Types of CV

For a long time, three types of CV have been favored by players: command jeeps, command infantry and armored commands.


Jeeps are the “standard” CV. They’re very fragile, but cheap, fast, and come with way higher availability than other command units. Most decks bring a card of jeeps because of the high availability, ensuring that you’ll never run out of command units in any sort of team match.

Most nations can choose between two jeep types, both with the same availability but one being 10pt more expensive and slightly faster offroad. At a glance, the offroad speed bonus seems like a token advantage at best. It’s actually very helpful for retreating from enemy units sneaking in your backline, and for moving out of the way of the odd bombing strike. However, the extra 10 points in cost add up, as you’ll be paying them multiple times per match, every match.

Despite the extra cost, I’d advise getting a faster jeep, as a dodged bombing strike can make the difference between a won or lost game. Still, as with many deckbuilding choices you can make a case for either side; keep an eye out for what works for you personally.


Many players bring command infantry as a second command card, supplement to a jeep command. This is because they are far less available, at only 3 per card. Aside from this little drawback, infantry is superior to jeeps in every way and it’s likely the most effective CV type of all. Most players mainly use them in buildings, where they can easily dodge bombers and helicopters while also being maximally concealed, but they’re great in a forest or hedge too.

Compared to a jeep, an infantry CV in a forest is much stealthier and will not instantly die to most weapons. This buys you time to send a plane, move base defenses or buy a replacement CV, if you are attentive enough to spot that your CV is being attacked. I strongly recommend using infantry CVs for all 2pt sectors and all spawn sectors, as they are far harder to snipe than other CV options.

Infantry CVs can come in a variety of transports. The best choice is a transport helo, because the extra mobility and safety are very useful. For nations with good rocket helos you’re not even paying extra, as the transport itself is a potent combat unit you can use after unloading.


Blind HE explosions will land behind or on top of your CV. The tank’s lack in rear armor makes it more fragile than the APC.

The last mainstream CV choice is the armored CV. Infantry is more survivable than any vehicle CV in the general case, capable of resisting SF sneaks or helo attacks for a bit. However, armored CVs are good for a very specific use case – when you’re being hit by artillery or bombing strikes and cannot dodge them. This blind bombardment is most likely to happen in frontline zones that offer very little cover to place a CV in. Another advantage of armored CVs is a good survivability against helo attacks. Despite this, ultimately they are at best a sidegrade to infantry commands when holding zones not under artillery harassment.

It’s important that an armored CV has good armor values on all sides. HE damage is not affected by 1 armor, but decreases significantly with each point of armor above that. Even the 200pt T-80UK can die to the strikes of heavy bombers like Deagle or B-5 if enough bombs land behind it – even three points of top/rear armor don’t suffice sometimes – but these accidents are far more likely if you have two or, even worse, one point armor segments.

Most teams will have a single player bring one card of armored CV, intended to cap a particular zone that is prone to being blindly shelled. In team games you could consider running a card of infantry CV and a card of armored CV – this limits you to only 6 command units, but in most matches it will be more than enough.


Finally lets look at the less common command types. One is the helo CV – while these are just as cheap and high-availability as jeeps, they have the critical flaw of not being able to enter cover, having to land in the open to cap a zone. Their advantages are very good optics and high mobility, but infantry commands make helo CVs pointless by bringing their own flying transports while being overall a far superior choice. At the time of writing, fielding a helo CV is a 100% certain noob marker and a very effective way to demoralize your teammates before deployment is over.

The other bad CV type is the APC/IFV command. They have token weapons, but they’re insufficient to protect from behind the lines infantry or helos. They are also not armored enough to weather blind artillery fire, and have to move away if targeted, meaning they cannot fulfill the job of a real armored CV. In fact, they usually have 1 armor on most or even all sides, meaning they take the same amount of HE damage as an unarmored jeep CV. They don’t have a critical flaw the way helo CVs do, and they’re used more widely than helo CVs, but ultimately most APC and IFV commands are not a real upgrade over a fast jeep, while costing more and coming at less per card.

To summarize: Infantry is easily the best CV type, being stealthy, very survivable and coming in fast helo transports too. Jeeps are not as good as infantry, but they come in numbers good enough to make any deck self-sufficient. Tank CVs with enough armor on all sides can be used as a survivability sidegrade to infantry, but where they really shine is when holding zones under enemy shelling. Stay away from helo CVs and expensive but poorly armored APC commands. In 1v1 you’ll need either two jeep cards or a jeep and an infantry, but in teamgames you may be able to get away with a single jeep, two infantry/armor cards, or even just a single infantry card for large enough games.


Choosing supply cards

Generally, you should aim to have one or two cards of supply units:

  • The first card must be a supply truck – supply helos are nice but they can’t always safely reach the frontline, and FOBs are efficient but will never leave your base.
  • The second card will most commonly be a FOB. In 1v1 and when playing with an organized team, you may want to replace that with either a second card of trucks or a supply helo (but you can also stay with an FOB).
  • If taking an FOB, you may opt to take a third card of supply, giving you truck, FOB, and helo – but this is rare.


Supply trucks are mandatory for any deck. They’re more important than supply helos because they’re reliable – whereas a helo may be prevented from landing in your backline due to enemy AA or mortars, this is never a concern with trucks.

