unit does much fire damg up close and personal. Overlords can't close enough to shoot without getting roasted. Same with dedicated AT units. Instead, use Elephants and mk IV's to shoot from afar and dirgibles for artillery support.
2. KV2: SU players like to deploy this early on. Main attack does concussive damg at decent ranges. Secondary is HEAT shell which causes fire damg and reduces armor of any vehicles that pass through the lingering effect. Considering how early it is faced, counter by rushing bikers around flanks or sending mk IV to outshoot it. Later on, use dirgibles. (Dirgibles solve most problems)
UR units:
1. Flying Fortress: The flying fortress is capable of laying down heavy AT and AP fire. As an air (hence FLYING) unit, few can touch it. Use salveged AC's spread out so AOE won't kill them all with overlord support. This is another grinder.
2. Jumptroops: The most annoying infantry unit in the game (in my opinion) these are tough to kill, deal heavy AP damg, and (most annoying) can jump over and around obstacles to get at hard to reach CP's. Counter with Trebs, dirgibles, and mk IV.

Here there be enemies: General strategies
So you think you're hot stuff just because you know what our units can do? Maybe you've unleashed hell on the AI 1,2, 100 times and think you're ready for anything? I hate to break it to you, but the land of pvp is a different beast (insert rimshot here) altogether. The other five factions will do their best to beat you. And much of the time they will just because of factors outside your control (going second on an unbalanced map, that wild overlord decides your tank needs a few dents added, a crucial mortar shot goes wide etc.) I can't help with those (except the overlord one, WTF ARE YOU DOING AGROING A WILD OVERLORD!?! *facepalm*) but I can give an outline on the general strengths and weaknesses relative to us. And strategies that can maximise our advantages while minimizing our weaknesses. Let us begin.

EA: Tanks, Tanks, Tanks...
The EA are probably going to be your most common opponent in battle. That is simply because there are so many of them. To sum up their strategy: DROWN IN ARMOR FOOL!!! Their tanks are their backbone. Most dangerous by far is the siege tank, but the heavy tank is more than capable of out fighting our tanks and elephants 1v1. On the infantry side, stormtroopers shred us before we can close, cossacks can fast cap and one shot rhinos, spy can debuff our armor and also fast cap, and grenadiers are one of the toughest AT infantry out there.
Now that I've made the EA spys feel good, lets talk about their problems. The biggest problem is a lack of quality AA options. Why is this a problem you may ask, after all we only have one air unit. Remember, our one air unit is one of our best units, and since it is behind the front lines (or should be anyway) it generally takes dedicated AA to hit with all the battles going on. Which EA doesn't have. Take advantage of the almost free reign dirgibles will have to rain destruction and death onto tanks and infantry masses. The EA has another weakness, but it is more situational, they aren't as manueverable as we are. Between our bikers and technicals, we have two of the fastest vehicles in the game. On urban maps, we can use this to our advantage, giving fast support between fronts while EA is stuck relying on slower infantry and tanks going around the sides.
Summary of battleplan:
EA strengths... avoid these scenarios at all costs.
1. tank duel: Our armor can't stand up to theirs, even the overlord won't last long in a straight up fight.
2. Infantry spam fest: Stormtroopers and grenadiers won't let us get enough deployed to win this kind of fight.
Its a push...better than above, worse than bellow
1. Starless scrum: they won't have siege tank, we won't have dirge
2. Race to the point: Cossacks are fast, but rhino can match on smaller maps, and if it hits first it might win.
Heck yeah: These are the best ways to fight for us.
1. Urban Jungle: Manuevering is our strength, they can't match.
2. Calling in fire support: Our dirges are the deadliest thing they can't counter, and trebs can neuter infantry counters.
SU: a little bit of everything, or rather a whole lot of it
Ah the Soviet Union, they of the walkers and many rogues. It isn't often that a quality SU (or any SU for that matter) will be encountered, but they can be challenging opponents. They are kind of a jack of all trades, master of none kind of faction. Their tanks are worse than the EA, but still very solid, the Sickle is a devestating air unit, and their infantry is nothing to shake a stick at. As a result, it is difficult to generalize as to what their strategy will be. They can spam red army soldiers and rpgs, go big with cannon walkers and bear tanks, pepper from range with KV2 and vulture, or a mix of all the above. They can adapt and counter most units.
One thing they can't do though, is be fast. Most of the Soviet Units are SLOW!!! Fittingly, we can take advantage with our speed. Rhinos, techs, and bikes are the keys to establishing the early flow of battle. It is imperative that you do not get outcapped early. Since SU recently lost their fast cap strategy (thanks for the commissar nerf devs :)) this shouldn't be too hard. Once that is done, employ your favored battle plan for stalemate breaking (which I will go over later) and win.
