Infantry is overpowered

Suppose I told you there’s a unit that wins 1v1 against any tank that costs less than 100, a unit that can sometimes even win against the 180pt superheavies. There is no counter to this unit. It’s not an ATGM plane that dies if you place AA near your tank. It’s not a helo that costs 150pt but dies to a suicidal 60pt AS plane. No, it costs only 25, and the only counter is to steer clear:

vdv

If you’re a complete newbie, most of these stats probably mean nothing to you. If you’re a veteran, you already know what I’m getting at. The RPG of VDV 90 can oneshot many commonly used tanks up to 70pts in price, and will twoshot almost everything until about 140pts. 70% base accuracy means it has a fairly good chance to hit even when the squad is panicked, and almost never misses in normal play.

Damage isn’t the only virtue of VDV 90. Wargame is a very lethal game; units dying in one or two hits is nothing special. Yet VDV 90 are extremely survivable, in a way. Tanks take 3-5 shots to kill them; in a game where so many units can die in a blink, VDV are surprisingly tough.

VDV 90 always shoot first. They always take multiple shots to kill while being capable of twoshotting if not outright oneshotting most units in the game. They never miss. And despite consistently winning against some of the most expensive units in the game, they only cost 25.

At this point you may be asking for the name of the drunk slav balancer who gave this unit to USSR, but the thing is, every faction in WRD has a similar squad. Just like a black ninja can only be killed by a black ninja, infantry like VDV 90 can only be efficiently killed by other denizens of the infantry tab (although the new incarnation of the CEV/AVRE is looking a bit scary..).

Modern RPG infantry have one weakness; their short range means they can’t fight in the open. They must be brought to a relevant forest or town to become the monsters of cost-effectiveness they are destined to be. Despite that weakness you should still consider infantry overpowered and plan your strategies around utilizing it as much as possible. If you start every new strategy game by looking through the tech tree for the most cost-efficient unit around, in Wargame infantry is that unit.

Spam infantry, dear newbie.

To the next guide post: Basic pushing technique

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Don’t start with your helos landed!

During the deployment phase, placing a helo on flat ground means they will start the game landed and waste time taking off. However, if you try to place them over a forest, water or unpassable ground, they will be spawned in the air instead:

20160525011343_1.jpg

Every zone has some piece of shrubbery or a cliff you can do this on. Don’t start matches with your helos on the ground!

Unit morale thresholds

A couple months ago I did tests to determine how exactly suppression works. There are still some questions, but here’s what I can say for sure:

When a unit is hit, it takes suppression damage equal to the suppression value of the weapon. It also takes 50 suppression damage for each point of damage caused by the hit. The thresholds for the different morale states come in 200pt increments:

worried = 200
shaken = 400
panic = 600
max = 800

For example, suppose an M1A2 were hit by a Vampyr with 420 base suppression value. The hit also causes the tank to lose two health. This amounts to 420 + 50×2 = 520 total suppression. The tank now has taken 520 suppression damage and is shaken. If it takes 80 more, it will panic.

These morale thresholds are valid accross all unit types and veterancies. It has been commonly thought that higher vet units panic less easily; this is false. Elite SAS, elite m1a2, rookie militia infantry, they will all panic at 600 suppression damage.

Morale starts regenerating if you don’t take any more suppression damage for twenty seconds. (EDIT: conflicting reports of units regenerating morale under fire)

Amount of suppression damage taken is affected by the forest damage modifier, but with armor it seems to be an all-or-nothing deal: a CEV doesn’t change the morale state of an m1a2 from the front, even with multiple shots, but it takes it to shaken in one rear shot (if armor modifiers applied, 4 rear armor should still be enough to significantly decrease the base 380 suppression of a CEV).

Unanswered questions:

The conditions for inflicting a stun remain a mystery. Taking a lot of suppression damage in a short period of time seems to be the cause, and the mod tools say that the required suppression in 300, but it’s also tied with taking damage in some way – smerch panics infantry without stunning, and I had issues getting CEVs to stun each other from the front.

 

Side note:

I mentioned that elite units panic just as easily as everyone else. There is actually a small bug that shifts the morale thresholds by 20 for units of trained veterancy. Yes, your trained m1a2 will panic less easily than a hardened m1a2. I didn’t write them down at the time because it’s only an interesting tidbit, but if I remember correctly the thresholds for trained veterancy are:

worried = 220
shaken = 420
panic = 620
max = 820

Take this side note with a grain of salt; I’m sure the shift is there, but I didn’t do any exact testing, so I may just be misinterpreting something

Tank warfare: As simple as it could be

I’ve seen new players try stacking quads or even dozens of cheap tanks, from M1 to sheridans to t-34. I tried it myself back when I was new. In Wargame, for pure tank vs tank warfare, this does not work.

The most effective tanks at tank vs tank warfare are the most expensive ones. It’s that simple. A 180pt tank will defeat an arbitrary number of 10pt or 50pt tanks, and a very large number of 90pt tanks, as long as it has ammo and is microed properly (aka avoiding sideshots and not getting too close). The reasons for this are rooted in how AP damage is calculated, and I’ll talk about it in other posts, but a newbie looking to get into the game quick needs to only know this: The more expensive your tank, the better. We call the most expensive tanks superheavies: the T-72BU, Challenger 2, Leopard2a5, M1a2, and so on.

For those tanks the only threat on the battlefield are other superheavies and planes and helos, which is why you should be far more worried about the sky when purchasing one. It is unlikely that you will lose your superheavy to another tank, it is absolutely dominant there, but revealing one to the enemy is guaranteed to summon their antitank planes, because planes are one of the few things that can kill a superheavy.

If you want to win at tanks, ditch the 40pt spam and get a superheavy. And be prepared to micro it very very carefully – avoid close range fights and always have a forest you can duck into if an antitank plane is spotted.

To the next guide post: Why do superheavies always win?

Identifying enemy units

This trick has been patched out with the reds dlc

Did you know that you can identify spotted but unrecognized units using a bug with the info panel? Normally when you first spot a unit its name and type are shown as “—-“, and your recon squad needs additional time or proximity until it can actually tell you what the unit is. If you have the unit view open and select the unit you can see its outline, but for those of us who cannot recognize a squad of VDV from a t-80, there’s a better way. Select your own unit, open the information pane (hotkey “I”), then select the unidentified unit. The information pane should now be showing you the name and stats of the enemy you selected, even if it is actually supposed to be unidentified.

Here’s a video I found that demonstrates this, along with other tricks that I plan on covering in the distant future (relevant part starts at 0:30, or use this link):

Don’t hesitate to use this, although it is a bug it is well known among competitive players and it actually takes a fair bit of micro to reveal a unit in this way.

And yeah, I know tricks posts are low-effort fodder, I have something more substantial planned for later this month.