Wargame: Red Dragon

Wargame: Red Dragon

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Every Unit in the Game
By Admiral Obvious and 3 collaborators
The intent of this guide is to cover each and every unit in the game, from all nations, starting with broad generalizations on what each nation specializes at, down to each nations individual units.
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Introduction
Work in progress! It takes time to cover 2186 units! Update: revisions in progress, been a busy work week, bobbobersin
If you are brand new to Wargame, or any game in the wargame series, i'd highly recommend going to the guide noted below.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=247884292

The noted guide will easily help you learn the flow of the game, and the basics of the game itself.

This guide on the other hand, is going to get a bit more advanced than the general overview of the game that the above noted guide did. We will do a broad generalization of the nations in game, then cover each portion of said nations available units, since the above guide is actually a bit outdated by this point. We will attempt to be unbiased as possible while going over these as well, but it's impossible for a single person to not have SOME personal bias towards certain units. I will, and do inform you in the guide when I have a personal bias towards\against a unit, so for such units take my opinion of them with a grain of salt.

For more advanced details on how the game mechanics actually function, there is a manual[forums.eugensystems.com] that picks apart the game, and puts the information in an easy to see PDF. Someone also created a spreadsheet [forums.eugensystems.com]detailing AA unit TRUE rate of fire, as well as assorted useful math derived from the game, and experimentation, for those who like that kind of thing. There's also an armory app in development for building decks outside the game in development http://forums.eugensystems.com/viewtopic.php?f=155&t=59265. I'll add a TL;DR kind of section here soon, if people care, summarizing the mechanical details.

I should also note that I will probably butcher most of the spelling on the units in game, most notably anything with an accent or special character involved. I use a US English keyboard, and don't really want to be going through the Character Map tool for every unit that requires it.

This guide isn't really ready, but i'll hit the publish button and see what happens, it probably never will be "done" as long as the game keeps recieving updates. Images will come soon... maybe... I assume you will be looking at the armory/deck builder while reading this, so not sure if it will be redundant... or useful... let me know in the comments below if you care either way.

To be fair to players from both factions, I will be adding content for each side one at a time, so, for example, i'm starting with the US, then I will go to East Germany, then the UK, then the USSR, bouncing back and forth until the guide is finished.

Lastly, if it seems I short changed my description of some units (not much written, or very condensed), it's mostly because I'm dealing with a 1000ish (not gonna bother counting) character limit, and made the decision to cut out what should be prudently obvious.

Updates are likely to be small, and intermittent. At the time when I started writing this, there was no news of an update coming to the game happening, there might be an update in the near future that will be rebalancing everything, when/if that happens, I will update the guide.
Unit Classification
I was slightly surprised this wasn't covered in more detail in the above linked guide, so i'll go a bit into detail on it here, just to cover all the bases. I will cover each unit's classification according to the Armory organization system.

Logistics:
Logistics is pretty straight forward, you have command units, and you have supply units.

Command Vehicle: This is the category the game designates to any ground based command vehicle that has no armor. These are almost always trucks, or cars, which make them fairly fast when traveling on roads, but they are almost always defenseless. Virtually any unit can kill them with little effort, so they should be kept away from the front lines if possible.

Command Armor: Similar to the above designation, but these vehicles have armor, which enables them to withstand most mortar rounds (for a while). They are usually modified types of infantry fighting vehicles, or armored personnel carriers, and as a result, usually have some type of light armament. They will still die quickly when faced with serious enemies.

Command Infantry: Simple enough, a squad of infantry with a LR radio instead of a RPG, always has a strength of 5. When deployed, they come in whichever type of transport you had chosen when you made the deck, which could be anything from a car/truck, to a high end Infantry Fighting Vehicle. They cannot capture zones while in a vehicle, but are usually hard to spot, which makes them great for zone neutralization.

Command Tank: Its... a tank. These are usually the most expensive unit available to the nation, and should be used sparingly, but, they are fully serviceable tanks, which can enable them to capture otherwise hostile zones, provided they are escorted properly.

Command Helicopter: A helicopter which can quickly capture zones, since it ignores all terrain. This unit type can't hide, and are almost always completely defenseless. They are great for supporting a rapid assault into an enemy zone.

Supply Truck: A truck filled with stuff, be it spare parts for a tank, to rockets, or really anything else. These are what keep your units alive in most situations, as it's far cheaper to fix a tank than buy a brand new one. All of these can be captured by your enemy if left unattended. They also WILL explode violently when destroyed.

Supply Helicopter: Same as the above, but capable of flight, and usually carry on average 2.5 times the amount of stuff that supply trucks do.

FOB: The mighty FOB, carries enough supplies to keep a reasonable fight going for about two hours (if nobody is using a LOT of rockets, or artillery).

Infantry:
Virtually every game in Wargame, at one point or another will revolve around infantry movement. As most NATO troops will say "it always comes down to the infantryman, and his rifle". This is almost always true. There are quite a lot of subdivisions of infantry in each category, and we'll try and go over all of them here.

AA Infantry: These are small groups of infantry, anywhere between 2 to 5 men each, specifically used to take down helicopters (and to a lesser extent, planes). They usually are mostly defenseless against other units however.

ATGM Infantry: Anti-Tank infantry, armed with portable long range, Anti-Tank-Guided-Missiles. This is NOT the type of infantry you'd want in close range with a tank, they specialize in taking tanks out at long range, and if engaged with tanks at close range, there's a 50/50 chance they won't make it out. They rely on recon, quite a lot, to be effective.

Commando\Special Forces: The creme of the crop for the nation in particular. Usually have some sort of specialization against some other type of enemy. For example Spetznaz, or Ji Lian both specialize at digging infantry out of fortified positions, but are bad at dealing with even light armor, while the SAS or FJB-40 are multirole, good at killing helicopters and tanks, but fairly bad at dealing with infantry in most cases.

Engineer Squads: Squads of standard infantry, without a machine gun, but either carrying a Incendiary rocket launcher, or a flamethrower. Generally, rocket launchers are best used for offense, while flamethrowers are better for defense, since flamethrowers tend to "draw lines" in the ground, where rocket launchers are more pinpoint accurate. Flamethrowers tend to be useful when clearing forests, more than rocket launchers usually, since the detection range in forests is pretty small, a flamethrower is usually going to be much more effective because they can usually shoot a bit faster, and range mostly doesn't matter. When engaged in a contested sector (purple outline), this unit can't use either the flamethrower, or rocket launcher, so this is a support unit.

Fire Support Teams: Usually a smaller squad of infantry with some form of mid-line anti tank weapon. This type of unit is special because, while they don't have a squad machine gun, their Anti-Tank weapon can be used directly against other infantry.

Light Infantry: This slightly broad term is about two different types of similar infantry units. Generally light infantry has some form of high end ATGM/RPG in their squad, and typically a Squad Automatic Weapon which can be used inside of contested sectors. These are usually higher quality, and more expensive infantry, usually worth the cost.

Reserves/Militia: Cheapest infantry in the game, and it usually shows. Militia grade infantry usually gets some form of hand-me-down rifle, and anti-tank weapon. While they usually cant withstand a fight against, even the cheapest regular infantry, they do give you a lot of men that the enemy must wade through. They usually occupy gaps, where the real force can't be, and definitely have their uses.

Rifle Team Infantry: This is your most basic infantry unit, and probably the one you'd rely on most, especially within cities, and towns. They have varying types of primary weapon, and RPG, but they preform their job, usually occupying towns, or forests at ambush points against enemy armor. They are almost always equal against other regular infantry, depending on the range, primary weapon ect..

Infantry Transports:
Every single unit of infantry in the game comes with one. The dividing line on what classifies each type is a bit arbitrary, but there is some reason to it. The cost of all transports is added to the infantry cost when deploying the units in game so remember to factor this in when considering price.

Light Wheeled Transports:
Mostly composed of a mix of very lightly armored unarmed transport trucks, soft skinned armed or unarmed units like the HAMMER, M35 and M6 Mosegris, they are best used as battle taxis and offer limited to no fire support and armored protection. They should be kept away from direct combat and those with armament should use it either defensively or for light fire support against hostile units already engaged with their dismounts.

Armored Personnel Carrier: Typically some type of armored vehicle (in some cases not). These aren't really intended to stick around after unloading their infantry, they usually have just enough firepower to defend themselves, but that's mostly it. They are usually cheap though.

Infantry Fighting Vehicle: Usually a type of heavily armed vehicle designed to unload infantry, and the provide fire support to them while they are engaged. Most of these have a from of autocannon, or mid caliber cannon. Some of the more expensive variants, like the BMP-3, or Bradley, come with a high end ATGM to deter tanks.

Transport Helicopter A form of light, and usually fairly large helicopter that does rapid insertion. These almost never have armor, with the exception of a few Russian helicopters, which are really independent attack choppers. They usually only have a MG otherwise, and occasionally some rocket pods.
Unit Classification, Part 2.
Support:
This is probably going to be the most difficult section of your deck to fill out, because, unless you play a support deck, you can't have everything you'd need in a game.

Anti-Aircraft Artillery: This term is for any type of ground based vehicle designed with the purpose of killing, or at minimum suppressing aircraft with high rate of fire cannons. These can have radar guidance which makes them more accurate, and able to fire at longer range, but vulnerable to SEAD aircraft. These are usually cheaper than AA missiles.

Anti-Aircraft Missile: This is a term for any type of vehicle mounted ground to air missile. Most commonly, non radar guided units will preform better against helicopters than aircraft, and vice versa. Radar guided missiles are vulnerable to SEAD. These are usually much more expensive than AAA, but are far more reliable than AAA alone.

Howitzers: Usually some form of self contained, really big gun, that specializes in indirect fire. These units are capable of firing clear across the map in most cases, and are particularly good for either suppressing enemies, or dropping smoke to cover movements.

MLRS: Some form of vehicle capable of firing A LOT of ordinance at a targeted area. These aren't intended to actually inflict any major damage, but instead suppress anything within the targeted area to near the point of breaking. Usually have a horrendous reload time, and are usually very supply hungry. Can fire all four forms of explosive found in game, HE, HE/smoke, cluster or napalm/thermobaric warheads.

Mortars: Short range "artillery", these usually have quite short range, but fire very rapidly, and are very accurate, capable of performing near pinpoint indirect attacks. These usually can't kill units outright on their own, but they usually deal A LOT of suppression. Good for destroying lighter units.

Tanks
According to the game, there are only two types of tanks, and the division is pretty clear.

Cavalry Tanks:

These are almost all very lightweight, and for the most part cheap tanks used primarily to escort infantry transports to their destination, and either provide fire support on location, or destroy enemy light transports, sometimes other tanks.

Main Battle Tank:

Literally every other type of tank in the game is considered to be this, they usually have quality armor, for sure able to defend themselves against, at least small arms fire, and resist most artillery fire. The quality of the tank almost always is directly correlated to their price.

Recon
Probably the most important units in the game, without these, most of your units wouldn't be able to function with a purpose, and you wold be effectively blind.

Recon Helicopter: These are probably the most reliable way to spot targets, since they can fly over obstacles. They are often the most vulnerable as a result too, able to be attacked by all kinds of AA units. They are fragile, but very useful. Some of these come armed with a light armament, such as rocket pods, or a MG, and some are full fledged attack choppers, but otherwise usually have no weapon to speak of.

Recon Infantry: A squad of infantry with training to spot units. These units are great of either attempting a flank deep into the enemy territory, or are well used combined with other infantry units in city sectors, particularly ATGM units. Quality and weaponry varies by nation.

Recon Special Forces: Either denotes a 2 man sniper team, or a very powerful infantry unit, which can also spot targets for the rest of the force. Snipers are incredibly difficult to spot, even by units with Exceptional optics, and they obviously carry a sniper rifle, which can effectively panic an entire infantry squad with a single shot, OR if they shoot at an unarmored unit, they are almost guaranteed to score a critical hit. Actual recon SF squads usually are capable of handling their own against most units they are faced with, and are usually a good choice for digging out tough enemy infantry, with support.

Recon Vehicle: Pretty much anything with track, or tires, with optics falls under this category. Each usually has their own role similar to the base model of vehicle, but they have some form of enhanced optics.

Vehicle Tab
Pretty much everything in this tab fits under "we couldn't fit it anywhere else". Their uses will vary widely depending on nation.

Tank Destroyers
Typically some sort of vehicle modified to accept either an ATGM, or, in the case of most cheaper units, some form of recoilless rifle. These are useful when you need to bolster your force against the likelihood of enemy armor.

Flamethrower Vehicles
Some form of vehicle with a long range flamethrower. Very effective against infantry, and very light armor, since these can usually blanket a whole town in fire.

Fire Support Unit
These are all sorts of unique units that perform different roles. They are effectively used for anything that their true role supports. We will cover these in detail later on in the guide.

Helicopters
Anything capable of flight via vertical propeller. Most, if not all choppers in this category are armed.

Anti-Aircraft Helicopters:
Usually hard to find in most nations. Typically, only the "larger" nations have them. These are helicopters, armed with some form of SAM (really an AAM now). Their primary role is to shoot down other helicopters (or if you are lucky, potentially a jet).

Anti-Tank Helicopters:
A helicopter armed with an ATGM system. Quite effective at killing tanks, since, in almost every case, tanks have no direct defense versus an ATGM helicopter, unless they get REALLY close.

Gunship Helicopters:
These are usually the more iconic helicopters most people would think of if they were asked "what is a gunship chopper", like the Apache, or Mi-24. These types of helicopters usually have a rocket system installed, along with an ATGM, or AAM, and some from of MG, or cannon.

Aircraft
Jets. These units usually only stay on the map for a few seconds, and can easily turn the tide of battle if used properly.

Air Superiority:
These types of aircraft, independent on the price, are specifically used to maintain control of the airspace. They are designed for the sole purpose of shooting down any other jet in the air.

Anti-Tank:
Aircraft armed with air-to-ground anti-tank missiles. These are very potent against any vehicle in the game, and usually are capable of one shotting any tank they encounter, with the exception of some particularly heavy tanks. Some REALLY cheap jets are only armed with HE rocket pods in this category as well.

Bombers:
Every nation has at least one of these. These are aircraft that perform different roles dependent on the bomb they have attached. Either carrying HE bombs, for infantry, and light units, Cluster bombs to damage armored units, and Napalm, for digging enemies out of fortified positions, as well as making an instant smokescreen, since Napalm along with the damage caused by fire, will also block line of sight while burning.

Interceptors:
There are only 3 of these in game. They are all armed with INCREDIBLY long range air to air missiles, and can usually end up killing cheaper aircraft with ease. They are VERY vulnerable if something manages to get past their initial volley however.

Multirole:
Usually some sort of aircraft with bombs AND missiles. Usually winds up doing average at both jobs, but multirole aircraft provide nice flexibility when you need it.

SEAD:
Remember about how radar AA was vulnerable? This is why. SEAD aircraft are all armed with a couple antiradar missiles, effectively following the tracking radar, which is tracking the plane. They all have a high ECM value for their model of aircraft, and can be hard to shoot down without getting your own aircraft involved.
The FOB
The FOB is a forward supply base that can only be deployed at the start of a game, all nations have access to this unit and it is recommended to take one to refit your units or refill supply vehicles at. Holds a massive cache of 16000 units of supply but can be drained very quickly. Can even supply supply ships on some maps if placed close enough to the water. Has decent health but can't move and if found can easily be captured or shelled into nothing by hostile arty. Fun fact: every nation has their own FOB with a cool little flag texture

cost of FOB: 75 points
BLUFOR
The BLUFOR faction comprises of the nations which joined the North Atlantic Treaty Organization, which is why they are referred to as NATO, instead of BLUFOR, and the fact that in prior games, they were known as NATO.

In general, their nations have lighter units compared to REDFOR (PACT), but they are usually cheaper, most notably in the case of infantry transports. BLUFOR tanks generally have higher on-the-move accuracy than REDFOR tanks, but almost never have an integrated ATGM system installed like most REDFOR vehicles. When talking about per-price aircraft (planes) BLUFOR planes are SLIGHTLY better than REDFOR, while REDFOR usually has superior AA options.
BLUFOR Navy
Fremantle

This ANZAC patrol ship is armed with a fire support mortar for coastal or naval bombardment and is armed with a 40mm auto cannon and M2 browning for self defense, one of the smallest command ships that can capture command zones.

Price: 100

Hatsuyuki

JSDF destroyer, the second most powerful BLU naval unit in game, this large destroyer packs a 76mm main gun, as well as harpoon anti ship missiles and RIM-7M Sea Sparrows for CWIS and shooting down aircraft, also possesses several CRAMs for CWIS defense, can capture and hold objectives. Although more then capable of self defense, make sure to escort these destroyers with smaller ships to ward off hostile forces looking to sink your flagship.

Price: 250

Kongo

This JSDF destroyer is the most dangerous ship in the BLU navy, armed with a 127mm main gun, multiple harpoon ASMs and long range AA missiles, this ship is also blistering with CRAMs to shoot down incoming missiles. A large target, make sure to escort this vessel.

Price: 420


LA FAYETTE


This stealthy French Frigate is armed with ASMs, a 100MM main gun and radar variants of the Crotale SAM, also has 2 small 20mm cannons for close range defense. Can be hard to detect on it's own but should be protected with smaller ships if possible, able to capture objectives.

Price: 200

Oliver Hazard Perry

American Frigate armed with a 76mm main gun, AA missiles and a literal boat load of ASMs with CWIS CRAMS for defense, only major downside to this ship it it's gun's placement limiting it's traversal and the fact it fires missiles from a singular launcher. It is difficult to break through condensed CWIS nets with one ship alone but it's large pool of missiles means it can keep CWIS busy for a long time to allow for ASMs to be deployed to flank around the hostile fleet or can be grouped together to brute force itself through the fleets defenses. Can capture zones.

Price: 165


Type 21

This large gunned British Frigate is armed with a long range 114mm main gun as well as exocit ASMs, the Sea Cat AA missile and some 20mm auto cannons for close range fire support. This ship has very little CWIS and should be escorted with other ships. Can capture zones.

Price: 135


A-6E TRAM Intruder

American A-6 packing 4 harpoon ASMs, should be escorted if possible as it has only 30% ECM and no defensive armament. Best used in swarms or with the combined might of other ASM aircraft, helos, ships and trucks.

Price: 140

AS 332F Super Puma

French ASM helo armed with 2 exocit's, can rearm by landing near a FOB or supply unit, best used to scout for ships then combine their missiles with your other units to sink the hostile fleet.

cost: 60

AS565 MB Panther

French ASM helo with slightly more accurate, less powerful and more plentiful (4) ASMs then the Super Puma, the missiles are semi active so they fire one at a time but can still be used in larger numbers to overwhelm hostile CWIS screens.

Price: 60

BAEK-KU

South Korean Corvette armed with a large for it's size 76mm main gun, browning M2s and RGM-66D AA/CWIS missiles, these ships make perfect escorts for larger capitol ships as well as fire support for landing troops, their armament is deceptive for their small size and can catch unfamiliar players off guard.

Price: 75


Berliet Exocit

French ASM truck armed with 4 ASMs, best used to ambush ships trying to protect landing craft or sailing close to land, remember to relocate and rearm to prevent arty and air strikes because they are large, high priority targets.

Price: 70

CF-18 ASuW

Canadian version of the American F-18 armed with 2 ASMs, 2 AIM-9Ms and a 20mm vulcan. This multi role can be used as a fighter in an emergency but is best left for attacking ships, the AIM-9s and cannon are good for defense against hostile fighters trying to intercept but it helps to send escorts so they can focus on the ships.

Price: 160

CHAM-SU-RI


Corvette made in South Korea, armed with a 40mm main gun, 2 sea vulcan CWIS turrets and Browning M2s, this ship is a great escort for you fleet, it's powerful AA/CWIS can help stem the tide of incoming missiles and makes great fire support when defending landing craft.

Price: 75

DONG-HAE
This South Korean Corvette has no defense against ASMs but don't let that fool you, the massive amount of auto cannons combined with the deck gun means that a few inside a large fleet will do a number on hostile aircraft and when closed with the enemy fleet they will shred their ships up close, escorted with a Cham-su-ri or two and a BAEK-KU or two, this makes the perfect nucleus for a naval landing with a few landing craft full of units, great sea to land close fire support and will keep the hostile helos away from your transports. When the going gets tough, give them the DONG!

Price: 85

F-104G STARFIGHTER

Basic German ASM aircraft, has a 20mm vulcan for self defense but should not engage aircraft unless all else fails, best used in swarms.

Price: 60


TORNADO MFG
Advanced German ASM aircraft, upgraded missiles, twice the number, AIM-9s for self defense along with a 27mm cannon and better ECM, this is a direct upgrade to the F-104G, can even be used as a fighter in a pinch but should focus on keeping the sea lanes clear of hostile ships.

Price: 180


F-14 Tomcat
After years locked away in the naval tab, the F-14 flys again in the airtab along with the naval tab. This interceptor has a massive range to it's missiles allowing it to engage aircraft from a massive distance, It is also armed with a 20mm autocannon and AIM-9's for self defense but should avoid dogfights with other aircraft.

Cost: 155

F-16A BLOCK 15

An American designed F-16 used by Norway, this multi role aircraft packs 2 AIM-9Ls and a 20mm auto cannon for self defense and 2 penguin ASMs, It can be used as both a fighter and ASM aircraft, best used in swarms to overwhelm fleet CWIS.

Price: 110


F/A-18E Super Hornet

American top tier F-18, has 2 ASMs and 6 long range AAMs, can be used as both a fighter and ASM aircraft, best used in swarms against hostile fleets but should have escort if focused on ships.

Price: 180


F111G

ANZAC variant of the American F111 armed with harpoon ASMs, has no defensive armament but packs 4 missiles and should always have a fighter escort.

Price:150
LCU1610

BLUFOR's only supply ship, although it has less capacity then the PACT LUDA, it is a faster ship that can make resupply runs quick and painless, can rearm at FOBs placed close to the coast on some maps.

Cost: 75

Lynx HAS.2

British ASM helo armed with 4 semi active ASMs, these are best used in groups to fight through hostile CWIS defenses, good scouts to recon the sea lanes before massing for an ASM barrage on a hostile fleet.

Price: 40

MOBA

Danish ASM truck with 4 harpoon missiles, extremely useful when dealing with naval landings, make sure to keep rearmed frequently, keep turned off until ready to fire.

Price: 70

Monitor 105

US made brown water support ship, armed with auto cannons for self defense and a powerful indirect fire 105mm howitzer. Great for landings as well as off shore fire support, can also be used in mass to harass hostile fleets.

Price: 50


Monitor Zippo

Armed with auto cannons and a flamethrower, this ship is the be all, end all of landing fire support, if you are able to get them close enough to a hostile fleet they can do major damage.

Price: 30
BLUEFOR Navy continued
PO-HANG


This South Korean Corvette armed with 2 Harpoon ASMs, CWIS and a 76mm main gun, decently armed, it makes a good escort vessel for larger capitol ships, it's small number of ASMs should be saved to fire in large barrages with other ships and the vessel itself can hold its own against similar sized vessels but should be grouped with other ships.

Price:125 points


Sea Buster

A Japanese ASM truck armed with 6 missiles, similar to the MOBA with more harpoons and a higher price, should be fired in groups.

Price:85 points



SH-60B ASM

Anti shipping variant of the US sea hawk, armed with two penguin ASMs, best used in groups to engage ships to overwhelm hostile CWIS.

Price: 60 points


STRB 90 H

Swedish Coastal assault ship packing ATGMs, MK19s and M2 brownings, this ship can even be used to attack other vessels due to it's hellfires being immune to CWIS, good for killing tanks before a coastal assault and can do a lot of damage to helicopters.

Price: 70 points


Super Etendard

French ASM aircraft with a singular exocet and auto cannon for self defense, best used in swarms and decently priced for an ASM aircraft.

Price: 80 points

Tornado GR.1B

British ASM aircraft carrying two sea eagle missiles, a pare of AIM-9Ls and an autocannon, can be used as a last resort fighter but should be saved for ship attacks, best used in swarms.

Price: 140 points

LCM 8

This American landing craft is the workforce of the BLUFOR fleet, used to quickly move units onto the beaches, cheaper, lighter armed but faster then it's pact counterparts, it's multiple M2 brownings can do a number on hostile helos and lighter units when landing troops on a beach, can be reused to transport traditionally called in units to a landing sight.

Price: 5 points

Pegasus

American high speed hydrofoil armed with a massive payload of 8 harpoon ASMs and a 76mm deck gun. It is extremely fast but has no CWIS to speak of, best used in hit and run groups or as escorts to better defended ships, if properly covered they can destroy even the heaviest REDFOR ships with their massive payloads.

Price: 100 points
US National Overview
The US is the overall largest nation in the game when it comes to quantity of unique available units. They have a wide variety of quality in their units, as well as some very powerful, unique prototype units.

Logistics wise, the US has the most variety in their units, offering 2 types of command tank, as well as 3 types of armored command vehicles, along with the generic command truck. The US has some of the highest capacity cargo units available to BLUFOR, as well as the HEMTT, armored cargo truck, one of the only a few armored supply units in the game.

US infantry on their own is very good against other infantry in general, as well as having some very high quality SAMs, such as the Stinger C, along with a very powerful fire support unit the SMAW. After these two units however, the US is fairly lacking in infantry based ATGMs, and as a result, is considered weak against armor. The special force unit, Delta Force, is considered to be decent against infantry, but comparatively to other nations, a bit lacking, they are the cheapest special force unit per point however, and come with unique transports.

Infantry transports are fairly mediocre, unless you were to be using a Marine theme unit, or generic Rfileman squad. Riflemen squads have the option to be transported in the M2 Bradley, a decent IFV versus infantry, with a high end ATGM for the price, and Marines come in the LVTP, a fairly well armored, and amphibious unit, armed with a M2 machine gun, and for 5 points more to get the A1 variant, an automatic grenade launcher.

US support units, are mostly considered to be average, unless you were talking about AA solutions. Overall, US artillery does not quite have the effective firing range most other nations do, but they usually have a very low shot dispersion, meaning that shots fired will impact closer together. The US does have a unique MLRS unit, the ATACMS, which fires a single 610mm rocket, clear across the map, with near pinpoint accuracy. There are quite a few AA options available to the US, such as the Vlucan, or PIVADS anti-air gun, as well as Chaparrals and HAWKs, and the Patriot anti-aircraft missile system.

US tanks are mostly comprised of either the M60 variants, or the M1 Abrams variants. In general M60s are slightly inferior to most REDFOR tanks, unless they were able to close the distance. The M60 Starship series is quite exceptional against light units, particularly infantry, since they have a 152mm direct fire mortar, a cheap, but effective ATGM, the Shillelagh, and a 20mm autocannon, with the MBT-70 being a direct all around upgrade on this concept. Lastly there is the M1 series, often considered to be more expensive than they should be, and while they have excellent stabilizers, they are considered to be inferior to pretty much every other BLUFOR tank in the game for the same price.

The US in general is known for their high quality recon units. They are able to field the widest variety of recon units on the BLUFOR side. Notably good, unique units include the Longbow gunship, which is effectively a self spotting ATGM, using fire and forget Hellfire missiles, as well as M3 Bradley recon IFVs. Pretty much all US recon infantry can hold their own, on their own, in a fair fight too.

The US vehicle tab is a bit generic when compared to most nations, but it includes some interesting units, such as the Zippo's, the M728 CEV, Ontos, and the COMVAT. Each of these perform a unique role.

The US also has one of the highest variety in terms of helicopters, commonly Cobra and Apache model helicopters, down to modified Hueys, from the Vietnam war, commonly carrying Rockets, and grenade launchers.

The US air force is quite diverse, and contains some of the best, and most unique jets in the game, including the Nighthawk, and the A-10 Thunderbolt. Very well rounded, with A LOT of choices.
US Logistics
M114A1
Basic tracked amphibious command vehicle with 2 frontal and 1 top, side and rear armor. these units are armed with the M2 HMG for self defense and although somewhat light for a CV, they are available in airborne decks. These units are best used to hold front line objectives where softer command units (particularly those usable in airborne decks) would be ripped apart by artillery or bombs. They are still somewhat soft and should always travel with an escort due it being a prime target for it's price and ability to capture zones.

price: 115

M577 CPC
Similar to the the M114A1, this M113 hulled amphibious CV trades the M2 MG for one additional point of side armor. These CVs can take a bit more punishment but are defenseless against hostile units and are dependent on escorting units to keep them alive. Best when deployed on the front line objectives or artillery hot spots with plenty of escorting units.

price: 120

CMD M60A1
Command variant of the M60 MBT, fairly good armor for a BLUFOR command tank, as well as a decent fire rate on the main gun. These units can hold their own for a short time if needed but really should always travel with a few escorting units. These units thrive in hotly contested zones where artillery and hostile units are right on your door step as they can take a beating compared to soft skinned CVs and APC/IFV derived command units.

price: 140

CMD M1 Abrams
Combining the armor and firepower of the M1 and the ability to secure and hold zones, this unit is one of the best armored command units in the game. They can engage attacking units if needed but really should avoid direct combat and let it's escorts deal with other hostile units. Fairly expensive and limited in number, the M1 makes up for this with sheer firepower and durability.

price: 160

M151A1 CP
Basic wheeled command MUTT that can be used to quickly capture front line objectives or chill in the rear, holding those that don't see a lot of action. They are very fragile and lack defensive armament so great care should be taken when escorting these units to their objective and defending them when they get there.

price: 100

M1025 Humvee CP
A direct upgrade to the older M151A1, these speedy wheeled command jeeps have twice the strength (but no armor) of the MUTT, a defensive M2 machine gun and higher off road speed in exchange for half the autonomy. They can defend themselves as a last resort but really should never engage in direct combat whenever possible and still require escort around the battlefield.

price: 110

LAV-C2
Command Variant of the multipurpose amphibous LAV, it packs a defensive M240 MMG and great speed on and off road. It has light armor allowing it to survive longer then a soft target but still should stay away from hostile units. Great for river crossings and beach assaults.
price: 120

TACOM
US command infantry, armed with M16 rifles and M240 machine guns. These units excel in capturing and holding forested and urban objectives and go places most command units cant. They are somewhat fragile and should have other infantry and AFVs for protection whenever possible but as a last resort they can defend themselves against soft targets.

price: 100

UH-1A ACP
Basic US command helo that can help capture remote zones or rush positions early in the game. They are rather fragile, slow (for a helicopter) and not the most fuel efferent. This is made up for by the very good optics and ability to ignore obstructions like water and hills and the ability to quickly enter and exit command zones.
price: 100

CH-47C Super Chinook
A beefed up CH-47 supply helo with 2500 units of supply loaded into a fast moving platform. They can both rearm troops on the front lines or stage behind them and help rearm supply trucks that can spread out the logistics network when AAA is present.
price: 55

CH-53E Super Stallion
Highest capacity supply unit available to BLUFOR, this massive supply helicopter is a large target but can rearm a large number of units with it's 3700 units of supply. They can quickly fly back and forth between FOBs and the front line, keeping your other units fighting fit in even the most remote locations on a map.

price: 75

M35 Cargo
Sometimes called the "eager beaver", this classic 800 supply truck is perfect for keeping your army moving, shooting and alive. They are fairly fragile and like all supply trucks can be captured easily if not escorted to their objective.

price: 15

HEMTT
Heavier armored supply truck with 1 front, side and rear armor allowing it to survive a bit longer when under fire. They can haul 2400 units of supply to the front line quickly and safely as long as they have an escort to prevent their capture.

price: 40
US Infantry
Assault Engineers
5 man team packing the M202 FLASH, these heavy duty anti infantry units can ruin soft targets with their thermometric munitions. They are somewhat fragile due to their small size but can make up for this in a fight when pared with beefier infantry units.

price: 15

Delta Force
Anti infantry focused SF team only limited by it's light (but rapid firing) AT. Their MP5s and M60E3s are good tools for dealing with hostile infantry at close to medium ranges while their M72s can damage and destroy lighter AFVs. Overall these units work best when supported by conventional forces on a front line or when deployed behind the lines to harass command, AA and artillery units.

price: 30

LAAD Redeye
Basic IR MANPAD team useing the Redeye AAM. A somewhat poor AA missile, but cheap and plentiful for use to deter hostile helicopters. They can also help reinforce formations ot better AA units allowing them to cover radar based systems when SEAD is in the AO.

price: 10

LAAD Stinger A
A direct upgrade to the older redeye, these units use the improved stinger A missile with increaced range, accuracy and HE firepower. They are able to effectively protect your units from air attacks in a small area and work best when deployed in urban or wooded areas.

price: 15

LAAD Stinger C
A further upgrade from the A model, the C features improved accuracy, allowing them to better hit aircraft with higher ECM and helos with small size more frequently. Overall these units offer greatly improved performance but at a higher cost and lower number able to deploy in the field overall.

price: 20

Light Riflemen
fleet footed light infantry packing the M16 rifle, M47 dragon light ATGM and the M240. They bring more ammo into the fight allowing them to stay in contact longer then conventional "heavy" infantry (light infantry refers mostly to their mode of transport). Their AT option might lack some of the punch and fire rate of the M72 but their ability to engage armor at greater ranges allow them to thin the numbers of attacking APCs and IFVs when dug in or to get a nasty side or rear shot on hostile tanks and tougher AFVs. They are able to helo insert anywhere you need them as well as roll up to the battle in humvees when dealing with AA filled no fly zones.
price: 10

Light Riflemen '90
A direct upgrade to their older '75 version, the '90 model offers the more accurate, longer range and higher AP super dragon. These troops are much better then their older counterparts when dealing with armor and can effectively demolish most light to medium AFVs with ease. Overall they are great fireman units like their older brothers and can go where most other infantry can't quickly.

price: 20

Riflemen
Standard line infantry packing M16s, M72s and M60s. These units are the bred and butter of any formation and help support and supplement more specialized units. They excel at dealing with light armor up close and can rip a hole in most infantry formations with numbers and fire support on their side. Their ability to deploy in a wide variety of transports make these units great for dealing with different situations, allowing for rapid reinforcement in large numbers in less expensive APCs or deploying in heavy duty IFVs when more firepower is needed.

price: 10

Riflemen '90
A direct upgrade to the '75 model, the '90s version trades the M72 for the higher AP and more accurate AT4. This allows them to deal with heaver armor more efficiently while maintaining their ability to effectively kill infantry. Overall they are a great option who's only downside are smaller numbers and a higher pice.
price: 15

SMAW
US shock trained marine FIST team packing the powerful SMAW as well as the M16. These units tend to perform better then most FIST teams due to their better training but are overall great at killing armor and soft targets alike. They work best when used alongside friendly line or shock infantry units who's greater numbers make them less fragile.
price: 20

US Marines
Basic US shock infantry packing M16s, M72s and Colt LMGs, these units come in a variety of basic and amphibious transport options making them great for river crossings and landing on beaches. Their 15 man squads can rip most similar 10 man shock teams apart and still back a decent punch against any armor unlucky enough to get too close.
price: 20

US Marines '90
A direct upgrade to the '75 model, the '90s version upgrades to the AT4 and Minimi (M249), increasing their firepower against both armor and infantry. They still have great transport options, 15 man squads but come at a higher price and lower numbers then their older counterparts. Overall when points are not an issue these units are a good solid choice of shock troops for any deck and can even work well when pared with the older '75 marines if you have enough slots.

price: 30
US Transports
M35

Your basic wheeled transport truck, a great budget option to get your infentry where they need to go fast via road but at the cost of high vulnerability at only 5 strength, no armor and a subpar off road speed

Price: 5

M113A1
The basic tracked army infantry transport. 1 point of armor all around, and a M2 Browning. Is amphibious, but a bit slow while doing so. They are great choices when you need your troops to cross water at a low cost under light armor.

price: 5

M113A3
Similar to the above, but with an extra 2 points of armor added to the front and sides at the cost of amphibious ability. These APCs can take a bit more punishment then their older amphibious brothers but trade their added protection for limited mobility on maps with water.

price: 5

M113A1 Dragon

Similar to the more common standard model, this variant adds 4 M47 Dragon ATGMs for light anti armor use. These transports are only used to transport US Cav scouts, doubling their AT capacity (but with slightly less performance then the Dragon II) but also making them a rare sight on the battlefield.

Price: 5

M113A3 Super Dragon

Like it's standard A3 counterpart, this cav scout only APC is both a side grade to the A1 Dragon (better armor and ATGM but unable to swim) and an upgrade to the standard A3 (although they like the A1s can only transport Cav scouts). Overall they offer a decent punch against light armor or to side or rear shot better AFVs.

Price: 10

M113 ACAV

M113 amphibious recon APC armed with an M2 and 2 M60s. These APCs offer both good optics in addition to a lot of firepower. Although not as fast as the V-150, they can put a lot of lead on hostile dismounts. They also double the amount of ground you can cover with recon when pared with their transported infantry.

Price: 15

M998 Humvee
The US wheeled transport, very fast all around, and has great autonomy in exchange for no armor. Best used to quickly shuffle troops to the front lines or move in specialized weapons teams into rear line positions where armor is not really that important. They have a high strength of 10 but are still soft targets that should avoid direct combat and offer limited fire support with their .50 HMG.

Price: 10

UH-1H Huey
Basic US transport helicopter, pretty slow for a transport helicopter, but has a M60 machine gun for defense and light fire support. 4 points of health make this a bad unit to use anywhere near AA, as it's very easy to one shot but they are able to go places ground transports can't relatively quickly. They should not engage a target until they deploy their dismounts and care should be taken to refuel them between insertions and extractions.

price: 15

UH-60A Blackhawk
Fast moving transport helo packing 2 fixed firing miniguns. They are the kings of quick in and out insertions and can mulch soft targets with their deadly weapons but it will take a moment to bring them on target. Overall they fall between the lighter UH-1s and the beefier twin rotor CH-47 and CH-46.

price: 25

UH-1N Twin Huey
Bulkier version of the UH-1N, comes with a door mounted minigun for defense and fire support. The twin engine configuration gives them 2 more strength and added autonomy in exchange for poorer fuel economy. They can take your units where they need to go quickly and safely but should stay away from AAA.

price: 20

V-150
This recon transport APC packing duel M240 MMGs. Functionally, all around better than the Humvee for the same price. 1 point of armor all around, and amphibious in addition to good optics. They can help spread coverage of larger objectives and work well with their mounted recon troops to monitor and scout ahead of larger formations of friendly units.

price: 15

CH-47C Chinook
A large but fast fast chopper, these are usually hard to shoot down due to their high strength. They pack a minigun for defense and fire support allowing them to cover their troops after they are deployed. Great for deep behind hostile line raiding when pared with specialized infantry.

price: 25

CH46-C Phrog
The little brother of the Chinook. Slightly less speed and strength, but otherwise functionally the same with lower autonomy. These units main use are in marine decks but can be used as slightly cheaper alternatives to their larger relatives and still offer great strength, speed and range.
price: 20

M2 Bradley IFV
The first in a line of great IFVs, the M2 packs a controversially large armament (pentagon wars tells the story behind the Bradley really well) of a 25mm autocannon and TOW ATGM. These well armored transports can not only support their dismounts in clearing towns but can also keep up with and support your tanks after dropping off their passengers.
price: 20

M2A1 Bradley IFV
A direct upgrade to the basic model, they swap the basic TOW to the ITOW (Improved TOW) in addition to better AP, accuracy and stability on the bushmaster 25mm auto cannon. They are formidable against soft and hard targets alike and offer the same armored protection of their older brothers.

price: 25

M2A2 Bradley IFV
The be all, end all of American IFVs, the A2 model upgrades to the even more powerful TOW 2 ATGM and adds medium optics, 2 added frontal armor and 1 top, side and rear armor to bump up suitability of the IFV and it's passengers. They are a bit on the pricey side and limit the number of units per card you can field but make up for it with their deadly armament.

price: 35

LVTP-7
Classic amphibious light armored APC, these units will get your marines ashore and inland in both style and under armor. They offer light fire support with their M2 browning machine gun and can take a hit or two from lighter AT but should avoid hostile tanks due to their lack of any anti armor weaponry.

price: 5

LVTP-7A1
Adding 1 extra point of armor to the front and a MK19 AGL in addition to higher land and water speed, these monsters will rip and tear soft and light armor a new one and with sustained fire even damage and destroy heavy armor. They can really help your marines clear out woods and towns and bring a lot to the table in any situation. Overall they are a direct upgrade to the older model but are three times as expensive.

Price: 10
US Support
M109
The standard model of the world famous SPH, these units pack a 155mm main gun and defensive M2 HMG. They are great for destroying condensed units and laying smoke for advancing troops but care needs to be taken to keep them protected. They should always travel with an escort and it is important to keep them supplied whenever possible to top off their ammo.

price: 50

M109A2
Upgraded M109 with a longer 155mm gun giveing it greater range and accuracy in addition to a larger shell load when compared to the basic model. They are still fragile and need to move between firing to prevent counter battery fire but offer more precision then their older brothers.

price: 80

M109A6 Paladin
Packing a faster firing, more accurate and longer range 155mm main gun and improved fire control for faster fire missions. This prototype SPH has 1 less HE shell for the main gun in exchange for more ammo overall in the form of 4 KE direct fire defensive rounds, allowing them to engage hostile armor as a last resort if they get overrun. They also have a slightly higher speed on and off road but are still dependent on supply units and escorts to keep the alive and firing.

price: 120

M1097 Avenger
Humvee mounted short range IR AA unit with 8 stinger MANPADs that can fire both on the move and from a parked position. A great supplement to radar guided AA due to their inability to be engaged by SEAD aircraft. They will demolish helicopters and fixed wing aircraft alike but they should have supply units nearby to keep them armed and dangerous at all times.

price: 45

M110
Large caliber SPH with a great range and 10 HE shells, a single direct hit can destroy most soft targets in one shot. They have limited ammo capacity of 4 rounds but when pared with supply units they can lob massive smoke and HE shells wherever you need them. They should always travel with an escort and entourage of supply trucks to keep them in the fight. They have minimal armor (2 front, 1 rear, 1 side and no top) and no way to defend themselves from direct attack so it is best to keep them away from the front lines.

price: 70

M110A2
A direct upgrade to the older model, the A2 uses a massive muzzle break to improve range and accuracy. They are still very powerful units that can erase AA, hostile artillery and light to heavy armor with successive hits. They still need supply and escort units to travel with them and sill can't defend themselves but by god do they wreck anything they hit.

price: 90

M125A1
81mm mortar in an amphibous M113 APC, they fire barrages of light but quick firing 3 HE and smoke rounds and have light armor and an M2 for self defense (but lack top armor). Best used for shelling soft targets but sustained fire can and will demolish hostile armor.

price: 30

M106A2
The bigger brother to the 81mm packing M125A1, these units lob bigger 107mm mortars with slightly less accuracy but greater range and higher HE. They share the same hull and work great with other amphibious units when your landing forces need indirect fire support.

price: 40

LAV-M
Trading ammo for speed, these fast wheeled LAV hulls pack M240 MMGs for self defense and 81mm mortars for indirect bombardment. They are quick to relocate on land and sea allowing them to get away from counter battery fire and get where they are needed fast.
price: 30

M163 Vulcan
A vulcan minigun mounted onto a M113, these non radar amphibious SPAAGs turn air and ground targets to cottage cheese and have an insane fire rate. They only suffer from light armor and limited range compared to more traditional SPAAGs and are a death sentence to anything unlucky enough to fly over them.

price: 25

M163 PIVADS
Upgraded longer ranged, more accurate SPAAG useing radar guidance to mulch their target, they are able to be engaged by SEAD and should be turned off when engaged by said units. The added range and accuracy is a valid trade off but care needs to be taken to make sure they get SEADed.
price: 40

M270 ATACMS
Prototype super accurate cluster equip "MLRS" with 2 610mm rounds. They are best used to destroy high value targets (command vehicles, high end tanks, AAA and even ships) but suffer from long reloads, high ammo costs and a large dead zone under their minimal range. Best used sparingly on tightly clustered hostiles one shot at a time and should have supply and escort units on hand whenever possible.

price: 150

M48 Chaparral
Basic chaparral packing 12 AiM-9 derived MIM-72A's for use against helos and fixed wing aircraft. They are lightly armored (1 front and side, no top or rear) and unable to engage ground units so they should have support from tanks and infantry when possible. They are the perfect pare for the the VADs and PVADs systems where they offer longer range, non radar firepower supplemented by the faster firing close range SPAAGs.

Cost: 40

M48A1 Chaparral
A direct upgrade to the older basic model, the A1 offers better accuracy and longer range compared to the older system. They can hit their targets at longer range and tend to use less missiles, especially against high ECM aircraft.
price: 55

M48A3 Chaparral
The ultimate upgrade in it's family, this chaparral has both better, more accurate missiles with longer range but also has the ability to swim thanks to a flotation screen. They can now follow your SPAAGs as well as other amphibious units and save you the time of capturing a bridge when attacking across a river.
price: 70

M727 I-HAWK
The "basic" model for the US, this improved HAWK offers high HE and long range radar guided missiles with great accuracy and range. They have limited ammo (3 missiles each) and light armor and no defensive armament (1 front and side, no top or rear armor) means they need protection and supply units in exchange for creating a rather large no fly zone. They are exposed to SEAD aircraft when turned on so care needs to be taken when these units enter the battlefield.

price: 60

M727 I-HAWK PIP III
A direct upgrade to the older I-HAWK, these units feature longer range and higher accuracy at a higher price. They still can be hit by SEAD when left on so you should pare them with IR or other non radar AA units to keep them safe when you need to turn them off.

price: 80

PATRIOT
Prototype radar guided long range AA, they trade the HAWK systems armor and ability to shoot down helicopters in exchange for a massive range. They can still be hit by SEAD and need to be very carefully taken care of to prevent their destruction. Their high speed allow them to quickly get to their destination along with supply trucks and escorts.
price: 120
US Tanks
M1 Abrams
Basic model of the famous MBT, these 105mm packing beasts feature decent armor, an M2 HMG and M240 MMG on a high speed hull. These tanks are great for flanking around hostile positions and can be deployed with older tanks to help lead the charge and soak up incoming fire with their better armor.
price: 65

M1IP Abrams
M1 "improved performance" upgrade with a more powerful AP round and improved frontal and side armor. They can do a number on tanks and infantry alike with their powerful weapons and even helicopters that stray too close to their machine guns. The "improved performance" comes at a higher price but is a decent trade off in many situations.

price: 80

M1A1 Abrams
Further upgrade to the IP model with 1 point of added rear armor, a longer range, more accurate, better stabilized 120mm main gun. It also features a lower top speed in exchange for the armor and bigger main gun and has less ammo the then the 105mm packing models. These tanks can be pared with both higher end M1s and lower end tanks to beef up the formations. They can hold their own against most mid range T-72s, T-80s and T-64s (and other similar tanks) and in numbers can take on higher end armor.
price: 115

M1A1[HA] Abrams
The M1A1 Heavy Armor adds better shells with 1 additional AP point in addition to 3 front and 1 side, top and rear armor when compared to the M1A1. These tanks can take and dish out a lot more damage then their older brothers but come in much smaller numbers at a higher cost. They work best when supported by other tanks and can hold their own against all but the best AFVs.

price: 140

M1A2 Abrams
The ultimate M1 in game, the prototype A2 model adds 4 more AP to the main gun, better accuracy and stability, higher speed, 2 front, 1 side and rear armor to this beast of a tank. these MBTs can go toe to toe with the best and their only weaknesses are their high price and low availability. They work best when combined with other tanks, AA and infantry for the prefect combined arms storm.

price: 180

M48A5 USMC
A cold war classic, this 105mm packing M48 offers good performance for a low end tank. their only real downside for their price bracket is that they lack any form of stabilizer and have somewhat low AP when compared to their international cousins (who tend to use upgraded ammo in both their 105mm and 90mm main guns). They work best with the support of other heaver tanks and AA units to help form the backbone of larger armored forces. These tanks also make a nasty surprise when deployed as landing troops on hostile beachheads.
price: 20

M60A1 USMC
The basic model of the M60 MBT in US use, it has better fire rate, AP power, armor and autonomy when compared to the older M48. They still lack stabilizers and need to stop and fire that can cause issues if you forget to attack move them but overall they can do a number on hostile AFVs and soft targets alike when deployed to support infantry or higher end armor.

price: 35

M60A1 AOS
Adding 2 more AP and a stabilizer, this upgrade turns the M60 into a formidable maneuver warfare tool that can punch through comparably priced armor if they have AA and infantry support. They work well backing up your beefier tanks or as the maneuver element of a force of the older M60A1s and M48A5s when you need large number of inexpensive tanks. The high ROF allow them to hammer infantry in towns at range when needed but they should not stray too lest they start taking RPG fire.
Cost: 40

M60 ERA
A massive step up from the AOS, these heavy hitters use better ammo with greater range, higher AP, accuracy and stability in addition to massively increased armor thanks to the plethora of ERA bricks covering this MBT. These tanks are great for dealing with low to mid range T-7 (and equivalents) as well as low to higher end T-55/62/type 59s and in significant numbers can engage much higher end tanks with the proper support and flank shots. Their greatest assist are their beefed up armor that lets these tanks keep rolling after takeing hits that would leave older M60s as chard husks.

price: 60

M1A1[HC] Abrams
Effectively a cross between the A1[HA], and the M1A2 the M1A1 HC (Heavy Common) is one of the best marine tanks available in the game. The gun is right in between the two in terms of power and accuracy, and it has the armor of the M1A1[HA]. You can get 3 of these as well, again splitting the line between the A1, and A2. The main difference between these tanks is the fact the HC is available in the naval landing tab, allowing these units to really do a number on an exposed beachhead flank.

price: 155

M55A1 Sheridan
Light, amphibious and armed to the teeth, these tanks mean business when supported correctly. Their heavy duty HEAT shells and 5 HE man gun will rip up tanks and infantry at close to mid range while targets further away can be hammered with the Shillelagh-C TGM. Helicopters and soft targets can also be delt with via the .50 HMG. They have rather light armor for a tank, allowing them to swim across rivers and land on beaches but leave them rather easy pickings for hostile tanks. They work best when their speed and disproportionate firepower allow them to ambush and flank bigger threats and hit them in their soft spots.

price: 35

M8 AGS
Prototype light tank with speed and firepower on it's side. These somewhat fragile tanks have a bit more protection when compared to the Sheridan (with the exception of the rear) and make up for their lack of TGM and HEAT rounds with accurate, stable long range 105mm main guns. These tanks tend to work best as flankers and can really exploit holes in hostile lines but are not exactly the best options for frontal assaults on dug in armor.

price: 55

M60A1 Rise Patton
The army equivalent to the AOS M60, these tanks benefit from better engines that allow a higher speed. They are great backbone units for any tank group and are cheap enough to be deployed in large numbers to support large pushes. Their performance is very similar to the AOS but the slight speed difference can help them keep up with faster units and can help keep them alive in situations when they really need to get out of LOS of an ATGM or withdraw from an artillery or napalm strike.

price: 40

M60A3 Patton
The A3 Patton features medium optics, a more accurate, stable, longer range and higher AP main gun in addition to an extra point of front and side armor. These tanks are similar to the basic M1 with a little less accuracy and stability and a little less speed and armor. They are cheaper then the M1 and are a major step up from their older brothers, leaving them to either lead formations of other lower end tanks or provide backup for higher end MBTs.
price: 50

Super M60
Prototype upgrade over the M60A3, these tanks have more armor then the A3 (but less then the M1), a higher off road speed and higher stability. They hit harder then the M1 but are slightly slower, less accurate, stable and are softer targets. They really do bridge the gap between the M60 and M1 lines of tank and come in a relatively affordable package for the high performance they offer.
price: 60

M60A2E1 Starship
This unique cross between the Sheridan and M60 pares the powerful gun/launcher system of the Sheridan with the armor of the M60. These tanks are great for fire support and long range AT thank's to their HEAT rounds.
price: 35

M60A2E2 Starship
A direct upgrade to the older E2, these tanks have increased speed and trade the M2 HMG for a 20mm autocannon.
price: 40

MBT-70
The prototype US version of a joint project with West Germany, these powerful tanks use a better gun/launcher system similar to the Sheridan and starship as well as a 20mm autocannon. They perform similar to the Starship but have armor comparable to the M1

price: 60
US Recon
AH-1J Cobra
Dedicated recon Cobra gunship packing good optics, FFARs, Hydras and a 40mm AGL, these units are great scouts and can also demolish formations of infantry and soft targets when needed.

price: 55

AH-64D Longbow
Prototype monster with very good optics, a 30mm auto cannon and 16 F&F ATGMs. They fire in pares although most targets only need one missile to destroy (you can turn their ATGMs on and off to fire single shots. They are excellent hunter killers, able to destroy most ground targets and whatever it can't deal with it can spot for artillery and airstrikes.
price: 150

Cavalry Scouts
Unique recon troops with very good optics, M16s and M47 Dragon II ATGMs. They are perfect for discrete observation but in a pinch they blast light to medium armor into scrap metal at ranges much greater then most conventional recon troops.

price: 15

M1025 Humvee M134
Very cheap, and quite well available for a recon unit. As like other Humvees, it has NO armor, and 10 strength. They can engage soft targets when needed but are best used as discrete observers and offer some fire support on soft targets.
price: 15

M1025 Humvee Mk. 19
Another Humvee, like the above, but given the Mk. 19 Grenade launcher, like on the LVTP. Very powerful in support of infantry, provided it can be kept out of range of the usual LAW, and ATGM. They are best used as observers or light fire support.

Cost: 15


M114A2
Amphibious recon vehicle with a 2omm autocannon and light armor. These units can help ferret out targets for tanks and ATGMs or rip up light armor and soft targets up close. They have light armor so they can take a little bit of punishment when needed but work best when they are escorted, lest the eyes of your formation be poked out.
price: 20

M551 ACAV
Stripped down amphibious Sheridan with good optics instead of an TGM. They make good fire support for their TGM armed brothers and are capable hunters on their own but work best when used to support and spot for other tanks and AFVs.
price: 30

M551A1 [TTS]
Roughly identical to the base Sheridan, it packs TGMs and Very Good optics, which enables it to effectively target most ground vehicles that pass within it's line of sight. They like all Sheridans have little armor and rely on speed and amphibious capability to outmaneuver opponents.

price: 45

M51A2 MUTT
Fast unarmed recon MUTT for inexpensive discrete observation. They are great to hide along defensive lines and to have one or two mixed into a fighting formation. They can't do anything in a fight other then allow you to kick one off before an ambush happens.

price: 25

M51A2 FAV
Mostly the same as the above, but armed with a 50 cal, 7.62 and Exceptional optics. They can defend themselves from light threats but their best defense is speed and stealth. They should be kept out of direct combat and take a more supportive role in a formation or be sent ahead to observe before moving the rest of your units into unknown territory.

price: 45

M3 Bradley CFV
Base M3 Bradley with Very Good optics. They can make effective picket units as well as aggressive recon due to their increased ATGM load.

price: 45

M3A1 Bradley CFV
A direct upgrade to the basic M3 with better ITOW ATGMs and an improved accuracy and AP autocannon. They are great for sneaking around behind hostile lines and hunting command units and other HVTs.

price: 60

M3A2 Bradley CFV
Packing the better ATGMs and armor of it's IFV cousin, these pimped out Bradley CFVs can both as easily quietly stalk armor from a treeline as they can blast them into slag with their powerful weapons. They make a great addition to any conventional force and can be used alone for scouting ahead of an attack.
price: 80

Navy Seals
Probably one of the best Infantry units the US has. They are armmed with stolen AKMs, Hawk MM1 GLs, and the Stoner 63 machinegun. Very good to storm towns with the support of tanks and conventional troops. They do have very limited anti-armor ability though, makeing it hard to deal with tanks. They make good behind the line raiders for ripping up soft targets but should roll with other troops packing AT when armor is in the AO.

price: 35

OH-58C Kiowa
This is pretty much the base US recon helicopter. 4 Strength means it usually will get 1 shot by AA if it strays too close, but fairly cheap for a Very Good optic recon chopper. Armed with a minigun ideal for self defense and light fire support.

price: 50

OH-58D Kiowa
An upgraded Kiowa with better longer range sensors (exceptional optics), an M2 HMG and 7 FFAR rockets. They should avoid direct combat but can be used to carefully take out counter recon units and can destroy light command units as long as it's rockets are use sparingly.

price: 70

OH-58C Kiowa Wr.
Same as the above, but with a pod of 4 Semi-Active Hellfire missiles. The "budget Longbow" can crack tanks open like eggs but is very fragile and should stay out of the line of fire. Their missiles should be used sparingly on high priority targets and it should land and rearm whenever possible.
price: 95

Rangers
Deadly shock recon troops with CAR-15s, M2 CG RRs and M240 MMGs that are just as deadly in combat as they are as scouts. They can help conventional infantry spot threats farther away and rip said threats apart when needed.

price: 20

V-150 20mm
Amphibious V-150 with an 20mm autocannon and M60 MMG. They have light armor but are able to go places where most units cant rather quickly. They can rip open an unlucky AFV or helicopter in a few short bursts and rain HE on soft targets that stumble too close. Their speed can allow them to go on the offense and make them great at clean up after a successful route of hostile forces.

price: 25

LAV-25 Scout
The LAV amphibious multipurpose vehicle again, this time armed with a Bushmaster cannon, usually found on the Bradleys. The good optics allow them to hunt soft targets and help other units deal with larger threats. Reliably accurate cannon, if a tiny bit slow rate of fire, make it a very good unit to support infantry with, as well as the fact that it can deal out 2 AP damage in a single burst, which given enough time can kill most AFVs as well as soft targets.

price: 25
US Vehicle Tab
LAV-AT
Fast wheeled amphibious ATGM vehicle, these units can quickly move to and from the front line and crack open armor with their 12 I--TOW ATGMs in a duel tube launcher. They offer speed and firepower at the cost of somewhat light armor.

price: 40

M132 Zippo
Amphibious M113 based flamethrower used for clearing out towns and forests. They can panic and incinerate infantry and soft targets quickly and can even allow other units to advance by obstructing line of sight with their flames.

price: 20

M67A1 Zippo
M48 derived flamethrower tank that offers better armor and an M2 machinegun in exchange for lower mobility when compared to the M132. They use a dummy gun with the flamethrower inside unlike their soviet flame tank counterparts with main guns and coaxial flamethrowers but is still a very deadly unit that can also blend in a bit better with other M48s to surprise an inexperienced or distracted opponent.

price: 30

M150
Standard amphibious M113 TOW carrier with 8 missiles and a standard 1 tube launcher. It is deadly against hostile armor but should be used to support better armored AFVs or used to ambush it's targets from long range to avoid return fire. They can help your tanks deal with hostile AFVs at longer ranges then most gun based systems.

price: 25

M901 ITV
A direct upgrade to the M150, it sports a 2 tube launcher with the I-TOW improved ATGM, allowing for a faster second shot but at the cost of a longer reload after emptying both tubes. They feature improved armor and have actual roof protection allowing them to survive indirect fire, one of the best counters to hostile ATGM platforms.

price: 40

M901A1 ITV
A further upgrade of the M901, it features the top of the line TOW 2 ATGM for cracking open the toughest tanks in the field. They are still somewhat soft targets even with their light armor and are best used in the ambush or armor support role.

price: 60

M151A2 TOW
Basic ATGM MUTT with 4 TOW ATGMs. They are somewhat fragile platforms that offer a lot of firepower for their size and price. These units excel at ambushes where they can shoot and scoot as well as propping up fast moving mortised formations in need of anti armor weapons. They need to reload often so it is important to pare them with a supply truck if you expect an extended engagement and if possible a recon MUTT to increase their ablity to engage targets at longer ranges.

price: 20

M151A2 I-TOW
A direct upgrade to the older model, these units use the higher AP I-TOW that allows them to do more damage with their small ATGM load. They still really should be used for hit and run whenever possible and really are dependent on supply units when the fighting is prolonged.

price: 30

M996 Humvee TOW-2
Filling the same role as the older MUTT, this Humvee packs 8 TOW 2 ATGMs, twice the load of either MUTT carrier and have twice the strength as well as improved missiles and speed at the cost of half it's autonomy. They still need constant supply and work best in an ambush role where they don't get shredded by return fire.

price: 50

M50A1 Ontos
The AFV to end all AFVs, this monster who's name means "thing" in Greek combines a lightly armored hull, an M60 7.62 MG and 6 M40A1C RRs. with an insane 13 rounds per minute these units can unload their HE/HEAT rounds into any ground target unlucky enough to encounter this abomination. In pares they can destroy any tank in the game without reloading (as long as they only miss 1 shot each) but this comes at a price. Once the party is over and all 6 shots have been fired the reload is fairly long and anything that was not banished to another plain of existence can return fire and slay this monster. They work well with tanks and infantry and can do anything from fire support to tank hunting depending on your needs.

price: 20

M163 CS
This is a modified "close support" version of the M163 Vulcan. Similar to the ZSU-23-4 Afganskiy, it retains it's anti aircraft ability in a diminished capacity in exchange for longer range against ground targets. They really shine when deployed against infantry and other soft targets when clearing a town or with a formation of tanks to mop up soft targets and provide light AAA when needed.
price: 20

COMVAT
A M2 Bradley, with the prototype COMVAT autocannon installed in place of the Bushmaster/TOW combo. This is a very powerful autocannon cannon, able to shoot at the range of most low end tanks with an AP of 5. It's also incredibly accurate, at 70% base, these FSVs can make quick work of light armor, soft targets and helicopters that get too close to the 45mm monster. They work well with their IFV and recon cousins when a bushmaster isn't cutting it but a TOW is overkill/too slow.
price: 30

M728 CEV
Combat engineer variant of the M60 tank. This unit is armed with a 165mm direct fire howitzer/mortar. It deals 8 HE per shot, but it's got a pretty slow reload time, and generally great accuracy (which shouldn't matter due to the blast radius of this thing). It's very slow offroad, but it's an excellent fire support unit to mix in with your conventional tanks or to spearhead an attack on a fortified position. The bulldozer blade adds some additional armor and saves time digging the mass graves for it's many victims.

price: 35

V-150 76mm
Amphibious V-150 armed with a 76mm HEAT cannon and an M-60. It deals 10 AP and is cheap all around, but lacks accuracy at range. They are good for exploiting holes in your opponents line as well as quickly reinforcing holes in yours.
price: 20

V-150 90mm
A side grade to it's 76mm cousin, it has lower AP and range, higher HE and accuracy and a KE 90mm main gun in addition to it's M-60 that's better up close but might not be able to do as much damage at range when dealing with heavier armor. These two units really mix will and when combined with their 20mm recon counterparts they can create deadly little hunter killer groups that can deal with anything but hostile aircraft

price: 20

LAV-25 FSV
Basic FSV LAV-25 that can go almost anywhere with it's amphibious wheeled hull. They are great for finding and exploiting holes in the line and work well as either infantry and tank support units against light armor and soft targets.
price: 20
US Helicopters
AH-1T Seacobra IP
The base Marine Cobra variant. All Cobras are pretty fast in wargame, and have 6 strength, which usually means they can resist at least one AA hit from most Infared SAMs. This variant is armed with a 20mm autocannon, two Hydra 70mm rocket launcher pods, and 8 basic TOW missiles. A useful ground support chopper that can mess up armor and soft targets.

price: 70

AH-1W Supercobra
A prototype multi role gunship packing both the AGM-122 Sidearm SEAD missile, TOW 2 ATGMs and a Vulcan autocannon. Their high speed and ability to destroy hostile radar AA as well as other ground targets make them great escorts for helicopter formations. They do have limited ammo and work best when supply units are available right behind the front line so they can land and rearm between strikes.

price: 100

AH-1S Cobra
The base model of Cobra. Armed with twin miniguns in a small turret on the chopper, as well as a healthy mix of hydra and FFAR rockets. Very good for suppressing or killing light armor and soft targets. They tend to blow through their ammo quickly so it's important to keep trucks behind your lines to top off their pods so you don't need to fly all the way back to the FOB between sorties.

price: 45

AH-1E Cobra
Trading the mini guns for a 20mm autocannon and the FFARs for TOW ATGMs, these gunships have less focus on softer targets but offer improved armment against tanks and AFVs. They only pack 4 TOWs and 38 hydras so care needs to be taken to top them off during lulls in the fighting.
price: 60

AH-1F Cobra
A direct upgrade from the E model, the F trades 75 KM of autonomy for twice the load of ATGMs and uses the upgraded I-TOW for greater tank killing power. They can stay in the fight longer but need to refuel more frequently and should still have supply units behind your line to top them off so they don't go black on ammo at the worst possible time.

price: 80

AH-64A Apache
basic AH-64 gunship with a 30mm autocannon, hydra rockets and 8 semi active hell fire ATGMs. The high AP power and range of their missiles and the 8 strength, 1 front and 1 side armor make these helos tough nuts to crack. They are expensive and limited in number but make up for it with the firepower they bring into the battle.
price: 120

AH-1C Little Bird
The perfect tool for mutilating infantry and soft targets, these maneuverable little helicopters can really make the difference when clearing out towns and offer a lot of firepower for such a small package. It is important though to make sure they stay out of the range of AA and small arms due to their low strength of 4.
price: 30

MH-60L DAP
Prototype anti aircraft/fire support black hawk with a deadly mix of mini guns, auto cannons and stinger AAMs. Any helicopter, fixed wing aircraft or soft ground target that gets too close to this unit will not last long under the hail of automatic weapons fire and light AAMs. They make great escorts for their transport cousins and can also help protect your gunships from other helicopters and fixed wing aircraft when needed.

price: 65

OH-58C/S
Light antiaircraft helo that can do a number on most airborne targets with it's 4 stingers. They lack anti ground armament so work best when supporting other helicopters in the field or to guard remote parts of the map where conventional AAA would not be able to go in a timely manner.

price: 40

OH-60B Sea Hawk
The Marine version of the Army's blackhawk packing 4 SA hellfires for tank hunting. These helicopters are deadly against any AFV unlucky enough to get in their way but lack the ability to engage infantry and other aircraft. They are some of the best AT options in a marine only deck and in other decks offer high AP anti armor at a lower price when compared to the AH-64.

price: 80

UH-1C HOG
UH-1 fire support helicopter with 48 FFAR rockets best used against soft and lightly armored ground targets. They are not the fastest attack helicopter in the lineup and lack a diverse armament but when it comes to dumping 70mm in mass on a point target or hosing a treeline without breaking the bank, accept no substitute.

price: 30

UH-1C Heavy HOG
A direct upgrade to the basic HOG, this unit adds a 40mm AGL into the mix, giving it additional firepower against soft targets. This is helpful when you need to deal with a mix of soft and armored targets, allowing you to save your rockets for AFVs and tanks while infantry and soft targets can be easily dealt with via the AGL.

price: 35
US Aircraft
A-10 Thunderbolt II
The iconic A-10, armed with it's 30mm HEAT autocannon, and 6 Maverick fire and forget AGMs. This aircraft is armored, which makes it a bit more difficult to shoot down all around, and it also has the tightest turn radius in the game for an aircraft. Very slow for a jet though. It also eats a lot of fuel, so be sure to use it quickly when needed, and evac as soon as possible, otherwise the refuel time will get you.

price: 155

A-4F Skyhawk II
Basic ground attack aircraft for the US. Holds 4 227kg bombs for use against soft and light to medium armored ground targets, they lack ECM and only have a 20mm autocannon for defense so they should fly with an escort when possible.

price: 45

A-4M Skyhawk II
Trading the bombs for 16 Zuni rockets, these planes have an added 20% ECM allowing them to blast point targets (artillery, ATGM units, light armor and infantry) with a lot of concentrated HE at the cost of reduced splash damage compared to bombs.

price: 60

A-6A Intruder
classic bomber aircraft with 12 bombs and 20% ECM. It's faster then the Skyhawk and has a better payload and ECM but lacks a defensive armament making it 100% dependent on escorting fighters when hostile aircraft are in it's AO.

price: 75

A-7E Corsair
Light napalm bomber with a defensive 20mm autocannon and 30% ECM. This plane carries two bombs, which can fairly accurately do pinpoint strikes on individual city sectors but covers less ground then the F-4, they are still great at keeping units out of an area or burning them out of fortifications.

price: 75


AV-8A Harrier
Light VTOL multi role with 2 AIM-9Js, 2 30mm autocannons and 2 500 lb bombs. These aircraft can do a number on ground targets and aircraft alike but lack ECM and speed. They should not engage fighter aircraft by themselves but can hold their own against other multi roles and demolish hostile bombers and attack aircraft if needed. When they are attacking ground targets they should have an escort so they can focus on their strike mission.
price: 60

AV-8C Harrier
General improvements over the 8A model harrier. The aircraft can go faster, and has the higher end AIM-9L and 20% ECM. They swap the bombs for rockets, reducing the splash damage but allowing you to hit targets that are danger close for bombs and condense the HE power to a smaller area.

price: 80

AV-8B Harrier
The best AV-8 in US inventory, it packs a 25mm rotatory autocannon, AGM-65Es for cracking open tanks and AIM-9Ms for use against aircraft. They have an added 10% ECM that helps them avoid attack better then the older models and are the best dedicated tank hunter in it's family at the cost of reduced options when engaging infantry units.

price: 120

EA-6B Prowler
SEAD variant of the base Prowler, armed with two antiradar missiles, and has 50% ECM, otherwise, completely defenseless though. Pretty expensive, so it will need to be looked after if there are fighters in the air. It can't do anything against non radar AA so you should take caution when your opponent has a layered air defense.

price: 110

EF-111A Raven
Heavy duty SEAD (IRL they normally use jamming pods and other electronic warfare tools) aircraft with 60% ECM, very accurate and long range SEAD missiles. These aircraft are valuable and limited in number so care needs to be taken when they are deployed in areas with fighter cover and non radar AA.

price: 160

F-111E Aardvark
Heavy duty bomber aircraft with 12 340 KG bombs for use against large formations of ground targets. They have a lot of spread allowing them to hit a lot of ground targets at once but can be dangerous when deployed too close to your own troops. Their 30% ECM will help them avoid AAA but care should be taken with these expensive units.

price: 130

F-111F Aardvark
A side grade to the E model, the F-111F trades it's HE bombs for AP cluster bombs. These bombs have even more spread then the HE munitions and have greatly increased anti armor killing power at the expense of being useless against infantry. They are good for clearing AFVs out of the woods or blasting advancing tanks, APCs, IFVs and FSVs, killing most of them and leaving the survivors panicked and on their last legs.

price: 120

F-117 Nighthawk
Prototype stealth ground attack aircraft with 2 20 HE LGBs. This aircraft has the unique ability of having Exceptional stealth, which makes it hard for AA to spot it at longer ranges. However, once seen it's 0% ECM will leave it exposed to return fire. It's quite powerful for precision strikes but should avoid areas with heave AAA presence and fighter patrolled airspace.

Cost: 150

F-15A Eagle
Basic F-15 with a 20mm autocannon, 4 AIM-9Ls and 4 AIM-7Ms, a perfect load out for both long and short range anti aircraft usage. These planes have great speed, decent 30% ECM and have one shortcoming in the form of only having older SA MRAAMs that can only fire one at a time.

price: 130

F-15C Eagle
A direct upgrade to the A model with AIM-9Ms and AIM-120As and improved 50% ECM, these aircraft can fire their MRAAMs one after another allowing them to quickly dump missiles into a evading aircraft. They fill the same role as the A model as a capable ASF but at a higher cost and increased performance.
price: 170

F-15D Eagle
Twin seat multi role strike aircraft model of the F-15, it brings 4 1000 lb bombs to the party in addition to 4 AIM-9Ms and a 20mm Vulcan autocannon. These aircraft can hit both ground and air targets with ease but are low in number and highly expensive to field. They like all ground attack aircraft work best when escorted when performing a strike.

price: 160

F-16A Fighting Falcon
Basic F-16 multi role with 4 clusterbombs, an autocannon and 4 AIM-9J's for both tank busting, helo hunting and dog fighting all rolled into one air frame. They work well with an escort when bombing tanks and to take care of hostile aircraft when a fighter is not available.

price: 100

F-16C Fighting Falcon
A direct upgrade with 2 extra bombs, better ECM and AIM-9Ms to improve it's anti armor and anti aircraft armament.

price: 125

F-16C Block 52
This is the air superiority variant of the F-16, it performs similar to the F-15C but has less ECM but better turning, making it a deadly dog fighter.
price: 160

F-4G Wild Weasel V
SEAD variant of the F4, armed with four SEAD missiles, and 2 AIM-9Ls. The range and accuracy is somewhat lower then other options but the large payload allows you to deal with larger numbers of radar AAA units.

price: 100

F-4J Phantom
Base F4 Phantom fighter with 4 AIM-9Fs and 4 AIM-7Es for short and long range use respectively. These fighters lack a gun for close range engagements but excel at quick hit and run attacks on other fighters and attack aircraft.

price: 75

F-4S Phantom II
High end napalm bomber with 8 MK77s and 2 AIM-9Ls, they have limited AA weaponry but will roast anything unlucky enough to be under it's bombs. The high speed helps get in and out fast.

price: 120

F/A-18A Hornet
Multi role aircraft, armed with 2 AGM-65Es, and 4 AIM-9Ls. This unit is a great light fighter and tank hunter allowing you to deal with multiple threats without breaking the bank.
price: 135

F/A-18C Hornet
A side grade to the older A model, it trades 2 AAMs for newer models and 2 extra AGM-65F F&F missiles. They can demolish both armor and aircraft quickly.

price: 160

F-14 Tomcat

After years locked away in the naval tab, the F-14 flys again in the airtab along with the naval tab. This interceptor has a massive range to it's missiles allowing it to engage aircraft from a distance, It is also armed with a 20mm autocannon and AIM-9's for self defense but should avoid dogfights with other aircraft unless finishing off a target.

price: 155 points
UK National Overview
The UK in Red Dragon, is probably most well known for their armored units, most notably the whole Challenger tank series, as well as their high quality infantry.