Summary: Use these methods only if you like speaking Russian
1. Slow and steady: Did you not just read what I said about us being faster than them? Then WTF are you doing slowing the battle down?
2. Infantry spam fest: Umm...no. Just no. Their infantry and arty are good enough to hold off spam attacks. Also, this will slow match down (unless you rhino spam, but that=facepalm)
Stalemate: Leaving it to luck
1. Armored clash: I can conceive of scenarios where elephants and mkIVs can carry the day. I can also conceive of the same number where we get crushed.
2. Relying on air-support: Dirgible can clean house with most factions, but SU has the flak tank. It isn't the worst idea, since our tanks kill flak tank easy, but essentially your hoping he overdeploys flak to counter dirge.
Winner, Winner, conscript dinner (for the beasts anyway)
1. Go Big: Overlord can demolish most Soviet forces. Support with a beastmaster and some harassing infantry and watch the destruction. Just watch for inferno hammer, that will create Overlord bbq.
2. Go small: Techs, rhinos, and bikes. Techs, rhinos, bikes. Repeat this mantra as often as needed to get the point across. Techs to kill infantry, rhinos to fast cap, and bikes for AT. This combo takes advantage of our superior speed and manueverablility. The only thing to watch out for is the Flak tank, that would require a mkIV or elephant to counter.
SE: Burn baby burn
Shogunate Empire, fast infantry and tanks that can stop a shell about as well as a sheet of paper. And fire, lots and lots of fire. And AKUMA!!! So, that being said, throw usual strategies out the window. Fast rush? Say hi to shadows and shredders. Slow and go big? AKUMA uses your army for target practice. It's hard to come up with a one size fits all approach to fighting SE, they are definately the hardest faction to battle for us.
So anything actually work in general? Well... dirgible and treb. Our arty is well suited for killing the SE paper tanks and infantry. Especially since SE infantry tend to bunch up to take advantage of boosts for groups. The tanks are also weak, and are generally lacking in AP methods. Counter with bikes/rpgs. Caution: be careful with Dirge, Immortal+daimyo= one shotted dirge
Summary: Overlord bbq? Yikes!!
1. Slow and steady: one word, AKUMA!!!
2. Beast heavy battle: BBQ, way too much fire.
Stalemates:
1. Fast capping: Shredders and Shadows match rhinos, but once reinforcements arrive...
2. Tank duel: they have variety, but elephant can beat most of them 1v1
We win. Period.
1. AOE fest: They like infantry spam, we like aoe, see good things?
2. Combined arms: Other than infantry, SE really has problems dealling with light infantry and bikes. Take advantage.
UR: Airstrike incoming
The United Republic, airpower and AOE attacks up the wazzoo. Infantry is solid, nothing spectacular, nothing terrible. Tank wise, we actually outgun them (Pick that jaw up off the floor). Elephant can take care of Sherman and Lee isn't a big problem either. Their arty is among the best, but as a result of weak tanks they need to rely on arty to win the battle. We like fighting up close and personal, ideally we'd be too close for the arty to fire without forcing them to shift around. That just leaves airpower to deal with. It seems like a difficult chore, after all our only dedicated AA unit is the Armored Car. Good thing rpgs and Overlord can double duty.
Why are there so many craters? Losing the battle.
1. Arty duel: hmm...best arty against...not. Who do you think wins?
2. Infantry spamfest: *facepalm*
To be continued...
General strategies continued.
Aren't section length limits grand? Back to business. In case you've forgotten in the couple seconds it took to get here with no words (not sure how you've done that but...) I was talking about the UR.
Neutral strategies: Playing not to lose.
1. Go big: Park Overlord next to main UR arty camp=gg. Problem is getting him there intact considering he will act as a fire magnet. Assuming he survives long enough to move, use as a distraction. Or hope opponent choses that moment to forget what Overlord can do.
2.Air power: UR airpower is good, but dirgible can take care of arty for the ground forces. Since aircraft can't contest, they'll have to do something else. Like tanks, just watch for what air they do deploy, dirge can't do AA, their planes can.
Winning in style:
1. Fast and furious (btw why are there 7 of these movies?): Arty is no good up close, our fast units can get there without drawing too much attention. Once there, we hit hard. Best part, it's relatively cheap on resources
2. TANKS!!: For once, mkIV and elephant can dominate battlefield. Elephant to take out armor, mkIV closes and uses shrapnell shell. It's super effective
Junta: Infantry with support.