For trucks, I recommend taking the cheapest version possible, unless you play without an FOB and find yourself commonly running out of supply in your deck. This is because of the following reasons:

  1. Small trucks repair faster. Individually, all supply units in the game transfer supply at the same speed, but using multiple units speeds up the process proportionally – so four 10pt trucks will repair four times as fast as a single 40pt HEMMT.
  2. Small trucks ferry supply from the FOB faster. The reason is similar to the previous mechanic. In the time it takes a HEMMT to get 500 supply from an FOB, four 10pt trucks will have taken 500 supply each, draining a total for 2000 supply. Even with their slower offroad speed, this makes for a big advantage when making roundtrips from FOB to the front and back.
  3. Small trucks are more versatile. You might hesitate to send a 40pt monster to rearm a single infantry squad, whereas this is not a concern if you can send a single 10pt truck instead.
  4. Small trucks are more survivable. It takes four shots to kill four small trucks, and one or two shots to kill a single big one. If you group the small trucks up, they’ll often all die to one shot, but at least in that case they’re not harder to micro than a big truck.

To make up for these advantages Eugen have made big trucks provide more supply both per card and per point spent. Another drawback of small trucks is that they’re harder to micro, but using them in stacks is always an option. If you want to get supply for as cheap as possible, go big, but for me small trucks are clearly superior and big ones are only a consideration if playing without an FOB.


Speed isn’t everything; AS.332 lands much faster so it will be just as good or better despite being 20km/h slower on paper.

Supply helos are something of a luxury. When your deck has space for them on top of a card of trucks, they’re pretty useful for rearming extended pushes and for awkward maps like nuclear winter.

Keep in mind that helos are worse than trucks at sustained supply delivery to the middle of the map. They have the same transfer speed drawback that makes big trucks slower than small ones, and their amazing top speeds are partially counteracted by delays when landing and taking off. Additionally,  landing at the front is often risky or impossible due to the inherent fragility of flying units, causing inconvenience as damaged units have to retreat to the backline.

In other words, supply helos are rarely a good idea for long-term resupply. What they excel at, and what you should buy them for, is the fast initial delivery. This also makes the choice between big and small helos easy – small helos are almost always preferrable. Helos are mainly for when we need supplies as fast as possible, so using a big one risks that you won’t have the points to buy it as soon as it is needed. Aside from that consideration, the advantages and disadvantages of size are the same as they were with trucks.

Finally, I’d like to mention supply chaining and why it’s not worth your time. Helos can transfer supply to trucks in the same way that fobs can give to both helos and trucks. Some players advocate a resupply technique using this mechanic, where a helo lands behind the lines, gives supply to trucks, which in turn distribute it to the frontline while the helo goes back for more. While this theoretically sounds smart, in practice very few frontlines require the massive supply amounts that this technique is meant to deliver (notice that the minimum). When you do have such a frontline, using a pure truck fleet to make the rounds is both more efficient and less micro-intensive.

The effects of veterancy

Here’s what the armory tells us about the effects of upvetting a unit:


-19% stun effect duration: An elite unit suffers far shorter stuns than a rookie one, but neither is more resistant to being stunned in the first place.

+5% chances to see and identify enemy units: This does not increase spotting ranges. As far as I know, what the bonus actually does is make it more likely for a spotted but unidentified enemy unit to be identified (changing label from “…” to “M1a2” for example).

+150% faster morale recovery: What it says on the tin, elite units go back to calm state faster than rookies.

-10% dispersion on artillery shots: What it says on the tin.

+8% Accuracy: This is the only important bonus of the lot, and to make up for it it is really important. There’s a couple things to know about the accuracy bonus:

  1. The armory fibs a bit about how big the bonus actually is – armory tells us that elites get 32% accuracy, but testing reveals the boost to be closer to 50%. For example, an elite Kurnass with 50% innate laser bomb accuracy has a 73% chance to hit a machbet (medium-size) from max range. I’m not aware of an exact formula for the actual amount of accuracy each veterancy level provides, but the heuristic I use is that it’s a bit higher for each level than the armory says it is and that there’s an especially big jump between veteran and elite. By the way, this fibbing should also make you suspicious about the other modifiers listed.
  2. The bonus is multiplicative with the base accuracy. A 20% accuracy vehicle with say 10% more accuracy from trained won’t have 20%+10% = 30% effective accuracy, it will have 20% * 110% = 22% effective accuracy.
  3. The bonus is additive, or something close to it, with other bonuses or penalties. This is important because it makes it effective at wiping out ECM or panic penalties. For example, consider shooting at a 50% ECM target with 50% elite accuracy bonus and 100% base accuracy. If the bonuses were multiplicative with each other, we’d get 50%*150%*100% = 75% effective accuracy. If they’re additive, we get (150% – 50%)*100% = 100% effective accuracy. Ingame behavior is closer to the latter case, making veterancy really helpful for AA pieces and ASF.

To finish the post, here’s a graph by nandemonai, on the effects of veterancy and ECM on accuracy. Each color has two lines, the top one represents elite veterancy, the bottom is for rookie:


Forum thread here