UK logistics units are fairly unique. Their armored command vehicles tend to be more armored than most other BLUFOR nations, but they come with the distinct lack of amphibious ability, everywhere, with the exception of the HQ section, which is infantry in an APC. The UK does have the Stallwart, an amphibious supply vehicle however.

UK infantry on their own is considered to be superior to a lot of units in their own way, since they usually carry battle rifles, which are very accurate at range, or carry SMGs, which are very powerful in contested sectors with other infantry. Most UK units do have high quality LAWs, but are slightly inferior in terms of specialized AA, since they either have the Blowpipe (terrible in general), or the Javelin, which needs constant line of sight to the target in order to hit. The UK also has the SAS (the unit image is the branding image of this guide), they can engage everything fairly effectively, since they have a Stinger missile, AND an AT4 LAW.

UK infantry transports tend to be lacking in combat ability in most cases, unless units are placed in the Lynx (the second fastest chopper in the game), or regular infantry (Fusiliers) is called in, with Warriors.

The UK support tab is mostly underwhelming in virtually every category, but they do have some unique AA units. In general artillery is lacking a bit for the UK, in terms of variety, and quality. Most of the "good" AA units are considered prototypes, such as the Marksman series of tanks, and the Stormer HVM, which fires a multipurpose missile. The Rapier is considered to be inferior to most other forms of AA, since each model is specialized to only killing a particular target at max range, either helicopters, OR if you add radar, jets, at the cost of a lot of anti-helicopter range.

If you chose to play the UK, you probably did so because of the quality of armor on their tanks. Every tank available to the UK has a much higher value in armor when compared to other tanks in their price range, with the exception of the Scorpion which has a completely separate role. UK tanks have a lower fire rate compared to tanks of another nation however. The Challenger 2 is widely known in game for "eating" ATGMs, and still being able to function quite well, barely taking damage from any of them in most cases.

UK recon, while a bit limited, does have a very high likelihood to be able to defend themselves when needed to, since most of their recon units are based off their APCs, or IFVs, most coming with an autocannon. UK recon infantry is particularly powerful as well, especially against other infantry.

There aren't that many interesting units in the UK Vehicle tab, and if you used up all the slots, you'd pretty much have one of every unit available to them.

The UK has only models of the Lynx for helicopters. Most people only seem to use the Lynx 3, since it has stinger missiles, and Hellfires. There are 3 other Lynxes, and they either have a TOW missile, or a 20mm cannon.

The UK has a small selection of aircraft available to them, most of them multirole aircraft, or air superiority fighters. They have arguably the best air superiority fighter in the game, the Eurofighter Typhoon.
UK Logistics
Lynx AH.1 CP
The basic Lynx transport helicopter. This is the fastest command helicopter in the game, able to go 300km/h where the next best competitor in the category can only go 250km/h. Unarmed, like most command choppers this unit is best kept away from direct combat but is very useful when rapidly takeing and securing objectives or early game rushes.

price: 110

FV105 Sultan
Lightly armored command vehicle armed with a FN M240 GPMG and a rather high speed for a tracked vehicle. They are good for securing zones where the threat of air attack or indirect fire would leave a soft skinned unit a burnt out frame or a bloody pulp. Best used when escorted by other units.
price: 130

FV511 Warrior
Slower then the sultan, this IFV turned command unit packs a 30mm raden autocannon that offers more fire power as well as a better armored hull. These units can defend themselves better then their GPMG armed counterparts but should not get in a fight unless it's a last resort.
price: 140

CMD Chieftan MK. 10
Command version of the Chieftain MK. 10 MBT, these units are relatively tough nuts to crack and pack a 120mm main gun and GPMG that are best used for defensive use. these units can help conventional tanks secure and take hardened objectives when needed but should be kept in the back because they are prime targets for hostile units.

price: 160

HQ Section
armed with L1A1 rifles and L7A1 MMGs, these rack and file command infantry come in a wide variety of transport options depending on the role they need to fill. They are best used in urban or wooded zones where they can easily hide from hostile forces but are rather fragile and should always have friendly units protecting them whenever possible.

price: 100

Rover CP
Fast moving command land rover with a high speed and no armor. These units are great for use in motorized formations and for securing safer zones behind your lines. They are very fragile and an easy target and should avoid the front line whenever possible.
price: 110

AT105C
This light wheeled APC features a slightly higher speed, twice the strength and light armor when compared to the land rover but at a higher price. They have a defensive GPMG that can be used as a last resort when needed but work best when kept far away from hostile units. A great tool in rapid rushes that bridges the gap between the ultra light rover and the higher end armored tracked CVs.

price: 120

ALVIS Stalwart
Amphibious supply truck that can bring 800 units of supply across land and sea. These units should travel with an escort to prevent capture but overall they fill a critical role keeping your units up and running and are useful in any deck.
price: 15

Chinook HC.1
High capacity supply helicopter for rapid resupply of remotely deployed units, these helos can also quickly resupply your supply trucks behind the lines where they can spread them out to your fighting units.
price: 45
UK Infantry
Fusiliers
Standard line infantry unit with L1A1 rifles, M72 LAWs and L7A1 MMGs. They have a large variety of transport options allowing them to rapidly deploy from helicopters or roll into battle in APCs and IFVs when needed. Overall they are decent jack of all trades infantry who tend to do better at longer ranges against other infantry with their battle rifles as well as quickly dispose of light to medium armor at close range with their rapid fire disposable AT.

Price: 10

Fusiliers '90
A direct upgrade to the older '75 version, these troops pack the L85 bullpup assault rifle, the LAW80 heavy duty AT and the CQC capable L86 LMG. Overall these troops can deal with heavy armor with less issues and fight up close much better then their older counterparts.

Price: 15

Gurkhas
15 man shock squads packing sterling SMGs, CG M2 RRs and the deadly Bren L4 LMGs. They are best used up close where their CQC MG and SMGs can rip up other infantry units and they can do a number on hostile AFVs and tanks with their powerful AT. Their large squads allow them to take and dish out a lot of damage against any units they come across.

Price: 30

Gurkhas '90
A direct upgrade to the '75 version, the '90s Gurkhas upgrade to the faster firing and higher AP LAW80 and bring the belt fed Minimi that fires longer bursts (with longer reloads) then the older Bren. Overall they still work well as city clearing troops as well as powerful anti armor units capable of taking on some of the best tanks in the game at short ranges.

Price: 30

LAAD Blowpipe
Low end, low cost MANPAD teams packing the blowpipe MCLOS missile and L1A1 rifles. These units suffer from low accuracy and fire rates but their low price and high availability allow them to be deployed all over the place in large numbers allowing them to deter and destroy the occasional hostile aircraft that strays too close. their small squad size means they should be deployed with other ground units to keep them alive and work best when supplementing higher end AA systems.

Price: 5

LAAD Javelin
A direct upgrade to the blowpipe, the SACLOS javelin has longer range, accuracy and HE power allowing them to destroy aircraft with less shots. They also bring the L85 rifle to the table that offers better close range firepower but they should avoid engaging ground targets whenever possible.

Price: 15 points

Milan 1
2 man milan F1 ATGM teams that can demolish armor at long ranges. They pack L1A1s for self defense but should always have friendly conventional infantry nearby to fend off hostile troops. they have limited ammo and work best when deployed near supply units to help keep AFVs away from towns and woods.
Price: 10

Milan 2
A direct upgrade to the older F1 model, the F2 features better accuracy and and AP as well as the L85 rifle for self defense. They excel at destroying MBTs and other AFVs but still are limited by their low capacity for missile ammo. They work best when dug in with conventional infantry and supply units backing them up.

price: 20

Paratroopers
Similar to gurkhas, these smaller squads have additional transport options and offer similar firepower but in 10 man squads. Their lower price and ability to deploy in the beefier Lynx AH.7 allow them to bring more firepower overall into the battle or deploy for a lower price then their more expensive counterparts.

Price: 20

Paratroopers '90
A direct upgrade to the older '75 version, these units upgrade to the L85 rifle for greater range then the sterling, the LAW80 for faster firing, more powerful AT and the minimi LMG that fires in longer but slower bursts. These units differ from their gurkha equivalent in the fact they have smaller squads but greater firepower at longer ranges against infantry.

Price: 25

Royal Marines
SF infantry packing the L1A1, M2 CG and the Bren L4, these units are perfect for behind the lines raiding and excel at helicopter and amphibious insertion. They bring a good selection of powerful AT and anti infantry weaponry into battle allowing them to demolish either type of unit. These troops can also assist your other infantry in clearing cities and can work well with your other units in combined arms attacks.

Price: 30

Royal Marines '90
A direct upgrade to the '75 version, these infantry upgrade to the L85, LAW80 and the minimi, giving them increased small arms and AT firepower. A few squads of these troops can easily rip up supply lines, AA and artillery of unwary opponents if they are able to slip behind the lines and can help more conventional units deal with tough nuts to crack when needed.

price: 35

SAS
Jack of all trades SF team packing M16 rifles, AT4s and FIM-92A Stingers for coverage against infantry, armor and aircraft. They somewhat suffer against hostile infantry due to their lack of a machine gun but their training tends to make up for this in most cases. Their ability to engage anything thrown at them make these troops a nightmare to deal with once behind hostile lines.
Price: 30

Territorials
Militia infantry packing L1A1s and M72 LAWs, these units are far from he best when it comes to quality but they make up for it in numbers and low prices. These units can do a lot of damage in large numbers or can be mixed in with better infantry units to help bolster your numbers on attack or defense without breaking the bank. They also work well when used as pickets at more remote objectives or OPs that can't afford a recon unit or more expensive infantry.
price: 5
UK Transports
Stalwart
This is the staple transport for the UK, every single unit, except for the Militia can use it. It's a very fast, non resource intensive amphibious troop transport but lacks armor or defensive weaponry. These are perfect battle taxis and are great inexpensive methods of moving your troops long distances across water or land.

price: 10

Saxon
Light wheeled APC with an 7.62 GPMG and 1 point of armor all around. These units have great off road speed and can provide light fire support for dismounted troops when needed. They are better off then a stalwart in a fight but their minimal armor and armament means they don't have the highest durability when facing heavy AT weapons systems.

price: 10

FV432
Basic tracked APC with a GPMG and 1 armor all around. It's slower and has a lower caliber machine gun then the saxton but comes at half the price. These units offer high availability and are available to most infantry, making these units a good choice when you want to deploy large numbers of infantry at low prices. They can provide light fire support with their MMGs but like all APCs and IFVs it's best to deploy troops first before attacking.
price: 5

FV510 Warrior
British IFV packing a 30mm rarden auto cannon and 3 front and side and 1 rear and top armor. These units can provide fire support for their dismounts against soft targets, light armor and the occasional helicopter. They are durable, well armed and only really suffer form a lack of amphibious capability and a low fire rate on the auto cannon.

price: 15

FV510 Warrior 90
A direct upgrade to the older '85 model, the " '90 " features 6 front, 5 side and 2 top and rear armor. This comes at the cost of 10 km/h slower off road speed and reduced autonomy. Overall, these units can last a lot longer in a firefight and when properly supplied the lower autonomy is not an issue.
price: 20

FV510 Warrior Milan
A direct upgrade to the " '90 ", this top of the line IFV features medium optics and Milan F2 ATGMs in addition to the 30mm rarden. This increases firepower against tanks and other AFVs and allows the warrior to hit targets much further out. The better optics allow you to see threats earlier, making this IFV a great unit for larger maps.

price: 25

Lynx AH.1
Standard UK transport helo packing an L37 door gun and high speed. These helos have a strength of 6 and no armor, making them somewhat fragile and limited in offensive capability. They work best for quick insertions and extractions in remote zones and can offer limited fire support after unloading their troops.

price: 25

Lynx AH.7
Faster and better armed Lynx with 38 SNEB rockets for use on soft and lightly armored targets. These helos are great for inserting and supporting troops deployed behind hostile lines but need to rearm whenever possible due to their low ammo load.

price: 35

Puma HC.1
Although slower then the Lynx, these less expensive helicopters are available to to your more expansive SF units, allowing them to covertly insert behind hostile lines. Overall they are a good transport platform and can provide light fire support with their L37 MMGs after unloading their troops.

price: 20

Buffalo IV
Slow moving and with low autonomy, these amphibious APCs are armed to the teeth with 2 M2 HMGs and 1 GPMG. Only available to Royal Marines, these units can help with river crossings, sea landings and are monsters up close against infantry. Their light armor can shrug off small arms and a hit from light AT but their roofless hulls make them very exposed from above.

price: 5

FV4333 Stormer
Quick amphibious tracked APC with a GPMG and 3 front armor. It trades the heavy anti infantry armament of the buffalo for better speed and armor on the front and side. It is one of the fastest tracked amphibious units in the game and can easily put troops on a beach or riverside before they can even react.

price: 5

FV 603 Saracen
Quick lightly armored APC reserved for territorials. It has 1 armor all around and an M1919 MMG for light fire support (they only have 5 HP so be careful with them). These units have a relatively high off road speed and in some ways are a smaller, lighter armed and slightly slower saxon.

price: 5

FV103 Spartan
A good optics recon APC. It features a light defensive armament in the form of a GPMG but should avoid combat whenever possible. Can help observe a wide area when combined with it's SBS or green jacket dismounts if spread out in concealment.

price: 15 points

Pinzgauer

Classic battle taxi transport with high autonomy and decent speed. These units lack armament of any kind and should stay away from front line action, waiting in the rear to pick up and and drop off infantry in need of a ride.
Price: 5
UK Support
FV432(M)
Basic mortar carrier with a GPMG for self defense and a 81mm L16A2 for bombarding targets. These units are good against dug in infantry, soft targets and light armor like SPAAGs, ATGM vehicles and light to medium tanks. Sustained fire can and will demoralize and eventually destroy even the best MBT but most will not stick around after the first few impacts.

price: 30

FV433 Abbot
Amphibious 105mm SPH with 6 direct fire KE rounds for self defense and 32 HE rounds for indirect bombardment. These units help bridge the gap between mortars and 155mm and up SPH. they feature decent ROF and are great for dealing with everything from AA to light armor. These units have limited ammo capacity and work best when used alongside transports. Their amphibious capability combined with the UKs amphibious supply trucks allow them to easily cross rivers and land on beaches when you are attempting to flank your opponent.

price: 50

M109A2 R.A
Classic US made M109A2 with better range, dispersion and HE when compared to the smaller abbot at the cost of fire rate. These SPH are fairly standard in performance and can provide accurate and powerful fire support as long as they are well supplied and protected during their use.
price: 80

AS-90
Prototype SPH with high accuracy and rate of fire. They can drop 155mm HE rounds quickly before the target can even react. They have 39 HE rounds, 9 KE direct fire rounds for self defense as well as an L37 MMG. Overall these top of the line howitzers offer unparalleled speed and accuracy on the battlefield but at a high price.
price: 130

FV434 Falcon
Prototype amphibious non radar SPAAG, the falcon uses twin KBC 30mm auto cannons to rip aircraft out of the sky as well as turn soft targets into mulch. They work well when used alongside radar AA to cover them when SEAD is deployed and can keep up with other amphibious units when crossing water is needed.

price: 30

Chieftain Marksman
Prototype heavy duty armored radar guided SPAAG fusing the marksman radar guided twin 35mm KDA auto cannons mated with a chieftain hull. These SPAAGs offer strong armor and great firepower at the cost of low speed. They should be turned off when SEAD is around but these are some of the few systems that can actually survive a hit from a low end SEAD missile. Overall when pared with their MBT cousins they cover almost all the bases when it comes to combined arms.
price: 60

Challenger Marksman
A direct upgrade to the chieftain version, this heavy SPAAG uses the challenger 1 hull. It increases both the armor and off road speed of the system, allowing it to keep up with the faster challenger 1 line of tanks (the 2 is still slightly faster) and can shrug off hits that would demolish most SPAAGs.

price: 70

M110 R.A.
US made heavy SPH with 10 HE firepower at the cost of low on board ammo capacity and limited armor (2 front, 1 side and rear, no top). These units are very useful when you want to erase a HVT in one or 2 shots without giving it time to relocate. They are very dependent on other units to supply and protect them in the field.

price: 70

M110A2 R.A.
A direct upgrade to the "A0" model, the A2 adds longer range and higher accuracy thanks to it's massive muzzle break and better ammo. these units perform similar to their older brothers but offer a bit more reach and higher precision. They are still easy targets for hostile units and have very limited ammo so they should always travel with supply units and escorts.

price: 90

M270 MLRS
Standard US made M270 MLRS loaded with cluster munitions. These units can rain on any armored parade and work best when used on concentrations of hostile vehicles. They take a long time to reload and are expensive logistically to keep in the fight but they excel at demolishing hostile tank columns.

price: 120

Stormer HVM
Amphibious prototype ATGM/SAM using starstreak SACLOs missiles with 6 HE on air targets and 12 HEAT AP on ground units. These vehicles are similar to the ADATs with twice the capacity but half the ammo, lower range and accuracy. They also have a defensive L37 7.62 MG and an aditional point of front armor at the cost of one side armor. They are much faster and can cross water for landings on beaches and overall both systems are great tools when you need to deal with both armor and aircraft at the same time.

price: 75

Tracked Rapier
SCALOS non radar guided medium amphibious SAM. These units have 8 7 HE missiles ready to go and can take on both fixed and roto wing aircraft without fear of SEAD. They lack defensive armament and speed but their amphibious capability means they can go places most other AA can't. They fill a similar role to the OSA system and overall are good choices when pared with their more accurate radar guided brothers.

price: 40

Tracked Rapier FSA
Radar guided version of the rapier amphibious SAM system, these units are vulnerable to SEAD when on but have longer fixed wing range (but shorter anti helo range) and better accuracy. Overall these units work well in pares with their older SACLOS brothers where they can each deal with fixed and roto wing aircraft respectively while the later deals with hostile SEAD aircraft that snoop too close.

price: 50
UK Tanks
Challenger 1 Mk. 1
Base model of the Challenger MBT, these tanks offer great armor and decent firepower in the form of a 120mm main gun and L37 MMG. They are able to take a beating with their 19 front, 10 side, 6 rear and 4 top armor. Their only real shortcoming is a somewhat low offroad speed. Overall these tanks work well against armor and soft targets alike.
price: 105

Challenger 1 Mk. 2
A direct upgrade to the older MK1, these tanks feature higher accuracy, stability and AP on their main gun. They offer greater firepower when compared to the MK1 but lack upgraded armor when compared with their older model. Overall they perform better offensively but are not any stronger armor wise.

price: 115

Challenger 1 Mk. 3
A further upgrade from the MK2, the MK3 has a higher rate of fire, even higher AP and one added point of front and side armor but at the cost of 5 km/h of speed. These tanks can still keep up with their faster older brothers and can take a little more punishment then the older models. The 21 AP can crack open most lower end AFVs in a single shot and when up close can do a number on the best tanks in game due to the KE rounds.
price: 145

Challenger 2
Prototype successor to the challenger 1 line of tanks, the challenger 2 features 3 more points of frontal armor, 1 mor AP, higher accuracy and stability and a higher off road speed then even the 1 MK1/2s. These are some of the best tanks in the game and can hold their own against any tank or AFV under the right conditions. They work best when supported with your older chieftains and challengers as well as AAA and indirect fire support.

price: 170

Chieftain Mk. 2
Basic model of the chieftain tank like, the MK2 uses a 120mm main gun and L37 MMG to great effect to armored and soft targets respectively. These tanks are somewhat slow with a max offroad speed of 40 km/h. These units work best when supported by other tanks, AA and other units when used in a combined arms group.

price: 35

Chieftain Mk. 5
A direct upgrade to the MK2, the MK5 uses better ammo and a better FCS to gain additional range, accuracy, stability and AP and slightly higher speed. They also have 1 extra point of rear armor allowing them a slightly higher chance of surviving a direct hit to the rear of the tank, something that should still be avoided at all times. This tank also have slightly higher autonomy when compared with the older version.

price: 45

Chieftain Mk. 10
A further improvement from the MK5, the MK10 has even longer range, better stability, AP and 3 extra points of front armor and 2 side armor at the cost of some of the upgraded autonomy. These tanks really shine when it comes to mixed use against armor and soft targets with their high AP and HE values on their main guns. They work great when supporting infantry like their older and newer versions as well as forming the backbone of armored mixed tank formations.

price: 60

Chieftain Mk. 11
The final upgrade from the MK10, the MK11 has better optics and AP when compared with the MK10. The added vision range allows them to spot targets for mixed formations of older tanks allowing them to be a massive assist when used with in a combined arms attack.

price: 75

Scorpion Light Tank
Amphibious light tank packing a powerful but unstabilized 76mm HEAT main gun and an L37 MMG. They have great off road speed that allows them to keep up with faster units. They work well with their recon cousins as well as the scimitar (which uses the same hull). Overall these tanks are great for light fire support, amphibious landings and supporting bigger tanks in larger armored battles.

price: 20
UK Recon
FV101 Scorpion
Recon version of the scorpion light amphibious tank. These units have good optics, light armor and a decent HEAT punch in addition to their L37 machinegun. These units work great when pared with standard tanks as they can scout and fight at the same time and boost the effective range of your other tanks by finding targets they normaly would not be able to see.

price: 20

FV107 Scimitar
A cousin of the scorpion, these recon vehicles trade their 76mm main guns for 30mm rarden autocannons. They tend to perform better against soft targets, light armor and helicopters but don't really have the punch to take on larger, better armored targets. They also have lower autonomy and a larger fuel tank reducing their efficiency on long range scouting but they still offer a greate amphibious medium recon option.

price: 15

FV721 Fox
Wheeled lightly armored scout car with a 30mm rarden autocannon, these units offer higher speed then the scimitar at the cost of autonomy, armor and amphibious capability. They do pack more ammo then their tracked counterparts so can stay in the fight longer if needed as long as they are not destroyed.

price: 20


FV712 Ferret
Ferret armored scout car packing an L37 and swingfire ATGMs, it's slightly slower then the fox but has better optics and armament. They can really do a number on hostile armor if they can get into position and work best for forward scouting and destroying HBTs like command units.

Cost: 45

FV701 Ferret
Basic model of the ferret scout car packing an M1919 MMG and good optics. The light armor and armament are made up for by the high speed of this unit. They are best used for discrete recon and scouting but can also keep pace with faster units although they are not the best options for direct combat. Their low price and large numbers allow them to cover a lot of ground all over the map when needed.
price: 10

Rover Pinky
Light soft skinned recon unit packing exceptional optics, an M2 HMG and an L37 MMG. They are best kept out of combat and used to monitor large fronts for hostile units. They can engage soft targets if needed but should avoid direct combat whenever possible. They are expensive and don't come in large numbers so you should be careful with these fragile units.

price: 45

Gazelle AH.1
Fast, unarmed light recon helo perfect for forming hunter killer groups with attack helos or quickly scouting ahead of a ground formation. Best used if kept away from AA units.

price: 65

Gazelle AH.1 SNEB
A direct upgrade to the older model this light recon helo packs 12 SNEB rockets for use on soft targets and light armor. It is best used when the rockets are saved for high value targets and they do require frequent rearmament but the added firepower can mean the difference of an escapeing command unit or other valuable assist escaping or getting destroyed.
price: 75

Green Jacket
10 man shock recon packing L1A1s, M72 LAWs and L7A1 MMGs, these troops can be used as both conventional recon units or aggressive hunter killer units. Their ability to insert behind hostile lines and rip up fragile units makes them extremely useful in any match. They can also be used to support dug in troops with their firepower and very good optics to help spot and destroy advancing forces.

Price: 20

SBS
SF recon troops with L34A1 suppressed starlings, M2 CG RRs and Bren L4 light machine guns. They are best used as either heavy duty rapid raiders or as discrete observation teams with more then enough teeth to destroy anything unlucky enough to stumble into them.

Price: 30 points
UK Vehicle Tab
Centurion ARVE
Slow moving death on tracks, these unarmored centurion tanks are very slow off road but pack 8 HE shells for their 165mm main guns. They also have M1919 MMGs as backup weapons that make them great at taking on infantry. Their slow speed and low fire rate means these units work best when supported by tanks, infantry and AA where they can crack open dug in troops and other soft and lightly armored targets.

price: 40

FV102 Striker
Powerful tracked ATGM carrier that packs 10 swingfire ATGMs deployed from a 5 shot launcher. These units work best pared with recon vehicles and dug in near open areas where they can ambush any tanks that try and get too close. They work best when kept behind tanks and other hardier units when on the attack but work best when dug in.

price: 40

FV432 Rarden
Rarden 30mm autocannon and GPMG combo mounted on a FV432 APC. It lacks the ability to carry infantry due to the troop bay being converted into a space filled with ammo racks. They can rip up light armor, soft targets and helos quickly but lack thick armor. They work best when supporting tanks against soft targets or for fire support units when working with infantry, APCs and IFVs.

price: 15

FV601 Saladin
Fast moving armored car based on the saracen APC packing the same 76mm HEAT gun as the scorpion series light amphibious tanks. They can provide rapid fire support and light AT capabilities for rapid moveing wheeled formations. What they lack in armor and autonomy they make up for in mobility, allowing them to quickly take ground and reinforce areas under attack before most hostile units can react.

price: 15

Rover Wombat
Powerful light wheeled AT unit made from a land rover combined with the wombat heavy RR. They offer great fire support options and the HEAT rounds can really do a number on hostile armor of any thickness. They are limited only by their low ammo capacity and should frequently reload between ambushes or assaults.

price: 15

Rover Milan
A side grade to the wombat, this ATGM TD lacks the ability to deal with infantry but has much greater range and higher AP offered by it's milan ATGMs then the wombat. They are still very dependent on supply units and should always have a means to rearm kept nearby. Overall they are great choices to deal with light to heavy armor but should do so from a long range or ambush position to avoid return fire.

price: 20
UK Helicopters
Lynx AH.1 TOW
A Lynx helicopter armed with 8 basic TOW missiles. These units make good tank killers with a decent load of ATGMs but their lack of anti infantry armament can be an issue if deployed over woods or cities. They still need to rearm fairly often but offer a decent amount of firepower and speed when compared with similar systems.
price: 45

Lynx AH.7 TOW 2
A direct upgrade to the older model, this version features the upgraded TOW 2 ATGM wit hbetter AP, accuracy and stability as well as the helo itself featuring 20 extra km/h. These units can crack open the best tanks in the game and have a large amount of missiles when compared with similar systems but still need to rearm frequently to stay in the fight.
price: 75

Lynx 3
Prototype upgrade to the older AH.7, the Lynx 3 features 8 SA hellfire ATGMs that are direct upgrades to the TOW 2 as 4 Stinger As. They move 10 km/h faster then the TOW 2 model allowing them to easier chase down targets or bug out. They can deal with almost anything in the game but infantry but care needs to be taken to keep both types of missles restocked whenever possible.
price: 110

Lynx AH.7 20mm
Lightly armed fire support helo packing two 20mm M621 autocannon pods. They can do a great job against hostile helos up close as well as soft and lightly armored ground targets. when pared with their ATGM slinging cousins they can create a sort of hunter killer gunship pare (more expensive but with two air frames you might be able to have one bug out if attacked) or to help escort transport or recon helos.
price: 30
UK Aircraft
Eurofighter Typhoon
One of the best ASFs in game, the typhoon packs a 27mm autocannon, AIM-9M SRAAM and 4 AIM-120A LRAAMs in addition to 50% ECM, high speed and a good turn radius. These aircraft are great for killing anything that flys but should not be used for ground attack unless as a last resort. They make great escorts as well for multirole and ground attack aircraft of all kinds.

price: 175

Harrier GR.1
Basic model of the famous VETOL aircraft configured for ground attack. It can deploy 2 500 pound bombs as well as a twin 30mm autocannon. They are good against most ground targets but work best on soft ones but lack speed or ECM which can expose them to fighters or AA, best used with an escort.

price: 50

Harrier GR.3
Multirole model of the GR1, it has 100 extra km/h and 10% ECM allowing for it to survive better in a fight. It retains the 30mm autocannons but trades the bombs for rocket pods and adds 2 AIM-9Ls for use on helos and fixed wing aircraft. It works well as a light fighter when needed and can really do a number on soft to medium armored ground targets without the danger of bomb splash damage when doing danger close strikes.
price: 75

Harrier GR.5
A direct upgrade to the GR.1, this model features all the enhancements of the GR3 but with a single autocannon, 4 500 pound bombs and 2 AIM-9Ls. They are faster, have better ecm (40%) and can deal with hostile aircraft but are twice the price of a GR.1. Overall these units are great multiroles and can bring additional capabilities at the cost of higher prices and lower numbers.

Cost: 100

Harrier GR.7
The newest in the RAF fleet, the GR.7 features twin 30mm autocannons, 2 GBU-12s and 2 AIM-9Ls. These aircraft are great for precision strikes, light fighter duty and helo hunting thanks to their 40% ECM and powerful weapons. They are best when used with an escort when flying strike missions so they can focus on ground targets.
price: 120

Jaguar GR.1
Dedicated cluster bomber with 2 BL-755s and an autocannon for self defense. They also have good speed and 20% ECM that allows them to rapidly hit armor before it relocates and get away from hostile aircraft.

price: 60

Jaguar GR.1A
Similar to the GR.1 aside for an extra 10% ECM, the GR.1A trades the cluster bombs for 2 AJ168 AGMs. They work well when focused on small numbers of high end tanks while the GR.1 works better on larger clusters or for blind firing on hidden targets. Overall it is the better tank killer firepower wise but it fills a somewhat different role then it's older brother.

price: 90

Sea Harrier FA.2
Dedicated SEAD aircraft with 2 ALARM anti radar missiles, a twin 30mm autocannon and 2 self defense AIM-9Ls. They can be used as a light fighter if needed but excel at destroying hostile radar AA units. They can't do anything against radar AA that is turned off or non radar systems but are great for clearing the way for a followup airstrike.

price: 120

Sea Harrier FRS.1
ASF model of the harrier, it packs twin 30mm auto cannons and 4 AIM-9Ls as well as 10% ECM. They can struggle chasing down faster aircraft but slower air frames, helicopters and even fast planes that get too close can be mulched rather quickly. They come at a low price and in large numbers allowing you to cover a lot of sky and even tag team much higher end fighters.

price: 70

Tornado F.2
Basic model of the tornado ASF, it packs a 27mm autocannon, 2 AIM-9Ls and 4 Skyflash missiles. Their high speed and diverse armament allow them to deal with aircraft of all types. They are limited by their semi active missiles when they need to rapidly engage multiple aircraft or when trying to down an aircraft with high ECM but they are still highly effective at taking on one aircraft at a time.
Cost: 110

Tornado F.3
A direct upgrade to the F.2, the F.3 features 10% more ECM and the longer ranged skyflash SuperTEMP as well as 2 extra AIM-9L. They still struggle with dealing with more then one aircraft at once at long ranges but the added SRAAMs means they can easily wreck pares of fighters up close.
price: 135

Tornado GR.1
Multi role tornado fighter bomber with 4 IBL-755 cluster bombs (which are not only more powerful then the jaguar's BL-755s and with twice the payload), a 27mm autocannon as well as 4 AIM-9Ls. They are not as good against fixed wing aircraft as their dedicated fighter brethren but can still hold their own when needed and can bring a great deal of pain against clustered ground vehicles.
price: 130
France National Overview
France has units which tend to be built around maneuverability instead of armor. Quite the opposite of the UK. France also tends to field the most autocannons out of all the BLUFOR nations, pretty much having an option to mount them on everything.

France doesn't have that many choices in terms of logistic units, a basic Jeep CV, an APC CV, a tank CV, and a Helicopter based CV... now that I think about it, they have choice, but not variety. There are two logistic units, a helicopter or a truck, and the truck, for all intents and purposes, has almost the same capacity as the helicopter.

France has some high quality infantry, all around, be it their ATGM, AA, or the units themselves, they are all easily capable of defending themselves. One potential downside though, is that almost every unit is armed with an Assault rifle, instead of a SMG, or Battle Rifle, so they can't specialize in a particular infantry versus infantry role. Pretty great overall though.

French infantry transports are pretty excellent all around, since pretty much every single one of them comes with an autocannon, above 10 points, which make them excelent when used for fire support.

France has some very good support units as well, mostly in terms of anti-helicopter AA, primarily because of the Crotale, which has the longest range of all AA missiles in the game, when targeting helicopters. France also has the unique artillery unit, the Caesar. A very long range, fast firing artillery truck.

French tanks are for people who like to play with hit and run tactics in mind. Their armor is always mediocre, with the exception of the Lecleric. French tanks are usually very fast, and very accurate, but they almost always have NO stabilizer, which means they must stop in order to shoot. French tanks usually also come with the oft unnoticed effect of being defined as Medium in size, so they don't suffer the extra 10% chance to be hit that most other tanks do.

French recon units tend to be light, and arguably poor quality, with the exception of the infantry units. France doesn't have any armed vehicle that has above good optics (by armed, I mean more than a MG) with the exception of the VAB Mistral.

France does have a few good vehicles within the vehicle tab, but are mostly uninteresting, since they are pretty much all vehicles fitted with an ATGM.

France has some decent variety with their helicopters, like the rest of their units, they are some of the fastest in the game. They also have the Tigre attack helicopter set, one for killing tanks, and one for killing other helicopters.

French air units are generally pretty great all around. They are all quite capable of performing their intended role, and they all have a bit higher ECM value on their aircraft compared to other nations at the same price.
French Logistics
Gorupe De CMDT
This is the French Command infantry. They are armed with MAT 49 SMGs, and the NF-1 MMG. These units excel as concealable, albeit fragile, command units that work best when used in zones covered in woods or city blocks. They should never deploy alone and can only put up token resistance against hostile units, leaving them relent on their escorts for more meaningful protection.

Price: 100

P4 PC
Fast moving command jeep with no armament or armor. They are best deployed in rear zones or when you need to quickly take a frontal position. Their only defense against hostile units is their small size and high speed and need an escort to safely capture or contest a zone.
Price: 110

VAB PC
Fast, wheeled, lightly armed/armored and amphibious, these VAB based command vehicles can survive a bit more punishment then the P4 jeeps at the cost of speed. Their ability to quickly cross water hazards and keep up with mobile task forces make these units great choices when you need a blend of durabality and speed. They are still very lightly armored and their M2 will only get them so far so they should stay out of direct combat whenever possible.
price: 125

AMX-30B CNE
French command tank packing an stabilized 105mm main gun, a 30mm auto cannon and an MMG, the AMX-30B CNE offers the best protection for a french command unit. They have somewhat light armor for a tank and are unable to use their main gun on the move but their auto cannon brings a valuable tool against helos and lighter ground units. Although they can fight their way into a command zone they shouldn't attack alone and are better off advancing in the second wave after a position is taken and the area is mostly secure.
price: 130

Puma 330B PC
One of the fastest command helos in game, it's ability to quickly insert into a forward zone and get the hell out of dodge when things look bad make this a good command unit for more mobile players. They also posses very good optics, allowing them to serve as makeshift recon helos if needed but shouldn't expose themselves or leave the zone they are holding unless really needed.

price: 110

Puma 330L Logistique
Bringing 1000 supply units into battle with speed and the ability to avoid water, woods or hostile units looking to poach supply vehicles, this supply helo is great for resupplying your VLRA trucks or directly fueling, patching up and rearming you ground units or landed helos.

price: 30

VLRA Logistique
Standard French supply truck with 800 units of supply in the bed. They have decent speed on and off road and are vital for keeping ammo hungry units like ATGMs and AAA up and running. They should travel with escorts when possible to prevent capture.

price: 15
French Infantry
ATGM Milan F1
The first in a long line, the Milan F1 AT 2 man team comes with MAT 49 SMGs, a Milan launcher and 6 missiles. They are not the best tank hunters with only 40% accuracy and 17 AP but their low price and high availability make them great units for large fronts. They can also deploy via helo allowing your air assault groups access to long range AT, something that many hostile commanders might not expect in an early game push.

Price: 15

ATGM Milan F2
A direct upgrade to the F2, they swap their SMGs out for the Famas bullpup rifes and their Milans for the newer F2 model. They gain an extra 5% accuracy and 7 extra AP. They can crack open thicker armor with less hits and miss less often but at the cost of a higher price and less avalabality. They are also great units when you want long range AT in an air mobile group or to defend the edge of a town that lacks concealment or cover for ATGM vehicles.
price: 20

ATGM Milan F3
Prototype upgrade to the older F2 version, the F3 offers another 5% accuracy boost and an extra 2 AP, the upgrade might not be as large as that from the F1 to F2 but your total 26 AP will be a nightmare to all but the toughest tanks and AFVs. They come in smaller numbers then the F2 and lower availability. They are the best AT team available to the French and are a real nightmare when used for city/treeline defense or in conjunction with an air mobile group of mixed infantry and transport helos.

price: 25

Chasseurs
French line troops packing the MAT49 SMG, the LRAC 73 LAW and the NF-1 MMG. Although their main weapon lacks the range of a conventional rifle armed squad, they benefit from a higher fire rate and greater effective use in CQB fighting. Their AT option has a fairly short range and only 14 AP but can do a number on tanks and AFVs unlucky enough to enter a town with groups of these units spread out along the roads waiting in ambush.

Price: 10 points

Chasseurs '85
A side grade to the older '75 version, these line troops pack the Famas rifle with better range but lower fire rate and CQB efficiency (but still higher then most other rifles due to the bullpup nature) and have access to the deadly LRAC F1, boosting almost twice the range of the older LRAC 73 and 5 more AP. This makes them more effective at longer ranges against both armor and soft targets but slightly less effective when fighting house to house, block to block.
Price: 15 points

Commando-Marine
15 man French SF teams packing the SG-543 assault rifle, the LRAC 1 LAW and the AA-52 CQB capable SAW. These troops come in a verity of deadly transports, allowing them to insert from sea, land and air. Able to quickly destroy armor and soft targets with ease, they can be used as both front line troops to assist other infantry or for deep raids behind hostile lines hunting HVTs. Their large squads make them tough nuts to crack and give them an edge over smaller infantry units.

Price: 35 points

Liegon
Infamous French shock unit packing the Famas assault rifle, the LARC F1 and the AA-52 SAW, these 10 man teams allow you to quickly take out hostile infantry and armor with ease. Their shock training give these units a good speed allowing them to quickly move from cover to cover and even chase down slower routing units in dense woods.

Price: 20 points

Liegon '90
A side grade to the older '75 version, the '90s Liegon use the shorter range, higher fire rate and accuracy Minimi SAW and the longer range Eryx ATGM. Against soft targets they will do much better up close but have a bit of added range and AP against armored targets.

Price: 25 points
Mistral
French 5 man MANPAD team packing the deadly Mistral missile and the Famas rifle for self defense. They can put up a better fight then smaller 2 man MANPAD teams but still should have support against hostile ground units. They can easily rip hostile helos and fixed wing aircraft out of the sky and have a high range and accuracy compared to most other MANPAD teams in game.

Price: 30 points
Reservistes
Militia unit packing the MAS49/56 battlerifle and the LRAC 73 LAW. These inexpensive and high availability teams are great to deploy to augment higher end infantry or in large groups where they can overwhelm and outnumber higher end units. They lack potent AT and slow speed makes it harder for them to aggressively attack AFVs and tanks but work great pared with Milan teams.

Price: 5 points

RIMa
10 man French shock units packing the SG-542 battle rifle, the LRAC F1 LAW and the AA-52 SAW, these units are ideal for naval landings and air assaults and offer a decent amount of firepower at a higher cost then line infantry. They work well as backup to SF teams or to augment line and militia infantry in large scale battles in town and woods.
Price: 20 points

RIMa '85
A side grade to the older '75 RIMa, the '85 model trade their SG-542 battle rifles for the Famas, improving CQB performance at the cost of longer range accuracy. They also get a massive AT upgrade to the disposable APILAS LAW with higher fire rate and AP at the cost of 10% accuracy when compared to the LRAC F1. They also trade their AA-52s for the newer Minimi for better close range performance but perform worse at longer ranges. Overall, these units work really well with their older counterparts, with '75 units laying down the base of fire with their higher accuracy while the '85s move up and shred troops and armor up close

Price: 25 points
Sapeurs
Flamethrower unit packing MAT49 SMGs and LFP 54 flamethrowers. These units are built for CQB fighting against infantry and soft targets but are exposed when stuck out in the open and lack AT firepower. Their great performance on both their weapons against troops up close gives them an edge over most other flamethrower teams but at a cost of not being able to easely engage withdrawing troops with a rifle with more range.
Price: 15 points
Franch Transports
AMX-13 VTT
Basic tracked transport on the AMX-13 hull. These APCs provide good mobility and decent armor (3 front, 2 side, 1 rear and top) at a very good price. Their lack of amphibious capability and light .50 cal armament are fair trade offs for the low cost and armor.
price: 5

VAB
Fast, amphibious, wheeled APC with a .50 M2 HMG and 1 armor all around. Compared to the VTT, you get a much better on and off road speed at the cost of armor and a 5 point price increase. Overall, these units excel at speedy insertion and extraction of infantry units but suffer from their rather anemic armament when facing anything but soft targets.

price: 10

VAB 20/30
A direct upgrade to the standard model, this VAB version maintains it's speed and water crossing ability in addition to swapping the .50 for a 20mm autocannon. Although still light in the armor department, it offers a much greater level of firepower to unload on both ground targets and helicopters.

price: 15

Puma 330H
This is the basic French transport chopper. A defensive armament of an NF-1 MMG allows it to fight off other helos and provide light fire support for dismounts. It features a decent speed of 250 km/h and a solid 6 strength allowing it to take a few light hits before crashing. Overall they are good options for cheap air assaults and can be mixed in with better armed transports and escorts to cut down on overall cost (and availability) of attack groups.

price: 20

VLRA
Basic French transport truck that serves as a fast and cost effective battle taxi. Their low cost comes at the price of no armor, low strength and no armament. Overall, these units can quickly insert infantry units, back away to a safe distance from the battle and then pick troops back up to move them elsewhere in the field.

Price: 5 points

A5565 Panther
Transport helo with 38 SNEB rockets, perfect for hitting light targets after unloading your infantry. They have a solid 300 km/h speed, which although slightly faster then the puma series they can still keep pace with each other (and also let them take first contact with their better armament)

Price: 35

AMX-10P
Basic lightly armored, tracked amphibious IFV packing the deadly M693 F1 autocannon and a decent speed for a tracked AFV. These units are slower then the VAB line of wheeled transports but pack a good deal of armor (3 front, 2 side and 1 top and rear) to shrug off light incoming fire. Overall, these units make a good backbone force to reinforce helo/VAB transported troops with backup as well as some decent fire support. They work well when mixed with their ATGM packing cousins to allow for a potent AT standoff weapon that can keep armor away from their dismounts.

Price: 15

Puma 330H Pirate
Similar to the standard 330H, the pirate packs a 20mm autocannon instead of the basic mmg. These units come at the cost of lower ammo, availability and a higher price with the benefit of better range, HE and AP firepower. Overall, these units make exceptional assault transports and can both add a few more teeth to conventional helo landings or bring much needed punch for smaller covert raids deep behind the lines.
Price: 25
French Support
AML 60
Unique wheeled 60mm mortar carrier based on the AML armored car. These units pack a light but rapid firing mortar with both indirect HE rounds and a small number of direct fire HEAT rounds to deal with immediate threats. These vehicles tend to need a few additional rounds on target to get a kill then most larger mortars (limited to 2HE) but have a decent load of 6 rounds. Their HEAT rounds have a rather low AP of 4 but allow this unit to fight back against armor in an emergency much better then a conventional mortar unit. Their high speed allows them to shoot and scoot before getting slammed by returning counter battery fire.
Price: 20

AML 60/20 Serval
A direct upgrade to the older model, the serval upgrade kit adds a bit of range on the mortar (for HE rounds only) and a 20mm autocannon for self defense. Overall, these mortars are some of the best armed self defense wise with the combination 20mm autocannon and 60mm HEAT rounds. They are still rather anemic HE wise and require more shots then larger mortars to destroy most targets. These units are infamous for surprising unsuspecting scouting units (especially helos) expecting minimal MMG/HMG fire instead of an auto cannon. Limited ammo for it's auto cannon means these units should stay resupplied both to keep the shells raining and the autocannon loaded to ambush potential hunter killer units.

Price: 25

VPM 120
Prototype version of the VAB with a 120mm mortar. This 6 wheeled amphibious monster might lack the flexibility of the AML based mortars but bring a lot more firepower to bear on a target. When mixed with their lighter counterparts, it allows you both flexible fire support (rapid fire small caliber rounds and slower, more powerful ones) in addition to the AMLs offering better defensive armament then the M2 HMG.
Price: 60

AMX-13 AU 105mm
105mm SPH built on an AMX-13 hull. These units provide cost effective light howitzer support and their large ammo load (54 rounds) allow them to produce deadly sustained barrages (with somewhat long aim times). These units are best used for clearing an area out of hostile units and their slow aim time and lower HE round are not the best for snap shots on HVT units. Lacks any defensive armament, necessitating the use of escorting units to prevent destruction.

Price: 50

AMX AuF1
Packing a larger gun and beefier hull then the AMX-13 AU, the AuF1, this 155mm SPH offers longer range, 2 more HE and better dispersion then the older 105mm SPH. These units also feature a defensive M2 HMG and 6 14 AP KE defensive rounds, allowing them to hold off light attacks but still work best with escorts away from the front lines.

Price: 110

AMX-13 Oiel Noir
AMX-13 based SPAAG packing 2 radar guided 30mm autocannons. These units shred aircraft and soft targets but are easily destroyed by SEAD aircraft (this can be avoided by turning off it's weapons when hostile SEAD aircraft are above). These units can provide decent fire support for advancing troops and when pared with rolands and MANPADs make a great layered air defense.

Price: 35

AMX-30 Roland
Non radar guided 5 HE SAM mounted on an AMX-30 tank hull. Immune to SEAD, these units work well with their radar guided counterparts to trick hostile SEAD aircraft into a trap or dealing with helos at longer ranges. They are a great unit to have in any formation and provide a solid anti aircraft defense anywhere they are needed.
Price: 45

AMX-30 Roland 3
A sidegrade to the older Roland (1), the 3 features upgraded air detection (very good), higher HE firepower, longer fixed wing range and 15% more accuracy in exchange to SEAD vulnerability. These units can be pared with their older cousins to bait and switch SEAD aircraft and when mixed together with the basic model and the Oiel Noir SPAAGs produce a formidable air defense network.

Price: 60

Caesar
Prototype wheeled truck mounted SPH, these units can rapidly aim, fire and escape from counter battery like nothing else. This comes at the cost of no armor to speak of and only carrying 18 rounds. They are great for hunting hostile artillery but are more dependent on resupply and escorts then it's older tracked cousins.

Price: 120

Crotale
Lightly armored wheeled SAM with some of the best anti helo range in game. Their IR missiles are accurate, powerful and have a great range at the cost of only holding 4 at a time. These units feature very light armor and depend on ground units for escort but down aircraft like it's no one's business. Keep these units well supplied and away from hostile ground units (and relocating every now and then to avoid indirect fire) and anything in the air is going to be in for a bad day.

Cost: 60

M270 LRM
US built MLRS packing 12 rapid fire 11 HE rockets and a rather tasteful and fitting decal on their rack. Overall these units are pretty fragile with their light armor and no defensive armament but when carefully protected they will easily decimate both armored and soft targets. These "Grid Square Eliminators" are expensive to deploy (and supply) but can easily turn rout the Slavic (and friends) horde like it's 1807.

Price: 140

VAB VDAA
Amphibious non-radar guided wheeled SPAAG useing a VAB hull and 2 20mm autocannons. The perfect weapon to engage aircraft (even SEAD) and soft ground targets. Their high speed and light armor allows them to quickly move with the lines and their APC/recon/ATGM cousins.

Price: 25

VLRA Mistral
The horrific mix of a VLRA utility truck and a bed mounted Mistrial MANPAD system. These units function like an unarmored Crotale with twice the missile load but slower ROF, lower damage and less range. They do get a very good autonomy (1200 KM) and a slightly higher speed but are very soft targets and are best kept moving rapidly with the lines of battle buy always slightly behind it.

Price: 35
French Tanks
AMX-13 Harpon
Unique french cavalry light tank armed with a 75mm revolving auto loaded main gun, 4 17 AP SS-11 TCA ATGMs and an NF-1 MMG. These tanks lack heavy armor but make up for it in speed and fire rate. They can do a number on soft and armored targets up close with their 6 AP main gun (they lack stabilizers so attack moveing is very important) and can reach out and touch tanks and other AFVs at longer ranges. These units have a low HE of 2 on their main guns but more then make up for it in their fire rate. They do have a lengthy reload after emptying the auto loader so care needs to be taken in prolonged engagements and make these units really shine in hit and run raids.

Price: 25

AMX-10 RC SB
classified as a cavalry tank, the AMX-10 RC SB is more akin to a fast wheeled heavy armored car. Sporting additional armor (1 front and 1 side extra armor) and higher AP main gun rounds then it's lighter recon counterpart, the RC SB looses the ability to swim across water. These units are deadly hit and run AFVs and although they lack stabilizers they can easily chase down slower hostile units that try and withdraw. They make good fire support as well but although better armed and armored then the AMX-13 (packing a 105mm main gun instead of the 75mm), they are still relatively thin skinned and can only take a little punishment (relative to a tank) before cooking off.

Price: 40

AMX-30
The basic model of the AMX-30 line, these tanks feature decent accuracy and a 9 AP 105mm HEAT firing F1 cannon and an NF-1 MMG. These tanks have no stabilizer and somewhat light armor but posses decent speed and the ability to damage even the best tanks at long range. In large groups or supporting higher end tanks, these MBTs can do a number on much higher end tanks with multiple successive hits.
Price: 30

AMX-30B
A direct upgrade to the basic model, the B is the first AMX-30 to feature the famous coaxial auto cannon. This allows them to engage softer targets on the move without needing to stop to use the main gun and with proper micro management can very quickly destroy light armor and soft targets (only the main gun or auto cannon can fire at once but you can manually toggle weapons to quickly rip up hostile units) and offers a good defense against helicopters. They are slightly more expensive and come at a lower availability then the baseline model but the added 20mm can be very useful in the right hands.

Price: 35

AMX-30B2
A bit of a side grade to the older models, these tanks trade HEAT rounds for KE (better AP overall and more damage up close in exchange for less at range and reduced range against heavenly armored targets) in addition to better optics, thicker armor (1 extra front, side and top armor) and better main gun accuracy). These tanks work wonders when pared with their older cousins who can lay down fire as they take point and close the gap between targets to do higher damage up close (and soak up some fire with their slightly better armor). They still lack stabilizers though so careful management is needed when on the move.
Price: 40

AMX-30B2 Brennus
A direct upgrade to the basic B2, the brennus features a longer range, higher AP main gun and thanks to it's ERA panels it gains 4 extra front armor and 1 point of side armor. These tanks might not have stabilizers but can still fire the 20mm autocannon on the move and offer the same high speed of it's predecessor. Up close, these tanks can rip up most similarly priced targets but still need to stop to fire, potentially leading to issues when advancing or in a fighting withdrawal.

Price: 65

AMX-32
Prototype french tank that shares many of the advantages of the AMX-30 line in addition to a few other tricks. I has 1 less front and side but 1 extra rear armor then the brennus model and packs a stabilized 120mm main gun with greater AP. These tanks work great with when pared with the cheaper AMX-30s and can work in tandem to lead an assault then dig in while the 30s bound up to better positions. They retain the medium optics of the B2 but have a speed of 65 KM/H, right between the 30/30B and 30B2/30B2 brennus.

Price: 70

AMX-40
A direct upgrade to the AMX-32, the prototype 40 features the higher speed of 70 KM/H (same as the B2 and up) as well as better frontal and side armor (1 point each) then the brennus and 1 extra AP then the 32. Overall, these tanks are the peek of the AMX line and are perfect for leading a charge of other lower end tanks or used to flank targets preoccupied with stationary AMX-30s.

Price: 80

Lecleric
Prototype top line French MBT, the Lecleric packs a 70% accuracy, 70% stability, 22 AP main gun with a 12 RPM fire rate and an M2 machinegun. These beasts have 21 front, 7 side, and 3 rear and top armor and a 75 KM/H offroad speed. These tanks are perfect for maneuver warfare and work perfectly to lead a charge while covered by groups of stationary AMX-30s. They can outrun and outgun most other AFVs on the battlefield and are one of, if not the best tanks for maneuver warfare in the whole game.

Price: 165
French Recon
Alouette III
One of the two French recon helicopters. packing very good optics but no weapons, these recon helos work great when pared with armed helos or artillery. It is comparable to the REDFOR Mi-2, but a bit faster by 10 km/h, and with a better fuel efficency.

Price: 40

AML 90
Armored car packing a 90mm stabilized HEAT fireing main gun, the AML 90 can easily locate and destroy most AFVs and up to mid range tanks with ease. Their low cost, good optics and decent firepower make these units deadly scouts on their own and great fighting recon to mix in with tank formations or scout for fast, wheeled formations.

Price: 20

AMX-10 RC
Featuring less armor and AP on it's main gun then it's "tank" counterpart, these lighter recon models are easily able to spot targets with their good optics as well as swim across rivers and land on beaches. The added mobility of the amphibious option allows them to either move with their land locked counterparts or cross ahead of rivers and scout out safe bridges or land routes for them to follow.
Price: 40

AMX-13/90
Armed with a better main gun then the Harpoon, the AMX-13/90 maintains it's rapid revolving auto loader but uses a more powerful 90mm HEAT main gun. These recon tanks also feature good optics that let them spot targets for the rest of your formation. They are lightly armored for a tank but slightly above average for a recon unit, allowing these tanks to take more punishment them more fragile systems.

Price: 30

Commandos Para
Shock recon troops armed with SIG-542 rifles, the LARC F1 LAW and the AA-52 CQC capable MMG. These units benefit from a diverse selection of fast wheeled transports as well as transport helicopters perfect for rapid insertion. These units powerful weapons and very good optics allow them to find and destroy most if not all hostile units in the field. They work great pared with air mobile line/ ATGM/ MANPAD units for rapid helo assaults or as covert hunter killer/scouts.

Price: 20

Gazelle 341F Cannon
20mm armed recon helo with good optics that allow it to rapidly scout for indirect fire support or in hunter killer formations with more heavenly armed helos. The 20mm auto cannon is also great for shredding infantry units and soft/lightly armored vehicles. Their low price and high numbers allow these units to aggressively hunt command units and other hostile HVTs.
Price: 30

Hussards
Basic recon infantry with MAT49 SMGs and LRAC 73 LAWs. Their small 5 man teams shouldn't go toe to toe with other infantry without support but they can fight in a pinch. They work best pared with concealed ATGM units or set up on the edge of towns and tree lines to give you an early warning of hostile unit movement.

Price: 15

Hussards '85
A direct upgrade to the older '75 units, these 5 man teams upgrade to the FAMAS rifle and the LRAC F1, giving them greater range and firepower when they have to engage a target. They have slightly less efficiency against infantry in CQC battles but overall the added range and accuracy of the FAMAS tends to outweigh this. Otherwise, they function very similar to their older brothers and make a solid scout unit or picket defense.
Price: 15

M201
Unarmed recon jeep perfect for rapid scouting and covert observation of hostile forces. They lack armor and armament so their only defense is their stealth and speed. They have great fuel efficiency and rarely ever need to top off allowing them to quickly and effectively scout independently at the risk of getting attacked. These units are great to have alongside your ATGM units and even tank formations to provide cheap and effective recon. They should avoid direct combat and always move with an escort or stay hidden when near hostile units.

Price: 25

VBL
Lightly armored amphibious scout car packing a NF-1 MMG. These units are faster and sturdier then the M201 but at the cost of fuel efficiency. These units can defend themselves as a last resort but honestly work best when kept out of combat and used to covertly scout for better armed and armored units.
Price: 30

VBL Mistral
A direct upgrade to the basic model, this unit trades 400 rounds of 7.62 for it's MMG (they have more then enough still with 1200 rounds) for 6 mistrial missiles fired from a 2 rail launcher. These units are perfect for destroying hostile recon helos and work great when used as both scouts and light AA for small, fast moving groups of units.

Price: 55

VAB RASIT
Exceptional optics recon unit built on the VAB hull. These units still pack the same speed, armor and armament of their APC cousins but swap out the troop compartment for advanced scouting equipment. The massive range of their optics pared with their light armor and speed allow these units to effectively support everything from armored assaults to covert observation. Their high price and low numbers make these units very valuable and care should be taken to keep them up and running and avoid unneeded losses.
Price: 55
French Vehicles
AMX-10P/Milan
Amphibious Milan armmed AMX-10P that retains the 20mm autocannon. these units are great multi purpose fire support units and unlike most ATGM vehicles have decent firepower against helos and soft targets. Their 12 ATGMs are not the most powerful but can do a number on hostile AFVs and allow it to keep fighting where most other ATGM units would need to rearm.

Price: 30

AMX/HOT
A side grade to the 10P/Milan, the HOT version trades the autocannon for longer range, more powerful and higher storage of the deadly HOT ATGM. These units still have the amphibious mobility and armor of their older counterparts but trade versatility for longet range, higher accuracy and more ATGMs allowing them to better fight higher end AFVs.

Price: 40

ERC-90 Sagaie
Amphibious wheeled MGS packing a powerful 90mm HEAT F4 main gun and an NF-1 MMG, these units can rapidly carve a swath of destruction behind hostile lines and even make great naval landing/river crossing units. They can also be used to directly support fast moving wheeled formations as well as be pared with slower armored groups to give them some added firepower at a low price. Their high mobility limits their armor and thus their durability but for 25 points and their high availability they will not break the bank.
Price: 25

M201 106mm
Ligh AT/fire support jeep packing a 106mm M40 RR. The HEAT ammo they use can damage all AFVs but their low AP makes them more useful on lighter targets. They can also do a number on soft targets and are great inexpensive fire support units that can really give your infantry an edge against hostile troops and light armor.

Price: 10

M201 Milan
Light ATGM jeep with 4 Milan 1 ATGMs. These units can add some range to wheeled formation when fighting hostile vehicles as well as serve as ambush units and as a second line behind advancing tanks. It is of critical importance to make sure they are kept well supplied because their 4 shots will quickly be depleted when in a prolonged engagement.

Price: 15

P4 Milan 2
A direct upgrade to it's older cousin, the P4 Milan 2 features improved speed over the older M201 as well as deploying the improved Milan 2 with better accuracy and AP, allowing it to do more damage and hit more often. They still lack ammunition for prolonged fighting but will do ok if they are deployed near supply units to keep them up and running.

Price: 25

VAB Mephisto
Amphibous wheeled ATGM unit that mates the VAB hull with the HOT 1 ATGM. These units have less capacity then their AMX chassis counterparts but make up for it with much greater speed on the battlefield. They still have an impressive complement of 12 missiles allowing them to stay in the fight much longer then other wheeled ATGM systems but lack the armor of the AMX. Overall, these units work better in fast moving formations while their bulkier counterparts are better when pared with tanks or in defensive roles.

Price: 40
French Helicopters
Gazelle 341F Celtic
Light AA helo with 4 Minstrel missiles allowing it to engage hostile aircraft. They are great for supporting your ATGM/recon gazelles and other attack helos. They do need to rearm often and their low strength of 4 means they can easily be shot down if they get too close to hostile units.

Price: 70

Gazelle 342M Hot
Basic ATGM helo packing 4 HOT 1 ATGMs. These units are great for cracking open tanks and other AFVs but suffer from low strength, no armor and low payload (4 missiles). A great tool for rapid hit and run attacks on hostile armor but need to frequently land and reload from supply units. Overall they are great cost effective anti armor units but need to be taken care of to keep them out of the way of hostile AA and supplied with missiles to keep the fight going.

Price: 40

Gazelle 342M Hot 2
A direct upgrade to the older model, this unit packs the higher end HOT 2 ATGM. These missiles offer higher accuracy, stability and AP then the standard HOT. Overall, these units perform similar to their older brothers but have better performance against better armored targets but still lack large payloads meaning they need to reload at a supply unit after firing off 4 missiles.

Price: 55

Puma 330H Cassiope
Prototype fire support helo combining the deadly GIAT 30mm auto cannon with the flexible air frame of the Puma. The powerful autocannon on a flexible mount allows these units to quickly engage and stay on target more effectively then helos with fixed mount auto cannons. These units provide a great fire support package in a decent price and when working with other more specialized helos they can make a formidable combination.

Price: 40

Tigre HAP
Prototype AA gunship version of the Tigre attack helocopter. It combines a powerful autocannon and 44 SNEB rockets with the versatile mistrial missile. Although they lack the anti armor capability of their HAD brothers, these helos can still do a number to hostile armor and soft targets while keeping the sky clear of hostile aircraft.

Price: 100

Tigre HAD
The Anti Tank version of the Tigre trades 20 rockets and the mistrial missiles for 8 deadly HOT 2 ATGMs. These units are the best tank killers the french get and can easily destroy the best tanks on the battlefield in a few well placed shots. They can fight back against soft targets and helos but are not as effective as their HAP brothers at this job so work best when pared together or with other helicopters that are more specialized towards these jobs.

Price: 100
French Aircraft
Etendard IVM
Light bomber with twin 30mm auto cannons, 2 400 lb bombs and 10% ECM. These slow flying aircraft are great for hitting both soft and hard targets and can be used to hunt helos if needed but should always fly with an escort. They are inexpensive and come in decent numbers allowing them to be fielded in large formations when needed.

Price: 45

Super Etendard
Swapping the bombs and auto cannons for 20% more ECM and 2 deadly AS30L AGMs, these units are deadly tank hunters who's only real weakness are their slow speed and lack of any defensive AA weaponry. They should always fly with escort whenever possible and should stay away from other aircraft.
Price: 90

F-8E(FN) Crusader
Light fighter with 2 R.550 Magics and 4 20mm auto cannons. These aircraft only have 10% ECM and short ranged AA weapons but when used on lightly rammed multi role aircraft or used in numbers or with the support of fighters with longer ranged weapons they can really mess up even high end fighters up close with their high fire rate auto cannons.

Price: 60

Jaguar A
SEAD aircraft packing 2 30mm auto cannons and 2 AS-37 Martel AR SEAD missiles. These units are great when you need to quickly destroy hostile radar guided AA but it is important to remember that they can't engage non radar guided AA units. Their 30% ECM will let them avoid some incoming fire but care needs to be taken when engaging mixed groups of AA units or when your opponent knows it's coming and turns off their radar.
Price: 80

Mirage F1C
Basic fighter aircraft with 2 medium ranged super 530F semi active MRAAMs, 2 R.550 magic SRAAMs and 2 30mm auto cannons. The 20% ECM on these aircraft allows them to dodge some incoming fire and their high speed allows them to easily chase down escaping aircraft. Their decent price for the capability they provide allow them to deal with all but the threat of high end fighters (unless used in groups) and are more then a match for bomber and attack aircraft.

Price: 90

Mirage F1C-200
A direct upgrade to the F1C, the C-200 has longer range air detection, longer range on it's auto cannons, swaps the older 550 magics for the R.550 magic II (with longer range, accuracy and stabality). These aircraft still only have semi active missiles but can do a number on most aircraft and even against hostile jets with fire and forget MRAAMs they can come out on top when deployed in pares.
Price: 100

Mirage 2000C RDI
The Mirage 2000C RDI is the second best fighter in French inventory. These units are slightly faster then the F1C line, have 10% more ECM, better turn rate and trade the older super 530Fs with the newer, longer ranged, more accurate super 530D. They are great fighters and can go toe to toe with most aircraft in the game in the same price bracket but are still somewhat limited by their semi active MRAAMs when going 1 on 1 with fighters with F and F missiles.

Price: 120

Mirage FICT
Multi role cluster bomber packing 40% ECM, very good air detection, a 30mm autocannon, 2 SRAAMs and 6 7 AP cluster bombs. These multi role aircraft make good light fighters and great anti armor units for grouped formations of tanks and AFVs. They are best used with a supporting escort when bombing ground targets.

Price: 130

Mirage IIIC
multi role napalm bomber with 2 30mm autocannons, 6 napalm bombs and 2 SRAAMs, these aircraft can absolutely erase infantry and other soft and even armored units from woods or towns and anything not destroyed in the inferno will be panicked and stunned. They are great tools for slowing advances or for clearing units out of cover. They lack any ECM so they are easy to shoot down if deployed in areas with lots of AA. they can hold their own if needed against lower end aircraft but work best when bombing with an escort fighter so they can focus on the strike mission.

Price: 100

Mirage 5F
Similar to the napalm version, the 5F model trades the napalm bombs and 50 auto cannon rounds for 8 400 lb bombs and 10% ECM. They can easily erase soft ground targets and do heavy damage to armored ones. The high spread of their bombs allows them to carpet large formations of hostile units but spreads the damage out. Against fixed wing and helo targets these aircraft can be used as light fighters when needed but are limited in their lack of MRAAMs. They should always have an escort when bombing targets.

Price: 90

Rafale C F1
The best fighter in the French air force and one of the best in the game, the Rafale C F1 brings a single 30mm autocannon, 6 MICA IR SRAAMs and 4 MICA EM MRAAMs to the party on fast air frame with 50% ECM and great turn radius. They are a massive threat to anything with wings or a rotor and when deployed 1 on 1 will win most dogfights. They are very limited in numbers and very expensive so care should be taken to keep them flying.
Price: 180
West Germany National Overview
West Germany has high quality units pretty much all around, if you looked for them. Virtually every infantry unit is superior to all other BLUFOR nations when examined closely. They also have some of the most reliable armor in the game. Their units can be quite pricey though. It's about quality over numbers.

West German logistics is pretty great overall, when compared to other nations. Having a high speed, light armored amphibious APC, to the most expensive command tank in the game for BLUFOR (with good reason) the Leopard 2. West Germany also does have some very high capacity supply units as well, but they are a bit more expensive than other nations.

West German infantry is pretty high quality all around, especially with their LAW, every unit has a LAW capable of hitting a target at 700 meters, with the exception of the militia, who have a surprisingly good RPG as well. They also usually come with the best LMG in the game, in terms of fire rate.

West German infantry transports also tend to be of high quality, and surprisingly cheap, especially with the Marder series. Effectively better than a Bradley all around, with a slightly lesser quality ATGM.

West Germany also has some very high quality AA units, most notably the Flakpanzer Gerpard found within this category. There is also a decent selection of rocket artillery and mortars, but conventional howitzers are lacking in quality.

Probably what defines Germany the most, would be their tanks, which are used by quite a lot of other nations in the game. They have some of the highest quality tanks available, with a pretty amazing stabilizer on virtually every tank, decent armor for the price, and amazing AP power. Comparatively low availability though.

West Germany overall has some exceptional recon units, being able to effectively cover any role, including the PAH-2 Tiger, quite literally an omni-purpose helicopter.

Overall, the West German vehicle tab is lackluster, pretty much only containing tank destroyers, as well as a WWII flak vehicle.

There are very few choices for German helicopters, either a small weak chopper with ATGMs, or a prototype version with Stinger missiles.

West Germany does have a lack of a decent airforce, having only two Air Superiority fighters available to them, and their ground attack aircraft could be better.
West German Logistics
Fuhrungsgruppe
The command infantry unit of West Germany. Not too unalike from other command infantry units. This group is armed with a battle rifle, and the MG3, which is arguably the best MG in the game, for good reason. I won't get into why here, because that would imply it's OK for this unit to get in a fight. It's not.

Cost: 100 + Transport

ILTS Kdow
This is the common car CV shared with by a few nations. This thing is very fast in all circumstances, which is the main reason the price is 10 points higher than usual.

Cost: 110

FUCHS Fufu
This is the Fuchs, the general purpose wheeled APC for West Germany. Very high on road, and off road speed, very good amphibious ability and a point of armor all around. Great general purpose CV.

Cost: 120

M577G
The German M557. This unit is used by quite a few of the BLUFOR nations, and they are all identical. This version however is unique, as it can travel a smidge faster off road, and over water for the same price as the other nations M557. 2 points of front and side armor is something not to pass up.

Cost: 120

PzBefWg Leopard 1
The early German all around tank. This one given a command role. It's got some armor, starting at 8 on the front, making it reasonably durable against most lower end tanks, as well as a quite decent gun, with a pretty good stabilizer on it too.

Cost: 145

PzBefWg Leopard 2
The Leopard 2, the bread and butter of most BLUFOR tank decks. A very potent gun, combined with rather high quality armor for a command tank, make this a great unit for holding forward capture zones.

Cost: 170

MatTrsp CH-53G
Same as the US CH-53, in it's entirety. Very fast speed, very big size, and very high capacity.

Cost: 85

V-LKV MD Jupiter
The base supply truck for West Germany. Pretty decent all around, with a good supply load of 1100 units.

Cost: 20

Man Kati 6x6
Roughly the same as the above, but bigger, holding more supplies, being actually classed as a bigger target, and actually getting 10 Strength which is unusual for a supply truck (not that it makes much of a difference if the enemy plans on shooting it though).

Cost: 30
West German Infantry
Deckungsgruppe
The fire support team for the nation. Overall a very good fire support unit, especially with the rate of fire the unit has. Very high accuracy, very good AP power, and 2 HE power make this a very useful support unit. This unit is also capable of being transported in Marders for a minimal availability drop.

Cost: 10 + Transport

Fallschrimjager
The base Elite infantry unit for the nation. Overall a very powerful unit to use, especially in contested city sectors. SMG's, the I.MG3, arguably the best MG in the game, due to it's fire rate, and suppression ability, and the PzF 44, a quite good all around RPG.

Cost: 30 + Transport

Fallschrimjager '90
Same as the above essentially, but with generally improved weapons, this unit getting the H&K G11 (a rifle that probably would've been used if it weren't for the reunification of Germany), and the upgraded RPG, to the PzF 3, which is functionally identical to the REDFOR Vampyr RPG. The rifle does come with the minor downside of not getting a fire rate boost when within CQC though.

Cost: 35 + Transport

Fliegerfaust
This AA unit is armed with the Redeye, and is the only non prototype MANPAD available. Overall it's a bit mediocre, with a fairly low accuracy and HE power. It is reasonably cheap and high availability however.

Cost: 10 + Transport

Fliegerfaust 2
Same as the above, but with the Stinger C, doing nothing more than boosting Accuracy (by a lot) and bumping the HE power up to 5. This unit is defined as a prototype however.

Cost: 20 + Transport

Heimatschutzen
West German Militia. Overall, this unit isn't actually that bad. They have a reasonably good rifle accuracy level, and a pretty decent RPG as well. Honestly, this in my (subjective) opinion is actually a good unit for the price, once you get past the unloaded movement speed.

Cost: 5 + Transport (5)

Jager
This is the only "standard" infantry unit West Germany gets. A quite good unit for cross sector city defense, or for use in forests. They are armed with a battle rifle, and the conventional MG3 machine gun, both of which excel at taking down light units at range. Add the PzF 44 to the mix, and you have a great defensive infantry unit.

Cost: 15 + Transport

PALR Milan
This is your first, most basic ATGM team. Pretty low accuracy for an ATGM, but a pretty high AP power of 17, which is actually quite good for the price.

Cost: 15 + Transport

PALR Milan 2
Almost exactly the same as the above, but with 7 more AP power, and an extra 5% accuracy. Like the above, fairly low accuracy, but extremely powerful if it manages to hit. It can seriously mess up even the highest end tanks in the game, if it hits, and usually will 1 shot everything else.

Cost: 20 + Transport

Panzergrenadiere
Same weapons as the Jager, except with the I.MG3 instead of the base MG3. This unit is a great general purpose infantry unit, mostly due to their Shock training level boosting accuracy and fire rates. The I.MG3 usually makes up for the fact that a battle rifle is usually going to lose within CQC combat scenarios. This unit is also capable of being transported in the Marder IFV. along with the Deckungsgruppe.

Cost: 20 + Transport

Panzergrenadiere '90
Same as the above, but prototyped due to the fact that this unit is armed with the PzF 3, making them exceptional tank killers, along with good general purpose infantry units.

Cost: 25 + Transport
West German Transports
MD Jupiter

Transport model of the classic logistics truck, these basic wheeled vehicles will get your guys where they need to go fast on roads but lack any armor leaving them somewhat exposed if trucking directly to the front line, best if you keep them out of combat

Cost: 5

TPz Fuchs
I'm reasonably certian this is the fastest ground based transport in the game, able to reach 105 km/h offorad, as well as a high speed amphibious ability. A point of armor all around, and the MG3 make this a decent unit to chase down unarmored targets, like most rocket artillery if given the oppourtunity.

Cost: 10

TPz Fuchs Milan
Same as the above, but with the Milan 1 ATGM. Not much else to say about it here.

Cost: 15

M113A1G
This is the standard US M113 troop transport, but instead of being armed with an M2 Browning, this is armed with the arguably equal MG3. Pretty slow, pretty lightly armored. Pretty cheap. Carries essentially all the Infantry Germany has to offer.

Cost: 5

Dornier 205
The Huey. Pretty slow, and very flimsy, armed with a side mounted MG3. It's not much but it'll get the job done.