The Junta are dangerous if left unchecked in battle. Infantry is weak in terms of hp, but do much damage. Tanks are in the middle on the scale, not like SU or EA in terms of firepower and health, but tougher than us and UR. Reaper can one-shot just about anything not called overlord. Troll-dozer makes our units unable to attack farther than I can throw a bowling ball (not very far). Airpower is relatively weak, but can kill elephants and overlords with their hunting damage.
The good news is that they tend to be very specialized, their units can't multi-task. AT gun? Kills tanks, not going on the attack if it wants to survive. Combined with the relatively low hp on their units, they can have problems adapting to a mixed bag approach if something dies. Take advantage. Oh and they don't have much AA aside from Junta Dogfight command card.
Ambushed: How to lose.
1. Spamming...anything: Junta can counter spam just as fast as we spam, and their counters kill
2. Rely on beasts: Junta have toxins, toxins kill beasts.
We're here, they're there: How to draw it out
1. Airsupport: Dirgible can blast the rear, taking out problems (like that AT gun that insists on killing your mkIV). It's not a win because eventually Junta will dogfight it to death
2. Armor duel: mkIV might hold its own with limited support, but it can't win this battle for you.
Flushed them out: Winning
1. Balanced approach: Junta are speciallized, a balanced approach forces them to use everything in the bag. Wait for a missdeploy or opening and drive home the win.
2. Speed kills: In general, if you have even resources with Junta, you will win. Speed early is key to ensuring at least even match-up.
General tips for all battles:
1. Remember: going first does NOT= auto win. Likewise going second does NOT= auto loss.
2. For us, priority caping order is Gear, Man, Star. We can hold off most attacks without our command cards or elite units, but not without gears.
3. Rhinos are the fastest capper we have. Use them.
4. Early on, try to fight for position, ideally you want enough of an edge that you'll win eventually, but not so much that opponent surrenders before BP awards.
5. Contesting is always a good plan, every turn delay is another turn for reinforcements to arrive.
6. Use opponent's turn to plan next few moves. And have backup plans in case of SURPRISE!! UNIT DIED!!!
Well, that's it then. I hope you enjoyed, please comment if I missed something or to make suggestions. I'll get back to any questions I receive as soon as I can.
16 Comments
tjayries  [author] 10 Apr, 2015 @ 2:44pm 
Phew, I finally finished, enjoy all!
K i m J o n g U n G a m i n g 22 Mar, 2015 @ 12:39pm 
ok
tjayries  [author] 22 Mar, 2015 @ 11:35am 
Although i know those exist, I have never seen anyone use them or their equivilents in other factions. Basicly, I don't have enough information about those to add them to the command cards section (when I finally get to writing it)
K i m J o n g U n G a m i n g 21 Mar, 2015 @ 8:27am 
what about other stuff too like veteran and elite war elephant cards?
tjayries  [author] 15 Mar, 2015 @ 5:31pm 
As a heads-up, I will be updating this guide over the next couple days. The plan remains the same as previously stated. Thx for the support and comments so far. Please let me know how the update does.
tjayries  [author] 29 Jan, 2015 @ 8:11pm 
thx for the suggestions Cooltrainer Ian. For general information purposes, I will update this guide soon after the episode comes out to reflect any changes the devs may have made. As of right now, the plan is to:
1. Add a section on command cards
2. Update unit statistics and add specific damage types and values
3. Update tactical information
4. Add a general tips for combatting each other faction beyond their deadliest units.

Anyone else have ideas, feel free to comment or tell me in game. In case you didn't know, I am Saladani of the AW, so feel free to ask me for tips and I'll help if I can. For Africa!
Vampire Crabs 29 Jan, 2015 @ 5:11pm 
well yeah, since you are asking. some comments on the command cards they have available to them. i got pretty familiar with the Junta's as i played their faction first, and while they are simple enough to understand i'd love to know how viable you would consider the AW's options since i don't tend to explore them until i've accumulated a sizeable quantity from post battle freebies (since i try to save gold for buying units instead of 1 time use things). i'm particularly uncertain about the ammo dump.
tjayries  [author] 29 Jan, 2015 @ 11:43am 
Any other ideas? I intend to update using these suggestions within the next couple weeks
tjayries  [author] 26 Jan, 2015 @ 2:21pm 
Until something changes, I'd stay away from the drill tank. Demo truck really depends on your playstyle. Good suggestion by the way, I'll get on that when I have the time
Vampire Crabs 26 Jan, 2015 @ 10:42am 
do you still recommend against even buying or using the drill tank and demo truck? also could you include specifics such as weapon damage types for attacks and abilities? that would be helpful in understanding what units are best suited to killing what enemies