Types of CV

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

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Jeeps are the “standard” CV. They’re very fragile, but cheap, fast, and come with way more availability than most other command units, six per card. Most decks bring a card of jeeps because of the high availability as it guarantees 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. While 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. On the other hand, the extra 10 points in cost add up, as you’ll be paying them multiple times per match, every match. I’d advise paying it anyway, a dodged bombing strike can make the difference between a won or lost game, but as with many deckbuilding choices you can make a case for either side; which type of jeep you’ll use is up to your own preference.

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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 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 you can also use them in forest.

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, as it makes your infantry CV very mobile and also allows you to squeeze in a few extra conquest points by delivering the CV sooner (and hence capping earlier).

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I genuinely cannot say which of these is better – while the tank appears more armored, blind HE explosions will land behind or on top of your CV and the tank’s lack of protection in these areas probably makes less survivable 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, as they’re slow and still die in one shot to most infantry attacks, armored commands are at best a sidegrade to infantry commands when it comes to holding rear zones..

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. Ultimately even the 200pt T-80UK can die to the strikes of heavy bombers like Deagle or B-5 if enough bombs land behind it due to its three top and rear armor, but these accidents are far more likely if you have two or, even worse, one rear/top armor.

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 teamgames 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.

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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 instill despair in 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, or for 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.

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