Cost: 15

TrTrsp CH-53G
West Germany seems to be the only nation that uses the CH-53 as a transport helicopter instead of just a supply barge. Very big chopper, very high speed, and very high fuel efficency, capable of almost going corner to corner on a 10v10 map if refueld once.

Cost: 20

Marder 1
The initial Marder IFV available to East Germany. A decent autocannon, which shares the same stats of the typical French autocannon. 3 front and 2 side armor also make it relatively durable for an IFV.

Cost: 15

Marder 1A1
Same as the above, but with the Milan F1 strapped onto the vehicle, making it serve decently well for it's own AT role.

Cost: 20

Marder 1A2
Same as the above again, but with an upgraded accuracy rating on the autocannon for the same price as the A1, the only penalty is that it reduces unit availability.

Cost: 20

Marder 1A3
Almost the same as the last, except that this unit gets an upgraded armor package, buffing armor on all sides by one, as well as upgrading to the Milan F2 for even better tank killing ability (assuming it hits).

Cost: 25

Marder 2
You might as well call this one a prototype light tank at this point. It's got 10 armor on the front, 5 on the sides, 4 on the back. It's also got a 70% accurate 50mm autocannon capable of dealing 6 AP to targets, along with a 1 HE value. I've used this unit to wipe enemy transport convoys before. It usually won't let you down if you can afford the price.

Cost: 35
West German Support
Flakpz. Gepard
The base Gepard radar AAA gun. Very good range for an AA gun, and reasonable accuracy at 45% although it does have a comparatively low effective rate of fire, and also can't fire on the move. Quite decent for the price.

Cost: 45

Flakpz. Gepard A1
Same as the above, but more accurate, and as a result, quite a bit more menacing. This variant can also fire on the move too, which is worth noting, making it decent against helicopter rushes.

Cost: 55

Flakpz. Gepard A2
Prototype version of the Flakpanzer. This variant gets a further accuracy buff on it's cannons, and also gets 4 Stinger infared AA missiles making it even more of a menace against most aircraft, and helicopters.

Cost: 65

FRP Roland 2
This is the same Roland series of missile the French use. This variant splitting the line between the French basic Roland and the Roland 3. As a result it's got greater anti aircraft range, lower anti chopper range, and a 65% accuracy. This package is also mounted on a Marder chassis which makes it slightly faster offroad compared to the French variants at the cost of a bit of front and side armor.

Cost: 50

FRP Roland 3
Same as the above, but with the French Roland 3 AA missile, which is identical to the French version with 3500 meter anti aircraft range, and 2800 anti chopper range.

Cost: 65

FRR Roland 3
Identical to the FRP Roland, but this one is mounted onto a truck granting significantly faster on road speeds, and slightly faster offroad speeds at the cost of literally all of the armor, which may be an issue if the enemy team starts targeting this with artillery compared to the FRP variants.

Cost: 65

Lars
Wast German basic MLRS truck. Each one of these trucks carries 36 HE rockets, which is pretty great for when you need to suppress enemy units. The dispersion is reasonably low too, but the range for a MLRS unit is somewhat short. It does make a decent suppression and killing tool on 1v1 and 2v2 maps though, since the maps are small enough that these will work from almost anywhere on the map.

Cost: 50

Lars-2
Same as the above, but with a faster offroad speed, which may, or may not be useful. Not much else is different here, except that this gets a slightly higher HE value per rocket, which is usually a negligable difference for such a price and availability difference.

Cost: 70

Mars
Identical to the UK M270 MLRS unit. 12 HEAT cluster missiles, essentially makes this unit the BLUFOR equivelant to the Smerch, but with a little bit less range. Fires off 12 6 AP warheads.

Cost: 120

PzH M109G
A conventional M109 artillery piece. This one can easily be argued to be terrible, with a very short range, and a very high dispersion for an artillery piece. Something one would only buy for it's 7 HE power, and even then, why?

Cost: 50

PzH M109A3GA1
A better version of the above, by a large margin, with much better range, and manageable shot dispersion.

Cost: 100

PzH M110
The standard M110 "tube" artillery piece. Pretty low shot dispersion, and very high HE power, but supprisingly short range when compared to the M109 above.

Cost: 70

PzMrs Hs.30
This is the base Mortar for West Germany, using the Tampella mortar, which is a fantastic general purpose Mortar with the max mortar range of 7700 meters, a very low dispersion for such a mortar, and 5 HE shells.

Cost: 35

MzMrs M113
Same as the above, in an M113 for higher speeds, better fuel efficency, and amphibious ability. Otherwise the two are identical.

Cost: 40
West German Tanks
KPz 70 Keiler
This is the German version of the MBT-70, as this tank concept was a joint venture with East Germany, and the US. Both tanks have the same armor package with 12 armor points on the front, and they both have the same speed and fuel efficency. The difference with the Keiler is that it gets an actual anti tank gun, which fires further, has a bit more AP, and less HE power. It also can't fire the ATGM. This tank is arguably better because of the main gun, although the MBT-70 in my opinion is a better general purpose unit.

Cost: 70

KPz M48A2G
This is the tank the above tank was intended to replace. The M48 is a pretty old, and overall mediocre tank with 5 armor max on the front. However it does have a reasonable gun, worthy enough in my opinion to be considered a cavalry tank instead of a MBT, since it does 9 AP damage with a reasonable accuracy. This tank also has an incredibly high availability too.

Cost: 25

KPz M48A2G2
Same as the above, but with slightly different weaponry. This version gets a slightly better main gun for tank killing, and switches out the M2 for the MG3. Not much else to say about it, since it's the same price. It is less available than the above M48 though (which honestly shouldn't matter).

Cost: 20

Leopard 1A2
This tank in many ways can be compared to the above and be considered the same. It's not by any means of course, but the basic stats are very similar. The guns share the same accuracy and AP power. The staple difference here is the stabilization which is 35% compared to the guns 45% accuracy, which is pretty amazing for such a cheap tank. It's also got an extra point of armor on the front and back compared to the above, minus one side armor. A very decent tank.

Cost: 30

Leopard 1A4
Similar to the above (of course), the primary differences being the gun, getting it's accuracy up to 60%, and 45% while moving, an extra AP point, and 2 more armor on the front.

Cost: 40

Leopard 1A5
Another linear upgrade, this one boosting accuracy to 65%, which is pretty damn amazing for a tank of the price, boosting the AP power by 4 more, and stabilizing the gun to 50% accuracy.

Cost: 65

Leopard 2
This tank can be easily compared to the M1A1 Abrams, or the M1IP Abrams, as this tank has 15 frontal armor, a 60% accurate main gun, 50% stabilization, and 16 AP power. It's very much of a powerhouse tank, especially for the price. The terrifying thing about this is that it can be used in a Pre-80's deck too if you wanted.

Cost: 80

Leopard 2A1
Same as the above, but with a bit more armor, slightly higher accuracy, and 2 more AP power. Still a great tank.

Cost: 100

Leopard 2A4
Same as the above again, this time only boosting the stabilizer by 5%, and further up-armoring the tank with 3 more points of armor

Cost: 130

Leopard 2A5
Arguably the best tank in the modern world. This tank in game has 22 points of armor on the front, a 70% accurate gun while stationary, and 65% while moving, firing 23 AP shells. There is essentially no availability for this tank though, so caution should be had, even with a tank of this quality.

Cost: 170
West German Recon
BGS
This is essentially a squad of Heimatschutzen with half the manpower in exchange for optics, and as a result higher price. These guys can't be relied on to do much of anything really, but they do have an optics value of Very Good, so they make good stationary spotters.

Cost: 10 + Transport

Bo 105M/VBH
West German standard recon chopper. Broadly comparable to the Redfor Mi-2, but faster. Not much else to say about it.

Cost: 45

Fernspaher
The sniper team. In general this is a very bad combat unit, and it can't really do much against armor, since they only get the M72, with 2 rockets. However, they are insanely hard to spot, and fast moving for infantry.

Cost: 25 + Transport

ILTS Aufk.
The recon jeep. Very good offroad speed, and very good optics mostly explain it's price. Otherwise, completely unarmed, and unarmored.

Cost: 25

Sonderwagon III
An armored car armed with a 76mm HEAT gun. Good optics, and a very low fuel requirement make it a decent fire support unit when needed to be. It barely has any armor though, at 2 on the front, and 1 everywhere else. German version of the FV601

Cost: 20

Pah-2 Tiger
This is the prototype German Assault/Recon helicopter. It's a jack of all trades really, with Stinger missiles, a rocket pod, and 4 Hot 2 ATGM's. It's also got armor on the front and sides, and a good stealth rating which is unusual for a helicopter.

Cost: 140

SpPz Luchs
A more modern APC like recon vehicle. This is armed with a 20mm autocannon, and the MG3. It's also faster, can go farther without refuling and is amphibious. It also has the same availability as the Sonderwagon.

Cost: 25

SpPz Luchs A1
Same as the above, but with better optics, and an accuracy upgrade for the autocannon. Quite useful utility unit.

Cost: 45

SPz 11-2 Kurz
I honestly didn't know this unit existed until I started doing this guide, since nobody seems to use it. This is a small, good optic recon vehicle, with an autocannon. There's not much else going for it, since it's rather slow offroad, but it does have a reasonably good fuel efficiency.

Cost: 15

PzAufk Leopard 1
The Leopard tank, with recon optics. This unt when compared to the usual Leopard 1A2, has slightly less frontal armor, a slightly superior gun, no MG, and the optics of course. Quite a good general purpose, and high availability support tank.

Cost: 30
West German Vehicles
Flakpz. M42A1
This is a late WWII, early Korea era AA unit, built off of the M41 light tank used by a few other nations in Wargame. It's not the greatest of AA units, although the guns will function. A unique feature of these guns is that they deal a 1.5 HE damage on impact, effectively meaning damage will appear to scale from 1 to 3, then 4 to 6 as a result of how wargame rounds out it's damage values. It's also got a few AP rounds that deal 2 KE AP damage for attempting to kill light units such as transports.

Cost: 15

ILTIS Milan 1
The basic car, with the Milan F1. Not much else I think I should cover here, except for the extremely high speed, at 110 offroad speeds, and the fairly low ammo count.

Cost: 20

ILTIS Milan 2
Same as the above, with the F2. Not much else to cover here.

Cost: 25

Kanonenjadgpanzer
One of the last "hunting tanks" Germany made. A relatively weak gun, with low AP (HEAT) power, and accuracy, which is usually made up with a rather high rate of fire at 12 rounds per minute, and a high availability. 3 armor on the front, and a small profile do protect it from the weaker AT weapons fairly well too.

Cost: 20

Marder VTS1
A prototype Marder with the L7 gun found on most BLUFOR Main Battle Tanks. A quite decent AP power of 15, and a decent accuracy of 40%. A point greater armor all around than the Kanonenjadgpanzer, but the gun has a very low rate of fire, at only 6 base rounds per minute. They do have auto loaded main guns, allowing them to function better then comparable units when demoralized. Decent for if you want to avoid the use of ATGM's for a fairly cheap price.

Cost: 25

Raketenjagopanzer 1
A fairly unique unit, armed with SS-11 ATGM's, which are broadly comparable to a Milan 1, but even less accurate. A decent alternative to the Kanonenjadgpanzer for the same price, if you'd prefer ATGM's over a fairly fast firing gun.

Cost: 20

Raketenjagopanzer 2
Same as the above, but on a bigger hull, which has more armor, and moves faster, and actually almost has optics.

Cost: 25

Jaguar 1
A Kanonenjadgpanzer hull, but instead of the gun, this unit gets a Hot 1 ATGM, which is better than the SS-11 missiles, by far in all respects, and a point less armor on the front.

Cost: 40

Jaguar 2
Same as the above, but trades off the HOT 1, for the I-TOW ATGM, which has less punch by 4, but it a much more reliable ATGM to hit with.

Cost: 40

Wiesel 1 Mk20
A very tiny armored vehicle with a 20mm autocannon, similar to the ones found on most French units. Low accuracy and AP power, but it does make a good fire support tool for suppressing enemy infantry units. Very poor fuel efficency is something to note, but the vehicle has a small fuel tank, so it's not hard to refuel it.

Cost: 15

Wiesel 1 Tow-2
Same chassis as the above, but with the TOW 2, which is arguably the best BLUFOR ATGM, with a 70% accuracy, and 25 AP power.

Cost: 50
West German Helicopters
Bo 105P/BSH
This prototype unit is the only AA helicopter West Germany gets. It's got 4 Stinger C Infared missiles, which are very reliable. The only major downside with this unit is the fact that it, itself only has 4 strength, which makes it very easy to kill.

Cost: 50

Bo 105P/PAH-1
Same chopper as the above, but with the Hot 1 ATGM's. Not much to say about it. It's decently powerful as an AT unit though, if the 50% accuracy is on your side.

Cost: 50

Bo 105P/PAH-1A1
Almost identical to the above, but with the Hot 2, which has a greater accuracy, at 55%, and a higher AP value, set to 25.

Cost: 60
West German Aircraft
Alpha Jet A
This is the German napalm bomber. A very high availability for a plane, as well as a low price, but the jet itself is one of the slowest in the game, just barely beating the A-10 Thunderbolt in speed, and has no ECM. Most likely a throwaway plane.

Cost: 50

F-4F
This is the base German Air superiority Fighter. It's only got 4 Aim-9F missiles, which are short range, and largely inaccurate, and of course the autocannon. I suppose this is a decent jet for the price, having 20% ECM as well, but I rarely see these successfully shoot down a fighter that costs more than them.

Cost: 70

F-4F KWS
This is the prototype version of the above, with much more reliable weaponry, having more accurate, longer range Aim-9 missiles, as well as the Amram radar guided AA missiles. 40% ECM is great too, but the plane is very pricy, and has a low availability.

Cost: 140

F-4F Peace Rhine
Same plane as the base F-4F, but with the more accurate Aim-9 missiles, as well as 2 Maverick AT missiles. Quite a decent plane in both roles, of air superiority against bombers and the like, and quite decent in an AT role.

Cost: 120

Tornado ECR
The East German SEAD plane. A very good, very expensive plane, with 4 Antiradar missiles, as well as 4 IR missiles for close defense, along with a 50% ECM, and high speed. An availability of 1 per card does make the loss of one of these, very painful however.

Cost: 150

Tornado IDS
A plane with largely the same functionality as the Peace Rhine, but with bombs instead of missiles, and a slightly higher ECM value.

Cost: 130
Canada National Overview
Canada, albeit not the most powerful nation in game, by far, has quite a few very powerful specialized units. They are desperately lacking in reliable AA solutions on their own.

Canadian command units are pretty average, and usually get the job done. None of them are particularly of note. Canadian cargo units tend to be faster than most other cargo units in the game, but generally have a lighter capacity than most other nations.

Canadian infantry, on their own are fairly powerful, provided they don't get involved in close quarters combat, since pretty much all Canadian infantry units are armed with battle rifles, with two exceptions. They usually have a decent LAW to use as well in most cases.

All Canadian infantry transports are amphibious (except for the prototype standard infantry IFV), or flying. In general they are all pretty fast, and well armored, but lightly armed.

Canada has very few units within it's support category, and the only radar capable vehicle is the prototype Centurion Marksman AAA. They do get the ADATS in this category, which is effectively a high power ATGM that can also fire at planes. In fact, every AA piece available to Canada, besides infantry based units, are all prototypes. Otherwise, their mortars, and artillery are a bit low quality.

Canadian tanks in Red Dragon, are mostly outdated. They get old Centurions, which aren't bad, and Leopard 1s, which also aren't bad, but faced against any major armor, these will be scuttled pretty quick.

Overall, Canadian recon is what can be expected. Mostly modified infantry transports, or helicopters. They do get the very useful Recce unit, which is a sniper team, armed with a 50 caliber sniper rifle, that deals AP damage against vehicles, and usually scores a critical hit on each shot.

The Canadian vehicle tab is mostly unimpressive, with the exception of the Chimera. A very powerful case made tank destroyer. Otherwise, it's mostly just ATGM carriers.

Every helicopter available to Canada is considered a prototype, all 3 of them built off the same helicopter, used in anti ground roles.

Canada gets a small, but very powerful airforce, with cheap ground attackers, and very powerful air superiority fighters, based off the F-18.
Canadian Logistics
Command Squad
The basic Canadian Command Infantry unit. Armed with a battle rifle, and a decent MG, both of which make them OK static defenders against enemy infantry if it comes down to it.

Cost: 100 + Transport

M38A1
Basic command jeep. Not much else to note about it here.

Cost: 100

ILTIS CP
A slightly more "advanced" command jeep. This unit moves significantly faster off road, able to move the same speed of tracked vehicles on road, which can be essential for the survival of this type of unit.

Cost: 110

Grizzly CP
This is the staple Canadian troop transport, used for a CV role. Very good maneuverability all around, and a point of armor all around. Is also armed with an M2 MG, but that rarely does anything useful.

Cost: 125

M577
An unarmed, armored, tracked CV, with 2 frontal, and side armor, which do help a lot when facing artillery bombardment.

Cost: 120

CMD Leopard C1
The Leopard C1 found under the tank tab. Exactly the same stats, and has a very decent gun for a CV. A bit lightly armored like the usual Leopard 1 variant though.

Cost: 150

CH-147 Cargo
A cargo Chinook. High speed, and 2500 unit supply capacity, as well as a high durability, if the enemy wants to try and shoot at it.

Cost: 55

M35 Cargo
A rather old, and basic cargo truck. Carries 800 units of supply. You can get quite a few of them in fou need them though.

Cost: 15

HLVW
Canadian prototype cargo truck. Much higher supply capacity, at 1750, as well as a much higher off road speed, if required.

Cost: 30
Canadian Infantry
Blowpipe
An awful AA missile, with only 20% accuracy, and a pretty short range. Very cheap though, and there is a massive availability.

Cost: 5 + Transport

Canadian Airborne
The base Canadian Paratrooper unit. Armed with a battle rifle, a Carl Gustav LAW, which is very powerful, and accurate, as well as a CQC, honestly a bit mediocre MG for CQC combat especially. Very good static defenders though.

Cost: 20 + Transport

Canadian Airborne '90
General upgrades all around, this time the unit gets the C7 assault rifle, a minor upgrade to the Gustav, giving it 2 more AP power, and the Minimi CQC machine gun. A great general purpose infantry unit.

Cost: 25 + Transport

Canadian Rifles
Canadian basic rifle infantry. Armed with a battle rifle, the C6 MG, which is decent, and the M72 (which I hate). Decent against light enemy units.

Cost: 10 + Transport

Canadian Rifles '85
Just barely better than the above, switching the rifle over to the C7, as well as upgrading the M72 to the A4 variant, giving slightly better accuracy, and more AP power. This unit also has the option to be carried in the TH-495, which is effectively a Canadian Bradley, or BMP-2.

Cost: 10 + Transport

Eryx
A fire support team armed with the C7, and a Fire Support variant of the Eryx, which is very accurate, and has a ton of AP power, going up to 25, but has a very short range for an ATGM.

Cost: 15 + Transport

Highlanders
Effectively the same as the base Canadian Airborne, but with a static LMG, insdead of the CQC capable SAW the airborne has, as well as a lesser training value. Quite decent general infantry, if a bit pricy.

Cost: 15 + Transport

Highlanders '90
Compare again to the Airborne, but this time the '90 variant. This time the major difference (besides training again) is that this unit gets the Eryx, which as stated before, is insanely powerful, if short range.

Cost: 20 + Transport

Javelin G\L
This is the much better alternative to the Blowpipe. It still requires LOS to the target, but the accuracy is acceptable, and each warhead inflicts 5 HE, which will seriously mess up most helicopters, and jets.

Cost: 15 + Transport

MAW
A fire support team, this time using the Carl Gustav. They also get an SMG, which is noteworthy.

Cost: 10 + Transport

Pioneers
Conventional flamethrower infantry, with SMGs. Not much else to say about them, except that they can use the TH-495.

Cost: 15 + Transport
Canadian Transports
M35
Your basic American made transport, similar stats to your logistics supply carrier model but instead of fuel, ammo, parts/spare people, this model carries infentry from point A to B, no armor, weaponry and limited offroad speed leave this vehicle as a poor option for the front line but a great tool to get your guys close enough to hoof it the last few kilometers there

Cost: 5

Grizzly
One staple transport of Canada. Very fast all around, including amphibious ability, as well as armed with an M2. Very high availability as well.

Cost: 10

Bison
Essentially the same as the above, but with a lesser quality MG, and 2 armor on the front and sides, which do often help a lot.

Cost: 10

M113A1
The typical M113 troop transport. This variant has an M2 for close defense. Otherwise, not much that's worthy to note of here.

Cost: 5

Th-495
Prototype canadian troop transport, with 2 armor on all sides, decent speeds for a tracked unit, and a decent 25mm autocannon.

Cost: 15

CH-118
The basic Huey with the usual door mounted MG. As noted beofre, this is fairy slow, and very weak.

Cost: 15

CH-135
Largely the same as the above, but more durable, and armed with a Minigun in place of the MG in the door.

Cost: 20

CH-147
The Chinook. High speed, and large size, with a high durability pool make this a decent helicopter to have on hand for a variety of reasons.

Cost: 25
Canadian Support
Bison 81mm
What it says on the tin. This is a Bison troop transport with the 81mm mortar in the back. Moderate range, moderate damage, and a fairly good dispersion value. 2 front and side armor also do help against counter battery.

Cost: 30

Wolverine
The only Canadian "AA" unit, and a prototype. Armed with the Javelin AA missile, and an MG. Not much else for me to note about it.

Cost: 35

Centurion Marksman
The only Canadian AA gun in the game, which is also unsuprisingly a prototype. Very good AA range versus helicopters, and jets, as well as a decent range. It's also got quite a bit of armor, and can survive SEAD strikes, with luck.

Cost: 50

M113 ADATS
An M113 with the omni purpose ADATS missile attached to it. Very powerful in both roles of ATGM, and AA missile, due to having an AP value of 25, and a HE value of 7. Rather limited availability however.

Cost: 110

M125
An alternative to the Bison, on a slower, cheaper platform. Otherwise they are largely the same.

Cost: 30

M109 R.C.H.A
The basic M109. Pretty bad in general, with a pretty short range for artillery of it's type, and a pretty high dispersion. 7 HE ain't bad though.

Cost: 50

M109A2 R.C.H.A
Largely the same, with more range, and slightly better dispersion. Still unreliable at best to hit near your intended target though.

Cost: 80
Canadian Tanks
Centurion Mk.5
The base Canadian Centurion. Overall, a pretty mediocre tank, with the exception of it's armor, which is pretty decent in general for the price, at a value of 9. The 8 AP KE gun is a bit worrying though, as most tanks have armor above this value. Incredibly slow off roads too.

Cost: 25

Centurion Mk.6
Essentially the same as the above, but with a slightly better gun, in all respects. Not much else to note here.

Cost: 30

Centurion Mk.11
Same as the above again, with more range, and a little more AP power.

Cost: 35

Centurion Mk.5AT
Same as the Centurion Mk. 5, with the same armament, excluding the obvious S-11 ATGM system strapped to the front of the tank. Generally mediocre compared to most other tanks that can shoot ATGMs, but i've used these to good effect versus enemies before, so it shouldn't be underestimated, especially in swarms.

Cost: 30

Leopard C1
The Canadian Leopard. Just like most other conventional Leopard tanks, with 8 armor, and a very accurate gun. The AP power on this model is rather low however, at 12.

Cost: 40

Leopard C2
Prototype Canadian upgrade of the above, increasing the armor quality a bit, and significantly increading the AP power of the gun up to 17, as well as the usual accuracy boost. A very powerful, and dangerous tank to face, if a bit of a glass cannon. Pretty high availability too.

Cost: 65

Leopard C2 Mexas
Essentially the same as the above, but with a much better armor package, going up to 14 on the front instead of 10, which makes it quite comparable to the armor of most, same price REDFOR tanks.

Cost: 85
Canadian Recon
CH-136
A rather basic recon helicopter, on par with the Huey in terms of speed. It's got very good optics though, and a minigun for personal defense, which actually works supprisingly well versus infantry (don't try it if you can avoid it though, obviously).

Cost: 50

Ferret Mk. 1
A cheap armored car. Good optics, an M2, and decent general speeds. I wouldn't reccomend this unit, but it does do it's job.

Cost: 10

Cougar Recon
A Grizzly, with a 76mm HEAT gun, and good optics. It makes a great fire support unit when combined with other wheeled units, although it's accuracy can be a bit low, and it must not be moving in order to fire.

Cost: 20

Coyote
A Bison, with Very Good optics, and given a Bushmaster autocannon. A great general purpose ground based recon unit, with mostly everything, except serious AT power.

Cost: 45

ILTIS Scout
An exceptional optic variant of the ILTIS car. Very high speeds make it a very useful "active" recon unit.

Cost: 45

M113 C&R Lynx
A M113 with optics.Not really great, but I would reccomend it over the Ferret in this case, since it can swim, which may be seful in certian cases.

Cost: 10

Pathfinders
Canadian Special Force recon. Overall they are simply OK as a Commando recon unit, armed with an AR, a (fairly low quality) SAW, and the M72. They are comparatively cheap though.

Cost: 25 + Transport

Recce
This unit it likely to be taken in any Canada involved deck if possible. This unit is a sniper team, but instead of the typical rifle caliber sniper rifle, this unit gets a .50 caliber sniper rifle, which has the longest range in the game for a sniper, and also, an AP value of 1 assigned to it.

Cost: 25 + Transport
Canadian Vehicle Tab
Chimera
This prototype "tank" is very powerful all around, with 20 frontal armor, and a 60% accurate main gun. Very useful in armored pushes, and used for static defenses, but potentially weak when ambushed, since this unit does not have a turret, and must turn to face it's attackers, usally leaving one side exposed to another enemy.

Cost: 120

Cougar
Same as the Cougar Recon mentioned before, but with Poor optics instead of Good. Same price, but this card has double the availability.

Cost: 25

LAV-III
A Buffalo with a TOW 2. Very accurate, and powerful ATGM.

Cost: 60

M113 106mm M40
An M113, with a recoilless rifle. Decent for general purpose fire support, with 12 AP, and 2 HE HE/HEAT rounds.

Cost: 15

M150 TOW
Same as the above, with a TOW missile. Decent accuracy, if comparatively low AP power of 15.

Cost: 25

M150 I-TOW
Same as the above again, but with the I-TOW. 20 AP powr, and 60% accuracy are not to be underestimated.

Cost: 35

M113 TUA
A M113, with the TOW 2. Not much else to say.

Cost: 55

M38A1 106mm
Same as the M113 variant, but on the back of an unarmored car.

Cost: 10

M151A2 TOW
A TOW on a slightly faster car.

Cost: 20

ILTIS TOW 2
A TOW 2 on the ILTIS, which makes for a great, and cheap way to get extra TOW 2 missiles on the field compared to armored alternatives.

Cost: 40
Canadian Helicopters
CH-118 Gunship
A conventional Huey, with 4 strength, as is usual for basic Hueys. This prototype version happens to be armed with twin miniguns, as well as 14 pretty accurate, but low power HEAT rockets. I've used this unit very effectively as a harassment helicopter, many times before. As a result, I do reccomend it, if you can handle the micro invloved, since their ammo doesnt last long if being used right.

Cost: 45

CH-135 Gunship
The slightly more durable variant of the Huey, armed with a pair of 70mm rocket pods. Decent hit and run choppers, but in my experience, rarely outright kill infantry squads on it's own, unless it's a 5 man or less squad.

Cost: 30

CH-118 SS-11
A Huey with a bunch of SS-11 ATGMs strapped to it. I personally have bad experiences with this compared to the Centurion AT, and wouldn't reccomend this, but your experience may be different, since a 17 AP missile still hurts a lot, if it hits.

Cost: 35
Canadian Aircraft
CF-101B Voodoo
Basic Air Superiority fighter. Armed with 4 pretty terrible IR missiles, with a very low accuracy value of 25%. I've never even see these missiles hit alone, so I strongly reccomend avoiding this one. Can be used for helo hunting.

Cost: 45

CF-104 Starfighter
A 0 ECM multirole fighter, armed with rockets, and some low end Aim-9 missiles. The rocket pods are very decent though.

Cost: 70

CF-116 Freedom Fighter
A basic bomber, armed with 3 500 kg bombs. 0 ECM, as usual, but 3 500KG bombs will usually kill anything they happen to land on.

Cost: 70

CF-18 Hornet
First Canadian plane with ECM. This aircraft is very fast in general, has 2 decent AIM-9 missiles, capable f killing a jet if they both hit, as well as 8 cluster bombs, which will seriously damage anything they land on, and outright kill most lighter units like transports.

Cost: 125

CF-118 Hornet
Air superiority variant of the above. With 6 Aim-9 missiles, and 2 Sparrow semi active missiles. This plane is a very deadly fighter at close ranges, and the Sparrow missiles actually work torwards this goal. The comparatively low ECM for a fighter may be something noteworthy here though.

Cost: 130

EF-101B Electric Voodoo
Prototype version of the Voodoo noted above, with 50% ECM, and 2 SEAD missiles. Very powerful, and quite hard to kill. Very good aircraft for the price.

Cost: 90
Denmark National Overview
Denmark is overall pretty restricted in terms of variety, but come with some of the most powerful infantry, and air control units in the game.

Command unit variety is pretty much the same as it is for Canada, almost entirely, except Denmark gets a Centurion command tank instead of a Leopard.

Danish infantry, all around is incredibly powerful, all coming with a MG3 for a machine gun, including the Militia class unit. They are fairly light in terms of ATGM ability though.

There aren't that many Danish infantry transports... at all. They are all 5 points each, and they do the job of getting you there.

Denmark has barely any artillery, but some great, and unique AA options, including the EOTS HAWK (a HAWK, not using radar guidance), and the Otomatic, which is effectively a tank destroyer that can reliably kill planes.

Denmark is again in the same boat as Canada in terms of tanks. They get Centurions, and basic Leopards.

Overall, Denmark doesn't have that many particularly good recon units, but what they do have can be very powerful, especially the special forces recon.

Denmark's vehicle tab is solely just ATGM carriers, take e'm or leave e'm.

Denmark has only 3 helicopters, and they are either ATGM carriers, or are armed with 20mm cannons.

Denmark gets some very unusual looking aircraft, which are all fairly average for their role. Denmark does get the F-16 however, which while is an alright plane, can be beaten by most enemy aircraft of the same price.
Danish Logistics
M/151A1 KV
Classic command MUTT, fairly fast on road and decently priced, useful for holding sectors that are already secure but can be used on the front lines if properly protected.

Cost: 100

M/113A1 FFC

Command M113, it can swim, has decent armor and can defend itself in a pinch with it's .50 M2 browning. can take some artillery fragments and small arms but should avoid direct contact with hostile forces.

Cost: 110

FFC Centurion

Armed with a 84mm main gun, M2 Browning HMG and with relatively thick armor, this command tank is perfectly suited to hold hotly contested objectives. It's not the best armed or armored command tank on the battlefield but it's armor and armament allow it to defend itself against hostile units (however like all CVs, it should be escorted) and protect itself from hostile artillery strikes.

Price: 130 points

Stabsdeling

Command infantry squad outfitted with the powerful MG3 and Gv M75, a copy of the C3 battle rifle, these units are still fragile and should always be protected when capturing a zone. They will fight relatively well for command troops due to their high end small arms but are helpless against armored targets due to the lack of AT an massed soft targets.

Price: 100 points

Forsynings Jupitter

Similar to it's West German counterpart, this supply truck has a large payload and decent speed both on and off road, it gets your ammo, spare parts and fuel where they need to go fast at a decent price.

Price: 20 points

Unimog Cargo


Although newer then the Jupitter, this truck is slower off road and carries a little less then half the supply as it's bigger, older counterpart. They do come at half the price so they are a decent alternative method of resupply if one wants something slightly less expensive.

Price: 10 points
Danish Infantry
Dragoner

Standard line infantry armed with domestic G3 clones, the low powered but fast fireing M72 LAW and the potent MG3, these troops will hold their own against most line infantry and if properly supported by numbers and fire support, more elite squads.

Price: 10 points

FPK

Elite special forces infantry armed with the 5.56 spewing M/85, M3 RR and the FN Minimi, these troops will mulch just about anything from tanks to infantry if used properly. They are fast, powerful and well armed but can only be deployed via MD Jupiter trucks and Lynx helicopters.

Price: 30 points


Haer Hjemmevaernet

Reservist infantry who's militia training is made up for by their employment of the MG3 machine gun at longer ranges and up close with their M/49 SMGs, their only real weak point militia wise is their low powered, low ROF Super Bazooka. If grouped together or used with support of other infantry, their low price and high availability can give you an edge when clearing out a hotly contested forest or town.

Price: 10 points

Ildstottegruppe

FIST team packing the M2 CG RR, and domestic G3 rifles, these troops will do a number on any armor unlucky enough to get within range and can do a number on hostile infantry at ranged engagements, should be backed up by "traditional" style infantry squads and be used to provide them with fire support.

Price:10 points

Ildstottegruppe '85

Similar to the '75 version, these troops pack the longer ranged, more powerful M3 CG, improving their ability to support infantry and destroy tanks at the cost of lower availability and a 5 point price increase.

Price: 15 points

Livgarden

Shock troops armed with L. MG3 SAWs, Gv M/75 battle rifles and the deadly M2 CG, these shock troops hit hard, move fast and are carried in sturdy, swift and swimming M113s, don't underestimate these troops when you encounter them in city or forest fighting.

Price: 20 points

Livgarden '85

Like their '75 era counterparts, these shock troops mean business and pack the longer ranged, more powerful M3 CG RR at the cost of availability and an extra 5 points.

Price: 25 points


LLRKT Hamlet

Domestic copy of the US Redeye, these low cost MANPADs make up for low firepower, accuracy and range with high availability and a low price, these units are good for dealing with hostile helos and can occasionally cause issues for fixed wing aircraft, make a good part of a layered air defense network.

Price: 10 points

LLRKT M/93

Stinger C armed MANPAD team that at twice the cost and lower availability bring much more powerful, longer range and more accurate IR AA missiles compared to the older Hamlet/Redeye squads, best if used similar to the Hamlet teams to protect units on the front line but with higher performance.

Price: 20 points
Danish Transports
Lynx


The only transport helicopter available to Danish troops, it's quick, well armed for it's role as a light transport (MG-3 door gun) and will get your troops where they need to go in a hurry.

Price: 25 points

M/113A1

Tracked, amphibious and lightly armored, this classic APC can transport most infantry and can provide light fire support with it's M2 machine gun. Very useful when having to cross rivers or land troops on hostile beaches.

Price: 5 points

M/113G

In exchange for a later introduction date and a little speed, this upgraded M113 possesses additional front and side armor that will help keep the troops inside safe and allow it to take a little more abuse then the A1 model.

Price: 5 points


M6 Mosegris

Originally produced by Canada during WW2, these quick, unarmed, lightly armored APCs are a great (and only) way to get your militia infantry where they need to go. Although they have armor on the rear, sides and front, they have no top armor and only have a strength of 5. They should avoid incoming fire whenever possible and are best used as battle taxi's to move troops back and forth.

Price: 5 points

MD Jupiter


German made transport truck used to move around command, recon and special forces troops, they have no armor and but are cheap and quick, best used as a pure battle taxi.

Price: 5 points
Danish Support
GMC M450

Although this truck mounted quad .50 can't engage fixed wing aircraft, it will do a number on hostile helos and soft targets. This light SPAAG is great for fire support and will mulch anything from infantry up to lightly armored vehicles. When close enough to hostile helicopters it can shred even armored KAs and Hinds with sustained fire.

Price: 10 points

M/125

M113 packing an 81mm mortar, this light artillery will fire rapid bursts of shells that are great at taking on infantry and soft targets although sustained fire will panic and eventually destroy even heavenly armored targets. Able to cross rivers and land on beaches, this unit is perfect for shoot and scoot tactics.

Price: 30 points


SHK M/109G

An american classic with German upgrades, this 155mm howitzer is great for taking on even heavily armored tanks with sustained fire but it truly shines at uprooting entrenched infantry and destroying hostile AAA or ATGMs. Always remember to relocate after you fire and keep an eye out for hostile artillery that you can counter battery.

Price: 50 points

SHK M/109A3

Upgraded with greater range and better accuracy thanks to a longer gun, this is a direct upgrade to the older M/109G. This unit also holds additional ammunition so when deployed away from a FOB or supply units it can keep the rain falling longer before it needs to rearm.

Price: 100 points


M/727 HAWK

The basic model of the American made heavy SAM, this unit is great at taking down fixed wing aircraft and is a nightmare to encounter with helicopters. Their only weaknesses are their low strength (although they do have front and side armor), low ammunition capacity and the fact they need to be turned off when dealing with hostile SEAD.

Price: 40 points


M/727 I-HAWK

A direct upgrade to the older HAWK, this SAM has upgraded missiles with longer range and greater accuracy in exchange for an additional 20 point cost.

Price: 60 points

EOTS I-HAWK

This deadly prototype SAM features all the perks of the I-HAWK with the addition of EOTS guidance, meaning that even when turned on it is completely immune to SEAD aircraft.

Price: 75 points

OTOMATIC

Ever wondered what would happen if you put a 76mm naval gun on a Leopard 1 hull? This is the result, the ONTOMATIC's main gun can be used on both aircraft and even tanks, it's rapid fire rate and it's large caliber equal a closed casket to anything unfortunate enough to come into range of it's gun. This prototype SPAAG is radar guided so be careful when you see or know the other team has SEAD aircraft on station.

Price: 80 points

Danish Tanks
Centurion 84mm

The basic British made Centurion is armed with a low caliber gun but possesses decent armor for a low end tank. Armed with it's 84mm cannon and a .50 M2 machine gun, this tank's main weakness is it's slow speed offload as well as it's low AP and HE power on it's main gun, it is still a good fire support platform and can do a number on even higher end tanks if it can close the distance, best used in groups to support better armed tanks or to escort infantry and their transports.

Price: 25 points


Centurion 105mm

A faster, up gunned upgrade to the older 84, this tank is still somewhat slow off road but possesses a harder hitting and longer range main gun then it's older counterpart. for 10 points you get additional range, better accuracy, stabilizers and a higher AP main gun and 5 extra KM/H.

Price: 35 points

Centurion MK5/2-DK

A further upgrade to the previous centurion, for another 10 points you get an additional 5 KM/H, even more AP, accuracy and stability to the main gun. This 45 point tank is a formidable opponent to the mid to high end T-54/55s and T-62s you might face but might have issues with higher end platforms such as the T-64, 72, 80, ect.

Price: 45 points

Leopard 1A3-DK

German designed Leopard 1A3 with Danish upgrades, this tank is fast, accurate and powerful but has relatively thin armor. These tanks are great for hit and run attacks and can do a lot of damage to hostile armor if properly supported.

Price: 40 points

Leopard 1A5-DK

Further upgrade to the 1A3-DK, this tank like it's German brother possess a more powerful, accurate and stabilized main gun, additional armor and better optics compared to the A3-DK. This tank is the best Denmark has and although no match for the highest end tanks one on one, it can be used in groups and ambushes to engage much higher end hostile tanks.

Price: 65 points
Danish Recon
Cayuse

An unarmed MH-6 Littlebird with very good optics, this very small recon helo is small, making it hard to detect and hard to hit but it's strength of 4 means that it should be kept out of the fight.

Price:45 points


Scout Defender

Like the Cayuse, this recon helo is very small and fragile but in exchange for only good optics you gain 14 70mm FFAR rockets. These are useful for finding and killing lightly armored units like ATGM teams or carriers, artillery infantry or hostile recon units. they only have a few rockets so make sure to rearm whenever you get the chance.

Price: 30 points


Jaeger

SF recon teams armed to the teeth with I-MG-3 SAWs, Hovea M/49 SMGs and the infamous M2 CG RR. They will crush, kill and maim anything unlucky or dumb enough to get in their way without support. They can be used for CV hunting, supplementing traditional infantry with their better optics or just hiding in the woods calling out any hostiles they see.

Price: 30 points


Jaeger '90

Like their '75 counterparts, these troops are armed with the best of the best. packing suppressed MP-5s for ambushes (just make sure if you try this turn the SAW off), the infamous 5.56 Minimi SAW and an upgraded M3 CG RR, these are not infantry that should be underestimated.

Price: 30 points


M41A1
An American Walker Bulldog light tank tricked out for recon duty, it's main gun and armor are weak by tank standards but when it comes to recon units they are fairly well armed. These can be used by themselves for forward recon or be mixed in with your regular tanks to give them a little more firepower and the benefit of better optics.

Price: 15 points

M41 DK1

More accurate, harder hitting and more fuel efficient upgrade to the classic M41A1, these light recon tanks also have slightly thicker armor then their predecessors. They are a direct upgrade to the older version and work best when used with similar tactics.

Price: 25 points

Vildcat

This amphibious recon vehicle is simply a M/92 PNMK with some of the ammo swapped out for better optics. They work well with their FSV cousins and make efficient hunter killer teams when pared together.

Price: 25 points

OPKLARINGS M/151

Recon MUTT armed with the deadly MG-3, packing very good optics, great off road speed, it's only downside is it's lack of armor and low strength. Although powerful, the MG should only be used in self defense or as a last resort.

Price: 25 points

SPEJDEROGN M/95

Prototype light recon vehicle armed with an MG-3, it has a high off road speed, light armor and a strength of 10. Like it's unarmored MUTT cousin, it should stay out of direct combat and only use it's MG in self defense or as a last resort.

Price: 30 points


Spejderne

Basic 5 man recon team with regular training, they are armed with GV M/75s and M72 LAWs, they are great to hide in bushes or forests to keep tabs on hostile troop movement and can be used in cites with other infantry to give them a heads up on incoming attacks. Their small squad size means they should avoid direct combat but they can lend other squads a hand in a pinch and if forced to can fight back fairly well.

Price: 15 points
Danish Vehicles
Laro 106mm RR

A danish Landrover mounting the classic M40, great for ambush and hit and run tactics, it's lack of strength and armor are made up for by it's rapid speed and potent armament, easily destroying hostile units many times it's price due to it's HEAT rounds.

Price: 10 points


Laro TOW

Landrover mounting a basic ATGM, this fast moving unit can take on anything from APCs to tanks as long as it keeps it's distance, it can only carry limited ammunition so care should be taken to keep it rearmed in the field.


Price: 25 points


Laro TOW-2

A direct upgrade to it's older counterpart, it fires upgraded TOW's that are both harder hitting and more accurate then the base model, allowing it to take down even the heaviest tanks with ease.

Price: 45 points


M/113A1 TOW

Tracked, amphibious and lightly armored, these ATGM packing boxes on tracks can dish out a lot of hurt to tanks and other AFVs. They are more durable then their Laro counterparts but should be kept out or range of hostile units and stay out of direct fire. Perfect for escorting their infantry carrying counterparts.

Price: 25 points


M/113A1 TOW 2

Armed with top of the line TOW 2's, this unit is a direct upgrade to the older model, it is a major threat to any hostile ground vehicles within it's range but care must be taken when hostile helicopters, mortars and howitzers are operating in the AO.

Price: 50 points.


M/92 PNMK

Amphibious 25mm autocannon armed FVS on a M113 hull, this vehicle is great for escorting the lighter armed M113s and infantry as well as supporting tanks and forming hunter killer groups with their Vildkat recon counterparts.


Price: 20 points


Danish Helicopters
Fennec 20mm


Light attack helicopter armed with twin 20mm autocannon gun pods, these nimble choppers can make quick work of lightly armored targets and hostile helicopters (as long as they are no armed with AA missiles). Great when pared with their tank busting TOW armed counterparts.

Price: 30 points

Fennec TOW-2

Swapping gun pods for ATGMs, these helicopters will blast through hostile tanks and AFVs with ease, care must be taken to properly protect them from AAA and they do need to rearm frequently. They work well with their 20mm packing cousins to provide well rounded air support for ground troops.

Price: 55 points

TOW Defender

MD500/little bird armed with 4 basic TOW missiles, this very small helicopter is fragile but hard to hit. It can dish out a lot of damage with it's 4 TOWs but needs to rearm frequently and should be kept away from anything that can fire at it.

Price: 40 points
Danish Aircraft
F 35 Draken


This multi role fighter bomber is armed with the hard hitting 10 HE AGM-12C Bullpup, one of the few high explosive AGM's in the game allowing it to attack infantry in addition to vehicles, this also allows one to fire position on unseen targets. It also packs 4 AIM-9L's and autocannons to protect it when hunting ground targets or allowing it to aggressively attack hostile aircraft.


Price: 100 points


F 35 Draken WDNS

Switching the AGMs and IR AA for 6 500 pound bombs, this variant is best used only for ground attack but can in emergency use it's autocannons for self defense. It is great for destroying grouped units, vaporizing infantry and lightly armored units and doing serous damage to even heavily armored tanks.

Price: 120 points

F-100D

Armed with quad 20mm auto cannons and 76 hydra rockets, this ground attack aircraft will wreck any lightly armored units and infantry. It can do a number on better armored targets, completely destroying them if used in pares or more. Their quad 20mms are great for hunting helicopters and can do a number on hostile fixed wing aircraft as a last resort.

Price: 65 points

F-16A BLOCK 5

Multirole fighter bomber armed with a 20mm Vulcan, 2 AIM-9L's and 12 cluster bombs, it can heavenly damage or completely destroy most armored vehicles and can both defend itself or engage most attack aircraft but should avoid direct contact with hostile ASFs.

Price:125 points

F-16A BLOCK 15

ASF F-16 armed with AIM-9M sidewinders and AIM-7M Sparrows and a 20mm Vulcan autocannon, it's capable of engaging both fixed and roto wing threats. The only major drawback of this aircraft is it's limited payload of 4 missiles total.

Price:120 points


F-16A MLU

Multirole aircraft armed with AGM-65s for tank busting and aim-120A AMRAAMs and a 20mm autocannon for aircraft, this plane has 40% ECM meaning it can pull off some high risk strikes with a better chance of completing the mission.

Price: 160 points


Starfighter

F-104 armed with a 20mm autocannon and 4 MK 77 napalm bombs. Perfect for clearing out entrenched forces or cutting off roads and passes, this unit excels at melting infantry and other soft targets but it will panic and with enough time destroy better armored ground units.

Price:80 points

CF-104

Canadian made F-104 derivative armed as an ASF, it packs 4 aim-9Ls and a 20mm Vulcan autocannon allowing it to hunt both helicopters and fixed wing aircraft. One downside to the F-104s is their poor turn radius but in groups they can overwhelm even high end fighters.

Price:60 points
Sweden National Overview
Sweden is definitely a unique country, as represented in Wargame. They use, effectively their own equipment for everything, and are fairly strong while doing so.

Swedish logistics units in general are pretty generic, like most other nations, with the exception that they use their own APC, and command "tank". They have very light capacity supply units, but they are fairly cheap.

Swedish infantry units are surprisingly powerful, particularly using their ATGM, or AA missiles, which are unique to Sweden, their ATGM is tied with the French prototype Milan F3 for the highest AP power for an infantry based ATGM in the game. Sweden also has one of the most powerful special forces unit in the game for cross-sector defense.

Swedish infantry transports are largely unimpressive, with the exception of the STRF 1940, which is quite capable of dealing with most REDFOR IFVs when neccesarry.

Sweden has some of the best artillery units available to BLUFOR, the Amos, a double barreled mortar, and the Bkan, an artillery piece with an autoloader, capable of firing almost double the density of a comparatively sized artillery piece. They also get some unique, but largely ineffective AAA.

Sweden also has some surprisingly good armor as well. They have either, old Centurions, a modified Leopard 2, and their own, case made tanks, the STRV 103 Series which have average armor, can only shoot forward, but have amazing rates of fire for any tank.

Sweden doesn't have that many recon options, and for the most part, excluding the recon infantry, can't really handle well in a fight.

Sweden is also light in the Vehicle category, they only have a few AT units in here, including a few cheap, but well armed mobile gun platforms.

Sweden barely has any helicopters, only an I-TOW carrier, cheap, but fairly reliable AT ability.

Sweden has a small, unique airforce, with planes that have either poor survivability, but a lot of availability, or vice versa. They can usually handle well on their own, but are almost always inferior to other jets of the same price.
Swedish Logistics
Stabsgrupp

Swedish command troops armed with domestically produced G3's and 6.5mm M240s. They are best kept away from direct combat and should always have other units protecting them. Come in a variety of transports for any situation.

Price:100 points

Stabstgb 1313

Fast moving wheeled command vehicle, unarmored and with low strength. These relatively inexpensive command vehicles can quickly capture an hold a zone but only when properly protected.

Price:105 points


Stripbv 3021


Amphibious command IFV with light armor and a 20mm autocannon, it can defend itself from hostile helos and lightly armored units that stray too close but should be protected by other units. Can survive a few shells or mortars landing near it but should relocate when fired on.

Price: 130 points

Stripbv 90

This prototype Swedish command IFV is armed with a dummy 40mm main gun and only possesses a MMG for self defense. It makes up for this with relatively thick armor and decent speed. This unit can survive a few shells and possibly a frontal hit from low powered AT but really needs to avoid combat and should be supported by other units.

Price: 130 points


Stristrv 103B

Command S tank armed with a 105mm main gun and MMG. This unit lacks a turret and the ability to fire on the move but makes up for this with a small size, high fire rate and decent armor. This unit can defend itself but like all command units it requires protection and is a prime target for hostile forces. This is the only amphibious command tank in the game (and by extension the best armored amphibious CV as well).

Price:150 points

Amfibiebil 101

Domestic copy of the amphibious UK made Alvis Stalwart, this supply truck is able to bring fuel ammo and spare parts/men to places other ground supply units would find impossible. It is quick in the water and on land and holds a decent load of 800 supply units.

Price:15 points

P93 Scania

Faster off road then the Amfibiebil 101 and carrying an additional 300 supply units, this is offset by it's lack of amphibious capability. It is never the less a decent supply truck and will keep your units in good fighting order.

Price:20 points

HKP 4A

Swedish version of the CH-46 used to resupply troops in the field. It will quickly get your supplies to the front line or can be staged in the rear and transfer their cargo into empty supply trucks. it is fairly fast at 270 kph and hardy with a strength of 8, it can take some fire if need be but should avoid overly hot LZs.

Price: 25 points

Swedish Infantry
Hemvarnsman

Old school Swedish reservists packing Swedish Mausers, Miniman AT rockets and domestically produced BARs. One notable feature about these troops is that they are not only reservists with MGs but non static MGs. They can't be used in CQB like SAWs but can fire on the move. They are pretty high end when it comes to reservist infantry but should be used in larger numbers or with the support of other troops.

Price: 10 points


kustjagare


Elite Swedish SF packing AK4's, M2 CG RRs and KSP m/58B SAWs. These guys are tough fighters with 15 man squads that can mulch most infantry and vehicles as long as they are supported and not outnumbered. They are only able to ground insert in unarmed Amfibiebil amphibious trucks and helicopters, potentially limiting their ability to insert into heavenly occupied areas.

Price: 35

kustjagare '90

Like their '75 variants, these 15 man SF squads are armed with even more lethal weapons such as the AT12T LAW and the AK5 rifle. They are now even more deadly up close thanks to their higher fire rare assault rifles and can crack open even the strongest armored tanks and AFVs.

Price: 35 points


Lvgrp RBS 70

5 man MANPAD team with a powerful 4 HE missiles and M/45B SMGs. They are a lot sturdier then the contemporary 2 man teams. They are guided and not F&F so should not move until they hit their target.

Price: 20 points


Lvgrp RBS 90

Direct upgrade to the older RBS 70 with longer range, better accuracy. They are overall provide a slightly larger and more reliable AA net at a slightly elevated cost. They are still guided and not F&F but still have a large size compared to most MANPAD teams.

Price: 25 points


Norrlandsjagare

Airborne shock troops packing AK4's, M77 RR and and a SAW. These troops are fast, deadly and tough at 15 man squads. Their AT has relatively long range and decent AP so they catch a lot of FSVs off guard. They are great for initial land grabs or behind the lines insertion, perfect for harassment.

Price: 30 points


Pansarskytte

Line troops with the AK4 battle rifle, M2 CG RR and KSP M/58 MG. They have really good AT for line troops and are able to deploy a variety of platforms from APCs (wheeled and tracked) and IFVs to helicopters.

Price:15 points

Pansarskytte '90

Packing less accurate but higher fire rate and AP AT4s, these line troops are great for city fighting and have have additional transport options compared to the '75 version. Consider them a direct upgrade in everything but AT accuracy.

Price: 15 points


Pvgrp RBS 56

5 man ATGM team with a heavy duty 26 AP missile. They will cream any armor dumb enough to get too close to their position, their 5 man size allows them to take a little more punishment compared to traditional 2 man teams and pack M/45B, that allow for self defense.

Price: 30 points

Stormpionjarer

Flamethrower troops armed with M/45B SMGs and M/41 flamethrowers. These troops are the ultimate city clearing unit due to their great CQB armament. With proper AT support and other infantry to back them up, no troops are safe from incineration.

Price: 15 points

Swedish Transports
Amfibiebil

Amphibious transport truck able to carry your troops across water, they are unarmed and fragile but are relatively cheap and fast. These trucks are able to rapidly transport reinforcements into relatively secure areas or moving around rear line support troops that are less likely to come under direct fire. They can also deploy troops into secured naval zones allowing for large scale flanking maneuvers because of their low price.

Price: 10 points



PATGB XA-180


Fast, amphibious and with decent armor, this APC will get your troops to their destination quick and safely. They are extremely fast in the water as well as on land allowing for rapid transport of troops from naval zones as well as crossing rivers. Their 2 frontal and side armor let them take a decent amount of punishment from small arms and artillery shelling as well as lower AP weapons.

Price: 10 points



PBV 302A

Amphibious IFV armed with a 20mm autocannon and 2 frontal armor in addition to 1 armor on the top, sides and back. They are fairly priced and decent for both fire support and protecting the troops they carry. Suitable for coastal assault as well as river crossings.

Price:15 points


STRF 9040

Heavy duty IFV with 4 front, 3 side and 2 top and rear armor. They are armed with powerful and accurate 40mm autocannons making them great for destroying hostile ASVs and infantry. They are just as fast as the lighter armored PBV 302A but are unable to cross water. When assaulting towns they can take point followed by lighter armored transports.

Price: 25 points


TGB 13

Quick unarmored low strength transport vehicle for moving recon and command troops. They are extremely fast off road and can push recon troops deep behind hostile lines and rapidly transport command troops onto an objective. They are unarmed so should not get involved in direct combat.

Price: 5 points


TGB M/42

Lightly armored wheeled APC armed with 2 domestically produced Browning M1917 machineguns. They are inexpensive, have an extremely high fire rate but should not engage targets directly but be used in support of their dismounted infantry. They have no top armor so care should be taken when howitzers and mortars are in the area.

Price: 10 points


HKP 3C

Swedish UH-1 armed with an MMG, it is able to carry airborne shock, command, SF recon and infantry teams into combat. It is fairly fragile so should discharge troops if in safe LZs when possible, can provide limited fire support after unloading troops.

Price: 15 points

HKP 4C

Swedish seaknight armed with a 7.62 minigun, it is better armed, faster and stronger and more expensive then the HKP 3C but is less maneuverable meaning more time spent landing to unload. They are great for fire support after unloaded and are great for behind the line harassing ops. These helicopters have massive fuel efficiency allowing them to redeploy your troops wherever they are needed several times before needing to refuel.

Price: 20 points
Swedish Support
AMOS

Prototype dual 120mm mortar system, It has HEAT rounds for self defense but should stay far behind the front line. The fire rate is very high allowing for extremely rapid and heavy mortar support. They are very cost effective for only 65 points and are great for destroying infantry, light and with sustained fire heavy AFVs.

Price: 65 points


Bkan 1A

Rapid firing 155mm howitzer able to deal with even armored threats. This howitzer will rapidly and accurately cripple or destroy any target on the battlefield. It is lightly armored allowing it to survive light counter battery but should be shift moved after firing on a target like all artillery units. Armed with a MMG for self defense, it lacks direct fire defensive capability. Limited ammo capacity so care should be taken to frequently rearm.

Price: 120 points


Bkan 1C

Upgraded with better fire control from the 1A model allows this 155mm howitzer to aim faster and fire more accurately then it's older counterpart. This SPH is a direct upgrade to it's older model at the cost of a higher price and prototype status. Like the 1A, it only holds 14 shells so having supply units nearby is important for sustained fire.

Price:130 points


LVKV fm/43

Classic circa 1943 SPAAG upgraded with better engines. Armed with two 40mm autocannons, they will make short work of hostile helicopters and can down careless fixed wing aircraft. The biggest downside to this unit is it's extremely low fuel economy, making them dependent on refueling relatively frequently.

Price: 10 points


VEAK 40

Prototype SPAAG armed with upgraded 40mm radar guided autocannons. They are accurate and hard hitting but need to be turned off if hostile SEAD is spotted. They are great for protecting your front line troops and tanks from hostile helicopters and fixed wing aircraft and can be used as fire support when needed.

Price: 40 points

LVKV 90

Prototype SPAAG based on the STRF 9040 hull, it is one of the few support tab SPAAGs with AP ammo for it's highly accurate 40mm autocannon. This unit excels at destroying helicopters and aircraft, punching through armored air frames like the SU-25, MI-28, MI-24, ect. They can keep pace with their IFV cousins and can easily destroy lightly armored vehicles and provide fire support on soft targets as well.

Price: 50 points

LVRBV 701

Amphibious and armored RBS-70 launcher, this vehicle is also armed with a self defense MMG allowing additional firepower against helicopters and a means of defense against ground units. They still should be used with escorts or to escort ground troops, they are great for naval landings and river crossings. They carry 12 missiles each allowing for sustained non radar air defense.

Price:25 points


RBS 67 HAWK

American made classic heavy SAM. although lightly armored in the front, the low strength and lack of defensive armament means you need to escort these heavy hitters. They use the basic MIM-23A HAWK missile but are still deadly when used against aircraft and helicopters. They are slow moving off road and have limited ammo so support in the form of escort and resupply is needed to get the most out of this system. They are radar guided so care needs to be taken when hostile SEAD aircraft are in use.

Price: 40 points

Rover RBS-70

MANPADs mounted on fast moving land rovers, these units are fragile but fast and can provide short range air defense for rapidly moving assaults. They carry limited missiles so frequent rearmament is needed for continued usage. They do need to stop moving to fire.

Price:30 points

Rover RBS-90

A direct upgrade to the RBS-70 model, they carry better missiles with greater range and accuracy and also have a twin launcher to speed up followup shots. Like their older counterpart they require escort, frequent rearmament and can only fire when stationary.

Price: 35 points


Swedish Tanks
STRV 102

British designed Centurion armed with a 105mm main gun, this tank is slow but well armored. They can take on most tanks in their price range without any issues but should always have AA escort. They are perfect for escorting infantry and their transports or higher ends tanks and are a decent choice when it comes to inexpensive armored support.

Price: 30 points

STRV 102R

Upgraded Centurion with a more accurate main gun that fires more powerful AP ammunition. It also can travel further without refueling (with larger fuel tanks that require more fuel to fill). This tank is a direct upgrade to the standard 102 but is still one of the lower end tanks best used in support of higher end armor when facing high end tanks.

Price: 35 points


STRV 104

A further Swedish upgrade, this adds reactive armor, speed, gun range, AP and stability to the earlier models. It has increased armor by 1 point all around with the exception of the top. These upgrades give a decent lethality and surviveability upgrade compared to earlier versions.

Price:45 points


STRV 105

Top of the line Centurion prototype with the best Swedish upgrades installed. It is faster with a longer range, higher AP, accuracy and stabilized main gun. This tank is the be all end all of the Centurion family and is a great all around mid tier tank. They are best used pared with other armor and recon due to their poor optics to get the most out of their long range guns.

Price:55 points


STRV 103B

The classic Swedish S tank, they lack turrets and stabilizers but have extremely high rates of fire for their 105mm main guns. They are small and great for use in ambushes with their thick frontal armor, they are relatively soft on the sides, back and top and should always be attack moved when in combat.

Price: 55 points

STRV 103C

This upgrade to the 103B has a longer ranged, more accurate and higher AP main gun, It also has upgraded frontal, side and rear armor and better fuel economy. This allows it to take and give more punishment then it's older brother.

Price:80 points

STRV 103D

The ultimate S tank has an even more accurate main gun, higher AP and further armor improvements. This prototype upgrade is one of the best ambush tanks in the game. It is a direct upgrade to the older S tanks.

Price:90 points

STRV 121

Swedish produced and German designed leopard 2A4 with the more potent 120mm ammo used in the Leopard 2A5, it has the same high AP but at the cost of the additional armor of the A5 model. This tank is the best in the Swedish arsenal and although a prototype comes with two cards. These tanks can go toe to toe with other high end armor but work best when supported by combined arms tactics in addition to lower end tanks as backup.

Price:155 points



Swedish Recon
EPBV 3022

Amphibious recon vehicle based on the PBV 302A. It has less ammo and no troop carrying capacity compared to it's APC equivalent but has additional fuel economy (and a bigger fuel tank) and much better optics. These can be mixed in with your IFVs to spot potential threats to them and the infantry inside or to support other AFVs and tanks spot targets. They are also good for spoting targets for ATGMs allowing one to get the most out of their long range.

Price: 20 points


EBPV 90

Although lacking an autocannon like it's APC counterpart, the STRF 9040, this dummy gun, machine gun armed prototype recon vehicle keeps it's great armor and gains exceptional optics. These can spot threats far in advance of the formations it is mixed in with and can easily slip behind hostile lines or wait at the front and spot troops for your other units.

Price: 55 points


Fallskarmsjagare

Swedish shock recon troops packing M/45 SMGs, M2 CGs and KSP M/58 non static MG. They are good in CQB with their SMGs but can't use their MGs up close, however, they can fire their KSPs on the move. They are tough, deadly and great for behind the lines scouting or providing dug in troops added support and longer range vision.

Price: 20 points

HKP 6A

Unarmed recon helicopter useful for scouting for troop movements and directing fire for artillery/ATGM/ect. It is fragile and unable to defend itself so should avoid AA and anything else that can fire at it. Can be used to good effect when pared in hunter killer teams with PVHKP 9A ATGM helos.

Price: 40 points

L3304

Unarmed recon jeep with very good optics, this scout is quick and easy to hide. It is unable to defend itself so it should either be sent with escorts or stay away from direct engagements. Can both keep pace with troop formations and easily observe hostile units from concealed hide sights.

Price: 25 points
Swedish Vehicles
IKV 103

Swedish 'Stug like" tank destroyer armed with a 105mm main gun and HEAT rounds. These assault guns/tank destroyers are stealthy with their small size and make great ambush weapons. Their HEAT rounds can damage and with sustained fire destroy even heavenly armored tanks as well as make quick work of infantry. They have a decent rate of fire and are well worth their price, their only true downsides being relatively weak armor and limited operational range before needing their fuel tanks topped off.

Price:10 points


IKV 91

Amphibious tank like tank destroyer armed with a 90mm main gun with HEAT rounds and an MMG. Aside from the better speed, fuel economy and ability to swim lacked by the older IKV 103, It fires more powerful ammunition from a stabilized, turreted main gun both faster and more accurately. These units are perfect for fire support and escort of IFVs/APCs as well as supporting heaver tanks. They are extremely useful for both river crossings and coastal assault, allowing for deep flanking maneuvers behind hostile lines.

Price: 20 points


IKV 105

Prototype amphibious, up gunned IVK 91 with a larger 105mm KE main gun. This vehicle sacrifices the HEAT trait (which is good at long range but lacks range related damage increases, making it a situational advantage/disadvantage) and some rate of fire in exchange for higher AP, stability, accuracy and optics.

Price: 35 points


PVRBV 551

Amphibious ATGM carrier armed with a self defense MMG. Unlike most of the equivalents in it's class, this vehicle has minor defensive abilities against unsuspecting helicopters and infantry, however it is still wise to escort this unit and avoid putting it the tip of the spear, allowing it to focus on distracted or advancing tanks.

Price: 30 points


PVTGB 9031 m/77

Rapid off road tank destroyer armed with a 90mm HEAT RR. These vehicles are the perfect ambush weapon able to damage and with additional fire destroy any armored target. They are also effective fire support for infantry clearing towns, providing heavy support from the edge of town at a low price.

Price: 10 points

PVRBV 9034 m/84

Direct upgrade from the base model, this unit offers higher AP damage output at the same low price for exchange for slightly lower availability and the inability to be used in CAT C deck. Used similar to their older counterparts, they provide effective fire support and the ability to damage and destroy any ground based threat with ten shots max.

Price: 10 points


PVTP JGB RBS-56

Swedish ATGM carrier known as the "pimp mobile" by old time forum users. this extremely fast, heavy hitting RBS-56 packing monster might be fragile but it can and will destroy anything short of the best tanks in a few shots. They are fragile and should not lead the charge, either providing concealed support or backing up the better armored AFVs as they roll up on hostile positions.

Price: 35 points


Swedish Helicopters
PVHKP 9A

Sweden's best and only ATGM helo, these units are great for tank hunting when pared with HKP 6A's or used to back up advancing troops. They have a limited ammo capacity and should rearm whenever possible to keep air support for ground troops consistent. They have good fuel economy allowing them to save supplies at the front by only rearming and waiting for lulls to pull back and refuel.

Price: 50 points
Swedish Aircraft
A 32 Lansen

Napalm bomb armed attack aircraft armed with 3 bombs and powerful quad 20mm autocannons. This attack aircraft can uproot pesky infantry from towns and units hidden in the woods. It is also really good for helicopter hunting due to the massive fire rate of it's autocannons which should only be used on fixed wing aircraft as a last resort.

Price: 75 points


AJ 37 Viggen

Armed with 2 locally made AIM-4s for self defense and 2 locally made AGM-65s, this ground attack aircraft will bust up tanks and can offer limited support as a helo hunter, it is rare to kill fixed wing aircraft with it other then with extreme luck via critical hits or with the support of other aircraft, it's AIM-4's best being used for self defense and as a last resort.

Price: 100 points


AJS 37 Viggen

Armed with powerful gliding cluster bombs and 2 locally made AIM-9s, this aircraft is great for taking out clustered groups of AFVs, it's AA armament is limited like it's older brother so it can only be safely used for helo hunting, self defense or as a last resort.

Price: 130 points


J 35D Draken

Armed with twin 30mm autocannons and AA rockets, this unique ASF makes up for it's lack of range with high damage output up close. It is perfect for helo hunting and engaging ground attack aircraft but caution should be used when engaging missile armed aircraft. In groups or pared with other aircraft they can shred anything unlucky enough to get too close.

Price: 50 points


J 35F Draken

Sacrificing half it's AA rockets and one autocannon, this multi role packs powerful ground attack rockets in addition to it's AA armament. It is still formidable up close but like the D model it should either work with other aircraft or be sent out in groups against hostile fighters. It's rockets are great for taking out soft targets but sustained fire will absolutely destroy armored threats.

Price:60 points

J 35J Draken

Packing a single 30mm autocannon and 6 short range AA missiles (2 AIM-4s, 4 AIM9s), this ASF is deadly up close due to the fact both missile types fire separately, allowing it to fire all 3 weapons at once. They are great for helo hunting, defending against hostile attack aircraft and can can support other ASFs or fight in groups against even high end ASFs.

Price: 75 points

JA 37 Viggen

JA 37 ASF armed with the US designed, British upgraded skyflash long range radar AAM, AIM-9s and a 30mm autocannon, this ASF has 30% ECM and a great arsenal for taking on anything from helos to other ASFs.

Price: 105 points

JAS-39 Grippen

Best Swedish fighter available in game, this powerful ASF is armed with F&F AMRAAMs, AIM-9s and a 27mm autocannon perfect for shredding anything in the sky. They are highly maneuverable have 40% ECM and are great for escorting attack aircraft and defending your troops from hostile attack aircraft and helicopter gunships.

Price: 150 points


SK 60B

Attack jet armed with HE AGM's it is one of the few AGM aircraft that can both fire on position and target infantry. They are not as powerful against armor compared to HEAT AGMs but are much more versatile allowing them to attack any ground or sea targets they face. They are slow and require escort and have no means of AA defensive capability so keep they away from other fixed wing and AAM armed helos.

Price: 60 points

Norway National Overview
Norway, overall in Red Dragon is pretty soft compared to other nations, with exception to their infantry. Overall Norway is best used defensively, since there are virtually no units capable of holding an offensive action over open ground.

Norway has a couple Command units, which overall aren't that impressive compared to other nations, but there is some variety involved, having virtually every type of CV you'd need. Logistics is a bit light on the ground, with only a single truck, but this is made up for with their supply chopper, which is very fast, for a supply chopper, and can carry a fair amount of supply.

Norway has some very high quality infantry, especially their Light Infantry, which is very potent against other infantry, and tanks that wander too close. Generally, with the exception of standard infantry, AT capabilities are quite good all around.

Norway generally has some very good transports, depending on the need, including a wheeled 3 point armor APC, as well as the basic Huey transport helicopters, and a few lighter tracked transports with autocannons.

Norway is pretty light in the Support category, with the Exception of their Radar AA, which is arguably some of the best in the game against Jets, as well as the fact that thay are fairly self sufficient, with the exception of the NOAH HAWK. Otherwise, their mortars and artillery is a bit light.

Norway uses, for the 1990's in this game, fairly ancient tanks. Their most well armored tank is the Leopard 1A5, which has an excellent gun, but definitely not enough armor if faced with any ATGM. Otherwise, they have some older M48s, and even the older M24 Chaffees from WWII.

Norway again is using some outdated units, even in their Recon category. Overall their vehicles used for recon are from WWII, but their recon Special Force unit is a sniper team, which has many uses.

Norway only has tracked AT units in their vehicle category, like most other nations. They do get the TOW 2 on one of their vehicles however, which is worth noting.

Norway has no independent helicopters, they just don't.

Norway is quite a bit like Sweden in terms of airforce, not particularly big, but enough to get the job done, for cheap. They get some high quality jets, as well as the cheapest SEAD jet in the game, with a high availability, the F5A-PUFF.
Norway Logistics
Kommandoplass

Norwegian command troops armed with AG-3s and MG3's. These units are great for holding zones with city blocks or woods to hide in. They are well armed but should avoid direct engagements with hostile units, preferably relying on other units to protect them.

Price: 100 points



M557 KPV

Unarmed M113 based CV with better front and side armor then a normal M113 in exchange for defensive armament. They are amphibious and quick for tracked vehicles and can survive a few indirect shell hits but should avoid combat whenever possible.

Price: 120 points


KoVogn M48A5

Command tank packing a 105mm main gun and M2 browning, it is decently armored and can defend itself in a limited capacity. These units are durable for a CV but still should be protected whenever possible to prevent loosing the command zone they are holding.

Price: 120 points


Rover KPV

Fast, unarmored wheeled CV that is great for rapid land grabs. These units are fairly fragile and are dependent on other units to protect them. If it is ever seen it is best to move it to another spot in the command zone to prevent hostile artillery from destroying it.

Price: 110 points


XA-186NO KPV

Armored wheeled APC based CV with a defensive M2 machinegun, these units are a good balance of armor and speed. They are still dependent on escort into hostile zones and as with all CVs they are prime targets so make sure they are properly protected. Their add on armor prevents them from crossing rivers or seas limiting it to bridges and landingcraft.

Price: 125 points

AS.332

civilian supply helo used during wartime as a supply transport, this helicopter is a quick way to rearm, repair and refuel troops or rearm supply trucks slightly behind the line. It is relatively fast at 300 kph and has a strength of 6 as well as a large capacity of 1500 supply units.

Price: 35 points


M621 logk

American designed M35 transport truck that carries a modest amount of supply units at a decent speed for a low cost. There are the only ground based supply units available to Norway so they are extremely useful for situations where it's not safe to fly your AS.332's. They can rearm safely behind the lines from your supply helos reducing the time it takes for ground based resupply into areas that are not safe to use helos.

Price: 15 points
Norway Infantry
Fallskjermjeger

Shock troops packing AG-3s, M2 CGs and L.MG3s, they are great for rapid deployment with their selection of wheeled and helicopter transport options. They are well equip to deal with both soft and armored threats and are great for rear line raiding. They come in 15 man squads allowing for higher availability then smaller squads.

Price: 30 points


Fallskjermjeger '90

Direct upgrade to the '75 troops with longer range, more powerful but slower firing AT (Eryx ATGMs instead of M2 CGs). These prototype troops actually work well with their older counterparts, allowing the '90 troops to engage targets at range while the '75 troops engage targets faster at closer ranges such as towns or woods.

Price: 30 points



FSK

10 man SF team armed with C7s, Eryx ATGMs and L.MG3s. They are well armed for city fighting and have relatively long range and powerful AT. Although manpower wise they are weaker then Fallskjermjeger their training and rifles make them deadly up close. They are similarly armed and share the same transports allowing them to work together relatively easily.

Price: 35 points


Gevaermenn

Norwegian line troops packing AG-3's, M72s and MG3s. They have accurate rifles and fast firing machine guns although their AT weapons lack high AP and accuracy, they are able to shoot them off rapidly. These infantry come in a good selection of transports allowing them to be inserted into a variety of situations quickly under light armor or more slowly with heavier IFV fire support.

Price: 10 points


Gevaermenn '90

A direct upgrade to the '75 troops, these infantry carry upgraded M72A4s and have access to higher end transports then their older geared brethren. The additional accuracy and AP on their LAWs make them much more deadly to armored targets and their high end transport options make a large difference in the field.

Price:15 points

LHV

Norwegian militia troops armed with old school Krag-Jorgensen bolt actions and M72s, they are great for plugging gaps in your line or as support for other infantry. They are slow moving but are good for holding cities or assisting with clearing or defending woods, their low price and high availability allows them to be deployed en mass to hold or assault large towns on urban maps.

Price:5 points

RBS 70

SACLOS (non F&F) MANPADS with in a 5 man team. These troops should avoid engaging hostile ground troops but their larger size allows them decent self defense capabilities. Their missiles are powerful and have a long range allowing them to keep both fixed wing and roto wing threats at bay. Like all infantry MANPADS they work best in dug in positions such as towns or woods.

Price: 20 points

RBS 70 MK2

Upgrade to the older RBS-70 allowing for even longer range against helicopters and planes. Like their older counterparts they come in 5 man teams allowing for decent self defense. These troops are a direct upgrade to the older RBS-70 but come at a higher cost and lower availability.

Price: 25 points


Stormer

Hardy Shock troops useful for holding and clearing towns. They are armed with AG-3s, M2 CGs and the infamous L.MG3s making them great all around shock troops. They are able to rapidly air insert to flank or QRF into a contested area or arrive via more traditional ground based APCs and IFVs, leaving them as very flexible troops in the field.

Price: 20 points


Stormingenior

FIST teams armed with AG-3s and M2 CGs, they can engage armored threats as well as dismounted infantry. They can be effective in both city and forest fighting when supported by other infantry by providing both fire support against hostile troops and engaging armored threats with their high AP RR.

Price: 10 points


Stormingenior '90

Trading the M2 CGs of their '75 counterparts for Eryx ATGMs, this unique FIST team is able to engage dug in troops from a much longer range as well as hostile AFVs that pose a threat to the other troops they are supporting, the one downside being the lower fire rate of the ATGM compared with the RR and when stunned their missiles will be unable to hit their target.

Price: 15 points

Norway Transports
M621
Domestic model of the M35, these wheeled transports have great on road speed but should not see combat due to the lack of any armor and low strength, best if used to drop your troops off behind the lines to walk into position or hotswap into a better protected transport for the last leg of their journey

Price: 5

XA-180

Extremely fast, amphibious wheeled transport with 2 front and side and 1 top and rear armor. This APC is one of the best for coastal assaults or river crossings with it's 50kph in the water. On land it can travel at 100kpm off road allowing for extremely quick insertion of troops. It has great armor for the speed it travels at and can provide limited fire support for troops with it's M2 Browning.

Price: 10 points

XA-186NO

Trading it's water crossing capability for an additional 1 point of armor to the front and sides, this beast of an APC is still 100kph off road and even more survivable then the older XA-180. These transports can take a few hits and keep their troops inside alive and are more durable fire support platforms when the need arises.

Price: 10 points


Bell 204

Civilian version of the UH-1B with identical stats only differing in it's origin. These helos are not the fastest or strongest but are very useful for insertion of troops behind he lines or to quickly reinforce a position. They are armed with MG3s that allow them some defensive capabilities and can be used as light fire support after unloading their troops.

Price:15 points

UH-1B

A purely military made model of the Bell 204, these units are almost indistinguishable aside from the decks they can be used in and the troops types they carry. They are not the fastest or strongest transport helos but will get your men where they need to go quickly. They have MG3s that can provide limited fire support but should not engage unless their target is distracted with another unit (such as the dismounted troops).

Price: 15 points

Bell 412

Faster, stronger and with better fuel efficiency then it's single turbine counterparts, this UH-1 derivative is slightly more durable and faster. It is still armed with an MG3 but should only be used defensively or for fire support on units that are too preoccupied in combat to return fire.

Price:20 points


CV9030N

Heavy prototype IFV with a 30mm autocannon and 4 front, 3 side, 2 rear and top armor. These units are perfect for assaulting heavenly defended towns where their armor will protect their troops and once unloaded it can provide fire support with it's powerful autocannon. It is able to take down anything from infantry to lightly armored AFVs and helicopters. Their availability is limited as are the troops they can carry.

Price: 25 points


NM113

The classic American made M113 is amphibious, lightly armored all around and armed with a .50 machine gun for self defense and fire support for dismounted troops. They are available to most infantry types and although not as well armed as the Norwegian IFVs they can be used for river crossings and coastal assaults. They are inexpensive and will do their job in most situations with proper support.

Price: 5 points

NM135

Beefed up M113 based IFV trading it's ability to swim and .50 browning machinegun for a powerful 20mm autocannon and MG3 MMG. They can decimate infantry and lightly armored AFVs. These IFVs can provide decent support for their dismounted troops, packing more firepower then a normal M113 but at twice the cost.

Price: 10 points

Norway Support
M270

Large caliber American made MLRS sporting powerful cluster munitions. The perfect weapon for attacking large formations of AFVs and tanks as well as deeply entrenched SAM sights as well as counter battery fire on stationary artillery. These units require a decent amount of supply to provide continued support and require a lengthy reload but can really turn the tide of a battle if used properly, they should be like all artillery be kept at least slightly behind your front line and should have units protecting them from units that breach or sneak behind your lines.

Price:120 points


NM109

US made 155mm SPH perfect for taking out soft targets like SAMs and infantry. With sustained fire they can destroy AFVs and even tanks. It is important to relocate the battery after firing to prevent counter battery fire and to make sure they are protected from hostile units as their defensive MG3 has very limited use against hostile units.

Price: 50 points


M109A3GN

An upgrade to the standard NM109, this SPH has longer range, higher ammo capacity and better accuracy to it's older brother. A direct upgrade, they are still ill suited to life on the front line and should be protected and kept at least a short distance away from hostile units.

Price: 100 points

NM125

Rapid firing, amphibious M113 mounted 81mm mortar perfect for danger close use. The 3 HE shells are good for soft targets but can stun and destroy better armored targets with sustained fire. They are great for town assaults and work great with the classic "shake and bake" (softening targets with HE rounds then deploying smoke for advancing forces) strategy.


Price: 30 points


NM106

Like it's smaller cousin, the NM125, this amphibious mortar trades fire rate, accuracy and ammo capacity for a higher HE and longer range 107mm mortar. They pack a considerable punch and can cause a lot of damage very quickly, deploying their payload then melting back behind your lines before they provoke counter battery fire.

Price: 40 points


NM195

Amphibious RBS-70 armed M113 that is perfect for escorting formations of it's APC brothers. It's the perfect unit for helo hunting and can do a number on any fixed wing aircraft unlucky enough to fly into it's range. They can take a bit of punishment and are immune to SEAD but should always be escorted to prevent ground units from destroying them, leaving the airspace open for a hostile counter attack.

Price: 25 points


NM45

20mm autocannon mounted on a quick moving truck. They can keep pace with any formation allowing them to keep the skys clear of planes and choppers trying to stop or slow your assault. These units are inexpensive allowing for them to be mixed in with your troops across your lines. providing air defense for everything from slower tanks and APCs to your fast moving wheeled vehicles.

Price: 15 points


NOAH

Hard hitting I-HAWK that will destroy any air unit with only 1 or 2 shots. They are radar guided allowing for long range protection at the exchange of being targeted by SEAD. These units need to be resupplied frequently and need protection but in exchange provide a large no fly zone around your troops.

Price: 70 points

NSAMS

Prototype F&F AMRAAM's on a truck. They can fire extremely fast but can be targeted by SEAD, making turning them on and off an important tactic. They can be used alongside the NM45 as they share the same prime mover (and speed), allowing for the NSAMS to supplement your 20mm AAA with longer range while the non radar NM45s take care of SEAD aircraft hunting your hopefully inactive NSAMS.

Price: 85 points
Norway Tanks
Leopard 1NO

Fast, powerful but lightly armored, the Leopard 1 is a great system for quick Blitzkrieg land grabs or defensive action against approaching armor when in concealed positions. They have a quick fire rate from their 105mm main gun allowing them to provide rapid fire support when escorting infantry and allowing for rapid follow up shots against better armored tanks. They work well to support your higher end Leopard 1s or can be used to flank targets that are being engaged by your M48s.

Price: 25 points


Leopard 1A1NO

Upgraded with a longer range and harder hitting 105mm main gun and additional frontal armor, this direct upgrade allows these tanks to be used more aggressively without risking their destruction and increasing their ability to fire on targets before they can return fire.

Price: 45 points


Leopard 1A5NO


Swapping a few shells for better front, side and top armor, additional accuracy, AP, range, stability and better optics, this upgraded leopard 1 is a major threat to even high end tanks up close and able to hold it's own against anything in it's price range. These heavy hitters might lack the armor of some of the highest end tanks but have massively powerful armament for their armor level.

Price: 65 points

Leopard 1A5NO2

Prototype upgrade granting the leopard 1 12 frontal armor and an additional point of AP for it's main gun, this is the best tank in Norwegian inventory, capable of fighting mid range T-72s and similar systems, these tanks are able to hold their own against all but the best armor available to REDFOR. They work well when supported by their less expensive brethren in combined arms against hostile formations.

Price: 70 points


M24

Light tank straight out of WW2, what it lacks in armor, fuel efficiency and AP it makes up for in it's low price and availability. They work great as infantry support and can even reinforce higher end tanks when assisting with the destruction of low end AFVs and light armor. Their KE 75mm main gun can in some cases destroy high end armor when encountered up close in forests or when provided with a flank shot.

Price: 10 points


M48A1

Basic M48 armed with a 90mm main gun, they are decent fire support against infantry and can fight tanks of similar prices as well as lightly armed AFVs but can't fire on the move. They work well when supported by the more nimble Leopard 1, providing the base of fire so the leopards can flank around their targets.

Price: 15 points


M48A5

Armed with a larger 105mm main gun, it trades some ammo for better AP, accuracy and range, a direct upgrade to the older A1 model, these tanks still cant fire on the move and should always be attack moved when in the field. They are a good tank for their price and can both escort APCs and their troops or support formations of higher end tanks.

Price: 25 points
Norway Recon
AS. 350


Civilian helicopter used in wartime as a scout helicopter, the AS. 350 is hardy, quick and has very good optics. It is great for artillery spoting and paroling your lines but should be kept away from AAA or anything that can attack it due to it's lack of armament.

Price: 55 points


M8 Panserbil

Classic american made scout car armed with a rapid firing 37mm KE main gun and a .50 MG. This recon unit is a great fighting scout and is surprisingly effective for both fire support and taking out encroaching AFVs and even light tanks. They work well alone as scouts or as backup for larger formations providing fire support and long range optics to spot threats before they see you.

Price: 15 points


Marinejeger


Scout snipers packing AG-3s, M72s and the formidable PSG1 perfect for surveillance and picking off unsuspecting troops while supporting other infantry. They should not get up close and personal with hostile units and should only use it's 2 M72's as a last resort against immediate threats. They can turn the tide of city fights when used carefully and also make great picket troops.

Price: 25 points


NM116


Upgraded M24, armed with a 90mm main gun with HEAT rounds and a .50 MG, this light recon tank has very good optics and decent firepower. It lacks a stabilizer but can damage even the best tanks due to it's HEAT shells. These are perfect for deep behind the line scouting or support of armored formations.

Price: 35 points


Oppklaring

Standard line recon team armed with AG-3s and M72s. They have very good optics and are great for picket duty as well as direct support of fighting infantry. Their small squad size and lack of MG means they are not great at engaging hostile units directly but they can be used to support friendly troops engage targets in addition to spoting them.

Price: 15 points


Rover REKV

Fast moving unarmed scout Landrover with very good optics. They are best used to observe or move behind the front line troops because they are fragile and unable to defend themselves. They are extremely fast and can be very useful when pared with TOW 2 MUTTs in hunter killer groups.

Price: 25 points
Norway Vehicles
M151A2 TOW-2

US made MUTT armed with the devastating TOW 2 ATGMs capable of destroying most armor in the field. They do have limited ammo so need constant resupply between engagements but their small size and quick speed allow for flexibility in the field. These units are fragile and need to be protected by sturdier units or used in hit and run ambushes.

Price: 40 points


NM113 RFK

M40 106mm RR on an amphibious M113, it is well armed for tank busting with their HEAT rounds and fire support against dismounted troops. They are great for protecting and supporting their APC counterparts and even follow them across water as well as an ambushing hostile armor from concealed positions. They can keep up with most tanks and tracked APCs allowing for decent off road maneuverability. They have light armor but are better used in ambush scenarios.

Price: 15 points


NM113 RAKPV

TOW armed M113 with a decent load of ATGMs, these AFVs are great for tank hunting behind a line of friendly tanks or dug in in concealed launch sights to defend against armored pushes. They are amphibious allowing them to keep up with M113 APCs for coastal or river crossing assaults.

Price: 25 points


NM142

A direct upgrade to the NM113 RAKPV with a duel ATGM launcher with a higher ROF for their more accurate, higher AP TOW 2s. They have additional frontal, side and top armor allowing them to survive slightly more punishment then their predecessors without loosing any speed or amphibious capability.

Price: 55 points


Norway Helicopters
Norway has no attack helicopters, leaving them relent on their fixed wing assets and in emergency situations their empty transports
Norway Aircraft
F-104G Starfighter

Multirole fighter bomber armed with a 20mm autocannon, 2 AIM-9Ls and 2 BL-755 clusterbombs. This aircraft is a decent light fighter and tank buster. It can do a number on most similarly priced fighter aircraft and bombers but should be escorted when focusing on ground attack aircraft so you don't over shoot the target.

Price: 60 points



CF-104

Canadian made starfighter armed with a 20mm autocannon (best only used for self defense and last resorts) and 3 napalm bombs. It is great for clearing out cities and woods of dug in troops and is a great area denial system but should be escorted when hostile ASFs are in the area.

Price: 65 points

F-16A Fighting Falcon

F-16 fighter bomber armed with 2 powerful 1000 pond bombs that can vaporize ground targets and a 20mm Vulcan autocannon and 2 AIM-9Ls for attacking low to mid end fighters and hostile bombers or ground attack aircraft. These planes can defend themselves but should have an escort when attacking ground targets so they can focus on their targets.

Price: 125 points


F-16AM

Prototype F-16 ASF armed with a 20mm autocannon, AIM-9Ls and AMRAAMs for destroying any threats in the air, be they fixed or roto wing. This is the best Norwegian fighter aircraft available and makes a perfect escort to formations of your ground attack aircraft.

Price: 150 points


F-5A Freedom Fighter

Packing 2 20mm autocannons and 8 powerful Zuni rockets, this aircraft is perfect for destroying soft ground targets and even tanks with sustained fire. It can be used as a helo hunter bust should only attack fixed wing targets if there are no other options. They are particularly effective for engaging dismounted or dug in infantry or lightly armored APCs, IFVs and FSVs.

Price: 50 points


F-5A PUFF

SEAD aircraft armed with 2 20mm autocannons, 2 AIM-9Ls and 2 SEAD missiles allowing it to be used as a high ECM light fighter as well as a radar AA hunter. They are vital for making holes in the hostile AAA network to clear the path for ground attack aircraft but are useless against anything that is not Radar Guided.

Price: 80 points
Australian-New Zealand "National" Overview
ANZAC in wargame is definitely unique, they are pretty much a combination of the lighter units, and weapons from pretty much all other BLUFOR nations in the game, using US, Canadian, British, German, French, and Swedish eqquipment.

ANZAC is surprisingly flexible in terms of it's CV, having one for pretty much whatever role you can think of, including a Leopard 1 variant. ANZAC also gets some great supply options to work with, including a Chinook, and the German Man Kati.

ANZAC infantry is pretty decent all around, well able to handle other infantry, but are fairly average when it comes to armor, or aircraft.

ANZAC uses very lightly armed and armored infantry transports, but they are almost all amphibious. As far as i can tell thus far, having the transports on hand in a fight won't help as much as other nations would, since there are no autocannons.

ANZAC support is VERY limited, only 4 unique cards, both artillery are underwhelming, but fairly fast firing, and the only AA option here is the Rapier, with the same problem, pick Choppers, or Aircraft.

ANZAC armor is very light, but very mobile, they only have Leopard 1 variants, and Scorpions, including a unique 90mm variant.

ANZAC has quite a few quality light Recon units, all of which are well able to defend themselves, or at least make the enemy think twice about engaging them. They might not be tough, but they are well armed.

ANZAC has quite a few choices in the Vehicle category, mostly ATGM carriers, but they also have the Vickers Mk. II, which for all intents and purposes, is a functioning Leopard 1A5 gun mounted onto a truck.

ANZAC only gets the Bushranger, with HEAT rocket pods, capable of killing quite a few pre-weakened tanks on it's own. Otherwise, it makes a great suppression tool, combined with it's twin miniguns.

ANZAC gets more than a few jets from other nations, each one quite specialized to their role, there are quite a few to choose from, in all price ranges.
ANZAC Logistics
Bell 206 CP

Swift and small command helicopter great for initial land grabs or for holding objectives they might require a rapid withdraw. Like all CV helos it can't really hide in concealment but can still use the terrain features like hills, woods and towns to block line of sight.

Price:100 points


M577A1



Armored, amphibious and unarmed command vehicle based on a modified M113 hull. This vehicle can survive a few shell hits but needs units to defend it if caught in the open or engage by hostile units. They are useful for coastal assaults or river crossings and have a decent speed in the water.

Price: 120 points



CMD Leopard AS1

Command Leopard 1 armed with a potent 105mm main gun and an MG3 MMG. This command tank has a fairly accurate main gun and decent stabilization but should always have other units protect it in the field. They are relatively fragile for a tank but well armored for a CV so they are best used in heavenly contested zones.

Price: 145 points


Rover CP

fast moving but fragile command Landrover perfect for inexpensively holding zones. They can keep pace with wheeled AFVs and APCs so they work well when used in fast moving formations. They are completely defensiveness and need to be escorted and protected from hostile units.

Price:110 points


ASLAV-C

Prototype amphibious LAV hulled CV armed with an M2 Browning .50 for self defense. It is extremely fast both offroad and in the water allowing for extremely fast land grabs. They are lightly armored allowing them to survive light contact but should always have other units covering them in hostile zones.

Price: 140 points

TAC HQ

ANZAC command troops with L1A1 rifles and L7A1 machineguns, they are good for holding urban objectives or ones with large amounts of woods. They can fight for self defense but should always be escorted by friendly infantry or armor and avoid direct contact with hostile units.

Price: 100 points


CH-47C Chinook

Fast moving heavy supply helo with 2500 units of supply. It can be used to directly rearm, repair and refuel units or be kept behind the lines to refill supply trucks. They are fairly strong and extremely fast but are slightly slow to land.

Price: 55 points


Unmog Cargo

Light supply truck that is decently fast off road and able to rapidly transport 500 units of supply each. These trucks are relatively fragile but for the most part should not spend a lot of time on the front line anyways.

Price: 10 points


Man Kati 6x6

Heavy cargo truck with high speed on and off road. It has no armor but a strength of 10 allowing it to survive nearby indirect fire. They carry 1750 units of supply each which allows a small number to rearm even large formations of units with supply to spare.

Price: 30 points

ANZAC Infantry
Assault Pioneers

L1A1 and M9 flamethrower armed troops perfect for melting their ways through towns and woods. They are some of the few battle rifle armed flamethrower teams in the game giving them decent long range and close range firepower. In addition to a wide array of transports they also have exclusive access to the powerful M113A1 Minigun APCs, giving them even better anti infantry capabilities.

Price: 15 points



Commandos


ANZAC shock troops armed with L1A1s, M2 CGs and Bren L4s, they are perfect for hit and run attacks against behind the lines targets or getting up close and personal with troops in towns and woods. They can destroy most infantry and AFVs if properly supported and deployed and are a great all around shock squad.

Price: 20 points


Commandos '90

Direct upgrade to the '75 troops armed with AUGs and Minimis, they are even more deadly up close then their predecessors and can quickly clear out towns rapidly and with extreme prejudice, they also have access to more transport options.

Price: 20 points



Diggers

One of the best line infantry squads in the game due to their Bren saws, these troops can get up close and personal with other troops and still have their MG able to fire. Their M72s and L1A1's are nothing to write home about but for line infantry they bring some unique capabilities to the table.

Price: 10 points


Diggers '90

A direct upgrade to their '75 predecessors, these line infantry are some of the best in game due to their AUGs and Minimi SAWs. They also have upgraded M72A4 LAWs allowing them to have increased firepower against armor but they truly shine when fighting other infantry units and can ride in the fast moving ASLAV-PC.

Price: 15 points


Milan

Basic ATGM 2 man infantry team packing the Milan F1, they are decent tank hunters but like all 2 man teams are fragile and should be protected by other troops. They also do need to frequently rearm to keep hostile armor at bay.

Price: 15 points


MRAAW

FIST team armed with L1A1s and M2 CGs, they are great for taking out tanks and infantry when supported by other infantry. They have high accuracy and decent AP allowing them to deal a lot of damage quickly and efficiently but they should not directly engage dismounted troops directly and be used in a supporting role with the assistance of reservist, line, shock or SF infantry who's larger squad sizes will allow them to take more damage.

Price: 10 points


RBS-70

Non F&F MANPAD with a long range and high accuracy, these 5 man teams are more durable then most MANPAD units and come with AUG rifles allowing them a bit of defense against hostile troops. They still are best used with other squads escorting them allowing them to focus on hostile helos and fixed wing aircraft.

Price: 20 points

Redeye

Basic F&F IR MANPADS that are less accurate, powerful and shorter ranged then the RBS-70, they have a higher fire rate and can move as soon as they fire their missile. They come in smaller 2 man squads so they should avoid hostile infantry or assist their escorting troops while the enemy is focused on the more durable squads. They are inexpensive and come in larger numbers allowing them to cover larger sections of your line with AA.

Price: 10 points



SASR


ANZAC SF with AUG paras, M3 CGs and M60E3 SAWs allowing them to go toe to toe with anything from infantry to heavy armor. They can be used alone or to support line and shock troops, being a highly useful unit for everything from behind the lines raiding or leading town assaults. They are limited in number and although powerful they can be outnumbered by cheaper infantry and when spoted will attract a lot of fire from a competent opponent.

Price: 30 points

ANZAC Transports
ASLAV-PC


fast moving, wheeled and amphibious prototype transport based on the LAV-25 hull, these units have decent armor (2 front and side and 1 top and rear) allowing for quick and safe transport of their passengers. They are armed with M2 brownings allowing for fire support and can help their dismounted troops clear out towns. They are great for coastal assaults and river crossings do to their extremely high water speed.

Price: 10 points


M113A1 30/30

M113 armed with 2 M1919s allowing for an extremely high rate of fire against hostile infantry and helos. They are amphibious and decently armored allowing them to safely unload their troops and provide powerful fire support once they arrive. These APCs can put down an extremely high rate of suppressing fire compared to anything else in it's price range.

Price: 5 points


M113A1 30/50

Fixed several patches ago, this transport is able to use both it's .30 and .50 at the same time. Its two machineguns allow it to deal with both soft and very lightly armored targets easily but features lower accuracy then its twin .30 cal brother. This sidegrade performs like a standard M113 with all the bells and whistles (amphibious,lightly armored, decent off road speed) with a little extra firepower to boot.

Price: 5 points


M113 Minigun

Only used by the deadly assault pioneers, this powerful M113 APC can melt most lightly or unarmored targets is seconds with it's M134 minigun. It still possesses the same armor, speed and amphibious capability found in it's more mundane counterparts, it's only downside being it's limited selection of transportable infantry, however it's rate of fire works well when pared with it's flamethrower troops.

Price: 10 points


Stolly

Amphibious, fast but unarmed, this copy of the British Stalwart is a good inexpensive way to transport troops over land or water. It is unarmed and only has 5 strength so care should be taken to avoid direct contact with hostile units, best used only as a battle taxi to move your troops from place to place.


Price: 10 points



Unimog

Able to transport command and recon troops quickly but not as fast or over water like the stolly, this truck makes up for it with a low price of 5 points, exactly half that of it's faster swimming competitor. It is also only 5 strength and unarmed so it is best to completely avoid hostile units and focus on shuttling troops around where they are needed.

Price: 5 points


CH-47C Chinook

Extremely fast, 10 strength transport helo armed with a minigun. It can rapidly deploy troops anywhere on the map they are needed and can provide decent fire support after unloading them. They are a bit slow to land but are extremely fast in the air.

Price: 25 points


UH-1H Huey

Standard M60 packing American made transport helocopter. It is best used for inserting troops quickly to a contested objective or for covert insertions behind their lines. They are somewhat fragile and lightly armed and should only be used as fire support against preoccupied units or ones that can't shoot back after unloading troops.

Price: 15 points

S-70

Faster, stronger and with twice the operational range, this American made export blackhawk is a direct upgrade to the UH-1H. It is armed with an M60 door gun but should only engage targets after unloading their troops and avoid anything that is not preoccupied that can shoot back.

Price: 25 points

M113A1 LRV

M113 amphibious APC with good optics, light armor and a .50 and .30 caliber machineguns. These ANZAC answers to the American M113 ACAV don't pack as big of a punch with one less MG but still are great for recon and can serve as fire support for infantry in a pinch as well as transporting your recon infantry.

Price: 15 points
ANZAC Support
M108

This light 105mm SPH might not hit as hard as larger caliber guns but it is the best in ANZAC inventory. They have a decent shell capacity and a manageable 5 HE and have an M2 for self defense. Like all SPH in game, they are best used when moved after firing to prevent counter battery and are more accurate when firing on targets in visual range of friendly units, allowing for corrected shots. Overall for the price you pay this is a decent SPH and is the best and only option available to ANZAC.

Price: 50 points


M125A1

81mm mortar on an M113 hull, this amphibious mortar can put a lot of rounds down on a target quickly and accurately before relocating. These units are best used against soft targets but sustained fire can destroy armored targets. They carry a large amount of ammo so they don't need to be rearmed as frequently as larger caliber systems.


Price: 30 points

Tracked Rapier

Amphibious, lightly armored (in the front and rear) medium range non radar SAM. The Rapier is great for destroying fixed and rotowing aircraft. It has 8 missiles ready to fire allowing it to rapidly engage anything unlucky enough to enter it's range. It is good to escort this unit as well as relocate every now and then to avoid hostile artillery fire and hunter killer teams.

Price: 40 points


Tracked Rapier FSA

Higher accuracy, longer fixed wing (but shorter helo range) SAM, they also have longer range detection for aircraft but are able to be engaged by SEAD. They are best used pared with their non radar cousins allowing for them to be turned off when SEAD is active while their non radar versions can engage the threat.

Price: 55 points
ANZAC Tanks
Centurion MK5/I


British made 84mm armed tank, while slow and lacking accuracy, stability and AP, this tank makes up for it with thick armor. Best used for support of heaver tanks or to shepard APCs, the MK5/I is great for fire support against dismounted troops and can destroy most AFVs and low to mid range tanks when properly supported. They make a good backbone for any force and can form the nucleus for small battle groups that incorporate AAA , infantry, ATGMs and beefier tanks.


Price: 20 points



Leopard AS1

The basic German made Leopard 1 available to ANZAC boosts decent stability, accuracy, firepower and speed in exchange for light armor. The polar opposite of the Centurion, they work well together, the leopards taking the flanks and exploiting units preoccupied with dealing with the better armored Centurions.

Price: 35 points



Leopard AS1+

A direct upgrade to the older model, this AS1+ has a more accurate, better stabilized and longer ranged main gun with higher AP. These tanks still are lightly armored compared to similarly priced options but make up for their weaknesses with their ability to shoot, move and maneuver quickly across a hectic battlefield.

Price: 55 points


M41A1

American made light tank packing a 76mm main gun, while poor in armor, AP and fuel economy, this tank is extremely nimble allowing for rapid movement across rough ground. They are best used to support APCs or to bulk up armored formations. Although glass cannons, they can be very effective with dealing with AFVs and other light tanks. They have poor fuel economy so it is best to refuel right behind the line, giving the added bonus of giving you time to organize your formations for an armored push.

Price: 10 points



Scropion Light Tank

Amphibious light tank with a 76mm gun that fires heat rounds. It is great for river crossings and coastal assaults, it's only downsides being thin armor and lack of a stabilizer. They also make great ambush weapons where a formation of them can quickly damage, panic and destroy much heaver armor because of the HEAT rounds they fire. Always attack move when


Price: 20 points


Scorpion 90

Prototype up gunned Scorpion with a more accurate, higher AP 90mm KE firing main gun. Although it is still unable to fire on the move, this light tank is extremely useful for crossing water and make great support platforms for APCs as well as the perfect ambush weapon. When attacking always attack move these units.

Price: 30 points
ANZAC Recon
AS.350

Quick, unarmed, 6 strength very good optics recon helicopter. The AS.350 is great for artillery spoting and tracking troop movements but should try and avoid direct contact due to lack of a defensive armament. They can be pared with a flight of bushrangers to form hunter killer teams to deal with concealed units.

Price: 55 points


Bell 206

Slower and at only 4 strength, the main advantage of this very good optics recon chopper compared to the AS.350 is the 7.62 minigun, allowing for light fire support and defense against hostile units. It might be slightly slower and slightly more fragile but the M134 can come in handy in a pinch such as chasing down unarmored CV/recon/ATGM jeeps, fire support on already engaged infantry and fighting off other helicopters.

Price:50 points


Ferret MK.2

Armored recon car packing good optics, high speed and a 30 caliber machinegun. They work well pared with their ATGM packing cousins as well as picket units or formation leads. They should avoid engaging in combat unless providing support for infantry against distracted troops as their light armament is mostly for defensive use.

Price: 10 points



ASLAV-25

Recon LAV with high speed, good optics and a 25mm autocannon and M240. They are great fighting recon that can be used to both covertly observe or dish out 7.62 and 25mm death to any targets they find. They work well with their vehicle tab cousins and can form effective hunter killer teams. They are amphibious allowing them to cross rivers and perform coastal assaults.

Price: 25 points


ASLAV-S

Better suited to concealed observation then it's 25mm armed counterpart, the ASLAV-S is still fast and amphibious but trades the autocannon and MMG for an M2 browning and exceptional optics. They are great for spoting targets for artillery, ATGMs and airstrikes and can rapidly relocate when needed.

Price: 55 points

M113A1 MRV
Scorpion turret on an M113, this potent combination of amphibious APC hull and light tank turret with good optics makes the perfect fighting recon unit. It uses HEAT round that can damage even the best armor and with sustained fire even destroy a T-90. They make great hunter killer teams with the M113A1 FSVs, allowing for flexible, light amphibious strike teams.

Price: 20 points

Leopard AS1 Recce

New with the Italy DLC, this 1995 prototype boosts sidegrade stats to the AS1+, featuring the accuracy and range of the base model AS1, the Recce boosts better AP (17) and good optics and medium stealth. Ideal for aggressive scouting, mixing these units with your existing tanks will give them better vision on potential targets as well as allow you the perfect tools for ambushing soft and hard targets alike. Like existing Leopard 1 models, these tanks make up for their lower then average armor with a high off-road speed, decent stabilizers and high ROF.


Price: 45 points

Norforce

Basic 5 man recon team with M72s and L1A1s, they make great picket troops and although they should not go one on one with larger squads they can support friendly infantry in towns by spoting targets and lending their support to hostile troops that get too close. They come in a wide variety of transports allowing them to fulfill a lot of roles in different decks.


Price: 15 points


NZSAS

Like their UK counterpart, these SF are deadly against infantry, although they lack stingers, they have very good recon optics and silenced SMGs for covert elimination of hostile troops. They can be used to both observe and destroy most targets they encounter and when their other weapons are turned off, they can engage hostile troops without giving away their position as long as they don't get too close.

Price: 25 points


Rover

Unarmed recon Landrover with a high speed and very good optics. They are best used to observe and report and work well when spoting for other units that can protect them. They can be easily hidden behind hostile lines but they are completely defenseless by themselves.

Price: 25 points


LRPV Rover



Manned by SF, this browning M2 and GPMG armed rover can both fight back (best if used defensively or to support dismounted troops that are keeping the hostile infantry busy) as well as use it's exceptional optics to see things the standard model can't. They are still fragile and should avoid direct combat unless they have no other choice.

Price: 45 points


LPRV Perentie

With twice the strength of the LRPV rover, higher speed and trading the .50 for a 40mm MK19, this beast of a recon unit can slip through a line, do some damage then pull back before hostiles can react. They are great for use with infantry as they can decimate hostile troops as long as they are busy fighting yours.

Price: 50 points



ANZAC Vehicles
ASLAV-25 FSV

Amphibious LAV-25 that can destroy anything from helicopters to troops to light armor. They are very fast on land or water, have a deadly armament and make perfect escorts for infantry and their APCs as well as great hunter killer teams with their recon cousins.


Price: 20 points



ASLAV-25 TOW-2

A direct upgrade to the basic model, this amphibious LAV comes with the deadly TOW-2 ATGMs allowing it to function as both fire support against infantry and light armor and as a tank destroyer against bigger threats. They greatly benefit when pared with the recon LAV models due to the optics allowing you to get the most out of their ATGMs. They have low ammo capacity so rearming frequently is a must to maximize combat effectiveness.

Price: 45 points



Ferit ENTAC

Ferret armored car packing 6 ENTAC ATGMS, they are great for tank busting as well as engaging FSVs and APCs/IFVs. They are quick and can keep pace with their recon cousins to form hunter killer teams or be used to directly support armor from behind or as ambush weapons against advancing armor.

Price: 20 points


Vickers MK11


This extremely well armed, fast moving amphibious wheeled monster of a prototype FSV can destroy anything from tanks to infantry. They are fast, deadly and are a nightmare to deal with after they breach your lines. They should always be backed up by AA as aircraft are one of the few weaknesses of this FSV.

Price: 45 points


Jeep M40

Classic Jeep mounted RR perfect for fire support and ambushing armor. They work best either supporting infantry clearing towns or set up to ambush hostile armor. Their HEAT rounds can do a number on even the best tanks and with enough of them spread out, they can decimate unprepared armored formations.

Price: 10 points


Rover Wombat

Faster and with better range, AP and suppression compared to the Jeep M40, this unit can be seen as a direct upgrade. It is still great for fire support as well as ambushing armor and also possesses HEAT rounds that can damage any armored target in game.

Price: 15 points


Rover Milan

Milan F1 armed landrover perfect for tank and FSV hunting, best used for hit and run tactics, they have limited ammo and need to rearm frequently but provide a fast moving tank killer at the cost of ammo, armor and strength.

Price: 20 points


M113A1 FSV


M113 amphibious APC hull with a Saladin armored car turret on top, this combination produces a slower but amphibious HEAT spewing little FSV perfect for destroying both armor and soft targets. The HEAT rounds will damage anything regardless of armor and will also make quick work of infantry, they can keep up with their APC cousins and work well grouped with either recon model M113.

Price: 15 points


M113 Milan

Prototype amphibious tank destroyer made by mounting a Milan F1 ATGM on a standard M113 (and filling the troop compartment with missiles). Able to keep up and go anywhere it's FSV, recon and APC cousins can go, they are a great way to give your M113 swarm the ability to fight off tanks at longer ranges.

Price:25 points


ANZAC Helicopters
Bushranger


The best and only attack helicopter in ANZAC use, the bushranger is no pushover, packing miniguns and tank destroying HEAT rockets (that with their high rate of fire can even destroy heavy tanks extremely fast), it's slow speed and low strength are made up for by it's heavy firepower against both hard and soft targets, works best if pared with recon helos and they require frequent rearms to remain effective.


Price: 45 points
ANZAC Aircraft
A-4K Skyhawk

Tank hunting attack aircraft armed with 2 AGM-65Bs and 2 20mm autocannons. Although slow and possessing low ECM, this aircraft is perfect for dealing with specific targets such as CVs, heavy tanks and ATGM vehicles but due to it's limited number of AGMs it is best used on single targets of high priority.

Price: 85 points


A-4K Kahu

Direct upgrade with higher AP, more accurate and longer range AGM-65Gs and 30% ECM. These attack aircraft still have limited payload and are best used to focus on individual targets of high threat. They can also be called in waves to engage more numerous targets but work best when escorted by friendly fighters.

Price: 125 points


BAC Strikemaster

Standard napalm bomber with 2 napalm bombs and a 7.62 machine gun. They are good for uprooting dug in troops in towns and can clear units out of woods as well as area denial on roads and bridges. They can be used for helo hunting for their low speed but their low fire rate can make it take a few passes to shoot them down, they should only target fixed wing aircraft as a last resort.

Price: 50 points


MB-339CB

A side grade to the Strikemaster, it trades the machine gun for 4 more napalm bombs and additional speed. They can blanket a larger area in flames compared to the Strikemaster but lacks the defensive armament. The speed can allow for more reactive strikes as well as help it escape from chasing aircraft.

Price: 90 points


F-111C

The be all, end all of bomber aircraft, this prototype monster packs 4 1000 pound bombs and 30% ECM. It will vaporize anything from infantry to heavy tanks in 2 runs or less. The shear area of effect of the bombs is massive and can destroy massed units that are grouped too close together. They should fly with escorts mainly due to the large target they present to hostile fighters.

Price: 140 points



F-4E Phantom II

ASF phantom armed with a 20mm autocannon, 4 AIM-9s and 4 AIM-7s. They work great for intercepting attack aircraft and can hold their own against similarly priced fighters. Their high speed and large payload is offset by their low ecm of 10%, they are still great fighters and are the best pure ASF in the ANZAC arsenal.

Price: 90 points


F/A-18A Hornet

Multirole fighter bomber with a 20mm vulcan autocannon, 4 AIM-9s and 4 500 lb bombs. They are great dogfighters and strike aircraft but should focus on one mission at a time (they can defend themselves when bombing targets but work best when escorted by other aircraft so they can focus on their targets). They have 30% ECM allowing them to survive attacks from hostile AA and aircraft.

Price: 125 points


Mirage IIIO[A]


Mirage III multirole armed with 6 227 KG bombs, twin 30mm autocannons and 2 AIM-9s allowing it to function as both a light fighter or light bomber. It can hold it's own against similarly priced aircraft in the air and also provide effective and deadly air support. They work best when escorted when focusing on ground targets so they don't have to break off to engage a threat and then have to re position to bomb it's target.

Price: 65 points


Mirage IIIO[F]


Mirage III packing 2 30mm autocannons, 2 R.550 Magic short range AAM and a single R.530 long range AAM. These aircraft are decent dogfighters and can absolutely destroy escorted ground attack aircraft. They work well pared with each other or other aircraft and make great escorts for their bomb armed cousins.


Price: 70 points

Japan National Overview
Japan is pretty much comprised of unique units, which specialize at unique roles, overall they aren't exceptional all rounders, unless you combine units together in the same force.

Japan has quite a few CV choices available to the player, but the supply end is rather light.

Japan has very high quality infantry compared to most nations, each unit able to fulfill it's specialized role quite well. Standard infantry, and light infantry however use slightly inferior AT weapons, predominantly recoilless rifles, which while they may have range, have very low AP power, and rate of fire. Japan does have one of the longest range, and most accurate infantry based ATGM in the game however.

Japan dosen't have that much variety in terms of transport, but they are all particularly good at, most of the time, dealing with other infantry.

Japan has quite good support units. While artillery may be short range, they are still potent. Japan also gets a version of the Flakpanzer Gerpard, a HAWK, and a few Infrared AA carriers.

Japanese armor is quite comparable to German armor, but with much lighter armor, more speed, and a LOT less fuel efficiency. They have arguably the best BLUFOR high end tank in the game as well, if you define fire rate as best, the KYU-MARU-SHIKI.

Japan doesn't have much in terms of Recon, but each unit is very powerful, including the OH-1 Ninja.

Japan doesn't have much of a Vehicle category, with the exception of their entire line of truck mounted, unique ATGMs.

Japan either gets a small Tow helicopter, or a version of the Cobra. Not much choice, but both good choices.

Japanese air overall isn't that impressive. There's some variety, but overall, with the exception of the F-15, the air isn't that powerful. Japan does get the F-1 however, which has two laser guided bombs, so, even if the F-1 dies, the bombs will still track, and land on top of the target if it moves.
Japanese Logistics
Hachi-Ni Shiki CV


Fast moving, lightly armored wheeled command vehicle armed with a .50 MG. These units are great when paired with wheeled units like the HMV and TAN-SAM Short Arrow. They are still relatively lightly armored compared to other armored CVs, allowing them to survive light incoming fire but should always avoid direct contact with hostile forces.


Price: 130 points


Honbu-Han


Japanese command squad armed with the Howa 64 Shiki battle rifle and the 62 Shiki machinegun. These units are useful for holding urban and wooded objectives where they can easily conceal themselves. They can fight in self defense but should always have other infantry or units defending them due to the high priority, price and large target put on command units.


Price: 100 points


Mitsubishi CV

A standard command jeep best used for securing rear area objectives or for quickly taking forward ground with it's high speed on road. These units are defenseless and fragile, always requiring an escort due to their high cost and the danger they pose when holding an objective. They are relatively inexpensive for a command unit and can keep pace with fast moving columns of advancing troops.

Price: 100 points


Hayate

Prototype Toyota made Humvee like wheeled jeep CV. A direct upgrade to the older Mitsubishi, it's much faster off road with it's only trade off being slightly worse fuel economy (same range but larger fuel tank). These units are still very fragile and unarmed so care should be taken to safely escort these units to their objectives.

Price:110 points

Nana-San Shiki CV

Amphibious, tracked .50 cal armed CV perfect for holding contested objectives that require a hardened, armored CV. These units are great for coastal assaults and river crossings allowing them to capture or contest objectives similar systems can't. They can defend themselves as a last resort but even with their light armor they are best left out of combat and protected by friendly troops.

Price: 115 points

Nana-Yon Shiki A CV

command tank packing an autoloaded 105mm HEAT main gun and a M2 Browning .50 cal machinegun. These CV tanks can take more punishment than lighter CVs and can defend themselves if attacked but still work best when supported by friendly troops. They are great for heavily contested objectives that most other command vehicles would be unable to survive in.

Price: 125 points


Chugata Cargo

Standard 500 unit supply truck with fast road and decent off road speed. The best and only ground supply unit for Japan, these cargo trucks are best used to rearm, refit and refuel your units during prolonged engagements. It is helpful to always have a few ready behind your line so they can quickly refit your units before rearming at a FOB or other supply unit.

Price: 10 points


KV-107 Shirasagi


1000 supply unit helicopter, perfect for extremely fast or hard to reach resupply missions, these relatively durable supply helicopters can reach units that would be unsafe or impossible for ground supply units to reach. Their ability to bee line directly to their objective is only offset by their vulnerability to AA as well as letting your opponent know where your units are if they are able to watch them land. They can be used to rearm your trucks right behind the line and let your Chugatas distribute the supply out discretely while the KV-107 heads back to the FOB for more.


Price: 25 points
Japanese infantry
Chu-Mat


Japanese 2 man ATGM with a decent range, high accuracy and AP power. These teams work well with recon infantry and vehicles but do not fare well up close. They have extremely limited anti helo and infantry armament and are best used to support larger squads hold cities and forests. They have a limited supply of missiles so frequent armament is extremely important to keep these teams combat effective.

Price: 20 points


Hudou-Ren

Japanese airborne shock troops packing the Howa 64 BR, M67 RR and the 62L Shiki SAW. These hardened shock squads will make short work of armor and infantry and their fast moving wheeled and rotor wing transports allow for rapid deployment behind hostile lines and on the fringe of a flank. They work very well as hunter killer teams due to their heavy armament and fast moment speed.


Price: 25 points


Kutei

Although only available in transport helicopters, these nasty SF troops are deadly when it comes to taking on hostile infantry. they have limited AT firepower in the form of the M72 but their real strength is fighting infantry. Their SAWs and SMGs can chew through hostile troops right in their city block. They also make a decent forest fighting unit and can be used in CV hunter killer roles but should have support when taking on hostile heavy armor.

Price: 25 points


Kutei '90

A direct upgrade to their '75 counterparts, these troops trade their M66 SMGs, 62L SAWs and M72 LAWs for Howa 89F carbines, Minimi SAWs and M2 CG RRs, their enhanced firepower is also complemented by expanded transport options allowing them to ground insert as well as rapidly deploy from helicopters. They are decent against armor and possess even higher anti infantry firepower.

Price: 30 points


M67-HAN

FIST teams packing the hard hitting and long range M67 RR, these troops are deadly against armor and work well for supporting other infantry at destroying hostile troops. They can absolutely wreck soft targets but should never engage infantry alone, working best when pared with a network or MANPADs, standard infantry squads and longer range ATGMs creating a network of overlapping firepower in any contested city.


Price: 15 points


PSAM


2 man MANPAD team armed with the Type 91 (a domestic upgrade to the classic Stinger), these fragile but deadly units can absolutely wreck hostile fixed and rotowing aircraft with their 5 HE warheads and high accuracy. These teams will need to frequently rearm in order to maximize their ability to provide local air defense. They are very fragile and should have other squads cover them from hostile ground units. They are a direct upgrade to the Stinger.

Price: 25 points


Stinger

2 man MANPAD team using the FIM-92A Stinger SAM. These units might lack strength but make up for it with their deadly air defense capabilities. These units are vital for protecting other infantry and ground units in cities and woods from hostile air attack. They only carry 6 missiles so it is best to deploy them with supply units to keep the sky clear of hostile aircraft.

Price: 15 ponts


Syoujyu-Buntai

Standard Japanese line troops packing Howa 64 battle rifles, M72 LAWs and 62 Shiki LMGs. These units are perfect bread and butter infantry for anything from city assaults to forest ambushes. They are inexpensive, come in large numbers and have a large variety of transport options. Like all infantry they work best in towns and woods where they are protected by cover and can maximize the use of their short range weapons.


Price: 10 points


Syoujyu-Buntai '90

A direct upgrade to the '75 model, these troops pack M2 CG RRs and Howa 89 assault rifles and also have access to additional transport options in the form of high end WAPC APCs and Hachi-Kyu Shiki IFVs. These units are truly deadly against infantry and armor but work best when supported with combined arms tactics from friendly armor, AAA, ect.

Price: 15 points



Japanese Transports
Chugata

Standard transport trucks perfect for quickly moving recon and command infantry around the battlefield. They lack armor and armament so are best used as battle taxis, moving your troops around then pulling back behind the front line until they are needed to relocate them again. They have great fuel efficiency and decent off road speed, a steal for 5 points.


Price: 5 points


Hachi-Kyu Shiki

Thick armored IFV packing a 35mm autocannon and Jyu-MAT ATGMs. These IFVs can safely get your troops to the front line and once there provide extremely lethal fire support, destroying anything from tanks to infantry. They have 4 front, 3 side, 2 rear and 1 top armor allowing it to take some major damage before getting destroyed and even a fatal hit should allow some of the troops inside to survive. These IFVs are powerful but should work together with the infantry they carry in addition to working with the support of tanks and AAA units.


Price: 25 points



HMV

Prototype wheeled transport with 5 strength, no armor and a 62 Shiki LMG and extremely high speed on and off road. These units can provide some fire support for their dismounted troops but are very fragile. They work well for rapid assaults and flanking maneuvers due to their high speed. They are a great asset for any deck and can transport anything from line troops to SF and ATGM/MANPAD teams at a low price.

Price: 10 points


Kyu-Roku WAPC

Fast moving wheeled prototype APC armed with a Mk19 AGL with 2 front and 1 top, rear and side armor. They are not the best armored APCs but are very fast moving and can put down heavy duty fire support. Best used for rapid land grabs or quick reinforcement when it is unsafe to deploy transport helos, these APCs will get their troops to their objective safely and can lay down a lot of HE on both soft and armored targets.

Price: 15 points


Nana-San Shiki

Amphibious APC armed with an M60 LMG and M2 HMG, this APC packs a lot of firepower compared to similarly priced platforms. It's ability to land troops on beaches and cross rivers is unique among Japanese transports, allowing it to bring troops places that would be inaccessible by other transport options. They are a great option for 5 points and their 1 armor on the top, side, rear and front allow for decent protection from light punishment while providing light fire support.

Price: 5 points


KV-107

Heavy duty transport helicopter with massively long range, 8 strength and a deadly M134 7.62 minigun for fire support. These 270 KPH work horses can get infantry deep behind hostile lines safely and in style. They are great for anything from large scale airborne landings or little black ops behind the lines small scale landings.

Price: 20 points


UH-1H

The bread and butter of Bluefor transports, this type 62 Shiki armed helicopter is an inexpensive, quick and small transport. Although fragile at 4 strength, these helicopters work well for rapid insertion of troops behind the lines or in initial land grabs. These helicopters can provide limited fire support but should unload their troops first.

Price: 15 points
Japanese Support
105 SP

A light, amphibious SPH perfect for blowing anything from soft to heavy targets to hell. These 5 HE SPH can destroy even heavy armor with sustained fire. These howitzers have a decent ammo load, decent accuracy but low range. Their ability to swim allows them to go places SPH normally can't, allowing them to really hit the enemy where they least suspect it. Best used in shoot and scoot attacks, they should stay behind the front lines and have escorting units protect them from attack.

Price: 40 points


155 SP

Longer range, harder hitting but less accurate then the 105 SP, this beefy SPH can crack open most targets in a few shells, they work best from safer positions behind the front lines and should always be protected and practice shoot and scoot tactics. They also are great for laying smoke before an assault allowing your troops to safely advance.

Price: 60 points


203 SP

The largest SPH in Japan's inventory, this monster 10 HE destroyer of worlds can destroy unarmored units in one direct hit. They have a large blast radius, long range and high accuracy but only hold 2 shells each, leaving them highly depended on resupply vehicles, they are great for counter battery fire but themselves are a large target so moving between each barrage is extremely important to avoid hostile response.

Price: 90 points


75 MSSR

7 HE MLRS perfect for suppressing and destroying soft to lightly armored targets in a large area. Unlike most MLRS, they have a defensive M2 machinegun but should stay away from direct combat and have escorting units as well as supply vehicles to keep them rearmed. They can clear out infantry, destroy AAA and even stop and route assaulting formations of hostile armor. for 50 points this MLRS is a steal, although they tend to use a lot of supplies so remember to keep ammo close.

Price: 50 points


81 MSP

Amphibious M113 mounted 81mm mortar, they have a lot of ammo, accuracy and fire rate but a short range. They are best kept away from combat but do have limited defensive ability with their M2 machine guns. They are best used on lighter targets and can also smoke positions to allow your troops to safely advance forward. Their high fire rate allow them to quickly suppress anything from armor to ATGMs and AA.

Price: 30 points

107 MSP

Harder hitting, longer range but less accurate amphibious M113 mortar. They hit harder with 4 HE shells but fire slower. They are still best used on soft targets but like their smaller cousin they can destroy armor with enough shells. they have less ammo then the smaller 81mm 81 MSP but still have a lot of rounds to bring into battle (72 each). They make great support units when assaulting cities and can shake and bake hostile troops with a mix of smoke and HE allowing you to panic, injure and blind your opponents before attacking them with your other units.

Price: 40 points


Kairyou HAWK

Heavy SAM armed with the classic HAWK missile, they are only 5 strength but do possess 1 side and front armor but should always have escorting ground units. They can down anything with only 2 missiles (1 if you get a critical hit) allowing you to wreck any fixed wing aircraft or helicopters that try and attack your troops on the ground. They only have 3 missiles so it's best to keep supply units near them to keep them rearmed and being high priority targets it's best to relocate them every now and then to prevent hostile counterattacks from artillery. They are radar guided so they should be turned off when SEAD is in their AO and work best with optically guided or IR AA to supplement their capabilities.

Price: 60 points


Kin-Sam Closed Arrow


Japan's prototype answer to the american avenger, this type 91 packing IR SAM is fast, deadly and accurate. Able to fire on the move, this allows the Kin-Sam to protect fast moving advances without needing to stop moving. They have a total of 8 missiles but work best when they are able to rearm between engagements. They will take care of hostile helos and fixed wing aircraft but should always have an escort when facing ground units.

Price: 55 points

M42 AAG

American made M42 duster, this twin 40mm packing AAA is unable to be targeted by SEAD and has a high damage of 1.5 HE allowing it to destroy most helicopters and fixed wing aircraft that stray into it's range. They might lack accuracy but their low price and high numbers allow you to deploy them in large numbers across your front line.

Price: 10 points

Guntank

Nicknamed after it's fictional equivalent in the Gundam anime, this powerful SPAAG is the best Japan has to offer. Packing twin 35mm radar guided autocannons, this beast of a weapon can shred helicopters, fixed wing aircraft and unlucky ground units that get too close. It is important to remember to turn it's guns off when hostile SEAD aircraft are deployed, allowing your SPAAGs to live to fight another day.

Price: 55 points

Tan-Sam Short Arrow

Like a slower, longer ranged less accurate Closed Arrow, this light SAM packs 8 missiles ready to blow both fixed and rotor wing aircraft out of the sky. Although not as fast as it's smaller cousin off road, these units can still keep pace with all but the fastest, allowing them to both relocate quickly where needed and run from incoming threats. These units are on the soft side with 10 strength and no armor so it is best to keep they escorted whenever possible, their 8 missiles will be depleted surprisingly fast so it is important to keep some resupply vehicles nearby.

Price: 65 points
Japanese Tanks
Kyu-Maru Shiki


The best tank in the Japanese arsenal, this prototype monster packs a 120mm main gun, M2 machinegun and 20 front, 9 side, 3 back and top armor allowing them to survive a lot of punishment. With insane 12 ROF on their main guns, these tanks can blaze a path of destruction through formations much greater in size. These speedy 70 kph MBTs are almost a mix of the leopard 1 and 2 in the sense they are great for pushing flanks, have high fire rates like the leopard 1 and with armor and firepower comparable to the leopard 2. These tanks tend to be overlooked for their great stats and offer a lot of to bring to the table.


Price: 170 points


M41A1


American made Walker Bulldog light tank, these nimble cav tanks are quick, nimble and deadly. What they lack in AP and armor they make up for in speed. These units work best in fast hit and runs attacks and aside from their poor fuel economy they are very effective for providing fire support and hunting lower end tanks when in formation with better armored, slower tanks. The main importance is to remember to have resupply on hand to keep them combat effective.

Price: 10 points


Nana-Yon Shiki A

Auto loaded workhorse tank reminiscent of a cross between the HEAT armed AMX-30 and the fast moving, stabilized Leopard 1. Their HEAT rounds can damage any threat on the battlefield and their high fire rate and auto loader allow small groups of these tanks to absolutely demolish even the best armor in game. They also offer a great platform for infantry fire support but their light armor means they should keep their distance so they can lay into soft targets.

Price: 35 points


Nana-Yon Shiki C

Using higher AP KE rounds, this MBT variant is much better up close to hostile armor. Their ability to do more damage to heavy armor at close range allow them to do high damage to similarly priced tanks. They still have a high rate of fire due to their auto loader and 10 ROF, they can put a lot of rounds down range very quickly on both armored and soft targets alike.

Price: 40 points


Nana-Yon Shiki E


Upgraded C model with better range, accuracy and stability then the older models along with higher AP power. Their increased range means also pares well with their KE main gun, allowing them not only to fire at targets at higher range but also utilize the bonus of closer range increasing KE damage. The blistering rate of auto loaded fire really allows this tank to chew through targets rapidly, allowing them to rapidly destroy light targets and decrease the time needed to crack tougher nuts.


Price: 50 points


Nana-Yon Shiki G

Prototype MBT equipped with ERA, a MK19 GL and higher AP firepower. These upgrades give much needed frontal and side armor, making them slightly more durable but still leaving them as glass cannons. They can mulch soft and armored targets up close with their high fire rate on both their main gun and AGL. Overall these tanks are very unique, allowing them to perform both great fire support as well as engage other tanks of similar price with great results when one takes advantage of their ROF and auto loader.

Price: 60 points


Roko-Ichi Shiki

Trading the speed and stabilizer of the M41A1 for much better armor, these tanks make both great ambush weapons as well as fire support/ anti medium armor platforms. Their low price and high availability mean they are able to effectively deal with most threats of similar capabilities. They do suffer from poor fuel economy and do need to frequently top off to stay effective but if properly managed, these units offer a lot of capabilities unheard of on similarly priced systems.


Price: 15 points
Japanese Recon
Hachi-Nana Shiki


Fast moving wheeled recon vehicle packing a 25mm autocannon. These good optics scouts are great fighting recon, able to spot and provide fire support for other units in addition to concealing themselves to observe and report. Their high speed and decent firepower make these units decent hunter killer units and great spotters/escorts for ATGM units. They work very well in pares and can be mixed in armored formations to spot for tanks and mulch infantry and helicopters that get too close.


Price: 30 points


JSDF Rangers

"Leading the way" with their M66 SMGs, M72 LAWs and Howa DMRs, these stealthy shock recon teams can do anything from observing HVTs for air and artillery strikes to blowing the brains (more likely center mass) out of unsuspecting infantry from 1050 meters. They are good up close due to their SMGs and great at range with the DMRs but only have light AT, best reserved for self defense or targeting high priority targets like command units. They have a diverse amount of transport options allowing them to deploy anywhere you need them.


Price: 20 points


Mitsubishi M2

Lightly armed and fast moving, this fragile but very good optics packing scout is discrete, concealable and perfect for concealed observation. Their high speed on roads and decent off road speed allow them to quickly fill blind spots in your line. Their M2 is best used in self defense but in emergencies they can be used for light fire support for infantry they are scouting for. They work great with their ATGM and RR equipped variants to spot targets for them, extending their ability to engage a target before they are seen.

Price: 25 points


OH-6D

Lightly armed scout helicopter perfect for observing troop movements and hunting down high priority targets like CVs and other high priority targets. They are not the fastest helicopters but their high relative speed allow them to patrol large areas and quickly respond to an emergency when your attack helicopters are not deployed in the AO.

Price: 30 points

OH-1 Ninja


Prototype stealth scout helicopter armed with 4 Type 91 AA missiles. These fast, stealthy and exceptional optic scouts also moonlight as extremely viscous AA helos, perfect for hunting other helicopters in addition to unsuspecting fixed wing aircraft. These 6 strength units are somewhat durable but should be used for hit and run raids or as discrete observers.

Price: 90 points
Japanese Vehicles
Mitsubishi 106mm

Fast moving, tank killing 106mm HEAT RR mounted on a fast, wheeled platform. These units can also be used to deadly effect as fire support when pared with infantry and their transports. Their ability to damage and with at max, 10 shots destroy any hostile ground unit in game allows these inexpensive units to become extremely cost effective killers when used in combined arms groups.

Price: 10 points


Mitsubishi MAT

ATGM with greater range, accuracy and AP power then the 106mm M40, these low end ATGMs are still very powerful weapons against lighter AFVs in addition to getting side shots on higher end armor. Their small size allow them to hide where least expected , shooting advancing units in their side and rear. They only hold 4 ATGMs each meaning that they should frequently withdraw and rearm during lulls in a battle.


Price: 10 points


Mitsubishi Jyu-MAT

With much longer range, AP and higher accuracy compared to the older MAT, these long range ATGMs are perfect for pegging targets before they are ever seen. They have limited ammo capacity meaning that they need to rearm after every 4 shots. These fast moving elusive TDs excel at hit and run attacks.

Price: 15 points


Mitsubishi Chu-MAT

Trading a bit of range for much higher AP and accuracy, these high end ATGMs can easily destroy light to medium armor in only a few shots. They also have a faster reload compared to the older MAT ATGM platforms but still lack a large ammo capacity, meaning frequent rearming is needed to continue fighting.

Price: 20 points

Rensou 106mm

A smaller cousin of the American Ontos, this duel 106mm RR packs 1 point of armor all around excluding it's roof. It has a high ROF of 10 for it's duel M40A1C RRs and also has an M60 MMG for fire support and defense against hostile helicopters. They are decent tank killers with their HEAT ammo and can provide great fire support. They are perfect ambush weapons systems with the only drawback of having a low fuel efficiency and only holding 8 106mm rounds.

Price: 15 points
Japanese Helicopters
AH-1S

US made Cobra gunship packing a 20mm auto cannon, Hydra 70mm rockets and 8 I-TOW ATGMs, these quick and nimble gunships will make short work of armor and infantry alike. They can hold their own against other helicopters as long as they don't have AA missiles. Best used in combination with a recon helicopter, these multi purpose platforms can take on everything from large tank formations or contested infantry swarmed cities.


Price: 80 points


OH-6D TOW


These light tank hunting helicopters make up for their low strength of 4 with high mobility and powerful TOW ATGMs. They lack any anti infantry armament and work best as pure tank/AFV hunters. they only hold 4 missiles each so care needs to be taken to remember to rearm these units frequently, allowing you to keep them on station when they are needed most.

Price: 40 points
Japanese Aircraft
F-1


Deadly multi role armed with 2 smart bombs, a 20mm Vulcan autocannon and 2 AIM-1s, these fighter bombers work great when it comes to destroying soft to armored targets in addition to attack helicopters and other aircraft. They are best used with escorts if going in for ground attack so they can focus on their targets but when deployed as fighters, can do a number on most aircraft of similar price.

Price: 100 points


F-104J Ryu

An inexpensive fighter packing a 20mm vulcan and 4 AIM-1s. Best used to intercept attack aircraft, bombers and lower end fighters, they are low priced, work well in groups and can overwhelm even high end ASFs when deployed in groups or supporting other fighters. They also make great helicopter hunters but their low maneuverability means they are not the best for making multiple runs.

Price: 60 points


F-15J

The best fighter Japan has to offer, this US made monster packs a Vulcan auto cannon, 4 AIM-9Ms and 4 AIM-7Ms. They have 40% ECM and exceptional air detection allowing them to go toe to toe with some of the best. Their semi active missiles might not be as effective as F&F ones but they still very deadly fighters against almost any threat in the air. They are also make great escorts for strike aircraft and will make an opponent think twice about dispatching fighters.

Price: 140 points



F-4EJ

Medium priced fighter packing a 20mm auto cannon, 4 AIM-9Fs and 4 AIM-7E's, these fast movers can play hell with hostile strike aircraft as well as fighters. Working best in groups or pared with other aircraft to escort, these well rounded aircraft can make quick work of most threats. In pares they can deal even with the best fighters and their high TOT allow them to make great ASFs, paroling behind your ADN waiting to jump anything trying to engage your troops.

Price: 90 points

F-4EJ Kai

F-4 Fighter bomber packing long range AIM-7Fs, a 20mm auto cannon and 8 340 kg bombs. These multi roles can do anything from shooting down fighters and bombers to bombing large formations of ground targets. They have a respectable 20% ECM allowing them a little protection from hostile fire but they work best striking ground targets with escorts or supporting other aircraft engage hostile fixed wing assets.

Price: 125 points


F-86F Kyokko

American made classic armed with 6 browning M2 machine guns for self defense and helo hunting and 2 napalm bombs. They are great for area denial, clearing out cities and woods and setting choke points like valleys, bridges and roads. They should normally fly with escorts due to their minimal AA armament. Napalm is great against soft targets and armor alike but care should be taken not to cook friendly troops.

Price: 60 points
South Korea National Overview
South Korea in Wargame pretty much entirely uses either really old American equipment, or new age equipment either built by themselves, or shared from other nations like France, or Germany.

South Korean Logistical units are almost identical to the US units, except without the M1 Abrams, supply is also similar, without the CH-53.

Overall South Korean infantry widely varies based on price, high quality infantry is worth more, and usually has better equipment, while cheaper infantry uses WWII surplus in most cases.

South Korea essentially gets identical transports as the US does, except with some minor modifications on each of their vehicles.

South Korea has a decent support tab. They have one of the best artillery pieces available to BLUFOR, the K9 Thunder, a modernized version of the M109. South Korea also gets essentially the entire American AA suite as well, just barely inferior, with the HAWK PIP II, instead of the PIP III.

You only really get 2 choices when you play South Korea, really old M48s, or modern M1 Abrams like K1 tanks. The M48s aren't particularly powerful, but they are plentiful, where the K1s are quite the opposite.

South Korea doesn't have that many choices when it comes down to recon, but in pretty much every case, they are all quite combat effective if used properly.

South Korea, as mentioned before is using some really old equipment, including old Tank Destroyers from WWII, they are included along with the regular ATGM carriers associated with the Vehicle tab. This tab has the unique for this game, M18 (the Hellcat), it has the highest offroad speed of any tracked vehicle in game, at 100 km/h.

South Korea has a few nice helicopters, mostly including the Cobra variants, especially the AH-1T, which has 8 Tow 2 missiles, along with the regular rockets, and cannon.

South Korea is a split between very high end expensive things, and low end cheap things. They have quite a few very expensive F-16 variants, along with some F4 variants, and on the cheap end, they have F-86 Sabres, for quite a low price.
South Korean Logistics
Bonbu

SK command troops packing M16s and M60s for self defense, they are best kept away from the fighting and should always have a few units backing them up. They work well on heavily wooded or urban objectives where they can dig in in places that would be impractical to standard command units.

Price: 100 points


K111 Jihwi-Cha

A basic fast moving but soft skinned command MUTT. These units are quick and inexpensive allowing for early game land grabs and work great for holding objectives in the rear that are less exposed to direct fighting. Their speed and small size are their only asset in a fight so they are best kept away from direct combat.

Price: 100 points



M113A1 Jihwi-Cha

Lightly armored command M113, it can cross rivers and land on beaches fairly easily making them useful on almost any map. They are lightly armored and armed with an M2 allowing them to better hold front line objectives. They are still relatively fragile and as with all command units they are HVTs for a competent opponent due to their cost and importance.

Price:110 points

K277 Jihwi-Cha

Prototype amphibious and armored CV packing a hefty .50 M2 heavy machinegun. A direct upgrade to the M113 Jihwi-Cha, they are both faster, better armored and have slightly better fuel economy. Best used in similar ways as the M113 Jihwi-Cha, they can survive a bit more of a beating but still should be kept away from direct fighting.

Price:130 points


M48A3 Jihwi-Cha

The beefiest CV in the South Korean lineup, this command tank packs 5 front, 3 side and 1 rear and top armor allowing it to take much more punishment then the M277 or M113. They also have a 90mm main gun and M2 to help fight back against hostile troops. Like all CVs they still should be protected by friendly units because their high importance and price put a large bounty on their heads. Best used to secure the hottest of the hot zones on the map on in areas of heavy shelling.

Price:120 points

UH-1A Yidong-Jihwi-So

The perfect tool for quick land grabs, aerial assaults or the finisher of a naval invasion, these helicopters are not the fastest or most durable but their ability to go anywhere and negate terrain features like mountains and water allow them to really thrive in a quickly changing battlefield.

Price: 100 points

CH-47D

2500 supply unit helicopter perfect for rapid replenishment of ammo, fuel and parts (or a few FGNs for infantry squads). These units thrive on maps where there are lots of obstructions, allowing you to bring supplies to remote locations fast and in large numbers.

Price: 55 points


K-511 Cargo

Local version of the M35, these 800 supply unit trucks are the best and only for South Korea to keep their units in fighting condition. They are quick on roads, pack a decent amount of supply and can turn a loosing battle around by keeping your troops in the fight without having to pull back to a FOB. Make sure they are protected and don't let them get captured!

Price:15 points
South Korean Infantry
Gongbyung

Packing M202 Flash incendiary rocket launchers and M16 rifles, these sappers will do a number on any infantry or soft targets unlucky enough to meet them in the field. The 4 tube launchers allow for a withering fire rate (although this is situational because of the fire produces, follow up shots might require a re positioning) that can quickly drain their 8 rocket supply. These troops are very dependent on regular supply and work very will with standard squads to assist with mop up as well as defending against hostile armor.

Price:15 points


Haebyung

South Korean 15 man marine squad. These shock troops are ready to take the beach heads with their M16s, M72s and their cut down M60s. They work great in cities and forests and come in a variety of amphibious and helicopter transports. Although their AT is not the best, they can do a number on most threats on the battlefield as long as they are properly supported.

Price: 20 points

Haebyung '90


A direct upgrade to their '75 counterparts, these prototype marines are armed with the K2 assault rifle, PZF 3 AT and the K3 machinegun. Their increased firepower against both armor and soft targets make these squads perfect for dealing with any threat. They are most at home in urban or forested objectives and like all infantry should avoid open ground.

Price: 30 points

Hyu-SAM Mistrial

5 man prototype MANPAD squad packing K2s and Mistrials. Their long range, high accuracy and high HE power make them a threat to anything that can fly. Their high HE allow them to down almost anything with 2 shots (3 for the monstrous B-5) making them extremely dangerous for helicopters and fixed wing aircraft.

Price: 30 points


Hyu-SAM Redeye


A classic 2 man M16 armed redeye MANPAD team, these units are both inexpensive and plentiful allowing them to be deployed in large numbers. Although only 3 HE, their missiles are a strong deterrent against hostile helicopters and aircraft and when supported with other AAA they can make a very deadly no fly zone over your front or rear line objectives.

Price: 10 points


Hyu-SAM Stinger

The middle ground between the lighter redeye and heaver mistrial, these 2 man K2 armed teams have higher availability then the mistrial and better firepower over the redeye, they help fill a gap between the two. As with all MANPADs, they allow easily concealable, immune to SEAD and relatively inexpensive AA options.

Price:15 points


Jiksa-Hwagi-Ban

Powerful FIST teams packing the long range M67 RR and M16 rifles. These troops make life for hostile infantry and armor assaulting a town or treeline a living hell. Although they lack the ROF of some FIST teams, they make up for it with a very long range and a high accuracy. They work best supporting other infantry squads.

Price: 15 points


Sochong-Su

South Korea's basic line infantry armed with M16s, M72 LAWs and M60 machine guns. These troops provide a great base of fire and are vital for protecting more fragile specialist FIST, ATGM and MANPAD teams in addition to supporting shock and SF troops. They have a decent output of firepower for their price but they lack heavy duty AT weapons.

Price: 10 points


Sochong-Su '85

A direct upgrade from the '75 variant, they come with additional transport options as well as better weapons in the form of the K2 rifle and the M72A4. They have a much better performance against armor then the '75 version allowing them to crack open hostile armor faster and more efficiently. The high ROF of their LAWs make them deceptively powerful tank killers.

Price: 10 points

UTD/SEAL

Best of the best South Korean SF troops, they work well for both real line harassment in addition to taking high value positions in cities and towns. They have both a powerful AT weapon in the form of the M2 CG as well as the M727 carbine and M60 'Shorty' for anti infantry usage. They have a decent selection of transports allowing them to insert in decently armored APCs, fast wheeled transports or helicopter insertion.

Price: 30 points

Yebigun
Prototype South Korean militia packing the powerful M14 battle rifle and the M20A1 super bazooka. These inexpensive and plentiful units work very well to support large scale offensives as well as deploying alongside MANPAD and FIST teams to back them up. They also are an expensive rear line defensive option to deter and detect probing actions and hold back assaults until they are reinforced.

Price: 5 points

South Korean Transports
K-511

Domestic version of the US made M35, this unarmored and unarmed transport truck is a great way to quickly move troops forward to the front lines. Their lack of weaponry and armor limit them to simple battle taxis to deploy and move troops around quickly. they have great fuel efficiency and great on road and fair off road speed. For 5 points they are a great way to save on the cost of command and recon troops.

Price: 5 points


KAFV 25

Amphibious IFV packing a powerful 25mm auto cannon. This low cost IFV can both provide fire support for it's transported troops in addition to engaging hostile light armor and helicopters. Their 2 front and side and 1 top and rear armor allow them decent protection from indirect shelling, small arms and allow them to survive a few hits from some light AT weapons.

Price: 15 points


KAFV 40/50

Similar to it's autocannon armed counterpart, this deadly prototype IFV trades it's AP firepower for additional HE damage in the form of an M2 MG and a K4 AGL. Great against soft targets and able to lightly damage and suppress armored units. Although not as flexible as it's 25mm packing brother, the added HE output allows this IFV to clear out cities, towns and woods of hostile troops alongside it's dismounts.

Price: 10 points


KM113A1

The Bluefor bred and butter US made M113 amphibious APC is a great cost efficient transport for a large variety of infantry types. The .50 cal MG is great for fire support for dismounted troops and the 1 point of armor all around helps protect the troops carried inside. They are slightly slower then the beefier K200 and KAFV's but is still a relatively fast APC that can work well with it's younger cousins.

Price: 5 points

K200

Sharing the hull of KAFV IFVs, this lighter armed APC is still a decent threat in combat due to it's armor, M60 MMG and .50 MG, they can safely move their troops into the fight and once there give fire support against lighter vehicles and soft targets. A direct upgrade to the M113 in speed and armor, this APC is a good choice for attacking better defended locations.

Price: 5 points

K900

Wheeled amphibious APC perfect for rapid movement of troops. The .50 MG can put down a decent amount of fire on hostile troops but it's light armor means it should dismount it's own before engaging, their high speed and ability to swim make these units great for flanking maneuvers and unloading troops where the opposition least expects it.

Price: 10 points


K900 (recon)

Although lacking the sick camo and gun shield of it's non recon brother, this recon APC offers good optics and stealth for a slightly higher price. It's amphibious capability and high speed on and off road allow this beast to quickly transport it's recon troops as well as scout ahead to cover more ground.

Price: 15 points


LVPT-7

50. cal armed amphibious APC perfect for beach landings and river crossings. While not the fastest on land or in the water, this APC can go just about anywhere along with it's troops. They are great for landings on hostile beaches and river crossings to exploit holes in the defense of the opponent. While not exactly well armed or armored, they can still support their shock or SF dismounts in a pinch.

Price: 5 points


Bell 205

The SF/recon infantry version of the UH-1H, although statistically the same but has greater deck availability then it's general purpose counterpart. It's M60 can help suppress and engage light targets as well as fend off lightly armed hostile helicopters. They can put their troops in places that would be inaccessible or remote for most ground or sea transport units giving them great flexibility in the field.

Price: 15 points


UH-1H


Available to both SF and recon troops in addition to standard infantry, these light transport helicopters pack M60s for self defense and light fire support. Although statistically identical to their Bell 205 brothers, their higher restriction deck type wise is made up by their ability to transport a larger variety of troops.

Price: 15 points

UH-60P

Faster, stronger and with better fuel economy then the older Bell 205 and UH-1H, these prototype helos can take a bit more of a beating, fly further and faster. They are best used to deploy troops behind hostile lines, for early game land grabs or to assist in naval landings. Their M60s allow them light defensive and offensive armament against light targets.

Price: 25 points
South Korean Support
K136 Kooryong

South Korean MLRS packing 36 HE K30 130mm rockets. These artillery units can destroy, damage and traumatize anything unlucky enough to be under their steel rain. Although relatively light for an MLRS with only 7 HE, these units can destroy soft targets like infantry and AA with ease and with sustained fire heavenly damage or heavier armor. Best used on highly clustered targets such as troops mobilized to attack or defensive networks built in a city or treeline, they can devastate and soften up a target before an attack.


Price: 70 points


KM106

Amphibious M113 107mm mortar, this beast can put a lot of 4 HE shells in a small area in a very short amount of time. The perfect tool for taking on infantry or light armor, their short range is made up for a rapid fire rate.

Price: 40 points


K281

Faster, better armored but with a smaller 81mm mortar compared to the bigger KM106 and K242 SPMs, this lighter amphibious mortar fires faster, carries more ammo and is more accurate but has 1 less HE and shorter range then the 107mm counterparts. Their improved front armor and speed off road allows this mortar to relocate quicker and survive a bit more punishment then the KM106.

Price: 30 points

K242

Packing the larger 107mm amphibious mortar of the KM106 on the faster moving and better armored hull of the K281, this versatile unit is a great counter against soft targets and hostile AAA. It's higher range and HE (at the cost of accuracy, fire rate and ammo) compared to the lighter K281 and has better armor and speed off road and in the water (and 5 points more expensive) then the older M113 based KM106.

Price: 40 points


K55

155mm SPH perfect for destroying soft targets and with sustained fire, hostile AFVs and tanks. This mid range artillery unit might lack the firepower of the larger KM107 and KM110 or the aim speed of the K9 but makes up for it with it's lower cost then the latter and much higher ammo capacity of the former. Best used to soften up targets before an attack or destroy high priority units like AAA or command units, these howitzers are a great tool in any deck when a tough nut needs cracking, like all artillery units, it is best to shoot and scoot to prevent retaliation from hostile counter battery fire. It's .50 MG should only be used for self defense and it is important to provide escorting troops and best if they are kept a bit away from the front lines.

Price: 80 points


K9 Thunder

The most expensive SPH in the SK lineup, this deadly fast aiming 155 can be gone before it's shells even hit (depending on the distance from the target) making them very hard to counter battery (as long as you remember to relocate them after firing!). Like all artillery, it is best to keep them away from the fight to prevent hostile action and their .50 should only be used as a last resort.

Price: 125 points


KM107

The "smaller" of South Korea's big guns, these 9 HE monsters have better speed, fuel economy and range then their bigger cousin. They are great for picking off HVTs like command and AA units and will absolutely wreck soft targets. They should be kept away from direct combat and work best when ammo (be it a FOB or supply unit) are kept on standby.

Price: 60 points


KM110

Although slower, slightly less fuel efficient and with less range then their smaller brother the KM107, the extra point of HE (10) and added accuracy allow these massive guns to erase a soft target with only one shell. They are the be all end all of fire support and are best kept away from direct combat and with supplies on hand. Best used to mulch pesky AAA, ATGM vehicles or well dug in troops.

Price: 70 points


KM163

A domestic version of the American VADS, this amphibious M113 SPAAG can absolutely shred hostile fixed and rotowing aircraft that stray too close. It's high fire rate allows this SPAAG to also do a number on infantry and other soft targets due to the massive ROF of it's 20mm autocannon. Their lack of radar allow them to function in areas where SEAD would risk radar guided AAA allowing them to still function safely.

Price: 25 points


KM263

PVADS system mounted on the K200 hull. Faster moving and better armored then the older M113 hull, these radar guided SPAAGs make short work of both fixed and rotor wing aircraft that get too close. They are capable of getting hit by SEAD missiles so it is important to turn them off when facing such a threat.

Price: 40 points

K30 BIHO

The best SPAAG in South Korean inventory, this amphibious monster has thick armor for a SPAAG, decent speed on road, off road and in the water. The twin 30mm autocannons allow these SPAAGs to destroy both aircraft and soft ground targets. They have a higher combined fire rate then even the infamous 20mm Vulcan. Make sure to carefully use these when dealing with SEAD aircraft.

Price: 55 points

M727 I-HAWK

American made HAWK SAM, slightly upgraded compared to the older basic HAWKs used by other nations, these heavy SAMs are deadly against fixed wing aircraft and any helicopters unlucky enough to get too close. They have a large kill radius allowing one missile to take out multiple tightly grouped aircraft. The main weakness of these units are their slow speed off road, limited ammo (always deploy with supply units) and ability to be targeted by SEAD (keep them off when SEAD is near) but overall they are very powerful AA units when used carefully.

Price: 60 points


M727 I-HAWK PIP II

An upgrade to the standard I-HAWK, these heavy SAMs have greater range against helicopters and better accuracy overall. They can do a lot of damage with their 3 missiles but work best with supply units nearby.

Price: 70 points
South Korean tanks
K1

Domestically made tank similar to the American M1, these beefy tanks pack powerful 105mm cannons, a 50. and 7.62 MG and thick armor. They have high off road speed and decent accuracy on their main gun. Unlike the M48, these units have a stabilizer that lets them fire on the move, combined with their high speeds they are a force to be reckoned with.

Price: 95 points

K1A1

A direct upgrade to the older K1, this prototype MBT has better armor and optics. They trade in their smaller 105mm guns for a 120mm with greater accuracy, stability, AP power and suppression. The best tank available to South Korea, they can go toe to toe with all but the best tanks in game. when pared with the older K1 and M48s, they can provide a formidable offensive or defensive force against hostile armor and soft targets.

Price: 140 points

M48A3K

A 90mm and 50. cal armed American made MBT. These tanks lack stabilizers but when stationary have decent accuracy and firepower for their price. They can deal with light to medium armor in addition to soft targets, making them ideal to back up newer M48s or K1s in addition to your other units. Like all stabilized units, they are best used when attack moved.

Price: 20 points

M48A5K

With add on side armor (1 extra point) and a longer ranged, higher AP 105mm main gun, these upgraded units pack a bigger punch then their 90mm counterparts in exchange for some ammo. The side armor is welcome when providing fire support against towns or when pushing forward through potential ambush positions. Best used with the attack move command.

Price: 35 points


M48A5K WRSA

Although lacking the add on side armor (same armor as the A3K), the longer range, higher AP prototype upgrade allows them to reach out and hit targets at a greater range. Still lacking stabilizers, they are great defensive tanks or when attack moving, allowing the support the older M48s and K1s from the rear.

Price: 45 points
South Korean Recon
K111

Recon MUTT packing very good optics and a M240 machine gun for self defense and emergency fire support. These units are fast, stealthy and observant, allowing them to keep up with faster units or insert before larger troop movements to get a feel for what's ahead.

Price: 25 points

Fiat 6616

Prototype amphibious wheeled recon unit packing both a 20mm autocannon and a 40mm AGL in addition to very good optics. Able to stun and destroy soft targets extremely fast in addition to being a threat to light armor, these fighting recon units are deadly against infantry and even helos.

Price: 45 points

KAFV 90

Prototype amphibious tracked recon vehicle packing a M2 machine gun and a Cockerill MK.8 90mm main gun and good optics. When pared with the wheeled Fiat 6616, these two units form powerful hunter killer scout teams, able to destroy armor and soft targets with supreme ease. They also have decent armor and speed for a light gun recon vehicle allowing them to both observe and destroy hostile units.

Price: 30 points

OH-6

Unarmed very good optics recon helicopter, these swift and nimble helicopters are best kept away from hostile units with AA weapons although their small size allow them tough to hit. They can form hunter killer teams with attack helicopters or spot targets for artillery and ATGMs. They are also really useful for doing fly overs near areas you plan to attack but are unable to defend themselves.

Price: 45 points

Susaek-Dae

Standard 5 man recon team armed with M16s and M72s. They make great discrete scouts to hide in tree lines or deployed alongside other troops in cities. They can assist other troops with fighting infantry but should not attack hostile troops by themselves unless there is no other option.

Price: 15 points

Teukjeonsa

Recon SF troops packing M727 carbines, M2 CG RRs and the deadly Minimi. They can be used for everything from observation to support of standard troops and even behind the lines commando action. The carbines and SAWs they pack make them deadly against infantry up close while their AT can crack open most armored units with a few shots.

Price: 30 points
South Korean Vehicles
KM132

US made amphibious M113 flamethrower vehicle. Able to clear out whole towns and forests with their powerful flamethrowers, they can also force fire and generate a wall of smoke and flame to conceal troop movements when smoke mortars or howitzers are not available. There can keep up with your tracked APCs and IFVs allowing you to have powerful fire support at your disposal to support your infantry. Their light armor will also allow them to get close enough to burn out towns but they are best kept out of range of hostile AT and if ATGM troops are present smoke or a wall of flames should be used to allow these units to get close.

Price: 20 points


M113 M106mm M40

Amphibious M113 FSV packing the M40 RR. The HEAT rounds allow them to engage all armored threats in addition to soft targets. They make great ambush weapons or fire support for advancing troops and their transports. They can follow other amphibious units making them great for flank ambushes.

Price: 15 points

KM113A1 TOW

A powerful ATGM pared with the M113 amphibious hull make this unit a great ambush weapon or tank support unit. It's ATGMs can destroy most light units quickly and can destroy even heavy armor with sustained fire. They only use a single tube launcher which slightly slows fire rate compared to twin tube systems but when used in groups this can be negated.

Price: 25 points

KM113A1 I-TOW

A direct upgrade to the standard model, the amphibious M113 hull is retained but the missiles are upgraded with better accuracy and AP. They have a better chance to hit a target and when they do hit they do a lot more damage compared to the older basic TOW. Best used to support your tanks or as ambush weapons in addition to helping troops protect towns when hostile tanks or APCs/IFVs are present.

Price: 35 points


M18

The famous hellcat TD might lack an armored roof and possess light armor all around but it's insane 100 KM/H off road speed allows this stabilized TD to shoot and scoot like nothing else. They don't have the best AP or fire rate but they can still do a number on hostile armor and soft targets. They also have an M2 for additional use against infantry and helicopters but their Achilles heel is their unarmored roofs and poor fuel economy (best used with nearby supply units).

Price: 10 points


M36

Trading accuracy and speed for more armor, better fuel efficiency (although still low) and higher range and AP compared to the M18. These 90mm main gun armed sherman hulled TDs still lack roof armor but have better front and side armor. They are best used as fire support or ambush weapons.

Price: 10 points

Seung-Gong-Po


Packing 4 M2 brownings, this FSV "pseudo SPAAG" (not able to engage fixed wing aircraft) will shred soft targets, light armor and helicopters that get within range. A great ambush weapon in forests when dealing with hostile infantry and helos, these inexpensive FSVs are surprisingly deadly against anything their rounds can damage. They also can heavily stun hostile units with their high fire rate which works really well when assaulting towns with infantry support.

Price:10
South Korean Helicopters
AH-1J

Similar to the AH-1S, this cobra packs two types of rockets (FFARs and Hydras) but instead of the twin mini guns, a 20mm auto cannon. Perfect for destroying light armor and soft targets, the ability to fire both types of rockets and the 20mm all at once will heavenly stun if not straight up destroy anything caught in it's arc of fire. They are relatively fast and durable and work well with their ATGM packing counterparts or recon helos.

Price: 55 points

AHJ-1T

Armed with the powerful TOW-2 in addition to Hydra rocket pods and the classic 20mm autocannon, these powerful attack helicopters can crack open most armor with only a few ATGMs. They are accurate and powerful options when faced with hostile armor but should stay away from hostile AA units. Their rockets and auto cannon allow for good fire support against soft targets too and work well when pared with infantry and FSVs for city assaults.

Price: 90 points

AH-1S

Armed with the lighter I-tow, this helocopter is still a potent tank hunter in addition to infantry support gunship. It's lower price can allow it to bust tanks and troops without breaking the bank. The one disadvantage compared with it's peers is it's unavailability in marine decks, however when available it is a powerful tank killer platform.

Price: 80 points

MD500 I-tow

Light anti tank helo perfect for destruction of hostile armor. Their low cost allows them to minimize point risk as well as bring in much needed air support when low. Their one disadvantage is a lack of weapons that can engage soft targets and limited ammo in addition to a slower, more fragile frame compared to the AH-1s. Their small size can help avoid incoming fire and as long as they rearm frequently they can create a large threat to hostile armor.

Price: 40 points
South Korean Planes
A-37B Dragonfly

An extremely unique multi role, packing 2 anti armor cluster bombs, 2 conventional HE bombs and 2 AIM-9B's this jack of all trades, master of none can blow up infantry, crack open tanks and blast helicopters and fixed wing aircraft out of the sky. It's not as efficient at the said tasks as dedicated platforms but it's multi mission profile allow it to perform multiple tasks all in one attack run if heavily micro managed. They are relatively slow and their lack of ECM means they are best used with escorts of fighters and SEAD.


Price: 70 points

F-16C Peace Bridge

High speed, 20% ECM, 6 AIM-9M and 20mm auto cannon perfect for fighter or helo hunter duty. Their lack of long range missiles can result in issues when fighting longer range ASFs but when pared with their KF-16C counterparts, they can cover both ranges easily and work well together as escorts.

Price: 100 points


KF-16C

With better ECM and long range missiles, this prototype counterpart to the Peace Bridge is a formidable fighter against everything with fixed wings (helos are slightly harder to engage). When pared together, they provide similar capabilities of a long/short range missile ASF but with with twice the autocannon firepower and increased chances of a shoot down (if one aircraft is lost, the other can finish the job).

Price: 130 points


F-4D Peace Pheasant I


Heavy duty bomber packing 25 10 HE bombs, the perfect unit for clearing towns or woods of soft and armored targets alike. The lack of AA capabilities means escort is vital to their survival but they do have 10% ECM as a last resort when engaged. Their high speed and large payload make these great options to counter large scale pushes.

Price: 120 points

F-4E Peace Pheasant II

With additional ECM (20%), an autocannon for self defense/helo hunting and 4 AGM-65Bs, these nasty tank hunters will make short work of hostile armor. Their improved ECM and auto cannon increased survival when attacked, they still work best with escorts. It is important to use with recon so they can engage with their F&F AGMs.

Price: 90 points

F-5A

The perfect unit for area denial and clearing out hard points (towns, woods, ect.), these powerful napalm bombers are the worst nightmare of hostile infantry. Anything stuck in a pool of napalm, armored or not, is not going to have a good day. They can also slow movement by blocking roads and bridges in addition to cutting off escape routes.

Price: 80 points

KF-E5 Jegong-Ho

Packing 6 AIM-9Js and two 20mm auto cannons, they lack the speed, ECM, accuracy and air detection of the F-16C Peace Bridge, they have a large payload of missiles and can do a number on any hostile aircraft of similar price range (they make quick work of bombers and helos). Best used in groups, they make great escorts for higher end fighters or attack aircraft.

Price: 75 points

F-86F Saber

Packing quad brownings and rocket pods, this vintage attack aircraft can mage a great light helicopter hunter or soft target/light armor destroyer. Their slow speed and lack of ECM make them easy targets but their low cost and high HE damage output in a small area (less likely to hit friendlies then bombs) make them very cost effective fire support for troops when the enemy is danger close.

Price: 55 points


KF-16C BLOCK 52D

Prototype beast of a SEAD plane with 2 HARMS, 4 AMRAAMs and and a 20mm vulcan. These aircraft can work as both fighters (they have a great armament and high ecm (50%)) as well as conventional SEAD. These expensive units are low in number and costly to replace so care should be taken to prevent their loss.

Price: 160 points


(The) Netherlands National Overview
The Netherlands is the First (and at this moment, only) DLC locked nation in the game, which has quite a varied mix of units, with some French, German, US, UK, and a selection of independently manufactured equipment.

The Logistics Tab for the Netherlands doesn't have very many particularly new units within it, however, most of their units have rather high speeds, including the cargo units. The cargo capacity is small however, but made up with speed they can reach their intended targets.

The Netherlands overall has a very decent Infantry Tab, if you exclude relative lack of AA ability (which is a major weakness to the Netherlands as a whole), and potentially weak AT options with lower priced infantry.

The Netherlands has effectively only a handful of transports, most of which are uninteresting, with the exception of the home built YPR variants, which are essentially upgraded M113's, with a model that has an autocannon on top of it.

The Netherlands is considered weak in terms of AA ability, mainly because of their Gepard AA vehicles not having any stabilization (however, they are more accurate than their German counterparts). In fact, no unit from the Netherlands can fire at a plane or helicopter while moving (excluding the usual rifle/cannon). This weakness is largely made up with their artillery however, with a higher rate of fire equivalent to the South Korean K9 Thunder, a truck mounted mortar, on par with the French AML, and arguably the most eye catching part, the M752 Lance Tactical Missile Launcher, which is in effect a third less powerful than a B-5 bomb, but with much more suppression.

The Netherlands overall doesn't have many (if any) unique tanks, using the British Centurion at an entry level tank, as well as a 105mm variant of the AMX-13 (with the autoloader). Later tanks are entirely German Leopard tanks, up to and including the Leopard 2A5.

The Recon Tab for the Netherlands isn't too unexpected, mainly vehicles converted over into recon roles. One quite powerful unit here though is the KCT elite infantry recon squad, as well as a Leopard 1A5 variant with Very Good optics.

There's nothing really unique in the Vehicle tab for the Netherlands, just ATGM carriers.

The Netherlands, to my personal surprise, actually has Apache model helicopters. One of which is Identical to the US Longbow, but without the optics and lacks the F&F hellfires, and one of which is solely armed with rocket pods for a much cheaper price, and reasonably high availability.

The air tab for the Netherlands is a bit threadbare, mainly relying on the F-16, of which there are 5 variants to get things done. They also get a few interesting looking, if very non-useful jets, which primarily serve as bombers.
Dutch Logistics
Laro CO


Basic command jeep with a high on and off road speed, they lack armor or strength but still make good real line CVs or for fast land grabs where speed out values armor. They can keep up with fast wheeled transports or quickly secure areas taken by airborne troops.

Price:110 points

YP-408 PWCO

Wheeled command APC that balances speed and armor in a decent package. They have .50 cal MGs for self defense but work best when escorted and should avoid combat whenever possible. Their ability to keep up with their APC cousins make them very useful when used to capture objectives secured by motorized troops.

Price: 120 points


Staf Eenheid

Command troops armed with uzi smgs and FN mag mmgs, these command troops are better able to defend themselves up close due to their main armament being tailored for CQB then most command squads. They should still be kept away from direct combat, digging in in buildings surrounded by friendly troops or dug in in well defended forests.

Price: 100 points


UH-14 CO

High speed command helicopter best used for fast land grabs, holding zones that might need to be quickly evacuated, securing zones after a naval landing or as a defacto recon helicopter. They are large targets for hostile fighters and AA and hard to hide on the ground. They are either well or poorly suited units completely dependent on personal play style.

Price: 110 points

YPR-765 PRCO-C

Dutch Infantry
Genie

Dutch flamethrower troops perfect for CQB in cities or clearing out forests. They are armed with uzi SMGs and the deadly M9 flamethrowers. These units have relatively short range but any hostile troops unlucky enough to get too close will not last long. these units work best when supporting other infantry units that can engage troops at greater range with longer range rifles and machine guns as well as deal with hostile armor with their AT. The flamethrowers themselves can be used in a limited capacity against softer vehicles and can stun and even destroy armor with sustained fire.

Price: 15 points

Grenadiers

Standard Dutch line infantry, these bread and butter units mulch infantry and soft targets with the deadly FN FAL battle rifle and FN MAG machine gun while tougher armored targets can be dispatched with the fast firing but low AP M72 LAW. These units have a large variety of transport options and can deal with most threats when properly supported but specialized infantry units and backed with armor and AAA. Like all infantry, they work best in the cover of buildings or forests.

Price: 10 points


Korps Mariniers

Deadly marine SF teams with FAL battle rifles, FALO magazine fed saws and the powerful M2 CG. With a variety of insertion options (everything from APCs with or without landing craft to helicopters) allow these units to harass and distract behind hostile lines, assault towns and perform naval landings. They are deadly against armor and infantry alike but are still soft targets so use of cover is very important.

Price: 35 points

Korps Mariniers '90

Like their older '75 variant, these prototype SF units are great at killing soft or armored targets alike. They trade rifle accuracy and range for stability and a much higher fire rate, AT accuracy for AP and fire rate and switch from magazine fed to belt fed saws. Their C7 carbines and minimi saws are great up close against infantry while their AT4s can dish out fast and punishing AP to tanks that get too close.

Price: 35 points


Natres

Dutch prototype reservist troops armed with FAL battle rifles and M72 LAWs. Inexpensive and available in both trucks and ACPs, these reservists offer inexpensive infantry with light AT, a decent rifle and much more flexibility compared to most other reservists.

Price: 5 points


Stinger
Standard Stinger A manpad team perfect for light AA duty with uzis for self defense. They work well for defending cities and forests as well as places where normal AA can't go (mountainsides). The 50%, 5 HE missiles they use can down most aircraft in 2 shots (3 for B-5/Avia 28), making them a great counter to both helicopters and fixed wing aircraft.

Price: 15 points

Stoottroepen

Dutch shock troops armed with FALs, M2 CGs and deadly CQC FN MAGs. Although their MG is stationary, they can still demolish troops in the same building complex. Their wide selection of transports, powerful AT and decent availability allow these units to both support other infantry in towns or forests deal with mixed threats of hostile hard targets and infantry.

Price: 20 points


Stoottroepen '90

A prototype side grade to the '75 version, these shock infantry trade the FAL's range and accuracy for the C7's better stability and fire rate. Their AT4s pack a bigger 1 ap punch and faster fire rate then the M2 CG at the cost of accuracy. The minimi has greater accuracy, stability, fire rate and ammo at the cost of both range and suppression. While the '75 model works better at slightly longer ranges, up close the '90s really shine as vastly more powerful shock infantry.

Price: 20 points

Vuurploeg

Dragon packing 5 man FIST teams perfect for dealing with hostile armor as well as dismounted infantry. Their ATGMs have longer range then traditional unguided AT but need to maintain LOS to hit their target as well as the time it takes for the missile to impact. They work best when used to support line troops by targeting armor out of their reach or assisting with the destruction of hostile infentry. Their long range means they can hit most infantry outside of their range, allowing them to panic and destroy hostile troops before they can even return fire.

Price: 10 points

Vuurploeg '95

Prototype upgrade to the older '75 version, these ATGM FIST teams might have less missiles but make up for it in AP, accuracy and range. They can hit targets harder, more accurately and further away then the older standard M47 dragon, their super dragon might not be the best ATGM but the fact they can fire on dismounted troops and their escorts and transports almost 2000 meters away makes these units very dangerous.

Price: 15 points
Dutch transports
AB-204B

Dutch UH-1 huey armed with the FN MAG GPMG, these low strength, low speed (for a helicopter) transports can move your infantry over land, water and behind hostile forces. They can quickly reinforce front lines, move troops to places ground transport can't and even deploy units on beach heads or during initial early game land grabs.

Price: 15 points


UH-14

Faster and higher strength then the UH-1, this Dutch Lynx has the same FN MAG machine gun for self defense and light fire support but it's speed and durability allow it to pull off higher risk insertions and have a better chance of getting their troops to the destination alive.

Price: 25 points

AMX-PRI

French deigned APC with 3 front, 2 side and 1 top and rear armor. Armed with a .50 browning machine gun, these inexpensive, tracked APCs can provide fire support for their dismounted troops and can take a bit of a beating from lighter artillery and low end autocannons. They have a decent 65 kph allowing them to keep pace with escorting tanks and AAA.

Price: 5 points

DAF YA 4440

Inexpensive 5 point truck perfect for rapid troop deployment. Their lack of armament and 5 strength means they should only be used as battle taxis, shuttling troops around and avoiding direct combat.

Price: 5 points

LVT-4

Amphibious APC with 1 front, side and rear but no top armor. These sluggish transports might lack speed, fuel economy and roof armor but make up for it with their low price and three machineguns (2 M2s and a FN MAG). They are decent APCs for landing troops on beaches after deploying from landing craft but care should be taken to not deploy them too far from shore due to their gas guzzling tendencies. They can provide absolutely lethal fire support for dismounted troops with their 3 machine guns if the situation presents itself. It is important to keep these APCs refueled to maximize combat efficiency.

Price: 5 points

M113A1

Amphibious US designed APCs commonly seen used by many Bluefor nations. The Dutch tend to use the upgraded YPR-765 family for most of their troops leaving the M113s reserved for recon and flamethrower teams. Although less common then their larger cousin, these APCs still have a decent speed on land and sea and 1 armor on all sides. They can support their troops with their M2 machine guns after unloading.

Price: 5 points


YP-408 PWI

Indigenous Dutch wheeled APC perfect for rapid troop movement. The M2 HMG allows them to engage soft targets, helicopters and light AFVs. Their main selling point is their 90 kpm off road speed and 2 frontal, 1 side, rear and top armor allowing them to survive light abuse. They work really well for rapidly deploying troops to forward positions early in game or quickly reinforcing holes in your line/ exploiting those in the enemies.

Price: 10 points


YPR-765-50

In essence a beefed up amphibous M113 with additional speed, armor (2 front and side) and size (bigger then the M113 but still medium sized), these APCs are the bread and butter of Dutch transports. They can keep up with the faster leopard 2 MBTs as well as the various other units based off the same/similar hulls. They have M2 Brownings for self defense and light fire support for their dismounted troops.

Price: 5 points

YPR-765-25

IFV based on the YPR-765 hull, these AFVs can provide effective fire support for your infantry against light AFVs and soft targets. They are highly cost effective transports with a decent amount firepower for their 15 point price. Other then the auto cannon, they perform exactly the same as their lighter armed cousins.

Price: 15 points
Dutch Support
AMX-105 MK.61


Basic French made light howitzer perfect for area saturation and destruction of soft targets like AAA, other artillery and infantry. Their shorter range, lower accuracy and HE compared to 155mm systems is made up for by it's lower cost. Like all indirect fire units, care should be taken to re position frequently to prevent counter battery fire.

Price: 50 points


M109A3

With a higher caliber compared to the AMX-105, these larger guns have longer range, higher HE and accuracy at the cost of fire rate. Armed with a .50 machine gun for self defense, it is still best to keep these howitzers as far away from direct combat as possible and when needed closer to the line, escorting units should be used. It is important to always move after firing and to keep supply units close so you always have shells when you need them.

Price: 80 points



M109A5 NL

Direct upgraded prototype howitzers featuring better range, accuracy and fire rate then the older A3s, these top line howitzers can quickly lay waste to hostile AAA and other soft targets and be gone before the shells even impact.

Price: 130 points



Cheetah PRTL


German made Gerpard SPAAG perfect for dealing with hostile fixed wing aircraft and helicopters. They lack stabilizers and can be hit bu SEAD missiles but make up for this with their high rate of fire and accuracy. They can make great fire support when needed and their Leopard 1 hulls allow them to take a bit of punishment, however they should avoid getting too involved in ground fights and need to be turned off when SEAD is nearby.

Price: 45 points

Cheetah PRTL A1

A direct upgrade to the older variant, this powerful SPAAG packs more accuracy then it's German equivalent at the cost of stabilizers. They cut down anything in the air even faster then their older counterparts but make juicy targets for hostile SEAD aircraft. They still make great makeshift fire support but work best when supporting or being supported by other units.

Price: 55 points


Laro Mortiear

Landrover mounted 60mm mortars that have high speed in exchange for armor and strength. Their low HE is made up for the massive fire rate and ability to quickly move before counter battery fire can destroy them. They work best against soft targets but sustained fire can damage and destroy armored targets.

Price: 25 points


YP-408 PW-MT

Fast wheeled prototype APC mounted 81mm mortar perfect for light fire support. Their high speed and light armor make them very hard to counter battery when moved often. Their larger rounds do higher HE compared to the 60mm on the Laro but are still relatively light. Best used to destroy infantry, soft targets/light armor or to smoke a position to assist with troops moving up.

Price: 30 points


M106A1

Amphibious American made M113 APC packing a powerful 107mm mortar. they make quick work of soft targets and infantry as well as AAA and ATGMs. Their smoke rounds can be extremely useful for advancing units towards hostiles who have longer range weapons deployed or to allow your units to move without risking incoming fire. Their ability to swim ashore as well as cross rivers make them very useful on maps with a lot of water.

Price: 40 points



M107

American made heavy SPH prefect for indirect fire against soft and even armored targets. Their massive range and high HE allow a large amount of firepower to be brought down into a small area. They have very low ammo capacity at only 2 rounds so it is highly important to keep them rearmed, however their short barrages allow them to relocate very quickly.

Price: 60 points


M110A2

With less range but higher HE and accuracy then the smaller M107, these massive howitzers can destroy a 10 man squad or unarmored vehicle in a single direct hit. They still lack ammo for sustained fire and are heavily dependent on supply units to function. Their main advantage is the ability to bring a massive amount of concentrated firepower down on a singular target in a very short amount of time.

Price: 90 points


M727 I-Hawk

American made long range SAM perfect for destroying fixed wing aircraft and any helicopters unlucky enough to get too close. Their low speed and ammo can leave them vulnerable in addition to using radar guidance. They are best used to defend friendly troops with the help of SPAAGs and other AAA systems. Turn them off when SEAD is nearby and make sure to relocate frequently.

Price: 60 points

M727 I-Hawk PIP II

A direct upgrade to the older I-Hawk, the added anti helicopter range and accuracy allow these units to better deal with rotor wing threats and higher ECM aircraft. They are still radar guided and slow off road and require frequent resupply but pose a great threat to hostile aircraft.

Price: 70 points



M727 I-Hawk HEOS

Prototype upgrade to the I-Hawk that trades the accuracy and anti helicopter range of the PIP II for SEAD immunity. These heavy SAMS are difficult to destroy without prompt response if moved frequently and can be mixed with their radar guided cousins to give SEAD aircraft a nasty surprise when hunting for radar guided units. Best used when frequently relocated and resupplied.

Price: 75 points


M752 Lance

The be all, end all of both armored and soft targets alike, this tactical missile launcher can level city blocks, AAA and even armor. They have a massive range, high accuracy and massive HE damage in exchange for a slow reload and high supply cost. These unis excel at clearing out heavenly fortified areas or taking out HVTs like command units, AAA or artillery.

Price: 120 points
Dutch Tanks
AMX-13 FL-15

French built light tanks up gunned with auto loaded 105mm cannons and FN mags. Their light armor is made up for in their high fire rate and decent punch for price range. These tanks make excellent infantry support or as escorts for heaver armor. Their small size make them decent ambush weapons in addition to fire support. They can destroy most AFVs and in larger numbers or with flank shots beefier armor.

Price: 35 points


Centurion MK.7


British made MBT packing a 105mm main gun, FN mag and relatively thick armor. Their low speed off road can cause some issues when pared with faster tanks like the leopard 1/2s and AMX-13s but still provide decent fire support against softer targets when mixed with better tanks. They also make great infantry support tanks due to the above average armor for their price range.


Price: 35 points



Leopard 1 NL

German made tank comparable to the Leopard 1A2, they have high speed off road and a decent fire rate in exchange for lighter armor. They work best to flank around targets with their speed while the beefier tanks attack head on. Their high speed also lets them keep up with some of the faster infantry transports off road but their lighter armor can make them susceptible to lighter AT weapons if they get too close.

Price: 30 points


Leopard 1-V


Similar to the Leopard 1A4 in armor but with the A5s gun stats (with one less AP), this powerful MBT excels at destroying light to medium armor and any soft targets it's supporting infantry can spot in concealment. They are great for aggressive play in addition to ambushing hostile units with their high accuracy and fire rate.

Price: 55 points


Leopard 2A1 NL

German made MBT with higher armor and AP then the older Leopard 1s at the cost of fire rate. These tanks can go toe to toe with all but the best AFVs on the battlefield and benefit from high speed and good stabilizers.


Price: 100 points


Leopard 2A4 NL

Like it's German cousin, this heavy duty MBT is deadly against both soft and armored targets. It has slightly better AP power due to newer ammo allowing it to hit a tad harder. These tanks can deal with most threats on the battlefield but work best in conjunction with support from infantry, AAA and other units. They are high priority targets from ATGMs so care should be taken to use smoke and AAA to cover them from air launched and ground systems.

Price: 145 points


Leopard 2A5 NL

One of the best tanks in the game, this German made monster will crack open the toughest tank in only a handful of shots. These tanks work best when covered by other lighter armor and infantry as well as AAA to prevent their destruction. The 22 frontal armor will take a lot of punishment but the danger these tanks pose make them big targets for hostile units.

Price: 170 points
Dutch Recon
AMX-13 FL-12

Recon AMX-13 with better optics in exchange for main gun range, AP and accuracy. They work very well with their tank counterparts, finding hidden targets they can use their longer range to destroy or simply adding firepower with their own armament. They are rather fragile for a tank but have decent armor for a recon vehicle. They posses auto loaded main guns allowing them to dish out fire quickly even when panicked.

Price: 35 points


Leopard Verkenning

Essentially a Leopard 1-V with medium stealth and very good optics. One of the best recon tanks in game, this unit can be mixed with it's standard cousins to spot for them or independently scout ahead of your other units. They can destroy most things they spot with their 15 AP main gun while keeping anything it can't in sight long enough to allow other units to deal with it.

Price: 65 points



Bo-105CB

German made BO-105 helicopter equip for reminiscence. They have very good optics and a very small size allowing them to spot targets and avoid incoming fire (but it's best to keep them away from any AAA). They can help scout for gunships or line up corrected shots for artillery, making these useful tools for gathering intelligence on hostile unit positions.

Price: 45 points



Huzaren

Basic 5 man recon team packing FALs and M72 LAWs. They have very good optics and a great selection of transports allowing them to mix well with other infantry units. They work best as observers but in a pinch they can support friendly troops in direct combat or be slipped behind hostile lines to observe unit movements and possibly destroy HVTs.

Price: 15 points


KCT

Recon SF troops that can just as easily observe and report or take matters into their own hands. They are armed with the deadly UZI SMGs, M2 CG RRs and the FALO SAWs, perfect weapons for CQB against infantry and able to crack open fairly substantial armor. They can helicopter insert where they are least expected in the rear where they can target CVs, artillery and AAA.

Price: 30 points


Laro C&V

Exceptional optics recon jeep armed with a FN MAG for self defense. They are very easy to conceal and their high speed allows them to quickly slip into or away from a observation position. They can keep up with all but the fastest units off road. They are very soft targets with no armor and only 5 strength so they should avoid direct combat unless in extreme emergencies.

Price: 45 points


YP-104


Prototype exotic looking scout car armed with a 20mm auto cannon and good optics. They have 1 armor all around and their 100 km/h off road speed lets them chase lighter targets down or run away from anything they can't engage. Their medium size and stealth allow them to avoid hostile units until an opportune time to fire presents itself.

Price: 25 points


M113 C&V

Amphibious tracked scout vehicle based on a modified M113 hull. These units are lightly armed with .50 cal Browning for self defense but have 2 front and 1 top, side and rear armor allowing them to aggressively scout areas where softer recon units would be put at risk. The ability for them to cross water allows them to both follow their APC cousins or sneak around behind hostile lines to spot targets for artillery and airstrikes.

Price: 10 points



M113 C&V 25mm

Performing similar to it's lighter armed cousin, this amphibious tracked scout trades the .50 cal MG for a 25mm auto cannon. They can hunt down lighter targets as well as set up and observe hostile units. They can hold their own against helicopters that stumble into them at close range in concealment as well as mulch any infantry or light AFVs they encounter. They can keep up with and provide fire support to infantry and their tracked transports when assaulting towns.


Price: 25 points


YP-408 C&V

Fast, wheeled prototype scout based on the YP-408 APC. These units trade their infantry compartments and M2 browning for good optics and powerful 25mm auto cannons. They can keep up with their ATGM and APC cousins as well as chase down routing light units as well as finding targets for the rest of your army, navy and air force.

Price: 25 points

YP-408 PW-RDR

Trading it's auto cannon for better optics (exceptional) and a Browning HMG, these swift Dutch recon vehicles still have light armor to protect them and medium stealth to conceal themselves. They are best used to covertly observe hostile unit movements and should only engage targets defensively or as a last resort.

Price: 55 points
Dutch Vehicles
AMX-PRAT

French built AMX-PRI hull mated with the American made TOW missile. These single tube tracked ATGM launchers have a modest load of 8 rounds with 3 front, 2 side and 1 top and rear armor to protect them from light return fire. Like all ATGM units, they work best when used to either ambush hostile armor or in conjunction with friendly armor, allowing the tanks to take the brunt of the assault where the ATGMs are used to both assist in the destruction of hostile armor with their HEAT missiles or damage high end tanks while your armor is able to get closer to added KE damage.

Price: 25 points

YP-408 PWAT

Although less armored then it's older counterpart, this fast wheeled ATGM carrier packs the more powerful and accurate I-TOW, allowing it to hit harder and faster then the AMX-PRAT at the cost of durability. Their high speed lets them keep pace with fast moving infantry transports, providing them with anti armor support while the slower tracked units catch up to join the fight. They hold 12 missiles allowing them to stay in the fight longer before they need to rearm.


Price: 40


YPR-765 PRAT

Trading the speed of the YP-408 PWAT for amphibious capability, twin missile launchers and the more powerful and accurate TOW 2, these nasty tank destroyers can deal with high end armor quickly and efficiently. Although their reload time is slower, their actual fire rate is faster due to employing a 2 tube launcher. They have better side armor then the YP-408 PWAT but less frontal armor then the older AMX-PRAT. They can cross rivers and land on beaches with ease making them very useful for flanking maneuvers.

Price: 60 points



NEKAF 106mm


Jeep mounted M40 RR perfect for light fire support or ambushing armor. they fire HEAT rounds capable of damaging any ground unit in game, destroying them with a maximum of only 10 shots. Their low price and high availability allows them to be deployed in large numbers to effectively engage and destroy superior units with their larger numbers. They are great when brought in to support infantry fight at the edge of towns against dug in hostile troops.

Price: 10 points


Laro I-TOW

Land Rover mounted ATGM vehicle commonly used to ambush hostile armor. They can relocate from firing position to firing position quickly due to their fast wheeled on speed road in addition to their 95 KM/H off road speed. They carry 6 missiles that although they can get quickly to the front lines are also quick to deplete their ammo.

Price: 35 points


Laro TOW-2

A direct upgrade to the older I-TOW model, this unit features enhanced lethally in the form of higher AP and accuracy ATGMs. They can destroy most MBTs in a handful of flank shots but even on the best armor a single hit will still do at least 1 damage due to the HEAT nature of the warheads.

Price: 45 points
Dutch Helicopters
Alouette ss-11

French made helicopter packing 6 SS-11 ATGMs for cracking open armor. They are somewhat slow for helicopters and their ATGMs have somewhat low AP, however this is made up for with their mobility and speed that allows quick response and eases the process of flanking for side or rear armor shots. They have a decent amount of ATGMs for a anti tank helicopter but it is important to have supply units handy to keep them rearmed.

Price: 35 points


AH-64 TD


Packing a whopping 16 AGM-114A hellfires, a 30mm autocannon, 8 strength and 1 front and side armor, these tank hunters are fast, powerful and have enough ammo to stay on station for long amounts of time. Although it lacks the exceptional optics and F&F AGM-114C of the American Longbow, they require less micromanagement when it comes to the prevention of missile waste and are not as expensive.

Price: 130 points


AH-64 Escort

Similar in some ways to it's ATGM spewing cousins, this well armored gunship packs 76 Hydra 70mm rocket pods in addition to it's 30mm autocannon. These helicopters can absolutely butcher soft targets like infantry and light AFVs. Their light armor allows them to take a bit of small arms fire but like all helicopters their main defense is their speed. They can zip around the battlefield with their 280 KM/H speed.

Price: 65 points

BO-105 SNEB

German made light attack helicopter perfect for harassing light armor and soft targets. Their small size can help keep them from getting shredded by small arms or AAA but their low strength of 4 leaves these helicopters as very squishy targets. They are best used for hit and run attacks or for supporting other advancing units or pared with other helicopters.

Price: 30 points
Dutch Aircraft
F-104G

Classic American made light fighter packing 4 AIM-9Ls and a vulcan 20mm auto cannon. They feature decent speed but low turn rate, making them effective hit and run, boom and zoom helo hunters or decent interceptors. Their lack of long range missiles makes it important to call them is fast when needed. They can engage even high end fighters in numbers and work well with better platforms as supportive ASFs.

Price: 60 points

F-16A Block 1

Basic F-16 packing 6 AIM-9Ls, high speed and 20% ECM. They can do a number on helicopters, ground attack aircraft and hostile fighters but their lack of long range missiles can cause issues when engaging fleeing aircraft or when attacking fighters that have longer range armament. When they get close enough they make great dog fighters and when deployed in groups or mixed formations.

Price: 90 points


F-16A MLU

Trading out 4 of their AIM-9Ls for 2 Ms and 4 AMRAAMs, these 40% ECM aircraft are fast, deadly and cost efferent. They are great interceptors and can handle similarly priced ASFs as well as any ground attack aircraft unlucky enough get one on their tail. They are not the best helicopter hunters but overall in the long run they tend to do a better job against fixed wing fighters then their older cousins mainly due to their weapon range.

Price: 160 points


F-16A Block 5

Multi role fighter bomber with 4 500 pound bombs, a vulcan 20mm and 2 AIM-9Ls. They can hold their own against the occasional fighter but work best when escorted towards their targets so they can focus on bombing ground targets or shooting down aircraft, not both at once. Their 20% ecm makes these aircraft relatively evasive but should avoid areas with heavy AA or fighter cover without proper support.

Price: 120 points


F-16A Block 10

Trading their multi use 500 pound bombs for cluster munitions, these fighter bombers are not very capable at killing infantry when compared to their Block 5 counterparts but can crack a tank open like a can opener. Against aircraft they perform the same, the main choice between the two being better armor killing power for multi use bombs (or just taking both units).

Price: 120 points


F-16A Block 15 OCU

Prototype multi role aircraft with AGM-65Ds for tank hunting and a Vulcan 20mm and 2 AMRAAMs for use against hostile aircraft. This unique mix of a long range tank hunter and long range fighter provides a flexible platform that also has 40% ECM and exceptional air detection to boot. They can hold their own against singular aircraft/AFVs but their low ammo count limits their use in large fur balls/ ground pushes.

Price: 145 points


F-84F

Ground attack aircraft with quad Brownings for strafing/self defense and Zuni rockets for ground attack. They work best against point targets such as ATGM AFVs and infantry. They work great when supporting troops in towns where they can put a lot of HE danger close in a small area. Have no ECM to speak of and their slow speed can cause issues when fighting in contested airspace.

Price:50 points


NF-5A

Multirole fighter bomber packing a set of 20mm autocannons, 2 AIM-9Ls and 5 light cluster bombs. They are not as fast as the F-16A Block 10s but come at a lower price and higher availability. They can also defend themselves when needed and function as light fighters but should fly with escorts when attacking ground targets. Their low ECM of 10% can still help the evade a bit of fire but they should not venture into areas with large amounts of AA/fighter cover.


Price: 90 points


NF-5B

Although lacking the AIM-9s of it's tank hunting cousin, these ground attack aircraft posses deadly napalm bombs. They can burn infantry out of buildings, deny access to roads and choke points as well as stun, and with time kill armor. They work well when pared with the NF-5As, stunning armor and roasting infantry while the latter finishes off any AFVs that escape incineration and deter/destroy fixed and rotor wing aircraft that attempt to respond.

Price: 90 points
Israel National Overview
Israel is the second DLC nation to be introduced into Wargame. They have a very good selection of very powerful units, with major focus on armor in pretty much every unit they use, including transports with up to 10 armor on the front, however they only have access to one IFV (more of a transport tank then IFV).

Israeli logistics units are very much comparable to the US logistics units, and almost all serve the same purposes, but with better armor in most cases.

Israeli infantry are quite powerful all around, often using a mix of Russian equipment, such as the RPG-7V along with American equipment, such as the M16 rifles, Belgian weapons like the FAL/FALO in addition to locally made firearms like the Uzi an Galil. They also get the Spike ATGM, which at this moment is one of the most dangerous ATGM in the game.

Israeli transports in general are lightly armed, but VERY well armored, and when not well armored, they usually have a lot of small arms attached to them. Some elite units also get a CH-53 with very powerful ATGMS attached to them, on par with aircraft in terms if power.

Israeli support is generally pretty weak in terms of non radar AA ability, but very good in terms of radar guided AA. They also get some very interesting MLRS systems, and the biggest mortar in the game.

Israel is a very powerful nation in terms of tanks, primarily due to their frontal armor, which is amazing for the price, but these usually come at the cost of decent side armor, and a (seemingly) low availability. They do have very powerful guns in most cases as well.

Israel has a few unique units for recon, including a recon SPAAG, a 5 man Rifle/DMR recon team and a SF recon with ATGMs. Most of these units are rather powerful, or in general rather useful for their price.

Israel has a modest vehicle tab, including, mostly a bunch of ATGM launchers (one of which is disguised as a tank) and lastly, an M4 Sherman with a 105mm HEAT gun, typically found on cheaper french tanks.

Israel gets a small selection of helicopters, including Little Birds armed with ATGM launchers, a few Cobra models, and an AH-64A Apache.

Lastly, Israel has a rather good selection of aircraft, with multiple choices for multiple roles. A very strong air power, with slightly inferior equipment than US fighters in most cases. Still extremely powerful for their price point with everything from SEAD and LGBs to napalm and rocket CAS.
Israeli Logistics
Hapak

Basic command troops with Uzi SMGs and FALO MMGs, they are fairly capable in CQB due to their armament but like all command squads should avoid direct conflict with hostile units. They work best when used in forested or city filled objectives. They have a potent selection of hardy transports that allow them to take slightly tougher objectives then most command squads.

Price: 100 points

M325 PIKUD

Fast moving command truck perfect for holding quiet zones away from the front or for rapid deployment to hotly contested front line areas. They are rather fragile with their small size and high speed. They are unarmed and should always move with escorting units.

Price: 110 points


BTR-40 PIKUD

Although slower then the M325, these captured AFVs have twice the strength as their lighter counterpart in addition to a defensive .50 cal MG and 1 front, side and rear armor. They are fragile towards top attack weapons like bombs but can shrug off light small arms fire and indirect artillery fire. They have minimal defensive capability so it is best to deploy these with protective escorts and to avoid direct combat. They are still rather fast off road (but slower then the M325) allowing them to quickly take objectives with other wheeled units.

Price: 115 points


Mugaf

M113 based amphibious tracked command vehicle perfect for holding front line or naval objectives. they have 1 top and rear and 2 front and side armor, allowing these units to survive light incoming fire. Their lack of defensive armament and status as a command unit makes them juicy targets. They should be kept away from hostile units to prevent their destruction. They can also cross rivers and land on beaches allowing them to capture objectives via flanking or run from hostile units where they can't follow.

Price: 120 points


Achzarit PIKUD

Heavily modified APC derived CVs made from captured T-55 hulls, these hardy command units can take a beating but lack defensive armament. They have the armor of a low end command tank without the added cost of packing a main gun. They can take a lot of punishment but need to be escorted and protected from hostile units.

Price: 130 points


Merkava 1 PIKUD

Well armed and armored command tank that can both inflict and receive a lot of punishment in the field. Their 16 front armor can hold up against low to mid tier tanks but suffer from relatively soft side and rear armor (5 and 3 respectively), however their 3 top armor can shake off light shelling. They can fight back rather well with their 105mm main gun and 7.62 and .50 MGs but should stay away from the fight and deploy with escorts.

Price: 160 points


Sayfan PIKUD

Command Kiowa helicopter great for initial land grabs and fast withdrawal from contested objectives. Like all command helicopters they have very good optics allowing them to function as makeshift recon helos when needed as well as let it see threats before they are able to fire on it. They can't land in cover or concealment so hills/depressions or sight obstructions like towns or forests should be used to hide these units.

Price: 100 points

Rio

US made M35 supply truck perfect for rearming friendly units. They hold a decent 800 units of supply and have decent off road speed. They can be captured if left untended and like most supply units are rather fragile so care should be taken to protect and conserve them in combat zones, allowing them to keep your other units fighting.

Price: 15 points


Oshkosh

US made HEMTT heavy duty armored supply truck, they have 1 front, side and rear armor allowing them to endure light punishment from small arms and indirect artillery. They heft a massive 2400 units of supply into the field allowing them to rearm, refuel and repair a large number of units before needing to top off at a FOB.

Price: 40 points


Yas'ur

US made CH-53 supply helicopter with a high supply capacity (1500 units of supply) and high speed. These large helicopters make big targets to hostile AA and artillery when landed. They work best stationed behind your lines where they can top off other supply units to directly rearm, repair and refuel friendly forces. They can go places most other supply units can't and their high speed makes them useful for rapid blitzkrieg assaults.

Price: 35 points
Israeli Infantry
Barkan

2 man M16 and Stinger A packing MANPAD teams used for local air defense. They can hide in towns, forests and rip both rotor and fixed wing aircraft out of the sky with their 5 HE missiles. They are fragile and limited when it comes to ammo capacity (6 missiles) making them dependent on other infantry to protect them and on supply units to rearm them.

Price: 15 points


Bazak

2 man redeye and uzi armed MANPAD teams that provide light AA defense to dug in infantry. They work best when deployed with protective infantry and close to the edge of towns and woods where they can engage hostile helicopters and planes that get too close. They have a high availability and low price that makes up for their lower accuracy and HE compared with the stinger, allowing them to deploy in large numbers in one area or be spread across a front line, making air assaults tedious and risky for your opponent.


Price: 10 points


Dorban-LR

2 man spike LR armed prototype ATGM teams with M16s for self defense. They have great range, accuracy and AP allowing them to destroy heavy armor quickly and efficiently, Their HEAT missiles can do at a minimum 1 damage to any AFV but few can shrug off it's 21 AP. They work best when dug in and are fragile targets for artillery, infantry and helicopters, working best during combined arms usage.

Price: 25 points


Gavnuni

Uzi and M47 dragon armed 5 man FIST teams that can bust tanks as well as soft targets. The low AP of their ATGMs is made up for their long range against infantry. They work well with standard infantry, allowing them to reach out and hit targets at longer ranges before pulling back and so conventional infantry units finish off stranglers. Their HEAT missiles can destroy any ground unit in 10 shots or less, letting them slowly wear down hostile heavy armor.

Price: 10 points

Givati

Israeli marines packing the galil AR, RPG-7V AT and galil ARM SAW. They are great 15 man shock units perfect for anything from naval landings to clearing towns and woods of hostile troops. They do decent damage against armor and can hold their own against most infantry if properly supported. They do have limited access to amphibious transports for marine troops but can still deploy in Bardelas APCs for beach assaults or have conventional transports come ashore in landing craft.

Price: 20 points

Mesaya'at

MK19 and uzi 5 man FIST team that offers light anti armor and heavy anti infantry capability. When pared with units with better AT and AA they can tear through hostile troops. They can boost the infantry killing power of conventional troops or provide an unpleasant surprise for infantry trying to engage your ATGM and MANPAD teams. Require supply units for sustained combat.

Price: 15 points

Miluim

Israeli prototype militia unit with the classic FAL and RL-100 blindicide, perfect for supporting higher end infantry units or used in large numbers against smaller groups of hostile infantry. What they lack in firepower they make up with their low price and high availability. They can inflect a decent amount of damage to AFVs. They are relatively slow dismounted so they work best when used in cover such as towns and woods or with smoke to cover their movement.

Price: 5 points


Rovait

Standard rack and file line infantry with M72s FALs and FALOs. They fight well at longer ranges with their battle rifles but lack a longer range MG. The M72s they use have a high fire rate but low AP and accuracy, making them ideal up close in urban or forested areas. They form the nucleus of any infantry attack and can be used to support shock and SF units deal with greater threats.

Price: 10 points


Rovaite '90

Packing better AT then the older 75' version, these line infantry have the less accurate, higher fire rate and range FN MAG and the M16 AR (better for close range then the FAL) against infantry allows them to longer range and higher efficiency at closer range. A direct upgrade when it comes to AT, their other weapons are more of a side grade to the older version.

Price: 10 points


Shayetet 13


Deadly SF unit packing the AKM, PKM and the B300 (local version of the dreaded SMAW). They can destroy most tanks in a few good hits and can demolish any infantry they encounter. They can be used behind the lines to attack key targets as well as provide support to other infantry when taking forests and towns. Diverse transport options allow these units to deploy in a variety of situations to best complete their missions.

Price: 30 points


Taznhanim

Airborne shock paratroopers that deploy for fast wheeled transports or swift transport helos. They pack the deadly uzi, RPG-7V and FN MAG, allowing them to deal with a variety of threats. They are great for early land grabs, naval landings or behind the lines flanking. They can deal with most troops and AFVs they encounter but care must be taken to give them proper support both at or behind the front lines to get the most out of these units.

Price: 15 points


Taznhanim '95


A direct upgrade to the older version, they trade their uzis for the CAR-15 (not as good up close but with better long range usage), the B300 (local SMAW) AT launcher for the shorter range, lower AP and less accurate RPG-7V. They lack the armored BTR-152 transports but have the faster off road Hamer and the more durable Anafa utility helo compared to the older Bell 205A.


Price: 25 points
Israeli transports
Bardelas

American made M113 amphibious APC with an M2 browning and 2 FN MAGs. These powerful APCs have 1 armor all around and can put enough lead downrange to turn a 15 man infantry unit into Swiss cheese in a few seconds. They can deploy troops across rivers and on beach assaults, making these APCs useful for flanking your opponents.

Price: 5 points

Zelda

Side grade to the Bardelas, this M113 trades speed and amphibious capability for extra front and side armor (1 point each). They can shrug off small arms and light AT fire and dish out a tremendous amount of return fire from it's 3 machine guns. They work well when deploying in dangerous urban or wooded areas but when it comes to maneuvering their older, lighter cousin is a better option.

Price: 5 points

BTR-152

Captured wheeled APC packing an M2 browning, 1 armor on the front, side and rear (the open top leaves them exposed to direct artillery hits, conventional and cluster bombs) allowing them to take a bit of punishment in the field. They can rapidly move your infantry on and off road across long distances quickly in initial land grabs or when reinforcement is needed quickly.

Price: 10 points

Hamer

US made humvee armed with an FN MAG, these fast moving wheeled transports lack armor but feature 10 strength allowing them to take light small arms fire for a short duration. They have very high autonomy allowing them to perform deep raids behind hostile lines or move troops from zone to zone as you take ground. They make great transports for ATGMs and MANPAD teams to reinforce ground taken by other infantry or for carrying line, shock and SF infantry quickly to the front line.

Price: 10 points

M325 Nun-Nun

Light transport truck with 5 strength, high speed on road and good fuel economy. They are rather fragile at 5 strength and no armor as well as the fact that they lack defensive armament. They make good battle taxis for select infantry units but are useless in a fight. They can quickly transport and relocate troops around the map rapidly at a low cost.

Price: 5 points

Nagmachon

Centurion hulled heavy APC with 8 front, 5 side, 4 rear and 2 top armor. This strange looking monster can slowly transport your troops safely into dangerous areas and dish out fire support with it's two FN MAGs. They are rather slow off road but make up for it with their heavy armor and duel MGs. They can soak up a lot of incoming fire and even when destroyed, there's a good chance some of the troops inside will live to fight another day.

Price: 10 points


Achzarit

Heavily modified APCs made from captured T-55 hulls, these well armored APCs have 10 front, 6 side, 5 rear and 2 top armor. They also pack 3 FN MAG MMGs that put out a surprising amount of offensive firepower. They can shred dismounted troops and soft targets while surviving a large amount of punishment. They can both safely transport their troops almost anywhere (without water obstructions) and dish out a massive amount damage on a point target.

Price: 15 points

Merkava IIA

Powerful tank turned IFV mounting a 105mm cannon, M2 machinegun and a MK19 AGL. They might not carry as much ammo as a normal tank but they are the ultimate infantry transport, able to deal with armor and dug in troops with ease. They have great armor for an IFV at 18 front, 6 side, 4 rear and 4 top, meaning that even if it's destroyed a good deal of the troops inside will make it out. They work very well when assisting their infantry, suppressing and destroying other infantry engaged by dismounts or taking on armor that is out of their AT range.

Price: 90 points


RAM recce

M2 armed, good optics recon transport with 1 front, side and rear armor. They are fast, stealthy and able to not only quickly transport recon infantry wherever they are needed but add an additional set of eyes to observe a larger area. They are exposed to top attacks due to their open top but can do forward recon while their dismounts dig in and observe or stay back while they insert into towns or woods behind hostile lines.

Price: 15 points


Zachlam

Classic US made half track packing an M2 machinegun, 1 front, side and rear armor (but lacking an armored roof) and high offroad speed. They are only used by militia troops but are one of the best options available to this humble class of infantry unit. They do suffer from poor fuel economy and require frequent refueling but when gassed up they can both take and dish out a decent amount of fire for their price.

Price: 5 points


Bell 205A

Classic US made UH-1 Huey (civilian designation) with an FN MAG and the ability to quickly take your troops anywhere quickly. They are great for naval landings, river crossings, initial rushes, rapid reinforcement and deploying troops behind hostile lines. They are rather fragile and somewhat slow for a helicopter but can ignore water, hills and other obstructions that slow down ground units.

Price: 15 points


Anafa

A direct upgrade to the older Bell 205A, they feature twin engines that give higher autonomy and strength at the cost of fuel economy. They are also available to marine decks compared to their older cousin making them useful transports during naval invasions. They are still somewhat fragile and should avoid hot LZs with large amounts of AAA so care should be taken to use SEAD, artillery and potentially risky airstrikes to clear the way for the air cav.

Price: 20 points

Yas'ur Nimrod

Fast, 10 strength and armed to the teeth, this prototype SF transport helo can deploy the best of your troops anywhere on he map. They have great fuel economy, high speed and pack ATGMs capable of cracking open a top line MBT in a few shots. These large helos are high priority targets and have limited ammo capacity but when carefully used with their dismounts they can do anything from sniping command units to tank hunting.

Price: 80 points
Israeli support
BTR-152 TCM

Fast wheeled SPAAG made from a Soviet BTR-152, American turret (modified from the quad M2 M45 mount used on the Danish GMC M450 and South Korean Seung-Gong-Po) packing French two 20mm autocannons. This chimera abomination is fast, SEAD resistant and can dish out lethal fire on ground and air targets alike. They lack top armor but have 1 front, side and rear armor that can protect them from light incoming fire. These units are the staple of any fast moving formation of units, able to keep pace with their transport cousins while protecting them from hostile fixed and rotor wing aircraft, providing fire support if needed.

Price: 25 points

Hovet

American made PVADS radar guided M113 hulled amphibious SPAAG. Although not the longest ranged SPAAG in game, the high fire rate of these 20mm packing monsters will turn any hostile fixed wing, rotor wing or ground target into a fine paste. They should be turned off when SEAD is nearby, allowing the offending aircraft to fly over and get blasted in the back or shot down by nor radar AA/aircraft. They are good options to support river crossings or landings and can provide your M113s with air defense in addition to added firepower.

Price: 40 points

Machbet

Trading the swimming capability of it's predecessor for longer range, higher accuracy, stabilizers, additional armor, autonomy and 8 IR stinger missiles in a 4 round pod, this massive upgrade allows these prototype SPAAGs to engage SEAD with their guns off, hit targets at longer range with higher accuracy and survive counter attacks slightly better then the older Hovet. They might not be able to swim but on land they can keep up with other M113 based systems, allowing them to keep up with the APCs they escort.

Price: 60 points

Drakon

American M48A1 Chaparral with a quad launcher for ground based AIM-9 derived MIM-72Fs. They have front and side armor but are exposed from above and to the rear. They can take down most aircraft in 2-3 shots (3 for aircraft like the B-5/Avia 28) and are immune to SEAD. They make short work of helicopters that attempt to stray too close to your formations, allowing them to cover your advancing troops or set up ambushes for those units that get too close.

Price: 55 points

Laish

American made amphibious M113 mounted 81mm mortar perfect for light fire support and smoking positions for your troops to advance. They have a large ammo capacity for an indirect fire unit allowing them to rain hell on multiple targets without needing to rearm. They work best when used against soft targets and light AFVs but sustained fire can and will destroy heavier targets. They can cross rivers and land on beaches to provide fire support for your amphibious forces or even shell positions from the safety of the water.

Price: 30 points

Makmat

Heavy duty 160mm mortar on an open topped sherman hull. They have very high HE and produce large smoke bursts they can help conceal troop movements or allow them to get closer to hostile units. They have similar firepower to light howitzers and although it lacks the range it makes up for this with faster aim time and reloads. They have 2 front and side a well as 1 rear armor, allowing them to shrug off near misses from counter battery fire or light AT/small arms but are best kept away from the fight. They have exposed roofs meaning that direct hits from artillery or other top attack munitions will easily destroy them. They also have low autonomy so refueling and additionally rearming them frequently are important to keep them alive and combat effective.

Price: 60 points

Mar-240
Sherman mounted MLRS, like a modernized calliope that ditched it's main gun and defensive armament in exchange for deadly napalm warheads. This 240mm monster has 2 frond and side and 1 top and rear armor, allowing it deliver it's deadly payload and possibly survive light counter battery fire. They can clear out entire forests and towns, incinerating any units caught in it's hellish rain while your units mercy kill any traumatized, scorched survivors. You can also hold off advancing troops with a well placed barrage, a perfect weapon for area denial.

Price: 70 points

Mar-290

Prototype Centurion hull packing 4 massive 290mm 15 HE rockets. Performing similar to the Dutch Lance but with higher HE output but spread over a larger area. They are best used for dealing with HVTs, CVs, tightly packed dug in troops, AAA, command units and high end MBTs. The chance of anything surviving a direct hit is very low and even then the detonations of the other rockets will mostly finish the job. The slow rate of fire can give hostile forces time to relocate but most likely the intended target will still be destroyed along with any nearby targets.

Price: 90 points

Lar-160

AMX-13 mounted 160mm cluster MLRS that cracks open armor like nothing else. The low AP of the rounds is made up for the fact it fires 36 of them in rapid succession. The 2 front, 1 side, rear and top armor allow them to survive light retaliatory fire but movement is critical to avoid and survive counter battery fire. They work best when clearing out large formations of hostile armor or shelling suspected command vehicle locations (they won't hurt command troops but can still panic and stun them).

Price: 100 points

Rochev

Basic US made M109A2 SPH packing a deadly 155mm main gun. They can shell both armor and soft targets back into the stone age as well as deploy smoke screens to conceal troop movements, both advances and withdraws. Care needs to be taken to relocate after firing and to keep eyes out for counter battery fire. They are best deployed behind your line with supply and escort units.

Price: 80 points

Doher

Prototype M106A6 derived SPH that trades longer range for direct fire KE shells and offroad speed. They aim fast, hit hard and can be gone before the first shell impacts the target with proper micromanagement. They can pound most ground targets into a pulp with a few shells and can provide smoke screens to protect your troops on he ground.

Price: 130 points

Romach ERFB


M107 with rocket assisted projectiles, enhancing it's range to almost 50000 meters! They can hit targets almost anywhere on the map with smoke or HE, they have rather low ammo capacity so it is important to deploy them with supply units. they can destroy most targets with 2-3 direct hits and are great for destroying HVT units like command units and AAA. Best used when relocated after firing to prevent hostile counter battery retaliation.

Price: 90 points

Kardom

Trading the range of the Romach for higher accuracy and HE, these massive SPHs can vaporize soft targets with one direct hit. They can provide both HE and smoke support to troops on the front line and work best when kept protected by other units and supplied to keep their sustained fire landing on hostile units.

Price: 90 points

Shenav

US made I-HAWK long range radar SAM perfect for dealing with anything that flys. They can destroy most helos with one hit and any air unit with only 2. They only have 3 missiles so care should be taken to resupply them whenever possible, relocating them to avoid counter battery fire and turning them off when SEAD is in your AO.

Price: 60 points

Shenav II

I-HAWK PIP-II upgrade to the older version, they have better anti helo range and accuracy. They are slow offroad and have limited ammo so care should be taken to escort and rearm these units whenever possible. They should be turned off when SEAD flys over then turned back on to hit them in the rear after they fly over.

Price: 70 points

Sholef

Prototype Merkava I based hull SPH packing a high end, fast firing and aiming 155mm main gun. It has a very powerful self defense direct fire mode with high AP and accuracy in addition good armor.
price: 120 points

Israeli tanks
Mag'ach 6

US made M60 Patton with ERA panels for better armor and a several other upgrades. They maintain a high 10 ROF for their 105mm main guns and have an M2 (without the fancy cupola) to deal with soft targets like infantry and helicopters. These tanks posses 12 frontal, 5 side, 3 rear and 2 top armor allowing them to soak up a decent amount of damage and return the favor with their 15 AP main guns. They are rather powerful mid tier tanks and provide a plethora of capabilities for their price.


Price: 55 points


Mag'ach 6 Bet Gal

A direct upgrade to the older version, this modified M60 Patton has better optics, range, accuracy, stability and AP allowing it to more efficiently engage other tanks and AFVs. They lack armor upgrades but make up for this with still having decent armor due to the ERA add on bricks. These tanks can be mixed with the older models to both add firepower to your armor formations as well as confuse and panic hostile units due to the minimal visual differences, when not fully identified they can easily be confused with the older models and underestimated or large formations with both tanks mixed can cause an opponent to assume you have a large group of Bet Gals instead of a mixed formation.

Price: 70 points


Mag'arch 7C Gimel

A prototype further upgrade of the M60 design, it's slower then the American Super Patton but packs more frontal armor (with less side and rear), longer range, higher accuracy, stability and AP. These tanks can take a beating from light and medium AT and can destroy most light APCs/IFVs in a single shot. They can do a number on hostile tanks as well and their ability to resist a few rounds from lighter LAWs allow them to effectively function as infantry support.

Price: 100 points


Merkava I

Basic version of the famous Israeli domestic staple, these tanks pack a powerful 105mm main gun, a 7.62 and .50 MG and thick frontal armor at the cost of relatively thin side armor. These tanks are really tough nuts to crack from the front but care should be taken to protect their flanks with other units. Weapons that could barely scratch the frontal armor could cripple or destroy these tanks with a single well placed shot. They make great assault units when facing their targets and in controlled defensive environments they are difficult nuts to crack.

Price: 65 points


Merkava IIB

A direct upgrade to the older I, this powerful mid line tank has 2 additional front armor and an added point on the top, rear and sides. They have longer operational range (100 more autonomy) and better AP on the main gun as well as better optics, allowing them to see targets and better hit them at longer rangers. These tanks can hold their own with heavy armor from the front but are still easy to disable or destroy with flank shots. They are best deployed with friendly units as flank guards to protect them from aggressive hostile maneuvering.

Price: 80 points


Merkava IIIB


Swapping the MMG for an AGL and the 105mm cannon with the bigger 120mm, these prototype tanks have much greater firepower against ground units (at a slight cost of anti helo weaponry) and possess stronger armor and higher speed. Gun stats are all around better and the AGL makes it deadly against infantry and even armor when fighting up close. One of the best heavy infantry support tanks in game, these units can both effectively deal with infantry and easily deal with high end tanks as well.

Price: 155 points

Merkava IIID BAZ

Trading the MK19 for the accurate and powerful LAHAT ATGM, this prototype tank trades main gun ammo for the power to reach out and destroy hostile armor at longer ranges then conventional gun only tanks. This tank also has higher armor, a better stabilizer and higher AP on the main gun. These tanks have great front armor but are still soft on the sides and rear in comparison to their frontal armor. they can go toe to toe with the best armor in game and the ability to engage hostile armor at longer ranges with the ATGM give them a massive advantage. They can also hit ATGM vehicles at ranges that normal tanks are unable too due to the long range of their weapons.

Price: 180 points


PT-76B

Captured Soviet made amphibious light tank armed with a 76mm auto loaded HEAT firing main gun. Perfect fire support platform that can chip away at even the best armor and their ability to exploit rivers and beaches to aggressively flank and destroy hostile units behind enemy lines. The main downsides to these tanks are their light armor, limiting the amount of fire they can take before destitution at the hands of hostile AT. They can take a hit or two from lower AP weapons but should they survive it is a priority to repair them quickly before subsequent hits render them burnt out husks.

Price: 15 points


Sh'ot Kal

British made Centurion MBT packing thick armor, a powerful 105mm cannon and FN MAG MG. They are fairly beefy MBTs but have low accuracy, potentially causing issues when engaging targets at longer ranges with precision. They can help screen for better armor and make great fire support weapons against soft targets. They tend to work best when working in groups with other tanks or when supporting other combined arms attacks.

Price: 30 points


Sh'ot kal Dalet


A direct upgrade to the older version, the ERA armor, upgraded 105mm gun and an M2 mg in place of the 7.62. The higher armor, accuracy, firepower, stability and AP allow these tanks to deal with most AFVs and tanks of similar quality. The higher accuracy of the main gun makes these tanks fairly deadly for their price bracket and are a massive upgrade compared to their older brothers price wise.

Price: 40 points
Israeli Recon
Bedouins

A unique 5 man recon team that trades AT weapons for a DMR. These scouts classic Vietnam era M16s and M14s allow them to pick off unsuspecting infantry at a longer range then traditional recon teams. they do lack the numbers to go head to head with most infantry units without support but allow your other squads to both see your enemy sooner and engage them earlier at greater ranges.

Price: 10 points


HMVS

Amphibious prototype M113 derived recon vehicle with a 60mm KE only autocannon. The high AP and ROF of the 60mm HVMS cannon can make short work of hostile armor and new HE rounds let you hammer soft targets in the open. The KE nature makes them deadly up close against armor and their good optics allow them to see ahead of the other units they are deployed with. They work really well when pared with Bedouins to scout for hostiles and take out and armor the AT lacking scouts can't engage while they take care of dismounted troops and help mop up any remaining infantry.

Price: 40 points


M325 Patrol

Soft skinned recon truck armed to the teeth with an M2 browning and 2 FN MAGs. These units are best used to covertly observe hostile troop movements and can use their speed to evade hostile forces. They don't fare well in direct combat but their many MGs can be used in an emergency to shred hostile infantry, helicopters and other soft skinned units. The very good optics and high speed of this unit allow it to go deep behind the lines to spot targets and keep up with faster units in the field.

Price: 30 points

Maglan

Prototype 5 man recon team packing Glilon carbines, Spike MR ATGMs and the infamous Negev MGs. They are somewhat softer then most SF recon troops with their 5 man team size but make up for it with their long range AT and deadly small arms. These units are like the unholy mix of a 5 man ATGM team, 5 man recon team and half a squad of SF troops rolled into one. They excel against anything on land and their only main weakness is their 5 man size, high price and low numbers of units available to deploy. Work best when supporting other infantry units or as silent alarms to keep their eyes on important flank routes.

Price: 35 points


RAM AT

AT packing recon armored car, they have 1 armor all around with the exception of an open roof. Their high speed, good optics and powerful HEAT RR allow these units to observe, report, ambush and harass the enemy behind their lines or at the front of yours. They make decent FSVs when needed and can knock out tanks and AFVs when needed but they really excel as HVT hunters, pegging AAA, artillery, counter recon and hostile command units then melting back into concealment.

Price: 20 points


RAM TCM

Prototype version of the RAM armored car with very good optics and 2 20m autocannons. These fast wheeled recon light SPAAGs can do everything from scouting and fire support to AAA and command hunting work. They make short work of helicopters and planes that get too close and can spot stealthy ground, air and nearby sea units with their powerful optics. They work really well when pared with their AT counterparts to form deadly hunter killer scout teams.

Price: 35 points

Sayfan

Basic unarmed recon helo with very small size and very good optics. Although a soft 4 strength defenseless AA target, the powerful optics make this unit great for directing fire support and surveillance of troop movements. They are best kept away from hostile lines and should fly with escorts whenever possible, allowing the formation of hunter killer teams with your armed helicopters.

Price: 40 points

Tiran-5 Blazer

Captured Soviet made T-55 with an American made 105mm main gun and Israeli ERA. This powerful recon tank offers good optics, thick armor and a powerful main gun in addition to an FN MAG. These units can assist your other tanks in finding targets or work alone as heavy duty observers, great for ambushing hostile units before they know what hit them. They have medium stealth allowing them to maneuver away from an ambush or behind hostile lines like a 105mm armed armored ghost.

Price: 30 points
Israeli Vehicles
Djapas Orev

American MUTT packing TOW ATGMs, these fast moving wheeled TDs have 4 ATGMs each, allowing them to put a dent in hostile armor but requiring reloads whenever possible. They work great as ambush units and can also help give fast wheeled formations much needed AT options when facing armor. They are rather fragile so care should be taken to make sure they are not left in the open where indirect fire can easily destroy them.

Price: 20 points

Hamer Orev

A direct upgrade to the older MUTT, this Humvee mounted ATGM TD uses the improved I-TOW ATGM, packi higher firepower, strength and twice the ammo as the older MUTT. These units are deadly when ambushing armor and can quickly shoot and scoot when facing larger formations of hostile units. They are still soft targets and care should be taken to keep them on the move to avoid indirect fire from hostile forces.


Price: 35 points


Hamer MAPATS

Prototype upgrade to the older Orev TOW ATGM TDs, this Humvee packs the powerful laser beam riding MAPATS ATGM with both greater range, AP and faster travel time then the older wire guided TOWs. They can destroy most tanks in only a few shots and can engage at longer ranges then most hostile ATGMs. Although expensive and fragile, these powerful tank hunters can really do a number on hostile tanks and AFVs when used in hit and run attacks.

Price: 50 points

Girrafe TOW

Amphibious M113 ATGM unit that uses the powerful TOW wire guided ATGM. They are slower but less fragile then their wheeled counter parts and have more ammo then the Djapas (and are on par with the Hamers) allowing them to stay in the fight longer. They can also assault across rivers and land on beaches to provide AT support and even in rare cases help hunt hostile ships. They are best used as ambush weapons and although better protected then their wheeled counterparts they should be moved after firing to prevent their destruction from indirect fire.

Price: 25 points


Girrafe I-TOW

A direct upgrade firepower wise, this I-TOW packing TD also has add on armor that allows it to take more damage at the cost of amphibious capability. They suffer no other trade offs though and overall perform better in combat with their higher end ATGMs and added protection but are harder to use in landings and river crossings. Their I-TOW ATGMs can do a number on hostile armor and care should be taken to protect these TDs from hostile aviation as well as indirect fire from mortars, howitzers and MLRS.

Price: 35 points

Hafiz

Prototype M113 TD using 6 shot Spike NLOS ATGMs. They are very powerful against armor and have some protective armor against attacks. They are still rather fragile, unable to swim and are very expensive making them big targets for your enemy. They have a high ROF for their missiles although when depleted the reload time is rather long at 20 seconds. They have a large amount of ATGMs stored, totaling 12 rounds per unit. They can kill most tanks in one or two shots and are thus some of the best ways to deal with large formations of heavy armor.

Price: 80 points

Pereh

So top secret it was only declassified in 2015, this prototype ATGM unit might look like a M48 MBT at first. This disguised Spike NLOS launcher has better armor, accuracy and stability then the Hafiz in addition to twice the capacity at 24 shots per unit. They have 12 missiles ready to fire and enough armor to take a few hits, making these some of the deadest ATGM AFVs in the entire game. They are very expensive, low in number and are very high priority targets for hostile forces so great care should be taken to protect these powerful units.

Price: 110 points


M51 Isherman

Blast from the past tank destroyer built on the M4 Sherman hull. They have powerful French made 105mm HEAT guns perfect for tank busting and fire support. The main downside to these units is their somewhat soft armor, low speed and poor fuel economy. They are very cost effective when it comes to dealing with light armor and soft targets and in larger numbers can be a threat to even the best tanks in game. Overall these tank destroyers are the only anti infantry capable unit in the Israeli vehicle tab so they are rather useful in most decks.

Price: 15 points
Israeli Helocopters
Lahatut Orev

Classic MD500 light helicopter packing 4 TOW ATGMs. They lack armor and with 4 strength are fragile and vulnerable to small arms but make rather swift tank hunters. They work best when pared with friendly recon helos and AH-1s to form multi role hunter killer groups. Although they pack a decent punch, their 4 TOWs are expended very quickly and it is very important to keep these units rearmed to maintain combat effectiveness.

Price: 40 points


Lahatut MAPATS

A direct upgrade to the older model, this MD500 packs the more powerful, accurate, stable and longer ranged MAPATS ATGM. These missiles will demolish armor faster then the TOW and although less are required to kill higher end units they still rely on frequent rearming to keep them combat effective.

Price: 60 points


Petin


AH-64 packing 16 SA hellfires and a deadly autocannon, these prototype gunships can bust tanks and mulch infantry like it's no one's business. Their armor and 8 strength allow them to shrug off a lot of punishment but care should be taken when fighting against hostile forces with AA or fighters in the area. These gunships have a large amount of ammo allowing them to stay on station for a long time but care should be taken to keep how many missiles and 30mm rounds you have so you don't run out in the middle of the battlefield.

Price: 130 points


Tzefa B

AH-1 Cobra packing a powerful 20mm autocannon in addition to Hydra and FFAR rockets. These helos make quick work of soft targets and can take on armor in a pinch. These gunships are hardier then the MD500s but lack the armor of the AH-64 so care should be taken when getting too close to small arms fire. They work best when supporting their ATGM spewing counterparts, assisting with killing armor and mopping up soft targets and infantry.

Price: 55 points


Tzefa E

Prototype AA gunship model of the Cobra, like the B model it has a 20mm autocannon and Hydra rockets but trades the extra FFARs for some Stinger missiles. Although not as powerful against ground targets compared to e B model, these helos can better deal with hostile helicopters in addition to fixed wing aircraft. They work well when pared with the Tzefa Bs and other attack helos to help clean up ground targets and deal with aircraft.

Price: 70 points
Israeli Aircraft
Ayit

Low cost SEAD packing A-4 Skyhawk packing a 30mm auto cannon and 2 AGM-45Bs. They can make life a living hell for radar guided AA both on land and on ships, forcing the enemy to turn their weapons off or risk their SAMs and SPAAGs getting blown into slag. The one downside is the slow speed, low (for a SEAD aircraft) ECM of only 30% and the limited range and number of it's SEAD missiles.

Price: 70 points

Kurnass 2000

F-4 SEAD multi role aircraft packing a 20mm autocannon, 2 AGM-78D SEAD missiles and 4 AIM-7Fs. These aircraft benefit from high speed, 40% ECM, accurate and long range SEAD missiles in addition to longer range MRAAMs not normally seen on SEAD aircraft. They can be used as fighters when needed and can defend themselves in a pinch when hunting AA (but work best when escorted so they can focus on attacking the hostile AA).

Price: 120 points

Baz

ASF F-15 packing a 20mm vulcan, 4 AIM-9Js and 4 AIM-7Fs with a high speed and 30% ECM to boot. These deadly fighters eat fixed and rotor wing aircraft for breakfast and can hold their own against all but the highest end aircraft one on one. They make great escorts for attack aircraft and also work well in mixed ASF formations.

Price: 100 points

BAZ Meshupar


A direct upgrade to the older Baz, these monsters are armed with 10% more ECM, the Python4 SRAAM and F&F Derby MRAAM. They are the apex fighter for Israel and should be more then capable with going one on one with the best your opponent has to offer. The F&F missiles allow for a faster fire rate and allow them to hit hostile aircraft harder and faster then their SA equivalents.

Price: 170 points


Kurnass

Multirole monster F-4 with a 20mm vulcan, 2 20 HE LGBs and 4 AIM-7Es. These planes have 30% ECM allowing them to avoid AA when bombing targets and evade fighters weapons when dog fighting. They can do a number on both aircraft and ground targets but work best when doing one or the other at a time, not both at once. The sheer amount of HE power they have will destroy almost anything even if the bombs don't get a dead center hit.

Price: 150 points


RA'AM

Multi role prototype F-15 with a 20mm autocannon, 4 10 HE LGBs and 4 AIM-9Ss. Although it's bombs have less HE each (all added up just the same) and it's AAMs have less range then the older Kurnass, this deadly multi role can both dogfight with aircraft, hunt helos and bomb more targets with proper micro management then the Kurnass in one run that would take 2 with the older aircraft. They also have %50 ECM allowing them to dodge hostile fire much better then the F-4 equivalent.

Price: 140 points


Lavi


Prototype muilt role fighter bomber with 10 500 lb bombs, a 30mm auto cannon and 2 Python3 SRAAMs. They have a high ECM of 40% and can both function as deadly ground attack aircraft as well as lethal and nimble fighters. Their one downside is their small number of missiles limiting the number of hostile aircraft they can kill in one strike but make up for this with their massive bomb load.

Price: 150 points


Netz

Classic F-16 Falcon with it's deadly 20mm vulcan, 6 AP cluster bombs and 2 AIM-9Js to deal with aircraft. These units are the perfect tank hunters with their large number of bombs being able to damage and destroy large formations of hostile AFVs. They also can do a number on any hostile aircraft they encounter but are limited by their small payload of AAMs.

Price: 125 points

Barak

Affectionately nicknamed the "Obama" by some players, this fighter bomber is somewhat similar to the 44th president in the fact that it holds great destructive power (he has his ICBMs, this plane has it's deadly auto cannon and missiles). This F-16 derivative has a 20mm Vulcan auto cannon to shred aircraft and strafe ground targets, 4 AGM-65Ds to bust tanks and 2 Python3s to take care of hostile aircraft. It can hold it's own in a dog fight and can crack open an AFV or two, making this aircraft useful in many situations.

Price: 135 points


Barak II

Sometimes called the "SuperObama" by those with a sense of humor, this prototype F-16 ASF has both 2 Python4s for helos and aircraft up close in addition to 2 Derbys for longer range targets in addition to it's 20mm Vulcan. This aircraft flys fast, hits hard and if difficult to hit back with it's %50 ECM, allowing it to shoot down a wide variety of unfortunate aircraft that get too close to stately fighter.

Price: 155 points


Shahak

Simple ASF Mirage III packing 2 30mm auto cannons and a pare of Shafrir 2 AAMs. These fighters are not the best armed and have low ECM but can do a number on unlucky ground attack aircraft and in larger numbers higher end fighters. They make great helo hunters due to their fast rearm time and low cost, allowing them to chip away at airborne landings and ill fated bombing runs.

Price: 50 points


Nesher A

Similar to it's older cousin, this Mirage III derived aircraft has both a pare of auto cannons and 76 70mm rockets. They make quick work of light armor and infantry and can damage and destroy heavy armor in a few runs or strikes of two or more aircraft. They can put a lot of HE in a small area that would be too close to drop bombs or artillery and can also snipe lighter HVTs like command units, ATGMs and other light AFVs.

Price: 80 points

Kfir C.2

An evolution of the Mirage III, these aircraft combines futuristic canards in addition to 5 MK77 napalm bombs. This mix of classic weaponry and futuristic design makes this aircraft just as deadly as it is ascetically pleasing to the eye. They make quick work of dug in troops and can destroy armor when given enough burn time. They can clear out areas and prevent hostile troops from advancing into an area, allowing you to funnel hostile troops towards your forces or cut off their escape.

Price: 100 points


Kfir C.7

Exchanging the napalm bombs for a single 23 HE M111B, these bombers function as gird square erasers that can remove a target from an entrenched position. Dug in infantry, clustered units in forests or large moving formations are all perfect victims of it's massive payload of pain and suffering. They are big targets for fighters and AA so they work best with an escort but once they get through, not much of anything under them will be left intact.

Price: 125 points
South Africa Overview
South Africa generally has a large focus on offroad mobility and high fuel autonomy, often capable of moving faster than most tracked vehicles can on roads, offroad.

South African logistics is in many ways very similar to a Canadian deck, but with slightly different unit flavoring and a distinct lack of a tracked CV that isn't the Centurion(Olifant).

South African infantry is generally very diverse, with a wide range of Redfor and Bluefor weaponry available to them, as well as a few domestic weapons which can be very powerful if used properly.

South African infantry transports are extremely unique, especially for the line infantry which can deployed in many variants of the Ratel with a wide range of weapons. The Ratel is the backbone of the South African "armored infantry carriers" considering that this nation uses next to no tracked vehicles, while there are also other interesting units to deploy other units in as well, frankly they don't stand out much compared to the Ratels.

South African support units are a bit spread thin, with a good selection of AA missiles, and somewhat weak AAA options. One standout unit is the Rhino however, which is by far the most accurate artillery piece in the game, and is on wheels so it can redeploy rapidly, it's only downside is the relatively slow RoF/Burst.

South Africa primarialiy relies on the Olifant(Centurion) for it's mainline armored vehicle, or the Loggim if you were looking for a M1A1 tank equal. South Africa also has the Rookat "tanks", which are unreasonably fast on and offroad, and capable of popping in and out to harass the enemy formations with reasonably good firepower and exceptional stabilizers.

South African recon is fairly well rounded, and includes a high caliber sniper team, as well as a shock squad of infantry with a 40mm grenade launcher. They also have a Rookat 76mm "tank" with optics as well if you want a reasonably mobile ground based spotter.

The South African vehicle tab is somewhat mediocre, mostly as a result of the lack of good options here. Mainly just unreliable ATGM units, however the Ratel with the Swift ATGM launcher can offer a significant no-go zone for any enemy armor that isn't a superheavy.

South Africa has a few attack helicopters which can be of use, with two modified Panther helicopters rolled into an attack role with autocannons, rockets and a choice of a domestic Aim-9 equivalent or a very strong ATGM (Think Puma Cassiopee innovation crossed with MI-8TB ascetics). The prototype helicopter is the Roovalk which can be best compared to the German Tiger, but without the optics.

South Africa is generally very strong when it comes down to air control and their ASFs, but tends to fall down when it comes down to their ATGM carriers only having two ATGM planes (1 dedicated strike aircraft, 1 multirole), both with the notoriously unreliable, but powerful AS300. There is a significant variety of aircraft available however, and you probably will be spoiled for choice otherwise.

Critical weaknesses in this nation are their entire lack of any amphibious units, depending on landing craft or transport helos to get their units across water and their low durability and staying power in exchange for their high speed, low drag roster
South Africa Logistics
Alouette III

Your classic command helo, packing very good optics, somewhat slow speed but with exceptional mobility. A great way to quickly grab a newly secured front line call in zone or for rapid aggressive landgrabs supported by helo mobile infantry, gunship escorts backed by reinforcing wheeled ground forces to bite down hard on newly secured zones.

Price: 100

Kommandant

Command infantry rocking the Vektor R1 Rifle (local FAL variant) and the timeless classic that is the Bren L4 machinegun. The perfect unit for securing urban or wooded zones, they work best when supported by other friendly infantry and other units as they are rather squishy and are not intended for direct combat.

Price: 100

Olifant BV

One of the few tracked vehicles in the SA toolbox, these domestically adapted Centurion derived tanks are the best protected and armed CVs available, trading durability and killing power for speed. Overall they shouldn't be the spearhead of a fight and should ideally be deployed with support as they are prime targets for hostile forces.

Price: 130

Ratel BV

Command Ratel APC with an M2 Browning HMG and 2 front, 1 side, rear and top armor. Good for quick captures that require a durable CV, these units are a great pick for any deck in need of speed and durabality (for a wheeled CV that is).

Price: 125

Rover BV

Inexpensive, speedy, easy to hide but fragile, the Rover BV is a great pick for more protected zones or when you want a price efficient capture. Make sure they are well hidden and are ready to pull back at the first sign of danger as even small arms are lethal.

Price: 110

Buffel BV

Armored (1 all around except the top) but unarmed, these light wheeled command APCs are in essense lightly armored trucks. although slightly slower off road then the Rover BV, they are much more durable but are still easy targets for indirect fire due to their open top design and anything above small arms fire.

Price: 115

Casspir BV

Slower but better top armored then the Buffel, the Casspir offers similar mobility and better survivability in addition to packing twin M1919s in an almost Mad Max meets Vietnam War style guntruck mount, they should avoid anything hostile but can at least defend themselves if push comes to shove (although in most cases running is a better option).

Price: 120

SA-321 Super Frelon

The perfect logistics unit for rapid pushes or behind the lines resupply, these French made supply helos are great ways to both directly supply combat units or save your ground supply units from a long trip to an FOB. With a 3700 supply unit capacity and a 275 KM/H speed, you can quickly get in and out of an LZ and back to the FOB in no time. Mind the AA network and you have yourself the perfect tool to keep you and your teams units, fueled, healthy and armed to the teeth.

Price: 75

Samil 50 Cargo

A basic, 500 supply unit capacity supply truck. A great tool for any deck, it is critical to remember to always screen for and when possible escort your supply units or risk capture and having their munitions turned around on you. Although not the fastest off-road, these units can still rapidly speed back and forth along the roads to and from the FOB and any friendly units in need of supply.

Price: 10

Samil 100 Cargo

Twice the speed, double the strength, almost 5 times the supply units (2400) and double the number value in then name from its smaller cousin, this is the SA big boy supply truck. In spite of their size, these trucks massive engines allow them to speed across dry land to get your supply anywhere it needs to go. Make sure they don't get stolen or rendered into a fireball in route though.

Price: 40

South Africa Infantry
B-10 (UNITA)

Do you like the better half of the BL2 campaign, man portable RRs and chest rigs that bring all the boys to the bush war? these guys are for you. These inexpensive, HEAT/HE FIST teams pack captured Soviet AKMs, Chinese B10 RRs and a burning desire to bring DEATH TO THE MPLA!!!. Perfect for flank protection and keeping both soft and hard ground targets out of towns. Makes both troops and tanks dead and Jonas Savimbi proud.
Price: 15

Bokkop '75

Your basic, regular training line troops with a name that translates to Buckhead (and also sounds like a bit like an Afrikaans vulgar term I'm not going to post here (nothing that bad but need to keep things PG here)), these rank and file troops pack vecktor R1 (local models of the FAL), captured RPG-7s and Bren L4 MGs. They have a wide variety of transport options and are a great staple unit for use in urban or wooded environments.

Price: 10

Bokkop '90

A direct upgrade to their older 75' counterparts, these units are upgraded with the R4 (local Galil variant) FT5 LAT and the popular FN MAG MG, they offer much better anti armor lethality and up close small arms (at the cost of some accuracy and range on their rifles) Still a great staple in any infantry tab, their higher price will add up in larger groups but their increased lethality should help offset this tradeoff.

Price: 15

Buffalos '75

Shock Light infantry troops with Portuguese supplied G3A2 Rifles, HK22 SAWs and captured RPG-7s, these 15 man shock teams are great for breakthroughs where their added durability will go a long way, their great transport options allow them to be rapidly deployed into the fight or on a cheeky, poorly guarded flank.

Price: 20

Buffalos '90

A somewhat strange side grade to their older counterparts, they swap their Western small arms for the less accurate but better CQB optimized captured AKMs and longer ranged RPDs and their Eastern AT for long range Milan F1 ATGMs. They work better at range against hard targets but oddly feature the combination of shorter rifle and longer ranged machinegun. They are great for ambushes and are a pain in the arse to deal with if they can get on your flanks as long as their ammo lasts.

Price: 35

Burgermag

Although the name sounds vaguely tongue in cheek American, these SA militia offer you some inexpensive firepower (R1 rifles and SuperBazooka AT) with great transport selection. Although not the fastest on foot or the best armed or trained, when backed by their speedy, lightly armed transports and other infantry they make a great tool to cheaply augment more expensive units with screening infantry, some extra firepower or flank protection.

Price: 5

Inflict
Similarly meme worthy to their other FIST team but in a totally different way, these unique units pack the mundane R1 alongside the unique RO-107, a single barreled, direct fire launcher for 107mm MLRS rockets. They have great range and HE damage but no AP to speak of, making them a major threat to soft targets but still giving them the capability to stun and panic hard targets (and in some cases possibly finish off critically damaged AFVs), they only have 10 rounds on hand so make sure you have supply nearby to keep these man portable SLRS teams ready to rock(et).

Price: 15

Mechinf '75

Despite their name, these shock troops are exclusive to non specialized or armored decks only. Featuring the R1, FN MAG and the LRAC F1, these 10 man teams and their diverse selection of heavily armed, high speed transports are the be all, end all of blitz supporting infantry. Although not as durable or fast as their Buffalo buddies, they make up for their smaller size with both better close range AT and some of the fastest and best armed wheeled IFVs and APCs in game. Come for the shock infantry, stay for their pimped out rides.

Price: 20

Mechinf '90

Better armed for CQB then their older counterparts, this unit upgrades the older R1 battlerifle to the R5 Carbine, the MAG for the SS-77 and the F1 for the FT5. Much better geared for fighting on the move and up close in addition to their better AT, these units still retain an amazing selection of fast, lethal wheeled IFVs and APCs.

Price: 25

Milan

Rocking R1 BRs and the the French/European ATGM equivalent to Napoleon (been there, killed/conquered that) in the form of the Milan F1, these 2 man teams help you keep hostile armor away from your squishy but speedy glass cannons. Make sure they stay far away from hostile troops and remember, supply units are an ATGM teams best friend (when filled up and properly spaced so they don't both go up in a ball of flame when the former eats a few rounds of small arms). Good sightlines and recon are the best way to get the most out of these units.

Price: 10

Parabat '75

Airborne 10 man shock teams with a great selection of rotor and wheeled transports, they feature the R2 "its barely a carbine aside from a few inches but check out this dope folding stock) *cough* Rifle *cough*, stolen RPG-7s and the FN MAG. Although slower on foot and less durable then their Buffalo counterparts, these units are awesome flankers and behind the lines harassers and can also be wheeled or airlifted rapidly into zones that desperately need support.

Price: 15

Parabat '90

A direct upgrade in most ways to the '75 equivalent, these guys pack the "its actually a carbine in game" R5, the FT5 LAW and the Mini-SS SAW. Great up close, land them on the edge of towns or tree lines and watch them jump infantry and AFVs (up close) alike like a pride of lions.

Price: 25

Sapper

A timeless classic, these flamethrower teams rock the iconic British Life Buoy (inspired by the original ww1 German Wex) in addition to R1 rifles. They have a diverse selection of speedy ground and air transports to quickly allow you to surprise and overwhelm dug in soft targets before they can react.

Price: 15

SASF '75

When an SAS trooper and an FJB40 soldat hook up after the bender to end all benders, you end up with something like this unit. these 10 man SF teams look like something that comes out of an FPS loadout randomizer, combining the localized Galil inspired R5, the LRAC F1 LAW and Strela-2M MANPAD into a nightmare is both just as confusing and lethal to practically any unit they encounter that's unfortunate enough to get within their range.

Price: 25

SASF '90

If the '75 model looks like one of my COD Warzone loadouts (random, confusing, nonsensical, attempting to do too many things at once and not particularly meta), these guys look more like something Des7ruction (one of our other cowriters) would bring to Verdansk to mock my flamboyant and nonsensical kits with something equally versatile but slightly more grounded and meta. These Prototypes trade the older F1 for the beastly APILAS and the rather long in the tooth Strela-2M for the more modern Stinger A. Overall a direct upgrade to their older counterparts but depending on who you ask, it sacrifices the Lovecraftian insanity ("flavor") and the charm.

Price: 35

Stinger (UNITA)

A 2 man MANPAD team consisting of captured MPLA AKMs, Covertly smuggled American Stinger As and shades that might even put Jonas himself's to shame. These are the best MANPAD option in the SA deck and allow you to both augment larger ADNs as well as support smaller unit formations guarding your backline or sneeking around the enemies.

Price: 15

Strela-2

Basic MANPAD team with R4 rifles and old but cheap captured second hand Strela-2Ms. Fragile but a threat to anything on wings or rotors, these teams are good for holding towns, tree lines or deployed near you or your teams radar AA to bait and switch any SEAD that comes knocking.

Price: 5

Strela-3

A direct upgrade to the older 2M, the Strela-3 offers better accuracy and range then the older model but for twice the price.

Price: 10
South Africa Transports
Puma 330H

A French classic, the Puma is a decently speedy 6 strength transport helo. Packing a basic FN MAG in a door gun mount and decent autonomy, this workhorse will get your infantry in and out of the battlefield with speed and safety. They can provide light fire support if needed but be advised they are not as fragile as some smaller helocopters but they should avoid small arms or worse whenever possible.

Price: 20

Oryx

A domestic upgrade with a colorful story (lots of embargo violations), this beefed up, extra thicc Puma derivative is both faster and stronger. It can take slightly more punishment then it's older cousin but one should make sure to avoid even rifle fire as that will quickly damage and panic your helos if they are targeted.

Price: 25

Buffel

Armed with twin M1919s and armored with 1 point all around aside from the roof, this speedy APC will get any infantry into or out of combat safely if used properly. The duel machineguns will shred soft skin vehicles, helicopters and infantry squads alike. It is important to quickly scatter these units in the presence of indirect fire as direct hits to the top will severally or instantly destroy these units and their embarked troops. their light armor will help protect against small arms but not much else.

Price: 10

Casspir MK.2

Trading autonomy for range, these APCs are pretty much a direct upgrade to the Buffel with their added top armor. Better protected from indirect fire, these units are still not very well armored so care must be taken when dealing with AT to prevend their destruction.

Price: 10

Casspir K-Car

A direct upgrade to the base model, the K-Car replaces the twin M1919s for a 20MM autocannon. In essence a great value VAB T20 without the ability to cross water, slower off-road speed and a less accurate cannon with slightly less ammo. These units are none the less devastating to light armor, helos and soft targets. They are still relitively squishy so just remember, most of the things it can hit can and will hit it back to great effect.

Price: 15


Ratel 20

A direct upgrade to the K-Car, the Ratel 20 fetures a more accurate autocannon with additional ammo, higher speed, beter autonomy and and added armor point to the front. These high speed IFVs are great tools to quickly get troops to the front and have the firepower to help keep them alive once there. They are still relatively light with only 2 front and 1 side, rear and top armor but can take a little more punishment then their lighter equivalents.

Price: 15

Ratel 20 Milan

A direct upgrade to the basic model these newer variants add 4 Milan ATGMs for increased lethality against hostile AFVs. Now able to quickly flank and kill even midline MBTs with a few hits, these are great tools for employing a death by a thousand cuts approach to your battlefield strategy.

Price: 20

Ratel 60

Tired of getting blasted advancing your IFVs into a city or treeline? want to shake and bake a target without the need for dedicated indirect fire units? Want to retain token anti armor firepower while doing so? The Ratel 60 combines gun/mortar of the ALM 60 with the light armor, speed and troop bay of the Ratel. These monsters can blast soft targets from a safe distance, smoke the area and even deal with whatever light AFVs survive with their HEAT rounds while the infantry mop up, be advised they lack direct fire HE so they will not be able to directly engage hostile infantry up close.

Price: 20

Ratel 90

A side grade trade that swaps indirect fire capability for a larger 90MM gun. These units can directly blast any ground targets with a more powerful HEAT/HE round, dealing higher damage while still retaining the onboard troops.

Price: 15

Samil 50


A basic, inexpensive, unarmed and unarmored transport truck, the Samil 50 is a great way to quickly transport your troops forward on a budget. It lacks offroad speed but for such a low price it's the perfect tool to get your infantry where you need them without breaking the bank but won't do much when it arrives. Best sent into cover to await the need to remount and redeploy their troops to avoid destruction.

Price: 5
South Africa Support
Cactus

A domestic model of the French Crotale, these powerful SACLOS SAMs can 2 shot most aircraft. What they lack in missile capacity they make up for in accuracy, range and power (for a SACLOS system). These are great tools to bate and switch against hostile SEAD planes or for quickly countering helicopter landings (they have a good amount of splash damage and thus can bag multiple in one hit if lucky).

Price: 60

Cactus SAHV

Prototype build on the cactus hull featuring the longer ranged, higher accuracy and fire and forget SAHV-IR. This comes at the cost of reload speed compared to the older crotale missiles but the rapid fire rate similar to the NSAMS minus the radar vulnerability.

Price: 75

Rooikat ZA-HMV

Prototype radar guided SAM system on the durable and fast rookat hull. Although venerable to SEAD, it has much better range then it's non radar guided counterparts. The higher armor will make it slightly more durable but you really don't want to expose these units to hostile fire.

Price: 85

Eland 60

Export model of the French AML, rapid fire 60mm gun/mortar might lack the power of larger diameter options but has a crazy fire rare. It also packs 7 HEAT rounds for self defense but be warned, they are low AP, low accuracy and the unit lacks direct fire HE options so close range infantry are a major threat.

Price: 20

Ratel 81

an 81MM mortar on a ratel hull, they have amazing speed and can shoot and scoot like nothing else but lack the top armor of the smaller eland 60 (but with one extra point to the front). These are great tools for shake and bake advances on well defended areas and make great tools to blast softer targets caught out in the open with their pants down.

Price: 30

Ratel 120

Prototype upgrade bosting longer range and higher HE at the cost of onboard rounds and rife rate, these heavier mortars can really cause confusion and frustration with the capability to rapidly blast a target then burn rubber out of there. Their armor will help soak damage from indirect hits from counter battery but its best to relocate to avoid a lucky direct on the non existent top armor.

Price: 60

Rover 107

you guys remember Phil? Well someone exported him to Angola, where he was dismembered and 16 of his 19 tubes were thrown in the bed of a LandRover. This tragic tale aside, his new lease on life creates a unit that's easier to hide with a higher ROF and longer range at the cost of dignity and 3 rockets. These are napalm warheads allowing you to burn anything in your way in addition to the light 1 HE charge.

Price: 40

Valkiri
Wagner fans rejoice! now in addition to your aircav memes you now have this lovely 7 HE MLRS to reference. Mounted on an unarmored truck (in a configuration that IRL allows a normal truck tarp to be fitted for camouflaged) is a rack of 24 127mm HE rockets. It also features a great off-road speed allowing you to really burn rubber when your opponent wants to counter battery the SOB that just destroyed his push.

Price: 60

Bateleur

Featuring a larger 40 rocket rack, cluster warheads and 1 point of top and front armor, this MLRS is the perfect tool to deal with large formations of AFVs but it won't be able to hurt infantry. The added armor might save you from a near miss or direct hit but these things are super fragile and a smart opponent will be able to take one down even with small arms fire if they can get on the side or rear.

Price: 75

Sexton

A WW2 classic and one of the few tracked units in the SA roster, the Sherman (Grizzly Canadian version) based Sexton packs light 25 pounder with 72 rounds, 3 front, 2 side, 1 rear and no top armor. Overall an inexpensive tool for laying smoke or converting hostiles into human salsa. They are one of the slowest units in the SA army so its important to remember they will have issues keeping up with pretty much everything else in a national deck. Its always good to relocate after a barrage, in particular with these units as their open tops are a magnet for hostile counter battery and bombs.

Price: 40

G6-45 Rhino

The be all, end all of hit and run howitzers, these fast aiming 155MM monsters have accuracy closer to a mortar, mobility off the charts for a howitzer and some light armor (2 front, 1 top, rear and sides) to survive counter battery. If you love the dana, the Caesar and similar units you will love to have these in your deck.

Price: 130

Ystervark

A Buffel that swapped its rear armor for a 20MM autocannon, this light SPAAG is deadly fast compared to similar truck mounted systems with the added benefit of a point of front and side armor. They can fire on the move but work best parked, allowing you to chase helicopters that try and run. It can deal with low flying fixed wing aircraft and soft ground targets but the really impressive feature is to chase after running helos.

Price: 15

Bosvark

Prototype SPAAG mounting a captured ZSU-23-2, what you loose in fire on the move capability and accuracy you make up for with fire rate. Attack moved they can still aggressively chase aircraft and make great fire support units as well. They still lack rear and top armor but have 1 point protecting the sides and front.

Price: 15

Rooikat ZA-35

Prototype SPAAG based on the Rookat hull and with a similar autocannon setup to a Gepard (on cocane), the great stabilizers and insane offroad speed combined with 3 front, 2 side, 2 rear and 1 top armor make these beasts a threat to anything with wings, blades or boots.

Price: 60
South Africa Tanks
Loggim

The "Leopard 2 at home", this domestically produced prototype MBT features performance somewhere between the 2A4 and 2 A5, stat wise it is very similar to the M1A1(HC). This is the fastest tracked unit in SA use but it is slow compared to their wheeled units. These tanks pack a LEW 120mm main gun and an MG4 (not the model your thinking of, it's a domestic upgrade of the M1919), allowing them to deal with most ground targets with ease. They are very expensive and not that high in number so take caution to screen with other units as they work best in a combined arms force.

Price: 155

Olifant MK1

A domestic upgrade of the the UKs popular centurion MBT, the MK.1 features better off road speed (although still fairly slow) then similarly priced older centurion models but not on par with newer developments like the STRV 104 and 105 of Swedish make and is slightly behind the Israeli Shot Kal. It features the relatively inaccurate. It's L7A3 is not the most accurate but the AP is decent for its price bracket and the roof mounted MG4 will help with soft targets. Overall it acts as a slightly slower but slightly better armored Shot Kal and is a great budget tank for any deck.

Price: 30

Olifant MK1A

A direct upgrade to the older model, the 1A offers slightly better fuel efficiency and a longer ranged, higher AP, more accurate and better stabilized main gun. The increased lethality comes at a slightly higher price but the performance improvements are notable when engaged at longer ranges or against other tanks in the 30 to 50 point range. These are still slow for an MBT and will be practically crawling along compared with most other SA units so it's best to remember that you should slow your roll when advancing or plan accordingly to factor in the time it will take for them to catch up.

Price: 40

Olifant MK1B

A futher upgrade to the 1A, the 1B fetures a new, larger turret to both hold more ammo, a higher fire rate and improved all around armor. It has a much better offroad speed on par with the Swedish STRV 105 with better frontal armor (but the sides and rear are are softer). Although loosing its MG4, the 1B models improved main gun performance and ammo capacity help off set this but offer no protection from helos and a reduced damage output against up close infantry.

Price: 60

Olifant MK1B Optimum

Prototype upgrade to the standard 1B, the optimum looks like a Centurion dressed in a leopard 2A5 Halloween costume and boasts improved front, side and rear armor as well as a higher AP main gun and medium optics. This allows these tanks to better survive incoming fire and more effectively spot targets compared to any of the older models. The further turret upgrade still lacks any defensive machineguns so be warned, unless you manage to catch a landed helicopter your not going to be able to do much to fight aircraft.

Price: 80

Rooikat 76MK1C

Fast moving wheeled "tank" with a great stabilizer on it's 76MM KE main gun, in addition to this it features an MG4 for dealing with helos and soft targets and fairly beefy armor for a wheeled unit (compared to true tanks its fairly soft skinned). These units are great for hit and run warfare, leading hostiles to advance on a treeline of your dug in ATGMs and tracked tanks, flanking behind the main line through breaches to hunt supply units, AA and arty as well as for rapid responses to plug holes in your own lines. Overall what these units lack in durability they make up for in mobility, its hard to kill even light armor if it's gone before you can even respond.

Price: 40

Rooikat 105

Prototype upgrade of the older 76MK1C, the 105 model fetures the same chassis but a beefier 105mm main gun with higher AP and HE damage and improved range and fire rate. Even with the bigger gun they are still best used for hit and run strikes as their thin (for a "tank") armor won't be able to take much punishment. While better able to pen front armor with the higher end gun, they can and should still use their mobility to get around the sides or rear of hostile units to both save ammo and kill hostile AFVs faster then from the front.

Price: 50
South Africa Recon
Alouette III

A basic French made recon helo, it lacks weaponry but with its very small size and very good optics it can help scout ahead of your other units and if lucky avoid return fire. It has only 4 strength and somewhat slow speed for a helo so be advised you really should keep this out of the fight when there's AA units nearby.

Price: 40

Eland 90

French made AML armored car packing a comically large 90MM low pressure, HEAT firing main gun. Inexpensive and speedy, these recon units are great to send ahead of larger formations to both observe hostile units but can also be used to good effect for fire support and as ambush units against soft and hard targets. A favorite tactic is to attack move these units behind hostile lines during an arty strike or push, letting you catch injured units off guard and chew up venerable rear line units like AA, logistics trucks and indirect fire units.

Price: 20

Eland 90 ENTAC

A direct upgrade to the base model, this prototype adds 2 launchers for 4 ENTAC ATGMs to the party, both boosting range and firepower at no cost to performance other then a price increase. Although a relatively basic ATGM, combined with the good optics, main gun and small size these traits combined allow these units to both hunt lighter targets and even punch way above the belt when tacitly positioned to ambush hostile flanks.

Price: 25

Rooikat 76

Similar to it's "tank" counterpart, this heavy armored car features medium stealth and very good optics in addition to the great stats of it's tank tab cousin. Mixing a few of these in with hunter killer packs of the MK1C model and some supporting AA and ATGMs create a deadly raiding force.

Price: 50

Para Pathfinders

10 man shock recon armed with the R4 rifle, Y-2 40mm GL and the HK21 SAW. These guys might lack AT weaponry but make up for it with their infantry killing power. They are great scouts but can also be used alongside other infantry to add some punch and extend their vision range when deployed into towns or tree lines. Care needs to be taken when fighting AFVs as their GL won't do much when dealing with even light armor so at that point you should withdraw or bring up AT if you have it nearby.

Price: 30

Rover

Basic unarmed scout jeep, the rover has very good optics, small size and medium stealth, great for parking in a tree line or forest to covertly observe. Their only defense is their speed and stealth so you really should try and keep them away from combat as they have no armor and only 5 strength.

Price: 25

SASF Sniper

Not your grandma's 2 man sniper team, these units rock the R5 rifle and the NTW-20 anti material "Rifle" (it's a bolt action, 20mm cannon). The exceptional stealth and elite training make these fragile units both good observers and surprisingly deadly fighters against even light armor thanks to the 2 AP, 1 HE power of their NTW-20s. They should either be kept behind other infantry or hidden from hostile units as they will die to a sneeze. They are great tools to sneak around a capture zone or behind it to help find targets for arty or pick off high value targets like CVs or AA with the help of other raiding units.

Price: 30

Trackers

Unique 5 man recon team that unlike most who pack rifles and LAWs they retain an MG (in this case the Bren L4 in addition to R1 rifles). This allows them to better defend against other infantry and ambush helos flying over them but render them defenseless against any AFV. They work best either paired with other infantry to help find targets or hidden in an area they can observe around for hostile units.

Price: 10

XH-1 Alpha


Prototype Alouette based armed scout helo with a 20mm autocannon. Although it only has good optics, the slightly higher speed and the 20mm chin gun adds utility when scouting around the rear of your opponents formation to pick off key units like hostile recon units and other helos. They are still really fragile with no armor and only 4 strength so even small arms can take these down if you are not careful.

Price: 30
South Africa Vehicles
Ferret ENTAC

Light British armored car with an M1919 machinegun and 6 ENTAC ATGMS, these speedy AFVs are great for destroying hostile armor and if needed defend against infantry or helos if it can't be helped. Their limited ammo means its a good idea to have supply trucks nearby so they can either pull back to rearm or ideally position them to top off ammo from an ambush position.

Price: 15

Ferret MK.2 Milan

A sidegrade to the ENTAC model, the MK.2 offers better range and accuracy at the cost of some AP, top armor and the M1919 MG. Although they don't pack as much a punch as the older ENTAC, their ATGMs hit more consistently and travel faster allowing them generally better ammo efficiency. These units are still dependent on frequent resupply so it's always good to have some supply units around to help top them up when the fighting lulls.

Price: 25

Rattel ZT3-A1

A major upgrade to older ATGM carriers, the ZT3-A1 has vastly better SWIFT ATGMs in higher numbers in addition to having an MG4 for self defense. It also has a higher off road speed and better frontal armor then the Ferret based systems. Overall these units are great for both ambushing or chasseing fleeing units but they are fairly expensive and thus priority targets for the other team.

Price: 50

Rover 106

Standard Land Rover jeep with an M40 RR and 10 HEAT/HE rounds. It might lack armor and strength but the small size and low price allow them to be effective FSVs and light AT units where their HEAT rounds can chip away at even the best armor on the field. A great way to add a bit of firepower to any combined arms group.

Price: 10

Ferret MK.2 106

A direct upgrade to its rover cousin, this ferret based tankhunter fetures the improved M40A1 with better accuracy and AP. Mated to the armored (1 front, side and rear armor with no top armor), faster chassis, these units have greater survivability and enhanced mobility allowing them to better survive encounters and reposition faster then unarmored recoiless rifle platforms.

Price: 15

Ratel 90 FSV

Like it's IFV counterpart, these high speed units offer great mobility, light armor and potent firepower for a good price. Although they can't taxi your dismounted infentry around, they have an extra 10 rounds for their 90mm GT-2 cannon that combined with their speed and high autonomy lets these units run rampant in your opponents rear with infrequent need to resupply.

Price: 20
South Africa Helicopters
Alouette K-Car

A unique gunship composed of a French made Alouette armed with a 20MM door gun. Offering faster target acquiring speeds then fixed gun pod helos, the K-Car is like a puma pirate optimized purely for fire support. They are great for cracking open light armor and mulching soft targets and can deal with everything from infantry to helos with ease. They only have 480 rounds onboard so its a good idea to have a few you can rotate between landing to rearm at a nearby supply unit and up on the front line slinging rounds at targets.

Price: 25


XTP-1 Beta '87

Beta in name only, this Chad of a prototype gunship looks like someone spliced a puma cassiopiee with an MI-8 gunship. the '87 model features a 20mm autocannon, rocket pods and 2 IR SRAAMs, making this a great counter to infantry, soft targets, light AFVs and other aircraft. Make sure to have supply units on hand because these things burn through ammo fairly fast.

Price: 70


XTP-1 Beta '90


A sidegrade to the '87, the '90 model features smaller SNEB pods (36 total vs the '87's 72) and swaps the SRAAMs for 8 high powered ATGMs. Although it can still engage hostile helos (stay far away from fixed wing aircraft), these gunships work best for dealing with AFVs and the occasional infantry unit.

Price: 90


Rooivalk

The finished product the beta and alpha prototypes have lead up to, the rooivalk is a finished product, boasting better strength and speed then the beta and alpha testbeds and 1 font and 1 side armor as well. It packs a chin mounted 20mm autocannon in addition to 8 high end Ingwe ATGMs and 4 Minsrel SRAAMs. This balanced loadout allows it to deal with anything on the battlefield with the exception of hostile AA. They are rather expensive and you don't get a lot of them so make them count and keep them flying by repairing, refueling and rearming whenever possible.

Price: 120
South Africa Aircraft
Buccaneer S.MK.50

A dedicated AGM carrier, the buccaneer delivers 4 high powered but low accuracy AS30 AGMs into any unfortunate AFV you target. They are not the most accurate of missiles but when they hit they will destroy most targets in a single shot. These aircraft are slow but have great Time On Target so it's a good idea to send an escort when possible to prevent a shootdown of these otherwise defenseless aircraft.

Price: 90

Carver


Domestically produced prototype ASF with a 30mm autocannon, 2 SRAAMS and 2 MRAAMs. These planes will do a number on anything flying but their high price paints a large target on their heads. The 50% ECM will help them avoid damage but they should be kept away from hostile AA regardless.

Price: 155

Cheetah D

A locally improved model of the Mirage III, the D model brings with it a new and unique SEAD tool, the BARB (Boosted Anti Radiation Bomb). Affectionally known as BARBra to some, these guided munitions don't employ HEAT warheads like more conventional SEAD weaponry but instead rely on HE damage. This means that if a target turns their radar off and moves not that far there's a good chance they and anything unfortunate enough nearby will get blasted to hell but it also means that better armored radar AA might be able to shrug off one or more hits. This works incredibly well when players have tightly grouped ADNs, in particular when they combine non targetable, non radar AA next to a bait unit they would normally turn off and move. Another unique feature of this unit is like the AGM-12 Bullpup the BARB can be direct fired on line of sight targets, giving you a high ECM, ranged HE attack aircraft.

Price: 80

F-86F Sabre


Your basic rocket aircraft packing 6 M2 browning's for self defense or helo hunting and 36 SNEB rockets. Perfect for hitting soft targets like ATGM carriers, infantry and lighter AFVs, these planes are fairly slow and are a good target for fighters so its best to send escorts before they deploy.

Price: 60

Impalla MK II

Trading time on target for firepower, the impala features twice the rockets and features twin 30mms innstead of the .50s. Overall these units are a nice upgrade from the sabre but lack the staying power and might have to evac before hitting targets really far behind hostile lines. Otherwise the two perform their roles similarly so its more a matter of choice if you want the firepower or loiter time (or if you really want the SNEBs to blot out the sun take both).

Price: 65

Mirage IIICZ

Your basic French made ASF with twin 30mm autocannons, 2 SRAMMs and a single MRAMM, these fighters have a good speed but lack ECM so they really need to avoid AA when possible. Their economical price allows you to field several for the price of one higher end plane, allowing you to always have one up in the air or letting you send in a whole wing at once to give enemy aircraft a 1 way ticket into the dirt.

Price: 65

Mirage F1CZ

A sidegrade to the IIICZ, the F!CZ trades the MRAAM and older V3A SRAAMs for 6 V3B SRAAMs. This aircraft also fetures a higher Time On Target and 20% ECM, allowing for longer patrols and greater survivability when hunting helos or in a dogfight.

Price: 80

Cheetah C

A direct prototype upgrade from the IIICZ, the cheetah C rocks a solid 40% ECM and features both higher end missiles and an extra MRAAM. These are the second best available fighter to SA so their high price is justified for the performance they provide.

Price: 145

Mirage IIIEZ

The "EZ" button for dealing with AFVs and aircraft alike, these inexpensive multirole aircraft rock a powerful but inaccurate AGM in addition to 2 SRAAMs and twin 30mm autocannons. they are a good way to target high value targets such as high end tanks and recon units but can also do a number of fixed wing aircraft and helocopters. When targeting a ground unit its a good idea to send an escort so they can focus on the groundpounding without having to divert to engage intercepting aircraft.

Price: 75

Mirage F1AZ

Another great tank killing multirole, it fetures 6 AP clusterbombs in addition to the same autocannon and SRAAM setup as the IIIEZ. They also boast 10% ECM to help them survive a fight and have better time on target when you need to strike deep or wait for targets to show up.

Price: 95

Cheetah E

Multirole strike aircraft packing 8 10 HE bombs in addition to twin 30MM autocannons and 2 SRAAMs. These aircraft feture 30% ECM allowing them to get in and out of most hot zones safely but its a good idea to send SEAD and escorts when bombing. If your flying CAP they might need to close the distance before they can make a difference but they are decent dogfighters in a pinch, just don't send them into a loosing furball as they cost a pretty penny and are limited in number.

Price: 120

Cheetah D2

Precision bomber armed with 2 laser guided 15 HE bombs in addition to 2 high end SRAAMs and duel 30mm Autocannons. These planes are amazing at dealing with ground targets of all types but are very expensive to deploy. They can be used in tight spots as fighters but they should fly escorted when bombing as all aircraft in game struggle to hit ground targets while defending themselves from hostile fighters.

Price: 120

Vampire FB-52

Dracula would have had a completely different ending if he was able to open up a can of napalm on his enemies' like these strike aircraft. Packing 4 20MM autocannons and 2 napalm bombs, these aircraft are a great way to control hostile forces movement, obscure your own, clear out towns or woods of hostile units and sink its fangs into an unfortunate helocopter. This is one vampire that doesn't suck.

Price: 50

Canberra B(I)12

This durable tactile bomber is the NATO answer to the B5/AVIA 28. Although it only packs several smaller bombs instead of a singular large one, the high strength of 15 lets it take a ton of punishment and unlike it's PACT counterparts it's autocannons face forward, turning this unit into an unlikely nightmare for hostile AA helos.

Price: 110
Italy Overview
Italy is the newest nation in Wargame (as of time of this writing). Italy offers a fairly basic spine of average staple units with a unique focus on mobility, long range engagements and ambushes in addition to some fairly exotic weapons systems. While lacking in sheer brute strength, most Italian units when employed in hit and run ambushes and gap exploitation allow you punch above expected. Their units are not really designed to duke it out in long engagements but to use their high ROFs to dump rounds on targets, rapidly withdraw and be replaced with fresh reinforcements as they replenish (helped by the decent pricing and good availability of their staple tanks, infantry and FSVs), pin, maneuver, kill are you best options on defense where ambush, withdraw, refresh are the best ways to hold your lines.

Starting with logistics Italy employs a fairly standard assortment of command and supply units, notably their high speed supply trucks and the fiat wheeled CV, what they lack in small, cheap supply units, their higher capacity synergizes well with the rapid fire of many Italian weapons systems and lets you cycle out your units to refresh to maintain an offensive or defense.

The core of the Italian order of battle focuses on a unique mix of high accuracy (but low ROF) infantry small arms supplemented by the ever lethal MG42/56, giving them the edge in longer range fights. Although lacking in AT firepower in the early CATs, late era Italian troops boost long range RRs, the deadly PZF3 and even the ALPLIS.

Lacking in IFVs, Italian transports feature your standard assortment of tracked boxes for getting your troops from heel to toe in addition to a few unique options such as the high speed FIAT and specialized recon VM90P (one of the fastest of its type off road) in addition to a very American assortment of transport helos.

The support tab brings a mix of your staple large and medium howitzers and your bread and butter mortar but truly shines in their unique assortment of MLRS options. Their AA units vary from the humble quad .50 helo mulchers to the insane with the extra spicy Otomatic and the Aspide medium SAM, although lacking in non radar anti fixed wing options so SEAD will be an issue if care isn't taken.

Italian tanks are not the best armored but offer above average mobility across the board, giving you a decent mix of the leaner leopards and the stockier M46/60s in addition some particularly unique domestic models in the form of the OF40 line and the C1.

Recon is a department where Italy's arsenal truly shines, giving you the options for almost any recon unit sub type in the game, from tanks and snipers to a plethora of scout helicopters for every niche as well as some of the more exotic options like the Comsubin with their long range RRs to the amphibious, 29 RPM of the FIAT 6616 60mm and arguably the top line centauro.

Like the recon tab, Italian vehicles offer some fairly wacky options, with the HVMS goodness of the C13/60, the centauro wheeled tank destroyer as well as direct fire HE rocket units in addition to your basic ATGM carriers and RR jeeps let you stun, outmaneuver and kill most units unfortunate enough to get stuck on the receiving end of a 60mm cannon or 51mm rocket barrage.

Italian helocopters offer a wide selection of weapons in several unique loadouts, each offering high levels of lethality but their role limitations means you lack a traditional (gun,rockets,ATGMs) gunship in favor of more unique mixed loadouts (gun,rockets,MANPADs) in addition to the more traditional options such as the pure ATGM slinger and the guns and rockets infantry mulcher special.

Italian aircraft offer some pretty unique tools to the NATO (and friends) side in the form of the all missile F104 ASFs (the closest analog that comes to mind being the Soviet MIG25PD) in addition to your more traditional mix of Tornados (in multi role, SEAD and ASF flavors) as well as some fairly unique domestic multiroles and ground pounders (not forgetting their gunless AV-8 tank/helokiller with its 2/2 mix of mavericks and sidewinders)
Italian Logistics
AB,205 CMDO

UH-1 based CV helo, needs to land to capture/contest a zone but offers a combination of very good optics and a fairly rapid method to capture zones. These units are great for rapidly taking a frontal call in zones or holding large objectives where you can land behind cover while still having time to withdraw if taken.

Price: 100

AR-76 CMDO
Basic command jeep with an above average offroad speed, great for leveraging Italian (or mixed decks built for) battlefield mobility. Soft skinned and unarmmed, these units are helpless in a fight (unless they are running away) and should be either well escorted and guarded or kept away from front line threats.

Price: 110

FIAT 6614 CMDO

Sacrificing some off-road speed compared to the basic AR-76, the FIAT adds all around 1 armor, twice the strength, amphibious capability and an M2 browning for self defense. Better equip for the horrors of war then soft skinned command units, the FIAT is still rather fragile and should not be used in direct combat unless everything else guarding it has been destroyed. Keep these units well protected, ideally with fast moving escorts that can swim with them.

Price: 125

Gruppo Di Controllo

Command infantry offering a good selection of transpiration options, great self defense small arms for up close (MAB 39/49s and MG42/59s people mulchers) and incredibly fashionable uniforms. These troops are your best options for holding urban zones and make great CVs for rough ground on capture zones, allowing them to hide in places vehicle CVs simply cant access.

Price: 100

M577A2 CMDO

The NATO floating command cube returns, boasting 2 front and side and 1 top and rear armor. Completely defenseless, these units need protection to survive in contested zones but can shrug off light fire support (if the hits are indirect) and go most places you need it (even across or ON the water in sea zones). Not particularly fast, these units are best brought up behind your more rapid units or to take and hold a zone after you have pushed the other team out or need to contest the zone.

Price: 120

LVTC-7

Offering better mobility (on land and water) and a 50 cal machinegun, this side grade to the M577A2 trades 1 front and side armor, a small amount of autonomy and a larger size in exchange for these benefits. Slightly less survivable and easier to spot, the added speed can slightly help you (especially when you need to move across water) but these big bois are still fairly slow (compared to wheeled and helocopter options). They can still take a bit of punishment from stray shelling but should never be deployed alone, even in the rear, without some kind of escort.

Price: 110

LEOPARD 1A2 CMDO

The beefiest CV in Italian inventory, this Leopard 1 command tank can do a number on an unlucky recon unit snooping around for it (you still should relocate to avoid getting bombed or shelled). these heavy hitters (Still smaller then the LVTC-7 amusingly) are amazing units for aggressive zone contesting and as the follow up to a rapid early game advance (they can be slightly slow for taking a call in point but work great to swap out with lighter faster options like the AB.205, FIAT or AV-76 after the initial push). These are expensive, low in numbers and always prime targets to destroy so make sure the investment isn't wasted by providing a solid escort.

Price: 130

ACM-80 CARICO

The "light" supply truck option, these trucks offer a decently high offroad speed and an above avrage 1100 supply units. They lack armor, can be captured if unattended and explode violently if hit so care needs to be taken protecting these units (especialy given the high supply consumption of many of Italy's higher then average ROF units). Outside of mixed decks, these are your smallest and cheapest option for resupply so make sure you set aside your points to make sure your units dont run out of fuel, fall apart from attrition or burn through all their ammo while you wait for more call in points.

Price: 20

FIAT 6602 CARICO

The bigger, older and somehow faster brother of the ACM-80, the 6602 is also twice as durable and has close to 1/3rd more supply onboard. This combined with the higher speed lets you funnel your bullets, spair parts (and people) and fuel to the front lines faster and with less back and forth trips, they can be used to run fuel up to the smaller ACM-80s from your FOBs or even out of your CH-47Cs to make sure your spagett (zones) remains untouched by keeping your units combat effective.

Price: 30

CH-47C CARICO

The fastest, largest but also easiest to spot, track and kill of your supply units. The CH-47C works best when its used to transfer supplys into your smaller trucks behind the front line but in a pinch you can sneek them around behind the lines to resupply cut off units/SF/Recon teams in areas your trucks can't quickly or safely reach. These benefits come at a high price, both in the risk of it getting shot down, the units it supplys found and countered and the high price and low availability. If used correctly these units can work miracles for your aggressive pushes or rapid reactions but if misused they can draw in bombs, arty and unwelcome guests to hostiles watching the skys for intrusion.

Price: 55
Italian Infentry
Alpini

Friends in high places, these infamous Italian mountain troops are both Shock and Light infantry (30 KPH speed on foot), offering 15 man teams that move like typically smaller SF trained units. They are optimized for range (but can still go into CQC with their MG-42/59 SAWs). What they lack in AT raw firepower they make up for with the range and ROF of their M18 RRs. These troops like their IRL equivalent excel in rough hilly environments where they pot shot unsuspecting armor from the weaker sides and rear and rapidly outmaneuver slower hostile infantry.

Price: 20

Alpini '90

A sidegrade to their older 1980s counterparts, rifle range is traded for ROF and AT ROF and ammo is traded for higher AP and range. These troops will do better against heavy armor single targets (they can one shot most light vehicles but against groups properly microed the '75 models can play suppression/stun wack a mole with several units at once). I would argue in most ways these are a direct upgrade but there are niches where the older version can be better, even mixed groups can be useful (having the cheaper '75s stun armor and plink away at soft targets so they '90s can finish off stunned tanks and run down routing infantry).

Price: 30

COL MOSCHIN

SF paratrooper units ideal for cracking open armored HVTs and clearing infantry out of towns/woods. They pack the unique mix of the AR70/90 rifle, the PZF 3 rapid fire disposable LAW and the prestigious Minimi SAW. They are expensive, low in number and major targets to the other team but they can pull off amazing miracles on both the front line and in the rear. Their transports are limited to the FIAT and a spread of helocopters, somewhat limiting their deployment options into direct danger but given their high dismount speed its honestly best in most cases to drop them off away from the fight where they covertly insert.

Price: 35

CSR DA 57 M18

A unique FIST team rocking the 1.5 HE, 9 AP, 17 ROF M18. Featuring a decent range, high suppression but relatively low lethality per shot, these teams work best when backing up other infantry due to their low strength. The smgs they carry don't offer much range but on occasion you can jump a fleeing damaged squad in the same city block to finish them off but this really isnt sugested in most cases.

Price: 10

CSR Folgore

A shock trained FIST team rocking the longer range, higher HE & AP (but slower firing and less accurate) Breda Folgore. They boost better ROF and accuracy on their SMGs as well giving them a slight edge in combat over your average FIST unit. This should help keep them trucking a tad longer under fire but these types of unit should have blocking conventional squads to draw fire. The above average range give you a little more wiggle room to shell soft and hard targets out of retaliatory range, when mixed with the cheaper DA 57 you can surprise, confuse and deter the opponent from advancing, turn their RRs off and let the M18s destroy lighter targets and finish off anything that gets into their engagement window not clapped by the Folgore.

Price: 15

Fanteria Di Linea

The heart of any deck's infantry tab, these humble line infantry rock up into battle with literally upgraded ww2 kit (BM51 battle rifles (the M14 at home, a convergent evolution from the M1), M20A1s and the iconic MG-42/59). While lacking in potent AT, the Fanteria rock up into combat with a loadout optimized for longer range fights. Their rifles have a low ROF but incredibly high accuracy while the MMGs shred soft targets. They are more dependent on AFV support against armor (as their transports at best will only have .50s) so a good combined arms strategy is critical for sucess.

Price: 10

Fanteria Di Linea '90

Swaping their BM51 battle rifles for the AR70/90 assault rifle, against infantry they work better at clorser ranges, the real upgrade for these teams come in the form of the APILAS, a single shot disposable LAW with a high ROF, accuracy, AP, suppression and range. If you can get up close (or better yet draw hostile armor into a town or woods) you will punish anything on wheels or tracks that get in range.

Price: 15

Guastatori

Engineering troops with the BM-59 battle rifle and the ironic T148 Flamethrower (fun fact: electrically ignited, long as you have batteries or a way to charge them and fuel no need for finicky blank igniters). Great for clearing out dug in troops, these units don't work great against hostile armor but can help stun a target for AT. They have decent transport options, 2 ideal ones being rapid wheeled insertion in FIATs or forest grinding with their VCC-1 MK3s.

Price: 15

Lagunari

A unique marine infantry squad (they are mainly used in riverine operations IRL) with 15 man strength and regular training and line troop movement speed. Compared to their more traditional counterparts (Maro '75 and '90), Lagunari have the same transport selection (including the fairly exclusive LVTP-7) but are more oriented to longer range fights with their BM59s. They also lack in AT lethality compared to the Maro but their overall higher availability (in deck type and overall numbers) give you something between your standard line troops and true shock marines.

Price: 15

Maro

Basic marine infantry in 15 man squads, the maro '75 uniquely deploy the AR70 and Blindicide, giving them better AT and up close fighting skills then the Lagunari (their MG is classed as a SAW). This combined with shock training make them leathal city/forest grinders but be warned, the increased performance comes at the cost of more limited availability.

Price: 15

Maro '90

Direct upgrade to the '75 version, the '90 upgrades to the AR70/90 (same stats as the 70) and the APALIS, the increased AT firepower really lets these units rip into armor hidden in the woods or helping clear out a city. Overall they perform the same as their older counterparts but at a higher price and lower availability.

Price: 25

Milan

Your basic ATGM team, with the MAB 38/49 for self defense (do not use them on the offense against infantry if you want them to live) and the Milan 1. Combine these troops alongside FIST teams for a networked AT ambush and use them on the edge of cities to help deter an advance. They are super squishy so move them when possible to avoid arty.

Price: 10

Milan 2

Direct upgrade to the Milan 1, at the higher price and lower availability they offer increased AP and slightly better accuracy over the base model. Doctrinally wise they work the same so make sure to protect them.

Price: 20

Paracadutisti

Italian paratroopers ride into battle with several transport options, ranging from the traditional helos to the FIAT and even tracked APCs. They use the cursed looking (but highly accurate) BM-59 ITAL-TA battle rifle, the bread and butter M20A1 and the MG-42/59. These 10 man shock teams are great for early game rushes or landing in the rear through AA gaps. They have one of the highest accuracy rifles in the game so take advantage.
Price: 15

Paracadutisti '90

Compared with the '75 version, the '90s loose some of their range advantage but gain function up close but gain a massive AT buff (if you can drop them off in a city early game via helo or FIAT rush they will make clearing things out hell). The lower availability and high cost make these teams ideal to mix with your more basic '75 versions.

Price: 25

Riservisti

Militia trained reservists, these basic troops lack firepower alone but with their low price and high availability they can overwhelm better units. Pare with higher end troops or mass them togather.

Price: 5

Stinger

MANPAD teams with MAB SMGs and the iconic Stinger. Keep them behind your other infantry and well supplyed and helocopters and planes will not be an issue (but work best with longer range AA in an ADN)

Price: 15
Italian Transports
ACM-80

Basic wheeled transport truck, a high on road speed helps get troops from A to B but care needs to be taken if hostile units are nearby (best option is to drop your infantry and then relocate them someplace safe until needed to pick them back up)

Price: 5

FIAT 6614

Wheeled amphibious APC with 1 armor all around and a .50 for defense or offense. They are great for openers and rushes but care needs to be taken with the fact they are not particularly well armed or armored. One ambush can turn this chariot into a rolling mass grave so make sure you have some better armored wheeled units in front (and ideally a wheeled recon unit or two).

Price: 10

LVTP-7

Large and in charge, this massive amphibious APC offers 1 all around armor and a 50 cal. While not the most survivable or subtitle of units, this iconic bit of cold war kit is great for landing troops on mixed maps and crossing water hazards. Just remember that as fierce as they look you dont have the armor or firepower to deal with most AFVs aside from other light APCs.

Price: 5

M113A1


Murican made NATO murder cube, now in Parmesan flavor. The M113 offers basic protection and amphibious mobility to a variety of infantry options. the M2 browning will mess up infantry and even light armor but won't do much against better protected AFVs.

Price: 5

VCC-1 Camillino

A domestic upgrade for the M113, these improved cubes can still swim and drive into battle and gain additional autonomy and 1 point of front and side armor. This slight buff might not seem like much but the added durability helps you deter damage from lighter weapons and take an extra hit or two from lighter AT.

Price: 5

VCC-1 Camillino MK.3

Prototype upgrade to the basic model, the MK3 forgets how to swim but gains an additional 1 armor to the front and sides. This add on armor makes them ideal forest grinders and as long as not flanked you are more or less immune frontaly and to the side from similarly lightly kitted APCs.

Price: 5

VM 90P Protetto

Recon transport consisting of a 10 strength, 1 all around armored wheeled APC with good optics and 100 km/h offroad speed. You are more or less getting 2 scouts for the price of one when you pare your recon troops with one of these, letting you cover more ground. An interesting trick is to drop your infentry at a good hideing place then poke around with the transport, if you loose the VM 90P they might assume they killed the troops onboard (who can then wait for them to dig in then let you rain steel on them).

Price: 15

AB.205

Basic UH-1 derived helicopter transport with an MG-42/59 doorgun. The single engine gives you only 220 km/h and 4 strength but for the price you get a decent rapid insertion tool that although fragile can provide leathal fire support for dismounts.

Price:15

AB.412

Trading the door gun for 2 strength and 40 extra KM/H, these twin engine Huey's future better autonomy for deeper insertion but can't really help their infantry after they are dropped off. Although more or less a flying truck, these helos can quickly get their infantry into battle and from there be used either as crude scouts or be flown to a safe place until needed to ferry around additional infentry.

Price: 20

AB.412 Grifone

A direct upgrade to the basic 412, the Grifone combines the doorgun of the AB.205 with the increased performance of the .412s twin engines. They also boost more ammunition then the 205 and the added strength allow for a sturdier fire support platform compared to the more fragile predicessors.

Price: 20

CH-47C

American made heavy lift helo with high speed, strength and a minigun for defense/fire support. The 47C is a big target and given the units they carry it will set off a lot of alarm bells for players watching one landing at or behind the front line. Overall they are one of the safest methods of transporting infantry (they do tend to take a while to land).

Price: 25
Italian Support
FIROS-25

Prototype MLRS with 40 122MM 1 HE napalm rockets. Ideally used to force units out of cover or block off an egress or entrance, the fire produced from these rockets will slowly chip away at any units caught in the flames (soft targets take damage faster). Great for area denial and to soften up a position before an advance, these units can in a pinch provide a somewhat inconstant and supply expensive visual obstruction. Care needs to be taken when engaging targets as the lingering flames can also damage your units if you attempt to advance too quickly.

Price: 70

FIROS-30

an HE/smoke alternative to the 25, the 30 rocks 40 7HE rockets in the rack and boosts faster offroad speed and twice the strength (but no armor). While less effective at forcing relocation of hostiles from cover, the higher HE lets these MLRS quickly stun and kill their targets as well as put up an extensive smoke screen to cover an advance or retreat. The standard smoke is more consistent for concealment then napalm but inflicts no damage (use this to your advantage but remember the opponent can as well).

Price: 85

M270 MLRS

Slower and better protected (1 front armor) then its lighter counterparts, this 12 shot 11 HE monster will kill a soft target with a single direct hit (and even medium armored ones with several). This comes at a large price tag and a hefty supply cost but when you really, really want that grid square eliminated this is the tool for the job.

Price: 140

I-HAWK

Your bread and butter heavy SAM, the I-HAWK offers a massive 9HE warhead on a fairly long range missile. utility is limited by the slow speed and 3 shot capacity but when properly prepared and supplied these beasts will wreck anything unfortunate enough to enter their range. (warning: as a radar unit SEAD will target these SAMS when turned on, make sure to properly micro them to avoid their untimely demise)

Price: 60

I-HAWK II

Direct upgrade to the standard model, the II version boosts an even longer range and slightly better accuracy. These units are amazing long range components in any ADN but they are massive SEAD and indirect fire targets due to their price, lethality and low offroad speeds.

Price: 70

Porta-Mortaio M125

Classic American made 81mm tube-in-a-cube, these light mortars offer a decently protected amphibious smoke and HE fire support tool. Their low price, high ammo capacity and overall low supply cost make these units the perfect economy shake and bakers of any deck you can put them in.

Price: 30

Porta-Mortaio M106

Tradeing mortars ammo (but gaining M2 ammunition) and some dispersion for greater range and HE power, these larger 107mm monsters offer greater lethality against soft and hard targets. They fill the same role as their smaller, older brothers and either or both work great in any deck as your light fire support tool of choice.

Price: 40

Porta-Mortaio M106A1

The be all, end all of small diameter fire support, the A1 upgrade brings even less ammo to the front but with the accuracy of the M125 and even more lethality and range then the 107mm M106 with its state of the art french 120mm. 2 direct hits will wipe out a standard 10 strength soft target and the greater HE and supression will help you stun and even kill better protected targets with sustained fire.

Price: 55

Quadrinata ACM-52

Basic roto wing AAA in the form of a truck mounted quad .50 turret. Although unable to engage fixed wing aircraft, the ACM-52 is vicious against helicopters as well as soft ground targets. When you dont want your target marinating in Ragu but want it TURNED INTO Ragu this is the tool you need.

Price: 10

SIDAM 25

Love the ACM-52 but not enough fixed wing killing potential (and daka)? This quad autocannon SPAAG offers an incredibly lethal anti air and anti soft target weapons system on a lightly armored amphibious chassis (including 1 top armor) but at the cost of not being able to fire on the move (make sure to attack move these units if your getting ready to engage). The decent price, availability and lethality make these units the backbone of any ADN.

Price: 35

OF-40 Otomatic

Prototype anti everything SPAAG with a duel purpose AAA/AT/soft target killing 76mm autocannon. Boasting a higher price tag then it's Danish counterpart, the Italian OF-40 based model trades extra front and side armor for autonomy. The only true weakness to these units are the fact they are SEAD susceptible and will burn through their 72 rounds of ammunition insanely fast. Other then that, this slightly tankier "naval gun on tracks" will more or less kill anything in its path if porperly supported and supplied.

Price: 90

Semovevente 155/23 M109G

Short barreled M109 SPH able to dump NATO standard 155 HE and smoke on anything upsetting you within its range. These guns are slower to aim then your more advanced howitzers but can dump a large amount of HE on target for a decent price. Care needs to be taken to shoot and scoot as counter battery are one of the biggest threats to these units aside from inadequate supply (dont be a FOB hog, BYOS).

Price: 50

Semovevente 155/39 M109L

A direct upgrade to the the older, shorter model, featuring slightly higher off road speed, great capacity for 155 ammo, range and accuracy, these SPH allow you to hit faster, more accurately and at longer ranges then the older model. At double the price, they are a tad more of a strain on your points but the improved capability help earn that higher price tag.

Price: 100

Semovevente 75/60 M107

The "smaller" of the 2 Italian large bore SPH, this 175MM 9 HE monster will absolutely murder anything unlucky enough to be under its barrage. Able to drop HE and smoke at very long range, the only downsides to these big guns are their high price tags and low onboard ammunition (these things need to have supply units on standby to effectively do their jobs, don't be that guy who FOB leaches and parks right next to it, move it around and never fire near other units you are not moveing with the SPH.

Price: 60

Semovevente 203/39 M110A2

The larger, slower, shorter range and lower autonomy "big gun" option, these downsides come with the benefit of a more accurate 10 HE 203mm gun. Used similar to the smaller M107, the M110A2 offers greater lethality and can even 1 shot a 10 man squad with a direct hit. They still need to have supply units on hand to keep the HE/smoke going and care needs to be taken to keep these things intact as they are high priority targets for CBF. Shoot and scoot all the way.

Price: 90

SPADA Aspide

Prototype wheeled medium SAM packing 7 HE semi active radar guided missiles. Functioning like a slightly faster (off road), less accurate, non amphibious OSA-AKM, these nasty buggers can absolutely ruin anything flying too close to their SAMs. Susceptible to SEAD, make sure you turn these units off if you think Ivan is prepping a SEAD run and if your quick you might be able to send a surprise SAM up their engine/s.

Price: 55
Italian Tanks
Leopard 1A2

Classic German made MBT featuring above average mobility but slightly squishy armor. These hit and run beasts will do a number on most AFVs in their weight class but are best used in mobile fights where they can use their speed to their advantage. Against higher end tanks they are very susceptible to getting 1 or 2 tapped so they are best used alongside beefier armor as support or on a flank while your sturdier tanks draw fire.

Price: 30

C1 Ariete

The strongest tank in Italian inventory, this domestically produced prototype beast offers good mobility and decent frontal armor, a 23 AP main gun and WW2s most iconic of machineguns, the M2 and MG-42(/59). These tanks are not the heaviest in the game but can be a nightmare for similarly priced or cheaper armor and is a threat to higher end tanks if properly employed on the flank or in larger numbers. The 2 machine guns make these things a pain to engage with infantry but their weaker then average side armor can make it somewhat dangerous to get up close without support.

Price: 155

M47

An American classic, the M47 offers decent armor and firepower for its 15 point price. These tanks are limited to engaging higher end units in mass or with the support of higher end AFVs but as a fire support tool or flank protection unit they strive. The 4 frontal armor won't do much at close range but if you can get a surprise side shot or a point blank hit on a stronger tank in ambush you can and will make a major return on investment and royalty piss off your opponents.

Price: 15 points

M60A1

Direct upgrade to the older M47 the M60A1 brings a better gun (still no stabilizer), more armor and slightly better optics with no hits to mobility. Slower then the Leopard 1s, these tanks can take a few extra hits with the better frontal, side and top armor. Not ideal for running fights, the lack of a stabalizer requires attack move orders to get the most out of them but on the defensive these things can punch well above their weight and can eat shots for more valuable tanks in larger fights.

Price: 35

M60A1 ERA

An improved model, these upgraded M60s feature not just better frontal, side and rear armor but enhanced AP, range, accuracy and even a stabilizer on their main guns. Their average off road speed can let some faster units escape on the move but the addition of a stabilizer really lets these tanks shine on more mobile battlefields where fire and maneuver tactics are required.

Price: 60

OF-40
Prototype domestic upgrade to the Leopard 1, the basic model lacks stabilizers but features improved range, accuracy and AP power then your garden verity Leopard 1 (in addition to the M2 HMG). In addition to the better gun stats, they feature improved frontal armor with only a 5 KP/H speed reduction. Although attack moves are required to fight on the move, these budget MBTs can catch the unaware off-guard due to their better stats if mistaken with the similar looking Leopard 1s.

Price: 35

OF-40 MK.2
Direct upgrade to the previous model, the MK.2 offers improved gun stats (stabilizer, higher AP). These tanks while still slightly slower then most Leopard 1s, the increased lethality and survivability makes the hit to speed barely noticeable. At this price bracket even with the improved armor they are somewhat squishy to similar tanks but fill the same role as the faster but lighter armored niche of their German made cousins.

Price: 50

OF-40 MK.2A


Featuring even greater accuracy and firepower then the previous MK.2 the MK.2A also features improved optics but again at its price range its improved armor is somewhat anemic at its price range. these tanks will be able to dish out a lot of damage but can't survive many hits from higher AP units. They work great when backing up better armored tanks (in particular the M60A1 ERA), chaseing down survivors that have duked it out and are withdrawing from your initial line of better armored tanks.

Price: 60

OF-40 MK3

The ultimate evolution of its line, the MK3 fetures improved front, side and rear armor from the 2A in addition to a 65 KP/H off road speed and most importantly, the turret and weapons of the C1. Although using lower AP ammo and lacking some of the C1s armor, the medium size helps you better hide these tanks in concealed positions. Overall the winning combo is to have these tanks either leading formations of lower end OF-40s and other tanks or in support of the C1s as they can both keep up with eachother and offer similar firepower.

Price: 85
Italian Recon
A.109EOA-1

Basic recon helo with very good optics and decent speed. Incapable of self defense and fairly fragile, these are best used to poke around for hostiles and then bail as soon as a threat approaches. Their speed and maneuverability can allow them to work as spotters for hunter killer groups but their armed counterparts tend to fill this rele better given their rockets and gunpods.

Price: 55

A.109EOA-2

Armed counterpart of the A-1 version, the rocket pods and .50s allow you to hunt HVTs and give you some self defense against hostile units but they won't do much alone. Best used for hunter killer groups or for interdicting flanking transport helos and their onboard troops trying to sneek behind your objectives.

Price: 60

AB.206

Slower, more fragile but smaller then the A.109 line, these very good optics offer a slightly stealthier and cheaper option for scouting out hostile lines. They are harder to spot but if found have no defensive arment and are both slower on the run and easier to kill with their 4 strength.

Price: 40

AB.212 Eligufo

Offering the same slower speed as the AB.206, the 212 offers an extra 2 strength and exceptional optics. While not as fast, small or armed as the other options, the better eyes really shine when your trying to pick out targets on larger maps.

Price: 60

AR-76 Carbaineri

Passive observation recon jeep with very good optics. These are best used hidden on the front line or well behind any fighting units to avoid destruction. Any opponent worth their salt will poke the eyes out of an advancing formation ASAP so make sure these units are protected. Their higher then avrage off-road speed will give them some added protection but they can't run forever.

Price: 25

AR-76 Rico.

The Carbaineri with less roof and more daka (M2 browning). While the added firepower can help you defend it from hostile units and even hunt other soft skinned recon or even CV jeeps, these units shouldn't really be used for direct combat and in many cases its best to turn the gun off to avoid a fight you can't win.

Price: 30

Bersaglieri
10 man shock recon teams packing the BM-59 ITAL-TA, the M72 LAW and the MG-42/59. Your bread and butter fighting recon can exploit their highly accurate riles and fast ROF SAWs at both close and long ranges. The M72 might punch harder then the common M20A1 but is not the best AT weapon in game. Overall these units can help lend eyes to other infantry defending a city or treeline or be sent in to hunt down hostile HVTs like arty, AA and CVs.

Price: 20

Comsubin

Italian Naval SF teams packing a mix of modern and retro kit. Their CQB oriented loadout can help them clear out towns while their powerful RRs help hold them against retaliatory counter attacks. The 5 strength teams are somewhat fragile and thus work best offensively when shielded with cheaper line troops but on the hunt their speed can help them run from larger infantry units they might struggle to destroy before getting pinned down and killed.

Price: 30

Esplpratori

5 man regularly trained recon troops rocking the MAB SMG and M20A1. While not particularly well armed, these 5 man teams are cheap enough to sprinkle around the map to keep eyes where you want them. They shouldn't really be used to directly fight anything short of a quick ambush on a soft target but their low price and high availability make them great economy scouting units.

Price: 15

FIAT 6616 20mm

Fast, amphibious and armed with one of the few autocannons in the Italian inventory, these very good optics recon units fill the role of rapid hit and run scouts as well as light fire support. Their low price and decent numbers can allow for use in more direct battlefield support roles given the lack of ACs in the Italian arsenal but don't expect them to survive much direct punishment with their 2 front, 1 top, side and rear armor.

Price: 40

[FIAT 6616 90mm/h1]

With less optics but a larger gun then the 20mm model, the 90mm FIAT offers you increased lethality against heavier AFVs up to medium price range tanks. The KE gun and high speed can let these things maul heavier armor thats caught out of position or exploit a distracted top line MBT by rushing up close and putting a 90mm KE round into its side or rear but unlike similar recon options the lack of HEAT means they have to get close to even scratch heavier armor.

Price: 30

FIAT 6616 60mm
Prototype FIAT with the 60mm HVMS cannon. While less powerful per shot compared to the 90mm HE wise, the higher ROF and AP means this thing will tend to shred targets faster overall. The low ammo capacity will be dumped rapidly given the high ROF but properly employed will demolish harder targets or swarms of softer units.

Price: 50

Leopard 1A2 Rico.

Identical to to it's tank tab counterpart aside from medium stealth and good optics. These scout tanks fit well into mixed formations of their standard model brothers or as support to heavier or lighter armor. The better optics will help relay targets to your other units while still giving you firepower and durability not found on lighter recon units. a wise opponent will target these units first in a formation but if distracted or less experienced they can blend into a larger formation unoticed.

Price: 30

B1 Centauro Rico.

Faster and harder hitting then the Leopard 1A2 but with durability only slightly higher then the FIATs, these very good optics monsters run literal circles around hostile units. The ultimate gremlin shoot and scoot tool, these units if let behind the lines will ferret out and maul anything soft, squishy and valuable.

Price: 60

Para. Cecchini

2 man paratrooper sniper teams rocking the BM-59 ITAL-TA Battlerifle and the G3A3ZF sniper rifle, these unique units with their shock training and very accurate spotter rifle more or less offer double the snipers for the price of one. Although mechanically in game this isn't exactly the case, the boosted accuracy on targets that get into range of the spotter rifle will help speed up the time it takes to drop a whole unit of dudes comeing to kill them.

Price: 15
Italian Vehicles
AR-59 Cannoniera

The basic M40 jeep offers light AT and HE fire support at a very reasonable price. In large numbers these units can beat back even higher end tanks (and in small numbers a properly timed side or rear shot can more or less cripple heavy armor). They are great for pounding infantry already engaged by your own troops or armored AFVs but they start taking fire get them out of there and use that 70 KM/H speed to your advantage.

Price: 10

AR-76 C.C. I-TOW

ATGM jeep on the even faster AR-76, offering longer range and higher AP then the AR-59, it lacks the tools to deal with dismounts so it can only be used on vehicles. Although faster it synergizes well with the older RR armed model and can give a fast moving formation the added teeth they need to deter tanks and other AFVs while you wait for your own tanks to advance or as a supporting unit to a gun line of Centauros. Care needs to be taken to have supply units on standby as the 4 shots will deplete fast in longer engagements.

Price: 30

C13/60

Prototype amphibious FSV/light tank armed with the HVMS 60mm gun. while lightly armored, the high offroad and in water speed let these little daemons aggressively push soft and armored targets. A handful of these in the rear of your enemies capture zones with a bit of AA and recon to back it up can be a death sentence to any supporting units and any damaged and depleted units that they have pulled back to resupply. Ammo will deplete fast so make sure you make it count, if possible keep them near supply units to top off when possible.

Price: 30

B1 Centauro

The famous wheeled TD/MGS itself, these units are the core of any aggressive Italian opening but even later into a game can use their mobility as a rapid reaction unit to help prop up a defense or as a rapid flanking tool for exploiting bogged down hostiles. Overall they have great speed and firepower but are fairly fragile so care needs to be taken to keep them rolling.

Price: 50

FIROS-6 (AR-76)

Direct fire prototype MLRS FSV packing a 48 shot 51mm 1 HE rocket pack. Fragile, flashy and incredibly lethal, these units can help stun heavier opponents and outright destroy soft targets. Mixed with the higher AP ATGM and RR jeeps they can help stun and panic bigger targets for them to finish off. Overall these units are also great tools to fire position into treelines before an advance to rustle up anything hideing in there but they really do run out of ammo fast so make sure you have supplies on hand to keep them in the fight and out of the rear waiting on ammo.

Price: 30

FIROS-6 (FIAT 6614)

A direct upgrade to the jeep mounted version, this prototype direct fire MLRS uses the 10 strength, 1 all around armor anfibious FIAT 6614 chassis. While a larger target and slightly slower off road, the added protection helps keep these units alive longer and can be the difference between getting a few shots off before getting wacked and dumping the whole rack, getting some kills/assists and rolling back to rearm.

Price: 35

VTC TOW

Standard single tube M113 based TOW TD. The lightly armored amphibious chassis will offer light protection against some damage but should still be screened by better armored units. Parked on the edge of a treeline with recon support or following your tank line are the best places to deploy these units. the 8 missiles onboard give you a decent amount of HEAT to sling but in longer battles it will empty fairly quickly.

Price: 25

VTC I-TOW

Direct upgrade to the base model, the I-TOW offers better accuracy and AP at a higher price. Otherwise aside from the improved firepower these units play mostly the same, they shouldn't just roll up against hostile armor without support but as an ambush weapon or deployed in support of tanks or other more direct combat oriented AFVs a few well placed ATGMs can turn the tide of any fight.

Price: 35

VCC-1 TUA

This upgraded prototype uses the uparmored VCC-1 chassis as well as the duel tube TUA launcher with the improved TOW-2 ATGM. the added durability and firepower is also augmented with a faster follow up shot (with a longer reload after the second ATGM is shot). Overall these units serve the same niche but perform much better and in addition pack an extra 4 ATGMs onboard as an added bonus.

Price: 60
Italian Helocopters
AB.205 Mamee

American classic in Italian livery, the Mamee combines duel M134 miniguns with 14 FFAR rockets. While not as huge payload, this combined loadout is perfect for killing infantry and soft targets and can stun/damage/finish off a crippled AFV in a pinch. Overall they work best when you have supply units behind the line to rearm at as the rockets and even the guns can and will deplete rather fast if your working your way through hostiles in mass. The 4 strength will make these things fairly fragile but as a hit and run tool or for use against already pinned units these helos can turn the tide of an engagement.

Price: 25

A.109AT

Fast moving, I-TOW packing, tank busting goodness on a sleek European fuselage. These speedy sleek tank killers can rapidly dump their 4 ATGMs into hostile armor and rapidly pull back for a rearm. They might not have a ton of staying power in combat given their small payload but if rotated in sequence and supply's are kept on hand these helos can both hit way above their weight and be a major pain in the ass (but make sure to screen for AA as they will die rather fast at 6 strength).

Price: 40

A.129 Mangusta

Fancy Tank killer with access to both HE rockets and HEAT ATGMs. The rockets can help deal with infantry as well as light armor while the TOW-2s will wack anything stronger. Overall the low number of rockets limits its soft target engagements to a few per run but if your able to cycle it in and out or support it with other helos with better staying power it pares great with its multirole counterpart as well as the older Mamee and A.109AT (although you might need to wait for the later), the 1 front and side armor adds some durability but these things only have 8 strength so keep an eye on hostile AA units to avoid destruction.

Price: 85

A.129 Mangusta CBT

Featuring larger rocket pods, a chin gun, MANPADs and an amuseing name, the prototype CBT can help protect it's older brother against hostile aircraft and assist with killing soft targets while its covered by the ATGMs of the base model. Overal they can also work well with escorting other helos, both transports and the A.109 and Mamee.

Price: 80
Italian Aircraft
AV-8B Harrier

Prototype ATGM/AIM-9 multirole aircraft, a great tool for popping tanks and helicopters. It can't kill a plane alone without crits but if push comes to shove it can back up more dedicated fighters or when grouped with other multi roles it can still bag a kill in a push. Overall these are best used against armor in the open as lost of LOS will lead to loss of missile lock.

Price: 110

F-104G

A gun, bomb, SRAM packing multirole, the F-104G is great for hitting soft and armored targets with its 4 15 HE bombs. The gun/AIM combo can mess up a helo or fight off an ASF in a pinch but the low 10% ECM can lead to a shoot down if you are not escorting it on final approach on target.

Price: 85

F-104S

Missile only ASF rocking 2 MRAMS and 4 SRAMs, the lack of guns can be an issue in large furballs but as a hit and run fighter it can maul hostile bombers and in groups of 2 can down most aircraft in game if you can land your hits. These work best supporting gun armed aircraft but as a fast moving missile truck they can dump and run if needed,

Price: 70

F-104S-ASA-1

While packing less SRAMs then its older predecessor, the higher ECM and better MRAMs and SRAMs increase the chance of a kill on a hostile aircraft, while lacking guns it works best for hit and run engagements like the MIG-25PD.

Price: 90

F-104S-ASA-2

With even more lethal F&F MRAMs and very good air detection, these hit and run monsters are amazing for a quick in and out CAP run. They lack staying power in longer furballs but they are amazing tools for these brief engagements. When supporting gun armed aircraft they can turn the tide in a battle but they shouldn't get overly close due to their lack of a cannon.

Price: 110

G.91R/1

Napalm bomber with quad .50s and 4 napalm bombs. They lack ECM but if your able to clear a path through the AA they can block off entire roads and choke points or clear out a town. The low price means a combat loss won't cripple you but they shouldn't be wasted in highly active ADN areas.

Price: 65

G.91Y

Faster but not as well armed as the AV-8, these 0% ECM ATGM slingers are great for an in and out hit on armor. They really should fly with an escort as the duel 30mms wont do much unless supported in a dogfight. In and out, ideally after SEAD, is your best method to get your plane back on tab instead of crashed into the ground/water.

Price: 80

MB-339

Unique strike aircraft with a mix of light and heavy rockets, the fact that it uses 2 different pods give it a blistering amount of damage in a short amount of time, the lack of ECM can get these killed very quickly so make sure the airspace is clear and the ADN is getting SEADed before committing to an attack unless your prepared for a 1 way trip.

Price: 70

[A-11 Ghibli/h1]

30% ECM multi role rocking 2 15 HE LGBs, a 20mm auto cannon and 2 SRAMs for self defense. These work best as bombers but if pressed they can take on fighters in groups (idealy backing up a dedicated ASF). The high price makes this very risky so its best to save them for ground pounding unless you really need the help in the furball.

Price: 115

Tornado A-200

Multi role model of the timeless classic, the A-200 model packs 30% ecm, an auto cannon, 2 SRAMs and 6 6 AP cluster bombs. The perfect target to clear out a forest or blast a tightly grouped column of armor, they cant really do anything against infantry unless you really want to risk a gun run. While not the best in A2A for a multirole, they can bag the rare ASF in a pinch but work best hunting easier targets like bombers or other multi roles.

Price: 110

Tornado EA-200B

50% ECM and medium stealth let this SEAD aircraft slip in, dump its 4 HARMs into hostile Radar AA/ships and then bug out before the fighters can scramble. The lack of A2A weapons leave this unit very dependent on an escort if fighters are expected but sometimes going in alone is better as less stealthy escorts can give away your plans to swack their AA.

Price: 140

Tornado AVD

Prototype ASF model of the Tornado packing similar stats to the British F.3 model (with a lower price and 10% less ECM). A dedicated fighter, the auto cannon, 4 MRAMs and 4 SRAMs let you deal with anything from helos to fighters. These guys when backed by your missile armed F-104s can start the furball while their backup takes potshots at the unlucky aircraft trying to directly engage with these swing wing monsters.

Price: 130
REDFOR
The REDFOR faction, also known as PACT, formed from the signing of the Warsaw Pact, and the fact that they were denoted so in previous games.

In general, REDFOR has superior armor, notably with infantry transports, almost always carrying a fair sized cannon, or more usually, armed with the KPVT heavy machine gun (the only one in the game). REDFOR line infantry usually has slightly superior anti-tank qualities, compared to most BLUFOR infantry. REDFOR also has some of the longest range, and most accurate AA units in the game. Quite a few mid level tanks available to REDFOR has some form of ATGM, which usually enables them to get the first strike against enemy armor, provided they hit their target.
REDFOR Navy
Jianghu-III

Chinese Frigate armed with 4 100mm deck guns, CWIS, anti aircraft and ASM missiles, armed to the teeth, this vessel can be used as the nucleus of a fleet or as an escort for larger ships such as Destroyers. Capable of capturing zones.

Price: 160 points


Luda


China's first modern locally produced Destroyer, it is armed with 4 130mm deck guns, 6 ASMs and multiple 37mm CWIS auto cannons this 150 point destroyer is a formidable combatant as both a flagship or escort for larger tonnage Destroyers. Works best grouped with other ships and provides a formidable platform to support landing craft discharged troops on hostile beaches. Can capture objectives.

Price: 150 points


Najin


This North Korean frigate is a perfect escort vessel for large fleets, although it's armament is limited by it's 2 100mm main guns, 2 ASMs and CWIS/AAA auto cannons, combined firepower from two or more of these vessels can do a number on hostile ships by massing their fire with the rest of the fleet. Able to capture and hold objectives.

Price: 120 points


Youing

This Chinese landing craft is slower but much better armed then it's BLU counterpart, armed with 130mm smoke rockets to cover landings and a duel 25MM autocannon for air defense and surface attack. The best and only option for bringing in your naval tab landing troops, this vessel is invaluable to any coastal assault and can be reused to transport units called in traditionally in addition to the units packaged with it.

Price: 10 points


Sovremenniy

This Soviet monster of a destroyer armed with some of the best weapons available at sea. It possesses 4 130mm deck guns, 8 ASMs and 48 AA/CWIS missiles in addition to many defensive auto cannons, able to capture and hold zones but is a massive target, make sure that you escort this destroyer as it will become a massive target to hostile BLUFOR players.

Price: 500 points


UDALOY II

Soviet destroyer similar to the Sovermenniy but trading one of it's gun turrets for additional longer range, more powerful AA/CWIS missiles. Like the Sovermenniy, this ship should be escorted by smaller vessels to protect it from threats targeting it. Can capture objective zones.

Price: 500 points


Q-5

North Korean ASM version of the A-5 packing an autocannon and AA missiles for self defense, best used in groups to overwhelm hostile CWIS.
Price: 100 points


BAL

Soviet ASM truck armed with 8 highly accurate missiles, can annihilate fleets in groups if properly supported.

Price: 100 points

Chong-Ju

North Korean patrol boat that's a mix of a T-34, BM-21 Grad and BTR-152 ZPTU-2, this ship is perfect for coastal assaults, softening up the opposition with rockets then finishing the job with it's deck gun, can't fire on fixed wing aircraft but can fend off pesky helicopters that get too close.

Price: 80 points

Hujian

Chinese Frigate armed with 6 ASMs, a duel 37mm main gun (can be used for CWIS) and 2 duel 30mm CWIS turrets. A perfect escort for larger ships, these vessels are great at air defense, fleet CWIS protection and are useful in engaging hostile ships with their YJ-82's.

Price: 110 points

Komar


This North Korean missile boat fills a unique role as an ASM immune, ASM packing patrol boat. They can perform hit and run attacks on fleets in groups and then withdraw inland up the rivers, all while immune to hostile ASMs. Their small missile payload means you need to attack in groups to fight through fleet CWIS but their duel 25mm auto cannons can help defend against hostile fixed and roto wing threats as well as allow limited fire support when moving up river.

Price: 40 points

KRK Rubezh

This East German ASM truck is like a land based Komar without the autocannon. They can quickly engage hostile ships that get too close to the shore and are best used in coordinated attacks with other ASM armed systems to break through CWIS defense networks, always keep rearmed and protect them with AA and anti ground escorts whenever possible.

Price: 40 points


Ka-27PL-P

This soviet ASM helicopter is the only one of it's kind with any armor, armed with 2 missiles, it's capable of taking a few hits but like all helos are best used in hit and run attacks. Remember to rearm whenever possible to keep them ready for any threat.

Prce: 70 points


Moskit


Chinese patrol boat with twice the ASMs as a Komar with a CWIS autocannon in exchange for being targeted by ASMs and the inability to retreat up river. Best used for hit and run attacks in groups where they can combine their fire to destroy their target as well as defend from hostile missiles.

Price: 60 points

Muna

Soviet supply ship, larger and slower then it's BLUEFOR counterpart, it makes up for this by bring more spare parts, fuel and ammo to the front. On some mixed maps, they can be resupplied by FOBS placed close to the sea or moved up river into the spawn.

Price: 120 points

MIG-29K

Soviet naval ASM variant of the MIG-29 packing an autocannon, short ranged AA missiles and 4 ASMs. Can be used to both attack sea and air targets but when engaging ships, escort it so it can focus on it's intended targets, best used in groups if possible.

Price: 190 points

Nanushka-III

Soviet guided missile Corvette armed with 6 ASMs, a CWIS turret, a rear mounted 76mm deck gun and 40 OSA-M missiles. A capable fleet escort as well as a great hunter killer in groups, these medium sized ships can hold their own against similar sized targets but work best in groups.

Price: 120 points

Q-5B

Chinese ASM aircraft armed with an autocannon and 2 ASMs, this cheaper alternative to it's North Korean brother is not as well armed with shorter ranged ASMs and lacking AA missiles, the reduced price means one can bring them in in larger groups but they should always be escorted with other aircraft with better AA armaments.

Price: 80 points


JH-7 FEIBAO

Chinease JH-7 packing 4 long range semi active radar AA missiles, a 23mm autocannon and 2 highly accurate ASMs, can be used as both a fighter or anti shipping aircraft but if focusing on surface targets it's best to send aerial escorts.

Price: 150 points


Redut

This Soviet ASM truck only packs one missile so should be used in groups if possible, the P-270 Moskit it launches will do massive damage to any ship it hits but should be fired in volleys to break through hostile fleet CWIS, remember to reload these ASMs after every shot.

Price: 60 points


Shanghai


Chinese made, North Korean crewed gunboat that is armed to the teeth with autocannons, it excels in air defense for fleets that is also well suited for coastal assaults as both AAA defense for landing troops as well as fire support on the beaches, can also be used to great effect inland when moving up river.

Price: 30 points
Shanto

Chinese gunboat armed with an autocannon and 83mm recoiless rifle. Great for fire support when landing troops and perfect for up river hunter killer missions, although it has less AAA armament then the Shanghai, it packs a beefier armament for ground support/naval engagements.

Price: 30 points

Shmel

Soviet gunboat armed with rare for a naval unit HEAT firing PT-76 turret, MLRS and 23mm auto cannon, great for bombarding landing areas or inland objectives as well as river patrols.

Price: 50 points

Super Puma PLAN

Like it's french counterpart, this Chinese copy of the deadly ASM helo packs 2 Exocet ASMs that are best fired in barrages, They are relatively fast and perfect for hit and run attacks on isolated ships or massed fire on larger flotillas, always make sure you keep them rearmed.

Price:60 points
REDFOR Navy continued
SU-27K

Although armed with a singular (but extremely powerful) ASM, this Soviet ASM aircraft packs 6 long range Fire and Forget Radar guided AA missiles and a 30mm autocannon. Able to dispatch most ships with ease if their ASM can get through hostile CWIS (they are best used in groups), they make exceptional fighters and can defend themselves but should always be escorted if their primary focus is on naval units.

Price: 165 points

Tarantul-III

This small soviet Corvette is armed with 4 powerful ASMs, 40 IR Strela-2 missiles, a 76mm deck gun and 2 CWIS turrets. While smaller then the Nanushka-III, it packs more powerful ASMs in exchange for lower end AAA armament. These two Corvette types work well together and are great escorts to large fleets.

Price: 145 points


Z-9C

China's naval ASM carrying variant of the Z-9, it's armed with 2 powerful and accurate ASMs. These choppers are fast, deadly and work well in groups against larger fleet sized threats and can keep pace with escorting Z-9A's armed with either ATGMs or IR AA missiles.

Price: 60 points
East Germany National Overview
East Germany, the first (technically, according to the armory) nation in REDFOR is probably most well known for its infantry flexibility, otherwise they are similar to most other REDFOR nations.

East Germany has a rather large variety of command units, dependent on the need for combat effectiveness in a certain role, no command helicopter however. They also have some very high capacity supply units, but they are all quite a bit expensive.

East Germany has a very high quantity of different types of Infantry, but most notably would be the Special Forces units, such as the FJB-40 or LSTR-40, which are special force units armed with AA missiles, AND quite high quality LAWs. Overall, every unit is quite cost effective for the price. East germany has no "regular" infantry, with the exception of their fire support/AA/ATGM units.

East German transports aren't too unexpected for REDFOR, with BMP variants, a few MI-8 variants, and with high quality infantry, Mi-24 variants.

East Germany has quite a well rounded Support tab with everything conceivable that you'd need, only really lacking in quality howitzer type artillery, and a potentially major lack of non-radar AAA.

East German tanks are overall rather light for REDFOR units, but they are cheap, plentiful, and have powerful cannons.

East German recon, while very well rounded dosen't have anything particularly outstanding about them, they are effectively whatever base unit they were, with better optics.

East German vehicle tab is a bit small, but included the standard ATGM carriers, along with a few makeshift AA units, which are probably better for infantry support, but they still can shoot at planes, helicopters in particular.

East German helicopters comprise entirely of the Mi-24 attack helicopter. One variant with AA missiles, and another with a 30mm autocannon, as well as one in between, with the standard minigun.

Most East German planes are pretty cheap, and easy to shoot down, with the exception of the Mig-29 air superiority fighter. There is a large variety avalible here though.
East German Logistics
Fuhrungs UAZ
The basic UAZ that most REDFOR nations get as their base CV. It's just a basic car, and should be kept away from combat whenever possible.

Cost: 100

SPW-60(S)
The default wheeled armored troop transport. Armed with the KPVT Heavy MG, and one point of armor all around. Pretty maneuverable unit, and usually capable of defending itself if it sees it's attacker first, otherwise, it's a basic armored CV, and should be looked after, like most of your command units.

Cost: 130

Furhungstrupp
Command infantry. Quite powerful due to the fact that they have a RPK SAW, which is quite capable in close quarters combat, which is where most players will try to engage this unit in. Fairly weak like most command infantry, but will inflict some serious damage against unarmored attackers.

Cost: 100 + Transport

FUPz T-72(K1)
This is the East German command tank. Fairly durable for a Command tank, with 11 armor on the front. It's gun is pretty short range, which can be a blessing and a curse at the same time. It deals pretty great damage... if it hits, inflicting 13 AP damage, or 4 HE.

Cost: 150

SPW-50PU
This unit functionally serves as the armored alternative to the UAZ. It costs the same, and gets some armor and a MG, although it's going to be slower all around, and it has a fairly bad autonomy.

Cost: 100

FUPz BMP-2(K)
This is the command variant of the BMP-2. Fairly well armored, having 2 points on the front and sides, make this unit resistant to most artillery, and effectively grants an immunity to small arms fire. It has an autocannon for personal defense, which, assuming it can fire a burst off before getting attacked, escape most combat situations when necessary.

V-LKV T813
Pretty high capacity supply truck, and a bit expensive. Pretty fast offroad.

Cost: 30

V-LKV T815
Pretty much the same as the above all around, but with more capacity, and a bit faster, not by much though.

Cost: 40

Versorgungs Mi-8
This is the one instance in which the helicopter for the nation has less supply capacity as the trucks. This is usually bought for when you need a rapid deployment of supply, instead of a lot of supply at once. Still carries quite a bit.

Cost: 45
East German Infantry
FJB-40
Starting off the list is the FJB-40. Effectively a SAS squad, but 10 points cheaper, with a barely inferior LAW, which is still pretty damn powerful. Quite powerful multirole unit, but inherently weak against most Shock+ infantry, since they only get the one infantry fighting weapon through the squad.

Cost: 25 + Transport

Fla-Kom Igla-1
A two man squad armed with the Igla-1 SAM. Overall an average AA missile, for an average price. A pretty good anti-helicopter solution, but pretty unreliable against planes, with even a little bit ECM.

Cost: 15 + Transport

Fla-Kom Strela-2
Cheap AA unit. This AA missile is fairly mediocre, but available in pre 80's decks. Pretty short range for an AA missile, and weak warhead, but will work in a pinch. Decent accuracy for 5 points, but still unreliable.

Cost: 5 + Transport

Leichte Schutzen
A shock team of light riflemen. Armed with a quite decent ATGM, and has a 10 man squad size. Pretty useful standby infantry, with some good rapid insertion options.

Cost: 20 + Transport

LStR-40
Prototype infantry, only available to East Germany, or an Eastern Bloc deck. Pretty much direct upgraded over the FJB-40 weapons, with the most powerful LAW in the game, a very flexible Assault Rifle, and a pretty great AA missile. Still slightly weak against infantry with a CQC SAW, but a very powerful unit to have.

Cost: 35 + Transport

Mot.-Schutzen
This is the "standard" infantry unit for East Germany. They are rather powerful, given shock training, and have a fairly low power, but long range RPG, as well as the RPK squad machine gun, which is very powerful in CQC combat. They are the only unit that uses the BMP series of IFV, besides their '90 variant.

Cost: 15 + Transport

Mot.-Schutzen '90
Can be considered to be a different unit compared to "vanilla" Mot.-Schutzen. They get a more accurate assault rifle, a shorter range, but more powerful RPG, and a just barely superior CQC SAW.

Cost: 20 + Transport

PALR ♥♥♥♥♥
(I was concerned that this unit might hit the censor filter, but it doesn't look like it did). This is the base ATGM unit for East Germany. I consider it to be an average ATGM, but it works, is fairly cheap and can be used in pre-80's decks. It can actually be quite powerful when used in a pre-80's deck.

Cost: 15 + Transport

PALR Konkurs
General upgrades over the unit noted above. Slightly more powerful, at 4 more AP power, and just a little bit more range and accuracy.

Cost: 20 + Transport

Panzerjager
This is the East German fire support team, armed with a very powerful RPG. This unit is quite useful performing it's role of fire support, with a very high fire rate, accuracy, and power on the RPG, but faced off against most units head on, this unit is unlikely to survive.

Cost: 10 + Transport

Reserveschutzen
The reserve unit for East Germany. 10 man squad, armed with a pretty terrible RPG, and what would be a decent Assault Rifle if it weren't for the Militia training penalty. Cheap to buy though...

Cost: 5 + Transport (10)

Strumpionere
The East German engineer squad. If I remember correctly, this is a multi linked RPG-7 with incendiary rockets. It's got the second fastest fire rate in the game for an incendiary RPG, falling behind the BLUFOR Flash, which is the only incendiary RPG that outpaces this. Quite good at removing infantry from cities.

Cost: 15 + Transport

Wachregiment
A mostly underused infantry squad, most likely due to their RPG, which is quite similar to the BLUFOR M72 LAW. This is an excellent unit to storm towns with, as they are armed with SMGs, and the RPK CQC SAW.

Cost: 20 + Transport
East German Transport
LVK Ural
Soviet made transport truck for print a to point b shuttering of troops, gets your guys where they need to go quickly but with no protection

Cost: 5

SPW-60PB
This is the base transport for pretty much every single East German infantry unit. One point of armor, and amphibious. Armed with the KPVT HMG. An important thing to note is that this is only available in a Motorized deck, and a deck of any other theme would remove this staple transport.

Cost: 10

SPW-70
Generally better than the above all around in every way, with extra armor on the front, faster in all cases, and a slightly better autonomy. Causes your unit being carried to have less availability though, in most cases.

Cost: 15

SPW-80
Prototype of the SPW-60PB, with the only difference being that the KPVT has double the accuravcy when not moving. It won't incur the "less units" penalty. It also costs the same as the rest.

Cost: 15

THS Mi-8T
The most common REDFOR transport helicopter. Carries most units that have an option to be airlifted into combat. Has 4 rocket pods of 57mm rockets, which aren't that great, but make a good entry suppression tool against enemies. Big size, but 8 health make it somewhat easy to hit, but a bit hard to kill.

Cost: 25

THS Mi-8TV
Similar to the above, and is almost identical, except with two extra rocket pods, as well as an okay MG.

Cost: 30

THS Mi-24A
I'm a bit confused why this is a prototype, while the Mi-24D isn't for this nation, but whatever, it only transports the elite infantry, the Wachregiment, and the Liechte Schutzen anyway. This is pretty much a regular Mi-24 with significantly cheaper eqquipment, getting a basic MG for a gun, instead of the regular Yak minigun. It's also got two pairs of rocket pods, and two cheap ATGMs.

Cost: 45

THS Mi-24D
This is the conventional Mi-24 gunship helicopter, armed with the Yak-B minigun, the usual two rocket pods, and the Fleyta ATGM, which honestly isn't that good, if it was, then this would be a blatantly broen unit.

Cost: 55

SPW-50PK
A very cheap transport, typically only used to transport support units around, like an ATGM team, or AA team. A point of armor all around, and a decent MG, but incredibly slow offroad.

Cost: 5

MZTM MT-LB
Quite similar to the above, but with a fairly bad MG, small size, and decent offroad ability.

Cost: 5

SPz BMP-1 SP-1
The basic BMP, armed with the standard 73mm HEAT cannon. Honestly not good in a fire support role, but can deal with most types of IFV or APC pretty easily. For future note, only the Mot. Schutzen can use the BMPs.

Cost: 10

SPz BMP-1 SP-2
Same as the above, but with the cheap Malyutka ATGM strapped on top of the gun. Fair range for an ATGM, bit i've rarely seen one hit it's mark. Incurs the "less units" penalty.

Cost: 15

SPz BMP-1 P/c
Same as the above, but with the Konkurs ATGM instead, which is a quite respectable ATGM. Will also incur the less unit penalty.

Cost: 20

SPz BMP-2
This is the autocannon armed variant of the BMP, which makes it much more potent in a fire support role, at the cost of what anti-armor power it had. This variant won't incur the standard fewer unit penalty.

Cost: 15

SPz BMP-2 P/c
Same as the above, but with the Konkurs ATGM. Incurs the less unit penalty.

Cost: 20

SPW-152K
Only used for Militia grade units. A cheap armored car armed with a fairly bad MG.

Cost: 10

SPW-40
Base SPW-40 with the PKT machine gun. This good optics recon APC might lack in fuel economy but makes up for it as the East Germans only recon transport. Able to assist it's dismounted recon teams, this two for one combo works really well when you need to cover large areas with sharp eyes.

Cost: 15
East German Support
Fla-Kom KUB-M
A pretty cheap, and fairly decent radar AA unit. Fairly good range, better than most IR AA units, but pretty inaccurate, which really makes it a bad choice for shooting down most aircraft, with even modest ECM.

Cost: 40

Fla-Kom OSA
Quite similar to the above, but mounted on a chassis with wheels, and a slightly worse missile system all around. Cheap, unarmored, but pretty fast.

Cost: 30

Fla-Kom OSA-AK
Same unit as above, but with a better missile system installed. Pretty good missile, but fairly short range for a radar SAM.

Cost: 40

Fla-Kom OSA-AKM
Same as the above, but with a slightly upgraded missile giving a greater range. Otherwise the same. Decent unit for the price. Pretty reliable.

Cost: 65

Fla-Kom STRELA-1
Cheap IR missile carrier. Quite mobile unit, and armed with a decent AA missile versus helicopters. The only real problem with this unit for it's price is the on board ammo capacity, which is only 4 missiles.

Cost: 25

Fla-Kom STRELA-10M
Less mobile version of the last unit, since it's on tracks and is slower all around because of it. Armed with a better missile all around, and shouldn't have a problem dealing with most flying units, including close flying jets.

Cost: 50

Fla-Kom TOR
Prototype East German radar AA unit. This is identical to the USSR TOR. Quite good range against helicopters, but fairly poor range versus planes compared to other radar AA solutions. Still a good unit to have against planes.

Cost: 80

L0-1800 Fasta-4
This mostly unimpressive looking unit is quite similar to the US Avenger, compared to the airland battle version the RD model upgrades from the older Strela-3 to the more higher power, more accurate and longer range Igla-1.

Cost: 30

Fla-SFL 23/4W1
This is the basic AAA unit available to East Germany. Quite cheap, but pretty inaccurate, and unfortunately radar guided, which on this unit is bad, especially when compared to the next unit. If it had these stats, without radar guidance it would probably be OP at it's price though.

Cost: 35

Fla-SFL 23/4M
Same as the above, but with a much better targeting system. Will easily shred helicopters, and put a lot of pressure on any Jet that passes by it.

Cost: 50

Fla-SFL 256
This is the East German Tunguska. Pretty much no REDFOR deck would be complete with out one of these. It's a very powerful utilitarian radar AA piece. It's armed with a quite decent pair of autocannons, AND AA missiles.

Cost: 75

GW-SFL Tundscha
The only mortar available to East Germany. Quite powerful for a mortar, if a bit limited by how many you can buy. Not many mortars can deal 5 HE per round like this can. It's also a decent unit for smoke as a result too.

Cost: 40

MFRW BM-24
Cheap, and short range napalm rocket artillery. Very high dispersion, but when multiple units fire at the same time, can be very useful.

Cost: 50

MFRW BM-21
A rather basic HE MLRS system mounted on a truck. Still pretty short range, but will get the job done, and suppress a lot of units.

Cost: 65

MFRW RM-70
Similar to the above, but on a larger truck, a bit faster, with double the rockets, and a closer minimum range. They also have smoke rounds that allow them to conceal troop movements, allowing your forces to close the distance between them and dangerous long range ATGMs.

Cost: 100

MFRW BM-27
This is the prototype cluster munition MLRS available to East Germany. Decent range for a MLRS of it's type, and a pretty small dispersion (well, the same dispersion as the last bunch). Only deals 5 AP power, so it shouldn't be expected to kill anything, especially high end tanks which have about 4 or 5 top armor.

Cost: 120

SFL-Hb 2S1
A decent, if fairly short range artillery piece. Has a pretty high dispersion as well, but it works. Fires 5 122mm rounds downrange which can be quite useful sometimes.

Cost: 55

SFL-Hb 2S3
I can't really say this unit is any better than the above. In quite a few ways it's worse, and in a few, it's better. Decent range, and a high power gun are two things this thing has. It's major lack is accuracy, so much so that it rarely actually hits it's target, especially when firing out to max range. When it works it's a quite useful unit, when it doesn't it's a pretty good way to waste money, and supply.

Cost: 55

SFL-Hb 2S19
Prototype artillery unit. Very long range, quite high accuracy, and is also capable of direct fire when required (but don't you ever rely on it). Quite useful if you can afford the price, as it can reliably hit most units during it's barrage, as well as drop a lot of smoke when needed.

Cost: 130
East German Tanks
KPz T-34/85M
The mighty and feared T-34 (Not really, not in this lifetime anyway). An old, and largely outdated tank. Considered a Cavalry Tank. Very, very high availability, and honestly a gun which isn't half bad when in the right spot. Although it's "terrible", a well placed T-34, or a lot of spread out T-34's can deal a lot of hurt, especially if it manages to score a side or rear shot on something. The HEAT rounds they fire can damage even the best armor and sustained fire can demolish top line MBTs.

Cost: 15

KPz T-55A
This is the base model of the T-55. Arguably a pretty terrible tank, some put it in the same class as the T-34, but it's cheap, available and functional, with a decent gun for 25 points.

Cost: 25

KPz T-55AM1PB
Virtually identical all around compared to the T-55A, but with slightly better armor, and a slightly upgraded gun in all categories.

Cost: 35

KPz T-55AM2PB
Similar to the T-55 above, but with a little bit more armor on the front, and armed with the Bastion ATGM, which is incredibly useful, usually capable of dealing with most midline tanks that are a bit more expensive than this if it hits it's mark.

Cost: 50

KPz T-72
A rather basic tank, but a surprisingly good workhorse tank. Short range 125mm gun, but deals 4 HE on hit, as well as 13 AP, which isn't bad for the price. Kinda poor accuracy, but it works. The gun is competitive with the M1PB above, this is less accurate and shorter range, but deals a point more HE, and has a better stabilizer, while the PB is more accurate while not moving That's mostly the 5 point difference explained. This is slightly better for fire support than the Anti-Tank ability of the PB.

Cost: 40

KPz T-72M
Similar to the above, with a general weapon improvement straight up giving it more range and AP power, as well as notching the armor up a point on the front and sides.

Cost: 50

KPz T-72M1
Quite powerful version of the T-72, and can deal 18 AP power at max range. It's got comparatively weak armor though for the price.

Cost: 80

KPz T-72S1
Quite expensive, but pretty high availability for the price of the unit. Very powerful gun, capable of dealing 20 AP, and quite respectable armor of 18 points worth.

Cost: 120

KPz T-72S
For 5 points more, and a little less availability, you can get the unit above, with the Sivir ATGM, which is pretty damn powerful.

Cost: 125
East German Recon
AHS Mi-2
The basic tiny Mi-2 Helicopter, used for recon, like most of the other REDFOR nations. Very easy to kill, and very slow for a helicopter, but Very Good optics aren't something to pass up.

Cost: 40

AHS Mi-8R
This is a quite decent, but potentially unnecessary recon helicopter, with the gift of Exceptional optics. The optics quality enables it to see clear across most maps, and spot most infantry squads moving through forests at a fairly long range. Big size makes it vulnerable to most AA, and planes if someone tries to strafe it, but it does have 8 strength.

Cost: 75

AufkPz BRM-1
This is a basic BMP with exceptional optics. Quite good unit to use in support of your tanks, or when performing a push with infantry transports, as this unit will help the rest of the force see what they ordinarily couldn't. Quite useful when hidden in forests too, but that's a given for most recon units.

Cost: 50

AufklFz UAZ
The standard truck with a guy holding binoculars. Not much else to say about this one. Very Good optics, like usual for this type of unit.

Cost: 25

SPW-60(ABS)
The SPW-60 with optics. Can be used in the same manner as the SPW-60, or as a very mobile ground based scout.

Cost: 35

AufklFz UAZ KPVT
A good recon truck with a KPVT. I honestly can't find a good use for this... ever, especially when the next unit is a lot tougher for the same price, and can do pretty much the same thing except for deal AP. If you are using this to deal AP... yeah... it won't work...

Cost: 10

SPW-40PA
Good optics on a small, fast armored car, with a decent MG for self defense.

Cost: 10

SPW-40P2
Broad base upgrades over the above unit. Gets a KPVT, can go faster, and can go farther.

Cost: 10

Grenzer
Cheap recon infantry. This is a militia class unit. They do have Very Good optics, like most recon infantry, but they also don't hide as well as most infantry, as their stealth rating is only set to "good" and not very good, like most recon infantry.

Cost: 10 + Transport

Kamphschwimmer
East German sniper team. Exceptional stealth makes them incredibly hard to spot, even over open ground. They don't have the greatest combat ability, but they do have their sniper, which is very good at making a unit panic.

Cost: 25 + Transport

Spezalaufklarer
Shock trained recon unit, which I rarely see used in games. Quite decent defensive infantry with a pretty great RPG, but probably won't hold up well in most CQC situations.

Cost: 20 + Transport


SPW-40A
A SPW-40 with good recon optics, and a twin mount KPVT. Same availability as the PA, as before, with absolutely terrible autonomy. Overall it's a great unit if you can get it close enough to fire before running out of fuel.

Cost: 15

SchwPz PT-76B
A pretty new unit for East Germany, and this is the only place that they have it. This is pretty much used as an amphibious support tank, as it's pretty cheap with good availability.

Cost: 15

SpPZ T-55
This is a T-55A with Good optics, a slightly inferior gun, and no MG, for the same price. A good unit to have on hand to help deal with the usually terrible optics of normal T-55s.

Cost: 25
East German Vehicle Tab
Fla SFL 57-2
This fairly old unit is pretty much an alternative AA piece. It's really the only AAA East Germany has that isn't radar guided. It's commonly used as a ground support unit as the cannons deal 2 HE per shot, and are capable of dealing 3 AP per shot, with KE rounds though.

Cost: 20

Fla-MG SPW-152E
This is the SPW-40A without the optics. Pretty great fire support unit with it's twin KPVT.

Cost: 10

FlammPz TO-55
This is the flamethrower variant of the T-55. Pretty much every REDFOR nation gets one. One thing to note is that the main gun deals no HE damage, requiring the unit to use it's flamethrower to damage any infantry, which usually won't work against infantry with a low end ATGM.

Cost: 35

PzJ UAZ SPG-9
The UAZ with a recoilless rifle. Not much to say about it, the rifle is fairly mediocre, but that's what's to be expected from one of these types of units.

Cost: 10

PzJ UAZ ♥♥♥♥♥
UAZ armed with the ♥♥♥♥♥ ATGM. It's an OK unit I guess, if it is capable of firing at max range, otherwise, most tanks can close the distance to this unit before the missile hits, and kill it.

Cost: 15

SPW-40P2 Malyutka-P
The SPW-40 armed with Malyutkas. Although the missile itself is pretty low quality, this unit does have a lot of them, which might be useful, along with the point of armor all around.

Cost: 20

SPW-40P2 Konkurs
SPW-40 with the Konkurs ATGM. Quite a reliable ATGM, and usually does it's job, unless the unit firing is under stress.

Cost: 35
East German Helicopters
DHS Mi-24P
The usual Mi-24, but this particular variant is armed with AAMs, the R-60 Molniya, basically the Russian Sidewinder, as well as the Kokon-M ATGM, which is very powerful against ground units. Would be weak against infantry, and light armed ground units if it wasn't a Mi-24 with it's point of front armor.

Cost: 95

KHS Mi-8TB
A dedicated Mi-8 Attack chopper, this variant armed with 6 57mm rocket pods, and a few Malyutka ATGMs. Decent ground attacker overall.

Cost: 45

KHS Mi-24P
This is the specific ground attack MI-24. Armed with four 80mm rocket pods, four basic Kokon ATGMs, and a 30mm autocannon. A very powerful ground attacker for sure.

Cost: 95
East German Aircraft
Mig-17F
This early post WWII aircraft is a ground attacker armed with four 250kg bombs, as well as it's cannons, which can be used to reliably damage quite a few ground units. Mostly a throwaway bomber though. You can buy A LOT of these, for aircraft standards.

Cost: 50

Mig-17PF
Same as the above, but with two 500kg bombs instead of the four 250s.

Cost: 55

Mig-21M
This is the napalm aircraft for East Germany. Two 500kg napalm bombs provide some nice area denial for when you need it. Also gets 10% ECM, which while it isn't much, can save you.

Cost: 70

Mig-21ML
Same aircraft performance as above, with a wee bit more time over target available. This aircraft is armed with two 57mm rocket pods, as well as two Molinya AAMs. I strongly advise against trying to use this for air to air combat, unless you are going for an unescorted bomber.

Cost: 75

Mig-21 Bis LAZUR
This is the air superiority version of the Mig-21. Honestly, not particularly good, unless it manages to close to infrared range, where it excels, since it can fire two types of AAM simultaneously.

Cost: 80

Mig-23BN
Newer model of aircraft, armed with quite a lot of 500kg cluster bombs. Has a decent ECM of 20% for the price, and is pretty fast.

Cost: 95

Mig-23ML
Air superiority version of the above aircraft. Along with the Molniya IR missiles it has, it's also armed with two early model Vympel semi active radar missiles, which usually gives this aircraft the upper hand, as long as it's pointed in the right direction against another equal aircraft. Low ECM for an air superiority fighter is a killer though.

Cost: 95

Mig-25RBF
It's just a big bomber, quite a bit like the Aardvarks the US has. 30% ECM and 8 500kg bombs, but no other armament whatsoever.

Cost: 125

Mig-29 9-13S
The mighty Mig-29, REDFOR's answer for the F-15 (or at least it's equal). Very powerful Air to Air weapons all around, on par with the F-15. The only real disadvantages this plane has versus a F-15C is that it's a tad slower at 900 km/h versus 1000, has a slower autocannon, and a wee bit less ECM. This plane requires half the fuel the F-15C does to stay up for the same period of time, and can turn a bit tighter.

Su-24M4
This is the Anti-Tank aircraft of East Germany, armed with two Molnyia AAMs, and two 30 AP semi active ATGMs.

Cost: 95

Su-22M4P
East Germany's SEAD aircraft. Honestly not a particularly good SEAD plane, since SEAD relies on ECM to live. This plane only has 30% ECM, but it also has two very, very accurate and powerful antiradar missiles.

Cost: 90
USSR (URSS) National Overview
The central force of REDFOR, Russia is without a doubt the most powerful nation in REDFOR, having the most unique units available to them in the game.

The USSR has the most CV units available to them, including the most expensive command tank in the game, the T-80UK. They also have some of the most variety in terms of supply units, and the highest supply capacity helicopter in the game.

USSR infantry is quite powerful all around, although one could argue that they aren't particularly powerful against other infantry, unless you use the Spetznaz, which have NO anti armor ability, but excel at removing other infantry.

Russian troop transports are quite well armed in virtually every case, however, there are very few wheeled troop transports available, so getting to the midline of a battle first can be difficult, unless you use high end infantry, like Spetznaz, which deploy in Mi-24 helicopters, the fastest helicopters in the game.

The USSR has the best support tab in REDFOR, all around, and arguably the best in the game. They get the BUK, and Tunguska model AA vehicles, as well as a high variety of long range Howitzers and Mortars.

Russian tank variety is immense, and even cheap tanks like the T-55 have very useful roles. More expensive tanks also come with an ATGM able to be fired, usually enabling the first shot against enemy armor. Stabilizers used on Russian tanks are decent, but not like most BLUFOR equivalents.

Russian recon units are all very powerful, especially in combat roles, but they are usually very expensive to deploy. They also get the only SEAD helicopter in the game within this category.

The Russian vehicle tab on it's own is quite powerful as well, including the probably OP BMPT, which for all intents and purposes should be in the tank category, as well as a few quality ATGM carriers.

Russian helicopters are some of the fastest in the game, and almost all specialize in a ground attack role, comprising almost completely of Mi-24 variants, as well as two very potent prototype helicopters.

Russian air is very powerful all around, with some of the most unique aircraft in the game, including 3 armored aircraft, which as a result can take multiple hits from AA and keep going. Pretty much every aircraft is VERY expensive, but very powerful, most capable of performing multirole abilities very well. There is a distinct lack of napalm bombers here though, which might be a critical weakness.
USSR Logistics
BMD-1K
This is a very light unit, quite similar to the BMP series of IFV, but with a bit less armor. It's armed with a relatively bad 73mm gun, which has pretty terrible accuracy, and low HE power, but decent AP power for a unit of it's type. Available in pre-80s decks.

Cost: 130

BMD2-K
The exact same unit as the above in pretty much every way, but the gun, which is now the 30mm autocannon, which works quite well for personal defense.

Cost: 130

BMP-1K
This is the command variant of the BMP. A well armored IFV, with the 73mm gun found on the BMD, with the same stats, AND a few ATGMs. While these ATGMs aren't powerful overall, and pretty inaccurate, it does well to convince players that this isn't a CV, since this, and the T-80 are the only CV units that can fire an ATGM.

Cost: 130

T-72K1
This is the base T-72, with command authority. A decent tank, with a fairly bad gun in terms of accuracy. In terms of stopping power when it hits though, it's a very powerful shot, especially in terms of HE, as it deals 4 HE on impact.

Cost: 150

T-80UK
This prototype USSR command tank is the most expensive unit in the game, short of capital ships for quite a few good reasons. It's got 20 armor on the front, which will take some concerted effort to get through, a very powerful, accurate, and fast firing gun, AND it can fire the Refleks ATGM. While it's an excellent tank for combat, once the enemy identifies it, you can bet that there will be a massive strike against it's position, mostly due to it's sheer price, especially in a Destruction game.

Cost: 200

Komandnoe Otdelenie
This is the USSR command infantry. I have trouble calling this unit anything but generic. Armed with the standard AK-74, and a PKM machine gun, which has decent range, but fairly low accuracy.

Cost: 100 + Transport

Mi-4AVPK
This is the USSR command helicopter. Ungodly slow for a helicopter, can only go 180 km/h, which is just a little faster than most wheeled ground units on roads. It can get to places ground units would usually struggle to get to though.

Cost: 100

UAZ-469U
I probably don't need to say much about this. It's the standard UAZ CV car. Unarmored like all other UAZs, and decently quick offroad.

Cost: 100

BDRM-2U
This is the USSR basic armored, wheeled CV. Pretty fast everywhere, a point of armor all around, and amphibious. It does have poor optics, so it's unlikely for this unit to spot an approaching attacker on it's own without another unit on hand, and it is unarmed.

Cost: 120

BTR-70
This is the CV variant of the BTR-70 (if you haven't already guessed that by now). A well rounded CV for the price, armed with the KPVT HMG, as well as getting 2 frontal armor, medium optics, and quick all around.

Cost: 135

MTP-LB
This is the supply variant of the BTR-D. It's an armored, amphibious supply unit, at the cost of a lot of supply capacity. It can only carry 500 units of supply each, which usually isn't enough to do much, except possibly get some more AA missiles to infantry based AA, or a few ATGMs to an ATGM unit.

Cost: 10

Mi-6
This unit is pretty much the direct competitor to the US Super Chinook, and for all intents and purposes, it is an identical unit in every way. Very Big size, 10 Strength, and flies at 300 km/h.

Cost: 85

Mi-26
The largest supply unit in the game, short of the FOB, and naval supply units. This unit is capable of carrying roughly 1/3 of an entire FOB with it. This unit if bought is going to be incredibly useful, as well as a huge liability, if you manage to empty its first load.

Cost: 120

Ural-375D Cargo
The basic supply truck. Carries 800 units of supply. Not much else to say.

Cost: 15

Ural-4320
Same as the above, but slightly more capacity.

Cost: 20
USSR Infantry
Gornostrelki
This is the base unit of Gornostrelki available to the USSR. A pretty useful unit of line infantry particularly for defense. They are armed with the usual AK-74 assault rifle, a PKM machine gun, and the basic Meyts ATGM, which although has a fairly short range is quite reliable, and can deal decent damage. One potential issue when fielding these guys is their cost, since they must use a Mi-8 variant or Mi-24 variant in order to deploy, which pretty much always doubles their price.

Cost: 15 + Transport(No less than 25)

Gornostrelki '90
Prototype version of the above unit, with a huge exception, as the ATGM is significantly upgraded in terms of warhead power, equal to the Milan F3, with it's 26 AP power, as well as a base 55% chance to hit, which pretty much makes it one of the most reliable infantry based ATGMs in the game, if it's able to fire, which usually isn't an issue.

Cost: 25 + Transport

Morskaya Pekhota
This is the base Marine unit for the USSR. 15 man squad size make it a tough unit to kill, and it's not half bad in CQC combat, due to their Shock training, and RPK machine gun. They are armed with the basic RPG-7 which is pretty decent overall for an AT weapon, since it has quite long range for a RPG, but a fairly low AP power of 14. This unit can carry quite a few rockets though, at 9 per squad.

Cost: 20 + Transport

Morskaya Pekhota '90
Same unit as above, almost entirely, and costs the same. This unit gets a slightly superior RPG, using the RPG-7V, instead of the base RPG-7. It's got the same accuracy, but it get's 3 extra AP, which is the difference between 1 shotting a Warrior IFV, and simply cutting it's Strength down to 2. Small availability penalty, but almost unnoticeable in a strictly USSR deck.

Cost: 25 + Transport

Motostrelki
This is the basic USSR infantry unit, cheap to buy, and high availability. Identical to the Gornostrelki, but instead of their ATGM, this unit gets the basic RPG-7, which pretty much has the same AP power, just 1 point less, that can be fired off a bit quicker, and at a shorter range. This unit can also be loaded into many different kinds of BMP variants at an availability cost, which i'll cover later.

Cost: 10 + Transport

Motostrelki '90
Pretty much the same unit as above, but with a quite significant RPG. This unit loses quite a lot of range on the RPG, dropping it down to rifle range of 525, but it has a quite massive amount of AP power, hitting 24 AP, with a 50% accuracy. Same availability as the basic Motostrelki, and they can be carried in the BMP-3, which is basically a tank, but I'll cover that later.

Cost: 15 + Transport

PTUR Faktoriya
I rarely see this unit used in game, probably because of the difference between this unit, and the next ATGM unit. A bit surprising that it's overlooked in my opinion. 16 AP power, and a 45% accuracy, as well as it's range are all actually quite decent for an ATGM. (Note: From this point and on, units are able to be carried in support variants of the BTR, which is worth noting.)

Cost: 15 + Transport

PTUR Konkurs
Mostly the same as the above unit, but with a little more range, and AP power, able to hit 20 AP. Quite massive availability difference, you can only take 9 of these in a USSR deck per card, compared to the 18 above.

Cost: 20 + Transport

PTUR Konkurs-M
The most recent rendition of the Konkurs ATGM, with quite good stats for an ATGM. Really far range, on par with the last, 23 AP, and 50% accuracy. Quite powerful AT unit, but fairly low availability.

Cost: 25 + Transport

PZRK Igla
Not the "base" USSR AA missile team, but it is the unit that shows up first in the armory. Quite reliable AA missile, with a base 55% chance to hit it's target, as well as decent range for an IR SAM versus aircraft. Deals 4 HE on impact.

Cost: 15 + Transport

PZRK Igla-N
This prototype version of the last unit is pretty much the same, except in one major area. This version of the unit deals 5 HE on impact, meaning 2 hits from this can take out almost any BLUFOR jet in the game on their own.

Cost: 20 + Transport

PZRK Strella
This is the basic AA unit available to the USSR. Lower range and accuracy compared to the Iglas of course. A potentially big issue is also that this unit only does 3 HE on hit, which on it's own, without causing a crit, means it can't 1 shot even the cheapest of helicopters. It is the only infantry based AA unit the USSR gets in a pre-80s deck though.

Cost: 10 + Transport

Sapery
A basic flamethrower team, armed obviously with a flamethrower. Once you've seen one, you've seen them all. 10 man team with assault rifles, and their flamethrower, which makes an excellent support unit.

Cost: 15 + Transport

Sapery '85
The "other" flame team for the USSR, this time armed with the RPD, incendiary rocket launcher. There is currently a debate over which unit is better. Rocket incendiary infantry, in theory would beat regular flamethrower infantry over open ground, which as we know (or should know) should never happen. A 10 man team of fire troops will usually beat a 5 man unit, simply due to attrition at close range within around 300 meters. As a result it seems that basic flamethrowers, at least right now are better than the rocket based flame unit in a 1v1 scenario.

Cost: 15 + Transport

Spetznaz
The task force of most REDFOR players. These guys are absolutely deadly versus enemy infantry, with a quite high power SMG, an incendiary rocket launcher, and an RPK. Most players that know what they are doing will do whatever they can to keep their infantry away from these guys unless they objectively outnumber them, and even then, that might not go over well. They also have access to pretty much every single transport available, except for the BMP series.

Cost: 35 + Transport

VDV
This is the airborne Shock infantry unit of the USSR. Quite similar to the Morskaya Pekhota, except with a few important differences, this unit has only 10 men, they ave slightly less availability, and are armed with a (mostly) unique RPG, the RPG-160, which has quite a long range for a RPG, and a decent AP power.

Cost: 20 + Transport

VDV '90
Almost identical to the above, but with a majorly improved RPG, as this unit is armed with the RPG-29 Vampyr (arguably the best RPG ever), capable of hitting a target at max RPG range with 70% accuracy, and inflict 23 AP damage, with the same availability as the regular VDV.

Cost: 25 + Transport
USSR Transports
Ural-375D

Basic wheeled transport with no bells and whistles other then fast on road speed, 5 strength, no armor, not for front line use but good for getting your infentry close to it

Cost: 5

Mi-8T
This is the base Mi-8 transport helicopter available to the USSR, and quite a few REDFOR nations in general. This version is armed with 4 57mm rocket pods, and is decently fast for a helicopter. It is tough, but classed as large, and fairly easy to shoot down, as well as the fact that it can take a moment for this to land, like the rest in this series.

Cost: 25

Mi-8TV
Similar to the above, but with double the rockets (not shown in the visual model), and a NSVT machine gun, which can potentially help the unit to defend itself.

Cost: 30

Mi-8MTV
Same chassis, but armed with much bigger rockets, each capable of dealing 4 HE, as well as a decent accuracy for a rocket pod, if not moving, and just in a hover. Pretty amazing fuel efficiency too, almost able to fly corner to corner on a 10v10 map.

Cost: 35

Mi-24A
I have never seen a single person use this, ever, most likely because of the negligible price difference between the A to the D for the improvement gained. Still, 1 point of armor on the front and sides, a few 57mm rocket pods, and a pretty cheap ATGM set.

Cost: 45

Mi-24D
This is the "real" Mi-24. Armed with a Yak-B minigun, the 57mm rockets, and a slightly better ATGM (not really reliable, but better ATGM). This the A variant, and the rest of the Mi-24 family are the fastest helicopters in the game.

Cost: 55

BTR-60PB
This is a staple transport for the USSR, only available in a marine or motorized deck though. It's a generally fast wheeled transport, with a KPVT HMG. A bit pricey, but fair.

Cost: 10

BTR-70
Same as the above, but with extra frontal armor, otherwise, exactly the same in terms of performance. It does incur a minor availability penalty.

Cost: 15

MT-LBV
This is the cheap 5 point APC for the USSR. Average offroad performance, and a pretty pitiful armament. It is amphibious, and classified as small though, making this a bit harder to hit.

Cost: 5

Ka-29TB
This is the marine transport helicopter. Quite well armed with 80 80mm rockets, as well as a minigun, AND it gets armor on all the sides, including the rear.

Cost: 40

BTR-80A
This prototype of the BTR is armed with a 30mm autocannon, with a pretty great stabilizer for an autocannon. Quite powerful support unit, although it tends to run out of ammo pretty quick, especially in prolonged infantry fights. Incurs a nice penalty to availability though.

Cost: 20

BTR-90
This final version of the BTR is quite the powerhouse. Quite powerful in every way. Extremely fast, very good fuel efficiency, great amphibious ability, the 30mm autocannon, and a grenade launcher. I have seen many people complain that this unit is OP, and it probably is, but the price on it keeps it from being commonplace.

Cost: 30

BMP-1
The basic BMP IFV. This is the earliest model of BMP, armed with the 73mm gun noted about earlier, which in all honestly isn't that useful unless it manages to hit it's target, which can be hard to see happen at max range. It's also armed with the Malyutka ATGM, which is pretty innaccurate, and fairly low AP power for a REDFOR ATGM. Contrary to popular belief, this unit actually excells in close range combat, since close range gives accuracy boosts, which this unit desperately needs. It's overall OK for the price. Most of the BMPs will reduce availability by about a quarter.

Cost: 15

BMP-1P
Same as the above, but with the Konkurs ATGM, which is significantly better in pretty much every way.

Cost: 20

BMP-1D
BMP armed with the 73mm gun, AND an AGS-17 grenade launcher. Combining the two guns against infantry make this an exceptional infantry killer, and a very powerful support unit. It's got 3 armor on the front, which is worth noting too.

Cost: 20

BMP-2
Almost identical to the BMP-1P, but with an extra point of side armor, and a 30mm autocannon in place of the 73mm "tank gun". The autocannon alone make this unit quite useful in a support role against infantry, and having the ATGM too is a pretty great way to deter tanks.

Cost: 20

BMP-2D
Same unit as above almost completely, but with more armor at the cost of amphibious ability.

Cost: 20

BMP-2 Obr. 1986
This is (kinda obviously) the 1986 update of the BMP-2. This unit gets the Konkurs-M ATGM, which is honestly pretty amazing against armor, 3 points of armor on the front, and regains amphibious ability. Fairly stiff availability penalty of half.

Cost: 25

BMP-3
This final BMP is only available to the Motostrelki '90. This thing is pretty damn amazing, and borderline OP. It's got the Arkan ATGM as an antitank weapon, which is very accurate, and travels to the target quite quickly, a 100mm HE only gun, that can shoot 200 meters farther than every high end MBT in the game, and the 30mm autocannon, with no cost to amphibious ability. Very pricy for an infantry based transport, and if it runs out of ATGMs (which happens quite frequently) it will die to most enemy armor.

Cost: 35

BTR-D
Surprisingly good for a 5 point unit. 2 points of frontal and side armor, as well as a quad PKT. An individual PKT is pretty terrible, but if you can get 4 to fire simultaneously, it will inflict quite a lot of suppression, as well as some damage. Equally maneuverable as a BMP.

Cost: 5

BTR-D ROBOT
Same unit as above, but with the ♥♥♥♥♥ ATGM installed, which is actually a quite decent anti-armor weapon. It does rely on recon to be useful, since this unit is basically blind.

Cost: 15

BTR-ZD Shrezhet
One of the few infantry transports in game that can target a jet. Don't expect it to ever actually hit anything, but it makes a decent air defense unit on the cheap, as well as a good unit to support infantry fights with, since it's presence in a fight will help to deter most helicopters.

Cost: 15

BTR-T
Available only to the Sapery units. This appears to be a T-62 with it's turret removed, and as a result, has 7 frontal armor. This is a prototype unit for the USSR, armed with the DShK machine gun, and an AGS-17 grenade launcher. Quite powerful, but pretty situational, and uncommon to see, since people rarely take Sapery over Spetznaz.

Cost: 20

BMD-1
This particular transport is only available to the VDV, and is restricted to Airborne theme decks only as well, along with the VDV. Broadly comparable to the BMP-1, as it's got the same armament exactly. The major differences here are speed in general, this being faster, at the cost of the armor.

Cost: 15

BMD-1P
Same comparison as the above, with the BMP-1P. Exact armament, lighter armor and higher speed.

Cost: 20

BMD-2
Same comparison again, with the similarly named BMP. Do you want me to keep repeating myself?

Cost: 25

BMD-3
This is a copy of the BMP-2 Obr. 1986 armament, on the usual faster chassis. A notable difference is that this particular version, along with its prototype status, also gets 2 armor on the front and sides compared to the 1 before.

Cost: 30
USSR Support
2S1 Gvozdika
The "base" USSR turreted artillery piece. Pretty average, which should be expected for the price. A point of armor all around. Fairly short range, and noticeable shot dispersion, but deals 6 HE per round, which is pretty nice damage for artillery, and makes some nice smoke when needed. It is amphibious, which can be useful occasionally.

Cost: 55

2S3 Akatsiya
A different, but fairly similar artillery piece. This unit can shoot 3.5km farther than the Gvozdika, but at the cost of a lot of accuracy at maximum range, and at the range of the Gvozdika. Each round deals an extra HE point, which is useful, if it manages to hit, as well as the fact that it will add a bit more smoke.

Cost: 55

2S3M Akatsiya
Same as the above, but with refined gun statistics giving the same accuracy as the Gvozdika, and a bit more range than the base Akatsiya.

Cost: 75

2S19 MSTA-S
This is the "top tier" USSR turreted artillery piece. Surprisingly well armored for artillery, as well as the fact that it's got some pretty great range for an artillery piece of it's class, and a decently low shot dispersion.

2S7 Pion
This is the base USSR high caliber artillery piece. Fires one (or two, can't remember) rounds at an extreme distance. Each round inflicts 10 HE damage on impact, easily capable of 1 shotting multiple different CVs, and quite a few IFVs. Accurate as the Akatsiya at max range.

Cost: 100

2S7M Malka
Same unit as the above, but with an even longer range, as well as a lower shot dispersion. Not much else to say about it.

Cost: 120

9K33 OSA
The base OSA radar guided AA missile available to REDFOR nation. Pretty cheap, and pretty unreliable against planes, even ones that have no ECM. 7 HE per warhead, and a very high speed make this is useful mobile AA solution. If you can remember to keep this, and the other AA in this series moving, it will be pretty hard for your enemies to zone in on the location of it, since it's pretty fast, and amphibious.

Cost: 30

9K33 OSA-AK
Same as the above in every way, but with an improved warhead enabling 50% accuracy. Pretty low reload/fire rate though, at one shot every 25 seconds

Cost: 40

9K33 OSA-AKM
Final upgrade over the last unit, this time boosting firing range by quite a bit, making it quite competitive as an AA piece. A cool thing to note is that all OSA units are able to be used in Pre-80s decks.

Cost: 65

9K330 TOR
This is the TOR. It fires what can roughly be considered an upgrade over the previous missiles. This unit presents more of a threat to helicopters than jets, compared to the next unit, but it is still very competitive against most jets. Fairly self reliant, with 8 missiles on board, compared to 4.

Cost: 80

9K37 BUK
The mighty BUK. I'm pretty sure most of us know what this is at this point, even if you've never played Wargame. This thing is an absolute beast against Jets, with a 4200 meter range, 50% accuracy, and 9 HE per hit. It is quite supply hungry, with only 4 missiles, which is important to remember.

Cost: 70

9K37 BUK-M1
Pretty much the same as the above, but with an upgraded missile, able to shoot out to 4550 meters against jets, with a 65% accuracy, which pretty reliably beats out ECM.

Cost: 85

BM-21 GRAD
The base MLRS unit for the USSR. Pretty short range for a MLRS, and is armed with 40 122mm rockets. A very good saturation tool, although very unlikely to actually kill anything on it's own, even exposed infantry.

Cost: 65

BM-27 Uragan
The second MLRS available to the USSR. Quite a bit larger range, and bigger warheads. 11 HE power on impact with each round, combined with the splash radius of each make it a rather powerful softening tool against fortified positions, if fired at medium range. Otherwise, the rockets tend to scatter everywhere (like they should).

Cost: 140

BM-30 Smerch
Quite a few people love this unit, and quite a few hate it. It's got pretty amazing range for a MLRS, and it fires cluster munitions. Lots of "pro" players tend to use these at the start of the game to pretty much cripple the enemy if they use the usual road to deploy units. Lots of "noobs" tend to buy this, and use it as their general artillery piece, because since it costs so much, it must be OP right? Then they find out that it only works against soft armor, and not infantry, or heavy armor. 12 warheads that deal 8 AP.

Cost: 140

BDRM-2 Strela-1M
The base AA "truck" for the USSR. Quite a fast unit all around, as well as very fuel efficient with a 45% accuracy and stabilizer on it's missile which isn't bad, although it does have a fairly short range against aircraft.

Cost: 30

MT-LB Strela-10M
Improvement of literally all missile characteristics, at the cost of a lot of mobility. Quite a powerful AA piece though, with 50% base accuracy, and a 5 HE warhead.

Cost: 50

MT-LB Pondos
This is the base mortar for the USSR. Overall, not too powerful, but that's not what this unit is for. It has a very high rate of fire, and very low dispersion, although a short range too. Just a conventional mortar, not much else to see here.

Cost: 30

MT-LB Vaselik
Same unit, but with a Vasilek "cannon" for a mortar instead. The only real major difference is it's fire rate, which although it might not look like it on paper, it quite a lot in practice.

Cost: 35

2S9 Nona
One of my personal favorite mortars in the game. Very accurate, tight dispersion for a shot at max range, and each mortar deals 5 HE damage, and also capable of direct fire, on the same level of a T-55.

Cost: 50

2S9 Nona-SVK
Basically the same as the above, but better all around. Faster, more armor on the front, and an even tighter dispersion. Arguably the best mortar in the game.

Cost: 60

TOS-1 Buratino
I remember the days when this was horribly imbalanced... back when this was in the vehicle tab. Now, it's a still competitive napalm MLRS unit, but in the support tab. It's got quite a load of rockets, pretty low dispersion, but suffers from an incredibly short firing range. This short range is somewhat negated by the fact that this is a T-72 chassis, and as a result still has some decent armor.

Cost: 140

Ural ZU-23-2
I have never seen anyone bother to use this unit, ever. It's the same gun as on the BTR Skrezhet, but mounted onto the back of a truck. Notoriously inaccurate, and often considered to be useless, and to be honest, kinda is, especially compared to the next few units.

Cost: 15

ZSU-23-4V1 Shilka
The Shilka, probably one of the most terrifying thing to see when you deploy a jet, or move a helicopter into range of this monster. Quite good range, and an incredible rate of fire for any SPAAA piece. Murders most helicopters, and does a great job of scaring off aircraft, as well as inflicting quite good damage.

Cost: 35

ZSU-23-4MZ Shilka
Same as the above, but better. More accurate, and can start shooting from a bit farther.

Cost: 50

2K22 Tunguska
This and the next unit pretty much represent the pinnacle of the USSR AA technology. Amazing accuracy on it's autocannon, with a godly fire rate, as well as a bunch of standard guided AA missiles, for when you don't want to use the radar for the guns, that are all quite accurate, and have a high HE power.

Cost: 75

2K22 Tunguska-M
Same as the above almost exactly, but with improved range on the missile, enabling it to be fired at the same ranges as the autocannons, as well as boosting accuracy a lot.

Cost: 90
USSR Tanks
T-34/85 Obr.1969
This is the 1969 update of the T-34/85 (yes, I know, but it was such a reliable tank, even if it was horribly outclassed by the T-55 (T-54 at the time), T-62, and T-64 in the real world). It's identical for all REDFOR nations, so I will just copy and paste from this point on... The mighty and feared T-34 (Not really, not in this lifetime anyway). An old, and largely outdated tank. Considered a Cavalry Tank. Very, very high availability, and honestly a gun which isn't half bad when in the right spot. Although it's "terrible", a well placed T-34, or a lot of spread out T-34's can deal a lot of hurt, especially if it manages to score a side or rear shot on something. Using HEAT rounds, even high end armor can be damaged or destroyed with sustained fire.

Cost: 15

PT-90
This pre 1980's prototype "tank" is based off the PT-76 (which i'll cover later, under recon). It's got the armor of your average APC/IFV, an autoloaded 90mm gun, which is great for supporting infantry, or killing APCs and a Malyutka-P ATGM, which is a decently powerful ATGM, if a bit inaccurate. Really slow offroad, and over water though, so don't expect this to be a rapid response unit.

Cost: 25

BMP-685
This is basically the BMP-3, but with an actual tank cannon, instead of the HE only gun, and ATGM, and autocannon... It is available as a prototype in a pre 1980's deck though, which to be honest, is kinda amazing considering the availability, price, and accuracy of the gun.

Cost: 30

T-55A
This is the base T-55 MBT, which happens to be given to every European nation on the REDFOR side, and they are all identical. Arguably a pretty terrible tank, some put it in the same class as the T-34, but it's cheap, available and functional, with a decent gun for 25 points. (Copy, paste will happen a lot on this tank model.)

Cost: 25

T-55AM
This is an early modernization of the T-55, with what appears to be some extra spaced armor cast over the turret. In game, literally every aspect of the vehicle is upgraded as a result, giving better everything, except for fuel efficiency.

Cost: 35

T-55AM2
Pretty much identical to the last unit, but with a bit of extra armor on the front and sides, as well as the Bastion ATGM in place of 4 rounds in the tank. Overall a quite decent ATGM for the price, combined with a decent lower-midline tank.

Cost: 50

T-55AMV
Same as the above, but better armor (using ERA, which isn't modeled as a thing in game), and an optical upgrade making it not Poor, but medium instead, along with a slightly faster offroad speed.

Cost: 55

T-62
It's pretty safe that one can argue that this tank is in fact worse than the T-55A in a few ways, most notably it's rate of fire, which is 6 rpm compared to 7, which in practice is a lot, justified with an extra point of armor, and 5% more accuracy. This unit also doesn't come with a MG.

Cost: 25

T-62 obr 1975
The same comparison above, literally, but with the T-55AM instead. This unit DOES have the DShK MG though, like most REDFOR tanks.

Cost: 40

T-62M1
Okay, this one can be argued to be better than the comparable T-55 (in this case the ANM2) for a cheaper price, solely because of the max firing range on the gun. It's still going to shoot slower, and also move slower in this particular case.

Cost: 50

T-62M
Literally the same as the last, except capable of firing the Sheksna ATGM, which is actually pretty decent for an ATGM fired from a tank, with a 40% accuracy, and 20 AP power, although, of course, it does have a comparatively long reload time.

Cost: 60

T-62MV-1
An actual upgrade instead of just boosting the firepower of the gun. This unit gets more armor added to all sides of the vehicle, including the top and rear of the tank, along with the standard 2 AP bonus to firepower, and the Arkan ATGM (that I mentioned about earlier on the BMP-3).

Cost: 65

T-64A
An actually pretty great tank for an A model. An 125mm autoloaded gun capable of the same fire rate of most competing high end tanks, as well as the inherent 4 HE power of 125mm guns. Fairly light armor, and low AP power for a tank of this price are something to be noted though. Otherwise, this series makes for some great workhorse tanks.

Cost: 50

T-64B
Pretty great upgrades all around, upgrading pretty much everything on the tank, but the maximum firing range. This unit can fire the Kobra Semi-Active ATGM, which let's this unit move while guiding it's ATGM (I'll leave that open to you whether on not that's a good thing though... line of sight and whatnot). Surprisingly modern equipment for a pre-80s tank.

Cost: 65

T-64BM
Same concept as above, but upgraded once again, getting a quite reliable and powerful main gun, as well as quite a lot more armor, optics, and movement speed.

Cost: 100

T-64BV1
Same as the above, and honestly doesn't upgrade much, and the price for this upgrade seems high to me. It gets some extra armor upgrades, by a point all around, it can fire farther, and gets 1 more AP power.

Cost: 110

T-64BV
Same as the above, almost entirely, but with the choice to use the Agona ATGM, which is mostly general upgrades over the Kobra ATGM.

Cost: 120

T-72
The basic T-72. This tank honestly isn't much but the models after it become progressively more amazing. A 125mm gun, capable of dealing 4 HE, as usual, and a fairly low AP power of 13, along with an honestly low accuracy, and comparatively low fire rate. Quite decent armor for the price though, and the fuel economy can't be beat.

Cost: 40

T-72A
Broad base upgrades over the above. Better gun statistics all around, as well as better armor, and optics. Just squeaks under the 1980 limit for a pre-80s deck.

Cost: 55

T-72B1
Another broad base upgrade of the T-72, with a quite hefty price and availability change. Better gun stats in every way, including reload rate. Better armor all around too, and better speed.

Cost: 85

T-72B
Same exact unit as above, but with the Sivir ATGM. Very high power, and fast traveling ATGM which is pretty hard to break LOS on, unless you knew it was coming before it was fired.

Cost: 90

T-72B Obr 1987
An identical copy of the unit above, but with ERA, bringing the frontal armor rating up to 18.

Cost: 110

T-72B Obr 1989
Another copy of the above, but with "modern" ammo boosting AP power to 20, as well as boosting frontal armor to 20 as well.

Cost: 150

T-72BU
The final "prototype" upgrade on this tank, and (I think) the most expensive REDFOR non CV tank in the game. A massively upgraded gun, granting 23 AP power, at a 65% base accuracy while not moving, and 9 rpm . You can only buy 2 MAX, but it's an offensive, and defensive powerhouse, with 22 frontal armor.

Cost: 175

T-80
The basic T-80. Surprisingly powerful tank for the price, with a 40% accuracy max range gun with 16 AP power. Absolutely terrible fuel economy is a thing to be aware of, on all T-80s.

Cost: 65

T-80B
Similar to the above, but with the Kobra, an extra point of armor, and more accurate.

Cost: 75

T-80BV
Similar to the above, but with upgraded everything, armor, gun power, range, accuracy and optics.

Cost: 110

T-80A
This is a prototype version of the T-80. It's got slightly better gun and armor statistics all around compared to the T-80B, and instead of the Kobra, it gets the Refleks, a very powerful Semi-Active ATGM.

Cost: 105

T-80U
Quite a monstrous tank. Very good gun stats, the Refleks ATGM, and better armor.

Cost: 150

T-80UM
Identical to the above, but with an Invar ATGM, and boosted stats all around except armor.

Cost: 165
USSR Recon
BRM-1K
This is the basic BMP in every way, but the optics, which are Exceptional. One of the few armored pre-80s units in game with Exceptional optics.

Cost: 50

Mi-2
This is the REDFOR go-to recon chopper. Overall, not much to say about it. Small, slow, and useful.

Cost: 40

M-8R
This is the recon variant of the MI-8 (obviously). Same characteristics of regular Mi-8s, a large target, but fairly fast, and this version has Exceptional optics.

Cost: 75

Mi-24K
This is the conventional Mi-24 attack chopper, but with Exceptional recon optics. Just armed with rockets in this case, and the minigun. Quite useful to have, and usually a pain to kill.

Cost: 110

Ka-52
Most people consider this to be the REDFOR longbow, and with good reason, as this unit is armed with a pair of SEAD missiles, and 4 Igla-V AA missiles, which are pretty reliable at the job. Very hard to kill, since this unit has a point of armor on every side, including the rear, which means shooting it while stunned will yield the same result as shooting it while not stunned, since there will be no "full fare" HE damage from shooting the rear.

Cost: 130

PT-71
Prototype version of the PT-76 (which i'm getting to). This has Very good optics, a 76mm HEAT gun, and the Malyutka ATGM. A decent low price ground recon unit.

Cost: 35

PT-85
Identical to the above, but with an 85mm autoloaded KE gun, which isn't half bad to be honest.

Cost: 40

PT-76B
I told you i'd get to it. This is the PT-76, and honestly it isn't that impressive, as it's gun is on par with the BMP-1, with a tad more accuracy, and a tad less AP power.

Cost: 15

T-55
The scout version of the T-55. Often can be a useful supplement to an armored push, as this unit has good optics. It's gun is terrible, and it has no MG, but it can survive small fights, which is going to be useful as an aggressive recon unit.

Cost: 25

Razvedka
This is your conventional USSR recon infantry. 5 man squad, and a RPG-7, with no SAW, or LMG. This unit isn't intended to really fight anything, since they have regular training, but they are fairly cheap (kinda), and work well when attempting to infiltrate enemy lines.

Cost: 15 + Transport

Sptesnaz GRU
These guys are pretty beastly. They are armed with an assault rifle with the same stats of a SMG, a unique RPG, the RPG-26, which is pretty great as an AT weapon, as well as the Dragunov sniper rifle, which has near pinpoint accuracy (80% accuracy is the max the game allows, so there's an inherent 15% crit chance at base training). They are weak against other infantry in CQC, since they only really have their primary weapon.

Cost: 30 + Transport

Spetsnaz VMF
This is the dedicated sniper team of the USSR. Quite alike to other sniper units. Hard to spot, and can wreak havoc behind enemy lines.

Cost: 25 + Transport

UAZ-489
Your basic unarmed recon truck. Very Good optics, and that's it.

Cost: 25

UAZ-489 Plamya
Similar to the above, but with Exceptional optics, and an grenade launcher attached. It's very tempting to use the grenade launcher, but it's almost always a bad idea.

Cost: 50

UAZ KPV
A UAZ with the KPVT HMG. Good optics, and not much else to say about it.

Cost: 15

BDRM-2
Same armament as above, on a faster armored chassis for the same price, and less availability.

Cost: 15

BDRM-3
A prototype unit with good optics, and a 30mm autocannon. Quite useful in a support role, like escorting other wheeled IFVs or APCs.

Cost: 30
USSR Vehicle Tab
ASU-85M
This vehicle is essentially a TD variant of the T-34-85. Much smaller, and a greater range than on the T-34 making it competitive with cheap tanks, as well as a 9 AP power, with 3 HE power. Okay as a fire support unit.

Cost: 10

BDRM-2 Malyutka-P
Malyutka carrier. Overall a decently powerful ATGM, but fairly low accuracy. Quite mobile unit which is something to be worth noting.

Cost: 20

BDRM-2 Konkurs
Same as the above, but with the Konkurs ATGM, which i've covered under the Infantry section. The only major difference between the two units, infantry, and this, besides the obvious fact that this is an APC, is the fact that this takes about 4 times as long in order to reload the next shot before being able to fire.

Cost: 35

BDRM-2 Konkurs-M
Same as the above again, in every way, but with the Konkurs-M which, again i've covered before.

Cost: 45

BTR-152 ZPTU-2
This unit is almost strictly a fire support unit for infantry. Two linked KPVT machine guns, with a high rate of fire, and AP capability, great for suppression, as well as a surprisingly good stopping power versus APCs.

Cost: 10

BTR-152 ZPTU-4
Same unit as the above, but modified to have an extra two KPVTs. It does shoot twice as fast, but it also takes about 3 times as long to reload the weapons.

Cost: 15

BTR-70 ZHALO
This prototype of the BTR-70 is quite amazing, and available in a pre-80s deck surprisingly. This unit is 100% autoloaded, with a RPM of 20, making it an excellent light armor killer, and an exceptional fire support unit against infantry. When/if it does run out of it's 20 rounds, it does take an incredibly long time to reload though, almost on par with a high end MLRS.

Cost: 30

MT-LB Shturum-S
This is the MT-LBV, armed with the Kokon ATGM, typically found on assault helicopters, like the MI-24 variants. A quite good, and powerfull ATGM, with a pretty great range, and fair accuracy.

Cost: 50

SU-122-54
This unit overall isn't that impressive, except for one major detail, and that is that it fires 5 HE rounds. Generally light armor, slow speed, and near blindness make this unit very unwieldy against tanks, but a great fire support unit against infantry, and other light armor.

Cost: 20

2S15 Norov
A prototype version of the Gvozdika, but instead of the howitzer, it gets an anti-tank cannon, with a pretty great rate of fire of 12 RPM, along with a decent accuracy, although a fairly low AP power of 13, since it is only a 100mm round.

Cost: 35

TO-55
This is the flamethrower variant of the T-55. Pretty much every REDFOR nation gets one. One thing to note is that the main gun deals no HE damage, requiring the unit to use it's flamethrower to damage any infantry, which usually won't work against infantry with a low end ATGM.

Cost: 35

TO-62
This is the flamethrower variant of the T-62. The USSR is the only nation that gets this one. One thing to note is that the main gun deals no HE damage, requiring the unit to use its flamethrower to damage any infantry, again. It does have slightly more AT capabilities, since this is a T-62, and not a T-55, but you still need to deal with the reload rate...

Cost: 35

UAZ-469 SPG-9
A comparatively low end recoilless rifle mounted onto the UAZ. Very inaccurate, and low HE, as well as pretty low AP power. Cheap to buy though, and sprinkled about can make for some nasty surprises.

Cost: 10

UAZ-469 Faktoryia
A UAZ with the Faktoryia ATGM. What else is there for me to say? This will fire at the same speed of a comparative ATGM team, as will the rest of the UAZs.

Cost: 20

UAZ-469 Konkurs
The UAZ with the Konkurs, no different stats.

Cost: 25

UAZ-469 Konkurs-M
Same as the above, but with the Konkurs-M.

Cost: 30

ZSU-23-4 Afganskiy
This is the fire support variant of the ZSU-23. Incredible fire density for a single unit, and can, and usually will single handedly stun and kill a 15 man infantry team if not shot at first. Also still works quite well for AA, although at a reduced efficiency, since there is no radar.

Cost: 20

BMPT
This arguably OP prototype unit is a significantly up armored variant of the BMP-3, and given a grenade launcher in place of the ATGM. Except for the autocannon, it has no offensive power against enemy armor, unless it closes to about 500 meters. Incredible fire support unit, and 15 frontal armor enables it to withstand quite a few RPG rounds to the face before going down or retreating.

Cost: 70
USSR Helicopters
Ka-50 Akula
This chopper is pretty much the equivalent of the Apache, but with AA missiles instead of rockets. It's got 16 26 AP Semi-Active ATGMs, and 4 Igla-V AA missiles, as well as it's 30mm autocannon, as well as a 330 km/h top speed. A huge pain in the ass to kill, since the entire aircraft has armor on all its sides. It often requires a large scale AA missile, such as the Crotale, or HAWK to kill this reliably, or a lot of AAA guns.

Cost: 150

Mi-24P
The "first" Mi-24 available to the USSR. A quite potent ground attacker, armed with a 30mm autocannon, 80 80mm rockets, and 4 Kokon ATGMs. One minor thing to note is that the autocannon is NOT mounted in a turret on this version, so it must be pointed directly at the target it's shooting to use the gun. It is mostly blind for a helicopter, so it will need a spotter to be effective.

Cost: 80

Mi-24VP
Same as the above, but with 2 changes. This version gets the Kokon-M, which just boosts AP power a bit, and this also gets the turret to fire the autocannon a bit more freely.

Cost: 100

Mi-28
This prototype version of the Mi-24, often referred to as the mouse, by it's appearance, is an exceptionally powerful aircraft. 16 Ataka V ATGMs, that are 65% accurate at base training, inflicting 25 AP each, as well as two 122mm rocket pods, and the standard 30mm autocannon. It also gets the gift of being medium in size, which helps survivability compared to the MI-24s which are defined as big.

Cost: 130

Mi-24V
A fairly lightly armed version of the Mi-24. This version is more of an anti-helicopter... helicopter, as it's defined in game. This gets the slightly weaker Yak-B minigun, which is actually better for close defense, mostly due to it's fire rate. It's got 57mm rocket pods, which to be honest, are pretty mediocre. It's defining feature is that's it's armed with 8 basic Igla AA missiles, which are exactly identical to the infantry based Igla, except that this can be fired while moving.

Cost: 100

Mi-4A
The basic Mi-4 helicopter modified into a fire support/assault role. Quite a lot of rockets that are decently accurate, and will inflict quite a lot of suppression. It's also got a PKT, but that's mostly worthless on something like this.

Cost: 40

Mi-4AV
Quite similar to the above, but with more of an AT role in mind. This gets 57mm rockets, and 4 Malyutka-P ATGMs, which as I mentioned before, are decent, but unreliable.

Cost: 40
USSR Aircraft
IL-102
First of the 3 armored aircraft available to the USSR. Pretty slow for a jet, on par with the BLUFOR Harriers. This thing is a monster at performing carpet bombings, as a result of the 14 500kg bombs. In addition to the bombs, it has an AP forward firing autocannon that's great for taking on helos, planes and even armor (just turn the bombs off and make sure to micro manage it) and a rear mounted autocannon that can take down hostile fighters that get too close (but it should fly with escorts as the range is limited).

Cost: 180

Mig-21Bis
Your basic, cheap multirole aircraft. Armed with a pair of 57mm rocket pods, and 2 cheap Molniya AA missiles. No ECM, and honestly largely disposable.

Cost: 70

Mig-21SMT
Same plane as above, but instead armed with 2 500kg cluster bombs. A cheap way to panic tanks.

Cost: 60

Mig-23ML
A cheap Air Superiority Fighter. 0 ECM, but armed with 6 Molniya AA missiles. It can probably do well at shooting down unarmed aircraft, like most dedicated bombers, but it will be pretty much killed instantly by anything that can defend itself.

Cost: 65

Mig-23MLD
A decent upgrade over the ML, making this an actually serviceable fighter, receiving upgrades to the missile, granting better range, and accuracy, as well as getting some ECM.

Cost: 90

Mig-25BM
This is roughly comparable to the US Raven, but with 4 missiles instead of two, with better accuracy, and AP power. Gets 50% ECM too, which is quite useful.

Cost: 150

Mig-25RBT
Same aircraft as above, but armed with 8 500kg cluster bombs, which makes it surprisingly useful as an AT aircraft. It's only got 20% ECM though, and it isn't the most maneuverable plane.

Cost: 105

Mig-25PD
Same aircraft again, this time in an air superiority role. It fires fairly short range IR, and semi active radar missiles, that are fairly inaccurate, but each deal a massive ammount of damage when they hit, as 8 HE is pretty damn high.

Cost: 100

Mig-27
This small series is a set of modified Mig-23s put into a precision ground strike role. This particular unit has 2 28 AP semi active missiles, and 20% ECM, as well as a 30mm HEAT autocannon, similar to the variant on the US A-10.

Cost: 105

Mig-27M
Same thing as the above, but with a longer range missile, and 10% more ECM, otherwise, no different.

Cost: 115

Mig-27K
Same aircraft stats, but this missile is now Fire and Forget, and also deals 2 extra AP power.

Cost: 140

Mig-29S
This is a multirole fighter, roughly on par with the standard F-18. This aircraft gets a quite nice 40% ECM, 4 500 kg bombs, and 2 high quality Vympel IR AA missiles. Can take out a single aircraft wit ease in most cases, and also serves in a quite useful ground attack role.

Cost: 135

Mig-29M
Almost an interceptor with cluster bombs at this point. This aircraft gets 4 radar guided fire and forget missiles, along with it's 5 500kg cluster bombs.

Cost: 145

Mig-31
This is officially an interceptor class aircraft. It's got 4 Semi-Active missiles, that can fire insanely far. A potentially major weakness with the Semi-Active nature of the missile is that closing the distance is a requirement for this aircraft in order for it to hit it's target. Doing so exposes it to return fire, which is bad for obvious reasons.

Cost: 140

Mig-31M
This is a "true" interceptor. This variant is armed with 4 even longer range, fire and forget missiles. There is no "standard" BLUFOR equivalent to this plane outside the Naval tab.

Cost: 150

Su-24
A fairly low end SEAD aircraft when compared to the Mig-25, but a unique thing about this aircraft is that it's available in a Pre-80s deck. One of the only "early" SEAD aircraft in the game. 20% ECM makes this thing quite unlikely to survive against it's targets if it enters their firing range.

Cost: 80

Su-24M
Same as the above, but with a much different role. This thing is a carpet bomber, carrying 30 250kg bombs, which makes quite a long line of explosions. Very powerful if dropped side on into an enemy defensive line, or against infantry in city sectors.

Cost: 130

Su-25
Another armored USSR aircraft, this variant capable of performing both types of ground assault roles, be it AT ability, or anti-infantry ability, with it's 240mm rockets. Very low ECM and speed, but a pretty tight turn radius.

Cost: 130

Su-25T
I can probably consider this a bit overpriced, but I know why it's priced what it is. It's got 16 semi active ATGMs, which would be great if the unit could fire more than one ATGM at a time. It's also got the HEAT autocannon, and a pair of IR missiles. It looks great in an AT role on paper, but in reality, not so much, since there's only so much you can do in 2 minutes before either getting killed, or running out of fuel.

Cost: 200

Su-27M
I'm pretty sure that this thing is the mot expensive non-prototype jet on REDFOR, tied with the above aircraft. This thing is pretty amazing. 50% ECM, 4 TV guided (technically) fire and forget ATGMs, and 4 radar guided Fire and forget Vympels. I call the ATGM's "technically" fire and forget, because of the way TV guidance works. If the plane gets stunned or destroyed while the missile is in flight, the pilot won't be controlling the missile, using the TV control system, usually causing a miss.

Cost: 200

Su-27S
The basic Su-27 air superiority fighter. Quite decent armament, including 4 7700 meter semi active missiles, along with 4 IR Vympels too. 40% ECM, although it can be outrun by some BLUFOR jets, assuming both fly in a straight line.

Cost: 155

Su-27PU
Pretty much identical to the above, but with Fire and Forget radar missiles, instead of the semi-active missiles. This gets an ECM of 50%, and is one of the two prototype jets available to the USSR.

Cost: 180

Yak-141
I completely forgot this existed, as I assume mostly everyone else did too. I rarely see this in games. It's got the same armament of the Su-27PU, with the exception of missile quantity, this has more IR missiles than Radar guided, a bit less ECM, and can fly faster. It's actually on par with the F-15, with a slightly bigger turn radius.

Cost: 140

Yak-38
The only Napalm bomber available to the USSR. Very slow speed, but carries 4 500kg napalm bombs. If the enemy lets you drop this, it will cover a wide area, but it's rare to actually see this unload it's ordinance if there is any form of AA in the area.

Cost: 70

Yak-38M
Almost identical to the above, but with HE bombs instead of napalm, and 10% ECM. Honestly, fairly useless compared to other aircraft in this nation with a similar role. If one good thing can be attributed to it's speed, it's that the bombs drop in a fairly tight cluster.

Cost: 70
Poland National Overview
Poland is usually overlooked by most players in the game, for some reason. Poland has a surprisingly good amount of unique units though, particularly in terms of high quality infantry, as well as a good selection of very small sized helicopters, with some potent weaponry attached.

Poland has a pretty good selection of CV units, particularly armored variants which are overall pretty durable, and quick moving when needed. Ground based supply is restricted to a single fairly low capacity unit however, and this mostly means that supply relies on helicopter transport, usually not a good idea near the front.

Poland infantry overall, are honestly pretty average, with the exception that virtually every unit has Shock training. The LAW for each of these units are pretty good, but overall, not particularly powerful.

Poland has an extremely large variety of infantry transports for their infantry, able to fill virtually any given role you can think of, including AA support, which is fairly uncommon to see.

Poland is supprisingly well rounded in the support tab, with a very good selection of AA pieces, and howitzers. They don't have ANY mortars however, although from what I've seen, most people use the Danna as their mortar piece.

Polish tanks overall are cheap and fairly easy to keep coming, their armor is a bit light though, and only the T-72S gets an ATGM, if you wanted a lot of tanks that can do that, don't go with Poland.

Polish recon is overall pretty high quality, very powerful infantry fighting infantry, as well as multiple Exceptional optic options, as well as an AT recon helicopter.

There are not too many vehicles in the vehicle tab, just the usual vehicles for REDFOR.

Poland seems to use a lot of Mi-2 variants as assault helicopters, including the Mi-24 with AT missiles. Most of the Mi-2 variants excel in a support position, provided they can't get shot at, since they are incredibly flimsy. They are cheap to replace however.

Poland overall has a largely inferior air force compared to other REDFOR nations, and most BLUFOR nations, most aircraft are cheap enough to be considered "throwaway" aircraft to most people. You do get a lot of each per card though.
Polish Logistics
Mi-2D Przetacznik
The basic Mi-2 helicopter given a command role. This is identical to most other Mi-2 helicopters in that it's pretty slow for a helicopter, and very weak at 4 strength. Not much else to say about it really.

Cost: 100

Sztab Dowoozenia
Basic command infantry in pretty much every possible way, armed with the AKM, and the PKM MG. About as basic as command infantry gets.

Cost: 100 + Transport

WD-43
It's a UAZ. Fairly cheap, and reasonably fast. About what you'd expect at this point.

Cost: 100

SKOT R-3
An unarmed version of the SKOT APC. Very fast all around, as well as amphibious, as well as a point of armor all around. A pretty good choice for a CV in my opinion.

Cost: 120

Topas R-2M
This is the slightly more conventional APC that Polish infantry tends to use. Slower than the SKOT all around, mainly due to having tracks, however, this unit has a PKT machine gun, as well as the Tarasnice recoilless rifle to defend itself with.

Cost: 115

T-55AD-1
It's a T-55, with it's standard fairly poor armor, and gun handling. It is still a tank of course, and can withstand a minor beating against quite a lot of artillery types.

Cost: 120

T-72M1D
This is the Polish variant of the Russian T-72B1, in a command role. The only differences between the two tanks really, is the accuracy, and the AP power of the guns, as well as slightly inferior armor.

Cost: 160

Mi-8 Zaop.
The Mi-8 transport helicopter. Identical to most other Mi-8 supply choppers, with a reasonable supply payload, as well as the usual big size penalty.

Cost: 45

Mi-6
A very large supply helicopter in all senses of the word. It can carry 3700 units of supply, as well as shift pretty fast when needed.

Cost: 85

Star 266 Zaop.
The Polish supply shuttle. Pretty basic, about what you'd expect out of a truck for it's price. Reasonably slow off road, and a fairly small supply capacity.

Cost: 15
Polish Infantry
Komandosi
Starting off Polish infantry is the Komandosi. This is the elite, special force unit of Poland. They are armed with a SMG, the RPK machine gun, and the RPG-160, which is a very reliable, long range anti-tank weapon, it does have a relatively low AP power of 15 though, but it still can quite handily deal with any armor that comes into range.

Cost: 35 + Transport

Niebieskie Berety
Polish Marine infantry. Armed with the usual AK rifle, the conventional RPG-7, and the RPK. Great general purpose infantry with decent airborne insertion options, but lackluster ground based insertion options.

Cost: 20 + Transport

Niebieskie Berety '90
Almost exactly the same as the above, but with an apparently lower caliber primary weapon, that does exactly the same damage, fire rate and suppression. They get the RPG-7V for a straight up damage boost over the RPG-7, and lastly they get the lower caliber variant of the RPK, which shoots slower, and inflicts less suppression (although i'd believe it would be the other way around).

Cost: 25 + Transport

Piechota Zmech.
This is the only "standard" infantry unit Poland gets that has regular training. They are armed with the AKM assault rifle, the RPG-7, and the PKM. It doesn't get much more conventional than this. This is the only unit that gets to use the Polish BMP variants however.

Cost: 10 + Transport

PPK ♥♥♥♥♥
This is the earliest Polish ATGM unit. It's actually not bad for an ATGM team of it's price. 40% accuracy, as well as 16 AP power make it something to be noticed in era restricted Polish decks.

Cost: 15 + Transport

PPK Konkurs
The conventional Konkurs ATGM team. Long range, 20 AP power, and 45% accuracy all make this a good ATGM unit.

Cost: 20 + Transport

PPZR Grom
One of the best MANPAD units available to REDFOR in general. The Grom has a 60% accuracy as well as a rather high range. It is costly to call out, being a prototype unit.

Cost: 20 + Transport

PPZR Strazala-2
It's a Strela-2 team. It's a pretty bad AA missile, but it's really cheap to buy. 30% accuracy, fairly short range, and low HE power makes it incapable of killing even the weakest of helicopters on it's own.

Cost: 5 + Transport

Saperzy
Polish incendiary flamethrower team. This 10 man unit is armed with the RPD incendiary rocket launcher, which while not quite as good as the BLUFOR equivalent FLASH, is still quite useful, especially in a supporting position. This is also the only Polish unit that can get access to the MT-LB 23M Krak APC, which has an autocannon.

Cost: 15 + Transport

Saperzy Szurmowi
The only shock trained flamethrower unit in the game, which makes them a quite tough nut to crack when they are in a good defensive position. This unit is rarely seen in games, but i've used them to quite good effect killing most types of Elite infantry units.

Cost: 20 + Transport

Spadochrronizare
This is the conventional Polish airborne infantry unit. Fairly average squad statistics for a shock trained unit, but they get the job done.

Cost: 15 + Transport

Spadochrronizare '90
Almost completely identical to the above, but with the difference being that these guys carry the RPG-7VR instead of the conventional RPG-7. They have a shorter AT range as a result, but are significantly more lethal.

Cost: 20 + Transport

SPG9-D
This is a support unit armed with the usual AK rifle, a SPG-9D AT rifle, which is actually pretty decent, actually being more effective than the RPG-7 in almost every way, except for fire rate. A quite useful utility infantry unit, especially considering that they are a shock trained unit, and the AT rifle can deal HE damage.

Cost: 15 + Transport

Strzelcy Poohalanscy
Functionally identical to the Piechota Zmech. except instead of the RPG, they get the Metys ATGM, which is usually unreliable, but functional.

Cost: 15 + Transport
Polish Transports
STAR 266

A wheeled transport truck with low strength and no armor, good for cheep, fast on road transport and not much else, escort these and don't take them directly to the front line if you don't want them and their passengers showing up in the casualty ledger at the end of the game

Cost: 5


Skot-2
This is the staple Polish infantry transport. Very fast all around speed, including amphibious ability. This variant is only armed with a PKT machine gun though, making it a somewhat weak support unit. The entire Skot series is also categorized as motorized only, so using any other type of thematic deck usually means you won't be able to use these.

Cost: 10

Skot-2A
Same as the above, but armed with the KPVT heavy machine gun. This alone makes it a great unit to take out enemy APC's when able.

Cost: 10

Skot-2AM
Continuing to be the same as the last, but this version is armed with the Malyutka ATGM for the same price as the last Skot, but at an availability penalty.

Cost: 15

Skot-2AP
Pretty much identical to the Skot-2A, but the MG has greater accuracy, which helps surprisingly a lot, as well as boosting the range at which it can shoot at helicopters.

Cost: 15

Topas
The basic tracked APC available to Poland. Not too many units are able to use it, but it's there. A point of armor all around, and the PKT. It's also amphibious, which isn't bad for a 5 point APC.

Cost: 5

Topas-2A
Pretty much identical to the above, but with a Tarasnice recoilless rifle. It's got pretty bad accuracy, but 12 AP power,and 2 HE power. It will usually work out well in a pinch.

Cost: 10

Topas-2AP
Same as the basic Topas, but instead of the PKT, it gets a KPVT.

Cost: 10

BWP-1
This is a basic BMP, with the Malyutka ATGM, and the 73mm gun. Only the Piechota Zmech. are able to use them.

Cost: 15

BWP-2
This is a BMP-2, armed with the usual 30mm autocannon, as well as the quite powerful Konkurs ATGM. A quite powerful support unit for your infantry squads. The only possible downside is the availability hit you take when using these.

Cost: 20

BWP-2D
An up armored version of the above, giving it 3 armor on the front and sides instead of just 2. It does have a slower off road speed than the above marginally, and it's no longer amphibious. However, the extra point of armor often makes the difference between being 1 shot by a cheap tank, or RPG and getting away.

Cost: 20

Promet
A unique Polish prototype infantry transport that can only transport MANPAD teams. It appears to be a BTR chassis, with the usual PKT, AND a ZSU-23 twin autocannon. Granted the autocannon isn't too accurate, it will definitely be a good unit to support your AA missiles, by stunning their target.

Cost: 15

MT-LB 23M Krak
This unit often justifies the reason to buy the basic flamethrower team, as it's got a reasonably powerful autocannon for it's price. A decent anti-infantry unit, as well as a pretty great close range AA unit, when needed.

Cost: 10

Mi-8T
The usual Mi-8 transport chopper, armed with 2 pods of 57mm rockets. A decent choice for first entry.

Cost: 25

Mi-17
Same as the above, but with 122mm rockets instead of the 57mm. This unit can, and usually will kill entire squads of infantry, especially if caught out in the open.

Cost: 35

Mi-2T
It's not often that you'd imagine a Mi-2 being used as a transport chopper, but the Polish use it for such a role. It's armed with a quad PKT, which make a rather excellent support weapon, provided the chopper doesn't get shot back at, which, given it's weapon range is quite likely.

Cost: 15

W3-T Sokol
A unique helicopter type, that i'm pretty sure no other nation in this game has. This chopper can only really carry airborne infantry units. It's pretty fast, reasonably durable, and has a 23mm 2 AP autocannon.

Cost: 25

Mi-24D
This is the Mi-24 again. Only available to Elite infantry squads. This particular variant has the Yak-B minigun, a whole lot of 57mm rockets, and the decent, but usually unreliable Fleyta ATGM. It does however have a role throughout the whole game most of the time.

Cost: 55


BTR-40
Recon transport with an MMG, these quick moving but low fuel economy good optics APCs are great for large maps where they and their on board recon team can cover more ground. Best used when they both cover overlapping areas to maximize surveillance efficiency.
Cost: 15
Polish Support
2S1 Godzik
Identical to the USSR Gvozdika. Pretty cheap, fairly short range, and high dispersion. Overall, not bad, but not really good. Considering Poland doesn't have any mortars though, I suppose this can fill the niche if necessary.

Cost: 55

wz.77 Dana
The Dana artillery piece. In general a quite decent artillery piece, with reasonably low dispersion, reasonably high range, and a quite decent HE power making it good for dropping smoke, and general artillery use.

Cost: 90

2S7 Piwonia
One of the longest range artillery available to REDFOR. Quite good when it comes to "sniping" stationary units, especially with a spotter, but otherwise, unwieldy to use.

Cost: 100

9K33M2 Romb
One of the many types of Radar AA available to Poland. This particular vehicle is a great utilitarian AA unit, provided it stops to fire. It's got fairly short range for an AA unit, but it is quite quick on, and off roads, and is often sent along with early ground based vehicles to knock out enemy transport helicopters. 50% accuracy, and 2450km range for anti helicopter duties are a great deal for the price of this unit.

Cost: 40

9K33M3 Romb
Almost exactly identical to the above, but with a slightly more accurate, and longer range set of missiles.

Cost: 65

BM-24M
A very old missile "delivery" system. I'm almost certain this is the USSR world war 2 rocket launcher (can't remember it's name offhand). This is a pretty cheap napalm MLRS as a result. These almost never do anything on their own, unless really lucky to land on top of an infantry unit. If multiples of these fire at the same target on the other hand (essentially the entire card worth), these can be quite effective.

Cost: 50

BM-21 Grad
A rather basic HE MLRS truck. Fairly short range, but extremely tight dispersion for a MLRS. These can be quite effective at bombarding enemy defenses, as they usually can deal good damage against whatever they are shooting at.

Cost: 65

RM-70
Roughly the same as the above, but with double the payload. In addition to their HE rounds these MLRS can deploy smoke allowing them to cover advancing formations and "shake and bake" hostile units, destroying/damaging them with HE and blinding them with smoke so your troops can destroy the demoralized survivors.

Cost: 100

BDRM-2 Strzala-1M
This is a BDRM, with all the mobility associated with it, combined with a decent IR AA missile set. 45% accuracy, and 4 HE power, although at a somewhat short range, especially when compared to the ROMB. A different, good unit to send in at the beginning of the game.

Cost: 30

MT-LB Strzala-10M
The MT-LB with a different, more useful AA missile compared to the above. Better missile statistics all around at the cost of mobility... and cost.

Cost: 50

Hibneryt ZU-23-2
A cheap, and largely unreliable AA truck. Unreliable primarily due to the lack of accuracy, which sits at 10%. It's acceptable against weak, unarmored helicopters, but other than that, this usually won't do much. I've seen these get strafed by Air Superiority Fighters too often to recommend them.

Cost: 15

Hibneryt ZUR-23-2S
Same as the above, but given the Srela-3 IR missile. This turns this unit from something useless to something decent. The missile is short range, and weak, but it does have a 50% accuracy.

Cost: 25

RZP KUB-M
Overall a decent, but largely unreliable radar AA missile. It has more HE power than the ROMB, at 9 instead of 7, and a longer anti jet range, but this unit essentially has 0 mobility, as it's incredibly slow off roads, and has one of the worst fuel economy of any unit in the game.

Cost: 40

WZT-1 NEWA-SC
If I didn't know better, i'd say this is the Polish BUK. This is a prototype unit apparently built on a tank chassis. The missile is very long range, very high power, and very accurate. This unit does suffer from a lack of mobility though offroads even worse than the above, but it won't run out of fuel half way before it gets to the battle.

Cost: 80

MAZ-543 NEWA-SC
Same missiles as the above, mounted onto a truck, effectively eliminating the mobility issues it had prior. This does come at a cost of ALL the armor though.

Cost: 90

ZSU-23-4V1 Szylka
The Polish Shilka. Insane rate of fire, and exceptional range against helicopters, and jets for an AAA gun. A great choice, provided you pay attention to enemy SEAD planes.

Cost: 35

Sopel
Functionally the same as the Hibneryt, the main exceptions being that this unit gets the Grom AA missile, which is just excellent all around, and the fact that this is an APC chassis, so it has a point of armor. A decent prototype unit.

Cost: 45
Polish Tanks
T-34/85M1
The mighty and feared T-34 (Not really, not in this lifetime anyway). An old, and largely outdated tank. Considered a Cavalry Tank. Very, very high availability, and honestly a gun which isn't half bad when in the right spot. Although it's "terrible", a well placed T-34, or a lot of spread out T-34's can deal a lot of hurt, especially if it manages to score a side or rear shot on something. Uses HEAT rounds that can at the maximum destroy anything in 10 shots, even the best MBT.

Cost: 15

PT-76B Desant
Poland is the only nation in Wargame that actually has the PT-76 within the tank category. Overall it's not particularly great, however for the same price of the T-34, you get a slightly better gun, fuel efficiency, amphibious ability, and a reduced size at the cost of a bit of armor.

Cost: 15

T-55L
This is the base T-55 MBT, which happens to be given to every European nation on the REDFOR side, and they are all identical. Arguably a pretty terrible tank, some put it in the same class as the T-34, but it's cheap, available and functional, with a decent gun for 25 points.

Cost: 25

T-55AM Merdia
The modernized version of the T-55 as usual. One notably unique thing about this tank is that it's got 5% more accuracy than all of the other REDFOR T-55 tanks of the model and price. Combined with some veterancy bonuses, this tank can be surprisingly powerful.

Cost: 35

T-55AM2 Merdia
Not much changes here, the gun can shoot further, gets slightly more accurate, and can inflict an extra point of AP power.

Cost: 45

T-72
This tank threads the AP needle between the T-55AM, and the AM2. It's gun is shorter range, and less accurate than both of the T-55's though. It does have better armor, HE power, and fuel efficiency, which should be expected from a T-72.

Cost: 40

T-72M Jaguar
A linear upgrade over the initial T-72. More range, better accuracy, 2 more AP power, and a point more armor on the front and sides of the tank.

Cost: 50

T-72M1 Jaguar
Another reasonably linear upgrade, this maxes out the firing range of the gun, adds 2 more AP power, and notches up the armor, and optics a step. This tank also gets an improved autoloader, so it can shoot faster.

Cost: 70

T-72S
Not much was left to improve on over the M1, however, this tank gets extra armor, bumping it up to 18 on the front, as well as an AP boost for the shell, and lastly the Sivir ATGM. This is usually a very cost effective, if limited availability tank.

Cost: 125

T-72M1 Wilk
A prototype separate upgrade branch from the Jaguar tank line. This is broadly comparable to the M1 Jaguar, but with a more powerful gun, slightly more armor, and an even faster firing rate. The only negative is a very minor debuff to stability firing, as well as a logical reduced availability.

Cost: 90

T-72M2 Wilk
A straight upgrade over the M1, doing the conventional armor boosting, AP boosting, and accuracy boosting. A pretty dangerous tank to encounter, and a reasonably high availability for a tank of it's ability.

Cost: 125

PT-91 Twardy
This is the highest end tank Poland can get. It's got 20 armor on the front, 10 on the side (2 more than on the M1A1, and one more than the M1A2 Abrams). It's got a 22 AP power main gun, a pretty great stabilizer, and a very good fuel economy for a high end tank.

Cost: 155
Polish Recon
BDRM-1
This is the original BDRM, a rather basic amphibious armored car. Good optics, decent off road speed, and amphibious ability make this a reasonable unit for the cost, considering it gets a DShK machine gun for close defence too.

Cost: 10

BDRM-2
The BDRM-2, mostly a linear upgrade over the BDRM-1 getting higher speeds all around, as well as the KPVT, which is quite powerful in the right spots, this unit having decent optics amplifying that fact.

Cost: 15

BTR-40A
Same as the above, but made relevant. This unit is given a twin HMG (it's not KPVT's apparently, as I thought they were for a long time). This unit is actually decent for fire support, and light AA duties if needed since it has twin 1 AP, 1 HE guns, granted they are pretty inaccurate.

Cost: 15

PT-76B DShK
This is the same PT-76 that Poland uses for their cavalry tank. The main, and potentially major differences being that this "tank" has good optics, and the DShK, as should be noticed by the name, effectively making it a better T-34.

Cost: 15

T-55
The scout version of the T-55. Often can be a useful supplement to an armored push, as this unit has good optics. It's gun is terrible, and it has no MG, but it can survive small fights, which is going to be useful as an aggressive recon unit.

Cost: 25

BWR-1D
This is the Polish recon BMP, armed with the 73mm gun, which as we know isn't the best. It is an armored amphibious recon unit with Exceptional optics, and is reasonably cheap for such a unit.

Cost: 50

Formoza
This unit is the REDFOR Navy Seals. Functionally identical in role, and special weapon, having an automatic grenade launcher, with the primary difference being that this unit gets a SMG, and will hold up far better in CQC.

Cost: 35 + Transport

Mi-2Ro
The usual Mi-2 Recon. Weak, slow, small, very good optics, very good fuel efficiency, usually worth the price.

Cost: 60

UAZ-469A ZWIAD
Unarmed recon UAZ. Very good optics, and decent speed. Not much else to report here.

Cost: 25

W-3U Salamandra
A prototype helicopter unique to Poland, broadly comparable to the US Cobra series in terms of vehicle stats. Very Good optics, two 80mm rocket pods, and 4 Kokon-M ATGM's with 22 AP, and 55% stationary accuracy make this a powerful self contained tank hunter.

Cost: 80

Zwiadowcy
This unit is functionally a better version of the Piechota Zmech, the only differences being that this unit has the shock training level, and the ability to use the MG while moving.

Cost: 20 + Transport
Polsih Vehicle Tab
ASU-85M
This vehicle is essentially a TD variant of the T-34-85. Much smaller, and a greater range than on the T-34 making it competitive with cheap tanks, as well as a 9 AP power, with 3 HE power. Okay as a fire support unit.

Cost: 10

BDRM-2 Malyutka-P
This is simply the BDRM, with Malyutka ATGM's. They aren't particularly great ATGM's, with 40% accuracy, and 15 AP power, but this unit gets to have 18 of them on board. Mobility characteristics remain unchanged.

Cost: 20

BDRM-2 Konkurs
Same as the above, but with the standard Konkurs ATGM. 5% more accuracy over the Malyutka, and 5 more AP power, making it a much better option when/if it hits something.

Cost: 35

TO-55
This is the flamethrower variant of the T-55. Pretty much every REDFOR nation gets one. One thing to note is that the main gun deals no HE damage, requiring the unit to use it's flamethrower to damage any infantry, which usually won't work against infantry with a low end ATGM.

Cost: 35

ZSU-57-2
This is a pretty old AA unit which makes a pretty great fire support unit when you need one. This has a twin 57mm cannon setup, which can fire at everything if you need it to, including planes, although only if they are essentially on top of this. Each shot deals 2 HE power, which is pretty high for what's effectively an AAA unit. It can also fire AP rounds for a 3 AP hit too. Accuracy all around is unreliable at best, since it starts off at 15% for HE rounds, and 20% for AP rounds. Not a bad unit to fill a slot in your vehicle tab though if you are lacking on reliable AAA guns.

Cost: 20
Polish Helicopters
Mi-2 Urp-G Gniewosz
The first of the many Polish Mi-2 attack helicopters. Unfortunately optics doesn't carry over. All of the Polish Mi-2 variants within this tab are armed with the NS-23 autocannon, which has a fairly low fire rate, and accuracy, but can deal some quite decent damage to light vehicles. This variant also gets the four of the Malyutka ATGM, as well as four Strela-2M AA missiles, both of which are unreliable, but for a chopper of it's price, are pretty decent.

Cost: 45

Mi-2 Urs
Same as the above, but take out the ATGM's, and upgrade the missile to the Strela-3 AA missile, which is much more reliable, and has a slightly better range.

Cost: 50

W-3W Sokol
This unique Polish helicopter, as I mentioned before, is broadly comparable to the US Cobra helicopters. This has a 23mm autocannon, which while sharing mostly identical stats to the Mi-2 cannon, does shoot much faster, making it much more viable. It also comes with the conventional 80mm rocket pods, and Igla AA missiles, which are quite reliable, and powerful for REDFOR IR missiles.

Cost: 80

Mi-2 US
This is the ground support variant of the Mi-2, as it has the usual autocannon, and a quad PKT machine gun installment. Assuming you can keep this away from AA, it can, and will suppress or kill light units, like cars, or exposed infantry.

Cost: 20

Mi-2 Urn Zmja
Same as the above, but swap out the machine guns for 57mm rocket pods. They aren't particularly powerful, or even good, but they do make for a cheap hit and run helicopter.

Cost: 30

Mi-2 Urp Salamandra
This is the Mi-2 Urp-G without the AA missiles strapped to it. Not much else to say about it, but it's usually worth it for the 15 point price difference.

Cost: 30

Mi-24W
This is the only non transport variant of the Mi-24 Poland gets. It's got the conventional Mi-24 loadout of the Yak-B gatling gun, 57mm rockets, and the slightly above average for a Mi-24 Kokon ATGM's. A bit pricy in my opinion, especially compared to the cheaper semi-disposable Mi-2's that can do the same thing, however this has a much greater survivability, take is as you will.

Cost: 85
Polish Aircraft
Lim-6Bis
Licensed copy of the Mig-17. Anyways. This is the first ground strike aircraft Poland gets. It's pretty awful, especially in terms of speed and turn radius, but it does have 57mm rockets.

Cost: 50

Mig-19PM
Another reasonably low end jet. This one serves as the entry level Air Superiority Fighter (but by the looks of the missiles, I can see how you'd think otherwise). This is only armed with 4 short range IR rockets that have a pretty terrible accuracy. What they do have going for them is the 5 HE power for when they might hit.

Cost: 50

Mig-21Bis
A slight upgrade over the previous ASF, this one able to fly at 1000 km/h instead of the 750 before. This aircraft has 4 Molniya IR missiles, which are much more reliable than the R-55 on the Mig-19, with slightly lower range. This also has 20% ECM which may help in a pinch.

Cost: 80

Mig-21MF
Same craft as the above in essentially every way, but armed with 4 240mm rockets for ground attack instead of the usual AA armament. These rockets are just as powerful as your average 250kg bomb.

Cost: 85

Mig-23MF
This aircraft is an earlyish air superiority fighter. It's armed with the Vympel Semi-Active long range AA missile, which has a 40% accuracy, which isn't particularly good, and two seemingly unique IR AA missiles, the R-13M. It's a decent ASF with a reasonably high availability, but it is weak within IR missile range.

Cost: 80

Mig-29 9-13S
The good o'l Mig-29. 40% ECM, long range, high power, and accurate weapons all make this a tough nut to crack. This variant gets 2 semi active Vympel AA missiles, and 4 short range (comparatively) Vympel IR AA missiles.

Cost: 135

Su-22M4
One of the two ATGM attackers Poland gets. This variant has two 50% accurate, guided 28 AP power ATGM's, as well as twin R-13M's. Quite a decent aircraft, ignoring it's speed, as it does have 20% ECM.

Cost: 90

Su-22M4 Seria 30
Same as the above, but with slightly longer range, and more powerful TV guided missiles, which, assuming the plane is alive and not stunned, will continue to home in on the target whether not it can actually "see" it.

Cost: 120

Su-22M4P
SEAD variant of the Su-22. This plane gets 4 SEAD missiles, and nothing else but it's gun, and 40% ECM to defend itself with. Usually a reliable SEAD aircraft provided it's relatively slow speed doesn't betray it.

Cost: 100

Su-7B
The basic Polish iron bomber. Armed with 2 500kg bombs. No ECM, and fairly slow speed means most uses of this plane will be a one way trip.

Cost: 60

Su-7BM
Similar to the above, but with 8 250kg bombs, and 10% ECM. Not much else to say about it. A decent bomber provided it reaches it's target.

Cost: 70

Su-7BKL
Pretty much identical to the base Su-7B, but armed with quite a lot of napalm bombs capable of coating quite a large area in fire. It doesn't have ECM though so survivability is very low.

Cost: 100
Czechoslovakia National Overview
Czechoslovakia overall consists of lighter units. Most of these units, especially ground based ones are quite fast, but lightly armored as a result. When their units are armored, they tend to have some quality autocannons attached to them.

Overall, Czech command units are similar to most other REDFOR nations, but with a few high quality, in terms of offroad speed CV units. The Czech also get some rather high capacity supply units as well.

Czech infantry are all around pretty good at dealing with other infantry, but usually lack in having a decent anti-tank weapon, unless you specifically pick one of the support squads, with high end LAWs, or ATGMs.

Czech infantry transports are a bit interesting. They can either be fast amphibious units, or an armored troop transport armed with some from of support weapon, as well as some Mi-8 variants.

The Czech overall have a well rounded support tab. They have some very high quality radar AA units, but their AAA guns are a bit lacking in firepower. The Czech have some very good artillery pieces available to them, as most have fairly low dispersion, and a decent fire rate.

The Czech overall have fairly light choices in terms of tanks, but most of which are surprisingly powerful, especially if positioned correctly. It's worth noting that essentially all Czech tanks start off with a 50% base accuracy value, which is pretty decent. They also get the unique T-72 Moderna, which as of this date is the only actual Tank defined unit available to REDFOR that has an autocannon.

The Czech have some immensely useful recon units, most of their vehicles have Exceptional optics, and their infantry squads are very powerful outright on their own.

There aren't that many interesting units in the Vehicle tab, except for probably the ShM PRAM, which has a direct fire 5 HE mortar, AND a Konkurs ATGM.

Czech helicopters are entirely Assault helicopters, and have no AA defense on their own. Each Mi-24 variant is surprisingly powerful, including one variant that has 240mm rockets, which are essentially 250kg bombs.

Most Czech air units are rather weak, but cheap to put out, and have a large availability. They have the cheapest air superiority fighter in the game, as well as the cheapest napalm bomber. It's rare to see one of their aircraft survive a fight against another aircraft.
Czech Logistics
BVP-1K
This is the typical BMP-1 variant, armed with the common Malyutka ATGM, and the 73mm "cannon". 2 frontal armor usually keeps it alive for that first shot that comes in on it's front, and the unit, like most other BMP variants can swim, and go pretty far without refueling.

Cost: 130

T-55K1
The base T-55 command tank. Usually only bought for the armor, as the gun, like most other basic T-55's could be better. Very long range fuel economy though, and a reasonably high durability against artillery.

Cost: 120

T-72M1K
Effectively twice as good as the T-55 above in terms of armor, and gun statistics. This unit is usually capable of defending itself against encroaching enemies, and is a decent choice for an armored CV, if you can deal with the price.

Cost: 160

Mi-4K
Same helicopter CV as the USSR gets. A very slow helicopter, armed with a PKT, which usually doesn't make any difference in terms of survivability. Cheap to deploy though, and you do get quite a few for a CV unit.

Cost: 100

Velitelske UAZ
The typical UAZ command truck. Not much to say about it.

Cost: 100

VSOT-64A/R2
An unarmed command variant of the general purpose OT-64 troop transport that the Czech use. A point of armor all around, decent speed, and amphibious ability make it a decent unit to infiltrate into capture zones with.

Cost: 120

VSOT-64A/R2M
Same as the above, but with a KPVT machine gun, which in some situations, may prove essential in terms of this unit surviving in a fight, especially due to the fact that this unit, if engaged, would be doing so at very short range. The gun often justifies the extra 15 point difference.

Cost: 135

Velitelsky Stab
Conventional Czech command infantry, armed with the AK, and the Czech, UK vz. 59 MG, which is decent, but far from the best. Pretty typical command infantry.

Cost: 100 + Transport

Mi-4 Zasobovaci
The Mi-4, with supply capacity. A very low supply capacity, which is in fact worse than both ground based modes of transport. However this is made up with the cost.

Cost: 25

T813 Kolos
The "standard" Czech transport. Pretty high offroad speed, as well as a very decent supply capacity of 1750.

Cost: 30

T815 Kolos
Same as the above, but with more supplies, and a slightly better offroad speed.

Cost: 40
Czech Infantry
Granatomet AGS-17
This unit is a fire support team armed with the typical AK, as well as the AGS-17 grenade launcher. This unit, positioned carefully is extremely powerful, sometimes capable of wiping out, even Special Force grade units. A very powerful support unit, provided they keep out of CQC combat.

Cost: 15 + Transport

Lehka Pechota
Czech Light Infantry. Quite a powerful unit for CQC engagements, since they are armed with SMGs and the RPK SAW. They also have the Tarasnice Recoilless Rifle for their AT weapon, which while weak, has a pretty decent range it can fire from.

Cost: 20 + Transport

Motostrelci
The basic Czech infantry. Typically only bought for the BMP they are transported in. They are armed with the AK, as per usual, the Czech MG, which could be better, and the RPG-75, which is unreliable at best, although it is decently powerful, and has a high fire rate.

Cost: 10 + Transport

Pancerovnici
This is a different fire support team, armed with the AK, and the RPG-7V, which is a decent general purpose RPG, with a pretty good range, accuracy, and power. This unit is more suited for tank hunting, obviously, when compared to the AGS team above, but they can fire at infantry, like all fire support teams can do. They can also be transported in every type of Czech transport, which adds another layer of flexibility for deck builders.

Cost: 10 + Transport

PLRK Strela-2
The Strela-2 is not the best AA missile, by far, with a pretty short range, low accuracy, and low HE power. The unit is very cheap to buy though, and you can have a ton of them, which if nothing else, will scare people from throwing choppers, and planes at you.

Cost: 5 + Transport

PLRK Strela-3
Essentially the same thing as the above, but with slightly more range and accuracy, which does help. However the warhead power is still too low to 1 shot any helicopter.

Cost: 10 + Transport

PTRS ♥♥♥♥♥
This is the base ATGM unit for the Czech. I consider it to be an average ATGM, but it works, is fairly cheap and can be used in pre-80's decks. It can actually be quite powerful when used in a pre-80's deck.

Cost: 15 + Transport

PTRS Konkurs
General upgrades over the unit noted above. Slightly more powerful, at 4 more AP power, and just a little bit more range and accuracy.

Cost: 20 + Transport

PTRS Konkurs-M
More general upgrades. This one boosting accuracy, and AP power up to 23.

Cost: 25 + Transport

Vysadkari
Czech airborne infantry. A decent general purpose unit, armed with the AK, the basic RPG-7, and an RPK. Decent Shock infantry, but there is better.

Cost: 15 + Transport

Vysadkari '90
Similar to the above, but with the RPG-7VR, with a glorious 24 AP power, at short range, and a slightly different, arguably better variant of the RPK.

Cost: 20 + Transport

Zaloznici
Czech militia infantry. Very cheap, armed with pretty poor weapons, using what appears to be a WWII bolt action rifle, and what appears to be a Panzerfaust. An OK unit to fill in the lines, or to act as a buffer for your pretty superior fire support units to work.

Cost: 5 + Transport(5)

Zeniste
Your typical flamethrower team. Not much else for me to comment on them here, as I rarely use the Czech flame team in favor of the AGS.

Cost: 15 + Transport
Czech Transports
TATRA 148
Wheeled, fast on roads but extreamly easy to kill even woth small arms, this transport truck is very cost effective as long as your not driving it directly into harms way

Cost: 5

OT-64A
The Czech general purpose, wheeled transport, which is a staple transport (along with the OT-62 series). Decent all around speed, a point of armor, amphibious ability, and a KPVT machine gun, all make this unit a very decent choice for a transport.

Cost: 10

OT-64C
Same as the above, for the same cost, but with a Malyutka strapped to the turret of the vehicle. This doesn't cost any more in terms of the actual per point cost of the unit, but it does drop the availability of the Motostrelci, if you chose to use this.

Cost: 15

OT-62A
The conventional "armored" transport available to essentially every Czech unit except for the airborne forces. Reasonable speeds, and amphibious ability. This variant is only armed with a PKT however.

Cost: 5

OT-62B
Same as the above, but this variant has a fire support variant of the Tarasnice attached to the vehicle, which makes this transport actually somewhat useful to have on hand in a fight.

Cost: 10

OT-62 Vydra-I
Same chassis as the above, but this unit is prototyped due to having a 23mm autocannon strapped to the vehicle in place of the PKT/Recoilless combo, as well as an extra point of armor. Fairly low accuracy and fire rate, but it can, and will suppress anything it fires at.

Cost: 15

OT-62 Vydra-II
Similar upgrade to the above, but with a 30mm instead of a 23mm, which gives it a little more ground oriented range, as well as a bit more accuracy.

Cost: 15

BVP-1
The basic BMP, armed with the standard 73mm HEAT cannon. Honestly not good in a fire support role, but can deal with most types of IFV or APC pretty easily. Also comes with a Malyutka.

Cost: 15

BVP-1P
This variant of the BMP is completely identical to the above, but with the Konkurs instead of the Malyutka.

Cost: 20

BVP-2
Almost identical to the BVP-1P, but with an extra point of side armor, and a 30mm autocannon in place of the 73mm "tank gun". The autocannon alone make this unit quite useful in a support role against infantry, and having the ATGM too is a pretty great way to deter tanks.

Cost: 20

BVP-2 vz.86
Essentially the same as the above, but with more frontal armor, and the Konkurs-M ATGM, and longer range on the autocannon, as well as some more accuracy.

Cost: 25

Mi-4T
A cheap helicopter, same as the command variant. Overall, not the best choice for an airborne transport, since it barely moves faster than a wheeled ground equivelant.

Cost: 15

Mi-8T
The typical Mi-8 transport chopper. This variant armed with the usual 57mm rocket pods, making it a decent entry helicopter.

Cost: 25

Mi-17
Another Mi-8, but with much better rockets attached to it, carrying 122mm rockets, and a machine gun. This helicopter, can, and often does wipe entire 10 man infantry squads, assuming the unit isn't panicked.

Cost: 35

Mi-25
A variant of the Mi-24, only used by a very small selection of units (recon, or light infantry only here). It's really just your typical Mi-24, with the minigun, a set of 57mm rockets, and 4 Fleyta ATGMs, which are unreliable at best.

Cost: 55
Czech Support
2S1 Karafiat
The "base" Czech turreted artillery piece. Pretty average, which should be expected for the price. A point of armor all around. Fairly short range, and noticeable shot dispersion, but deals 6 HE per round, which is pretty nice damage for artillery, and makes some nice smoke when needed. It is amphibious, which can be useful occasionally.

Cost: 55

2S7 Pivonka
This is the Czech high caliber artillery piece. Fires one (or two, can't remember) rounds at an extreme distance. Each round inflicts 10 HE damage on impact, easily capable of 1 shotting multiple different CVs, and quite a few IFVs. Accurate as the Akatsiya at max range.

Cost: 100

Dana
This is an artillery piece, unique to the Czech (well, not unique, but they invented it). One of the very few wheeled artillery pieces in the game, and in fact, this is one of the only armored, howitzer defined weapon, short of the Ondava (the upgrade of this) in the game. This has a reasonably good range, decent fire rate, and moderate dispersion, as well as some pretty high damage shells. Being on wheels also make it much easier to dodge enemy artillery.

Cost: 90

Ondava
Prototype upgrade of the above, making it in general, better all around in terms of firing statistics, with a much greater firing range, and tighter dispersion (as well as a much higher damage HEAT round for close defence).

Cost: 120

KUB-M
This is more or less, the Czech BUK, with a quite decent anti Jet range, and a reasonable anti helicopter range. Each one of these missiles are capable of dealing 9 HE damage when they hit (which is pretty luck based, given a 40% base accuracy). Terrible mobility offroad though, and a very poor fuel economy makes this unit very much of a supply burden.

Cost: 45

KUB-M4
Same as the above, but with broadly improved missile statistics, making it a quite reliable AA unit. Mobility is still a major issue though.

Cost: 75

M53/59 Praga
This is the only non prototype AA gun the Czech get. In general it's just a very unreliable AA gun, usually better used as a ground based fire support unit, than helicopter or jet killer. It does have a VERY good engagement distance to kill choppers with though.

Cost: 20

Strop 1
Same gun as the above, mounted onto a BMP giving more accuracy. Not much else to note about it here.

Cost: 30

Strop 2
This is an AA gun, and Igla missile mounted in a turret on the Dana chasis. In general, a quite decent helicopter kkiller, in part to it's movement speed, and in part due to it's main gun engagement range, which can match the Longbow Helfire missile engagement range.

Cost: 60

OSA-AK
The base OSA radar guided AA missile available to REDFOR nation. Pretty cheap, and pretty reliable against planes. 7 HE per warhead, and a very high speed make this is useful mobile AA solution. If you can remember to keep this, and the other AA in this series moving, it will be pretty hard for your enemies to zone in on the location of it, since it's pretty fast, and amphibious.

Cost: 40

OSA-AKM
Upgrade over the last unit, this time boosting firing range by quite a bit, making it quite competitive as an AA piece.

Cost: 65

PLRK S-1M2
This appears to be a BTR with AA missiles added to the top. This unit is likely going to be the staple of your IR AA network, since this unit is pretty cheap, fast, and each warhead can deal 4 HE per hit.

Cost: 30

PLRK S-10M
Similar to the above, a unit on a much slower chassis, but armed with better missiles in general, as well as quite a few more of them.

Cost: 50

RM-70
The only Czech MLRS unit in the game. Fires off quite a few rockets, pretty quickly, at roughly the range of the Dana artillery piece, with a fairly tight dispersion. This unit often can kill bunkered down infantry units if luck is on your side.

Cost: 100

ShM vz.85 PRAM-S
This is another unique artillery piece for the Czech. It's a BMP, with the turret assembely removed, and replaced with a mortar. This is arguably one of (if not the) best mortar in the game in terms of the statistics of the mortar itself, with a high HE damage value, decent fire rate, and low dispersion.

Cost: 40
Czech Tanks
T-55A
This is the base T-55 MBT, which happens to be given to every European nation on the REDFOR side, and they are all identical. Arguably a pretty terrible tank, some put it in the same class as the T-34, but it's cheap, available and functional, with a decent gun for 25 points. (Copy, paste will happen a lot on this tank model.)

Cost: 25

T-55AM1B
A straight upgrade to the stats of the main gun, as well as some additional armor. Not much else to note here, although it does make a decent cheap tank.

Cost: 35

T-55AM2B
Slightly more armor is added to this model of the T-55 on the front and sides as well as the adition of being able to fire off the Bastion ATGM, which is a reasonably decent ATGM, considering it's coming from a cheap tank such as this.

Cost: 50

T-55AM2 Dyna-1
This tank is a prototype of the above T-55, mainly due to the fact that it's armor is actually better than a few other tanks at this price point, and model, as well as the fact that this can fire the Arkan ATGM, which can effectively kill most medium tanks if needed to.

Cost: 65

T-62cz
This is the only Czech model of the T-62 in game. It's very much comparable to the T-55AM1, the key difference here being that this tank gets a point more armor than the T-55, and Moderate optics, which is better than most tanks at the price point, at the cost of the usual reduced fire rate of the T-62, and slightly worse accuracy.

Cost: 40

T-72
The baseline T-72, roughly comparable to the above T-62, with slightly more everything, except accuracy, and firing range, which may be essential.

Cost: 40

T-72M
An upgrade of the T-72, which is making the tank roughly equal to the equivelant priced T-55, sharing availabilities, with the fact that the T-72 has better armor, stabilization, and HE power, where the T-55 has the ATGM, and the edge in AP power by 1.

Cost: 50

T-72M1cz
This is the point where the T-72 line for the Czech starts to seriously diverge from the T-55 models, able to fire at the usual maximum of 2275 meters, with 16 AP.

Cost: 70

T-72M1M
A pretty straight upgrade over the last, but adding some stabilization, as well as adding the Sivir ATGM, which is just generally useful to have, as it's very powerful, and pretty accurate.

Cost: 90

T-72S
A straight gun and armor boost to the last T-72, making it pack quite a bit more punch, with 20 AP power, and boosting the armor up to 18.

Cost: 125

T-72M2 Moderna
This Czech prototype version of the T-72 is very unique. Along with it's usual linear armor upgrades, and gun improvements, giving up to 23 AP power (one of the highest in the game for a cannon), it also gets to have a 30mm autocannon, for general purpose unit shredding. A quite powerful, and expensive tanks in terms of availability AND price, but usually worth the cost.

Cost: 160
Czech Recon
BPzV Snezka
A good optic BMP-2, with it's typical autocannon. A decent unit to move with other BMP variants, as this unit usually will ast as the eyes of the force, enabling them to get the most out of the range autocannons get.

Cost: 30

BPzV Svatava
A BMP-1, with Exceptional recon optics. It is what it says on the tin, and overall it's useful in general for recon, obviously. The ability to self spot targets for it's ATGM is also useful too, if the ATGM were more reliable.

Cost: 50

Mi-2
Your typical Mi-2 recon chopper. Slow, exceptional optics, and weak.

Cost: 40

OT-65
Recon variant of the BRDM Not much different from it, except for the Good optics.

Cost: 10

OT-65A
Same as the transport upgrade, with optics again. Decent, mainly because it self spots for the recoilless rifle.

Cost: 15

T-55
A less than base T-55, with 30% accuracy, and optics.

Cost: 25

Pruzkumnici
Czech 10 man shock recon infantry. Armed with the typical AK, the unique RPG-75, which has decent accuracy, power and fire rate. Lastly getting the Dragunov sniper rifle in place of what would usually be an MG. This makes them great static defenders against infantry, provided they aren't blocked by smoke or something similar.

Cost: 20 + Transport

Specianlni Jednotky
Czech special force recon, armed with largely the same weapons as the above, but with an RPK instead of the sniper rifle, which makes them great general purpose recon infantry.

Cost: 25

Specianlni Jednotky '90
Same as the above, but with a SMG like assault rifle, with 40% accuracy for both values instead of the AK 60/30 ratio. They also get the RPG-26, which is a fantastic general purpose RPG, with a high fire rate, and decent accuracy.

Cost: 30

Ural-469A vz.59
A long name for a truck with a gun on it. Very good optics, but otherwize no different than the other recon UAZ units.

Cost: 25

OT-65RL
Same as the base OT-65, but with Exceptional recon optics.

Cost: 55
Czech Vehicle Tab
BDRM-2 Malyutka-P
This is simply the BDRM, with Malyutka ATGM's. They aren't particularly great ATGM's, with 40% accuracy, and 15 AP power, but this unit gets to have 18 of them on board. Mobility characteristics remain unchanged.

Cost: 20

BDRM-2 Konkurs
Same as the above, but with the standard Konkurs ATGM. 5% more accuracy over the Malyutka, and 5 more AP power, making it a much better option when/if it hits something.

Cost: 35

BDRM-2 Konkurs-M
Prototype upgrade of the above, giving 5% more accuracy, and 3 more AP power.

Cost: 45

OT-810D
This thing looks quite a lot like an old WWII German halftrack. A quite decent fire support gun, having the best accuracy, fire rate, and range of any "recoilless rifle" defined gun in the game, which isn't saying much, but it is useful, and easy to spam with too.

Cost: 15

ShM vz.82 Pram-S
This is the closest thing REDFOR gets to having an ARVE, or CEV. A 120mm direct fire mortar, which deals 5 HE damage, as well as a basic Konkurs ATGM, all strapped onto a BMP chassis.

Cost: 35

TO-55
This is the flamethrower variant of the T-55. Pretty much every REDFOR nation gets one. One thing to note is that the main gun deals no HE damage, requiring the unit to use its flamethrower to damage any infantry, which usually won't work against infantry with a low end ATGM.

Cost: 35 points
Czech Helicopters
Mi-4
The basic Mi-4 helicopter modified into a fire support/assault role. Quite a lot of rockets that are decently accurate, and will inflict quite a lot of suppression. It's also got a PKT, but that's mostly worthless on something like this.

Cost: 40

Mi-35
This is an arguably conventional (and boring) version of the Mi-24. The usual Yak minigun, 57mm rocket pods, and 8 quite decent Kokon ATGMs.

Cost: 85

Mi-25 S-24
Another Mi-24. This variant downgrades it's ATGM to the Fleyta, but makes up for it with the S-24 rockets, which are exceptionally powerful, each one of the four are equal to an average 250 kg bomb, and easily capable of wiping exposed infantry with each launch.

Cost: 75
Czech Aircraft
Avia S-105
This is the first Czech Air Superiority fighter, although you would probably be mistaken by looking at it. This 40 point jet is armed with Air to Air rocket pods, which are in general a pretty terrible loadout, especially considering the plane has no ECM, and moves very slowly. I've only ever seen one of these fire in one actual game, but it seems once it starts firing it's barrage, it's usually going to stun whatever is on the receiving end of it. Very high availability to make up for the outright poor quality.

Cost: 40

L-29R Delfin
One of the cheapest jets in the game, if not so itself. A very slow jet, with no ECM, nor time over target, armed with just 2 250 kg bombs, which can take out stuff with precision if needed.

Cost: 30

L-29RS Delfin
Same as the above with Napalm. A surprisingly common sight in most Czech and Eastern Block decks, mostly because it's the "50 points of fire". Overall, decent at burning out city sectors, but very easy to shoot down.

Cost: 50

L39Z0 Albatross
Roughly the same as the L-29R, but with a larger pair of bombs, and a slightly better turn radius, and a bit less availability.

Cost: 50

L39ZA Albatross
Pretty much the same as the above, but given a cannon, ECM, and a few IR missiles. Not great, but a decent Multirole aircraft for the price.

Cost: 60

Mig-29 9-12A
You might be thinking, "Oh great, the Mig, now we have a decent ASF, right?". The answer here is a big no. This is actually a Napalm bomber, with some very big bombs, a pair of very good IR missiles, and quite a bit of ECM. One thing in particular to note about the napalm bombs, is that they actually have a HE value assigned to them, meaning they do the initial strike damage of a 500 kg bomb, as well as apply a large area of napalm.

Cost: 135

Mig-21MF-75
One of the first Air Superiority fighters the Czech have that are armed with only "proper" missiles. 4 R-13M missiles, which have short range, moderate accuracy, and 4 HE power. This jet does get 20% ECM which is pretty much the highest you get for an actual Czech ASF.

Cost: 70

Mig-23BN
The first model of Mig-23 the Czech get. This one is a multirole tank hunter, with the usual pair of two IR missiles. The AGMs are quite powerful, with 28 AP power each, and a 50% accuracy, which while still a dice roll, is pretty decent accuracy. 20% ECM helps a bit too.

Cost: 100

Mig-23ML
This jet, is unfortunately "the best" ASF available to the Czech. 4 IR missiles, and 2 Semi Active radar guided missiles, which have a 50% base hit chance. One serious problem with this jet is that it only has 10% ECM too, so sending this against another ASF is likely to result in a loss.

Cost: 100

Su-22M4
A rather basic HE bomber, with a pair of 1000 kg bombs, which for obvious reasons are quite powerful. This jet also gets 20% ECM, but the optics value here are only set to Good, which usually means it won't see a jet coming at it until it's too late for you to respond.

Cost: 100

Su-25K
The Su-25K armored jet. This model has the typical HEAT autocannon, 4 ATGMs, with 28 AP power, and lastly, the defining factor (for me) is the S-24 rockets, which as previously mentioned are roughly identical to 250 kg bombs, with the only real difference being the delivery method, making this more of a multirole ground pounder. 10% ECM only, but the armor usually helps make a difference.

Cost: 130

SU-7B

Basic SEAD aircraft featuring 20% ECM and packing a single KH-28, these aircraft can rip and tear their way through hostile radar AA. Best used with escorts, their minimal defensive armament of twin 23mm autocannons leaves them open to attack from hostile aircraft but do allow them to act as helo hunters once all AAA has been destroyed and air superiority has been secured.

Price: 75 points
China National Overview
China probably has the most unique units available to them in the game, most of their units are unique designs, or are heavily modified from Russian standards.

China has some very swift CV units, as well as a well armored amphibious CV. China overall is very stuck on the supply side though. With either a huge Mi-6 transport helicopter, or a few very small supply trucks.

Chinese infantry are all around quite great at fighting other infantry units, but are notoriously bad at dealing with armor, with the exception of the Lu Zandui '90, which is immensely powerful against armor, but extremely expensive.

China doesn't really have any exceptional infantry transports, except for the WZ-551 and ZSD-90, there are no autocannons to be found. The transports are all very cheap however.

China has some unusual support units, most of which look like imperfect copies of other nations units. They do get the HQ-1, Crotale, which is the only AA unit in game capable of effectively engaging a Longbow gunship helicopter, otherwise, there are pretty much no useful non-radar AA units available. Artillery units are a bit lacking here as well, most of which have short range, and fairly high dispersion.

China has cheap, and surprisingly cost effective tanks. Most of which are lightly armored, cheap to buy, but have a potent gun.

China doesn't really get any good recon units, with the exception of maybe the ZTQ-62G, pretty much a standard tank with very good optics. Otherwise, options are limited effectively to unarmed units, and an average recon squad.

China gets a selection of surprisingly powerful units in the Vehicle tab, including some very powerful ATGM units, and a few tank destroyers that are surprisingly effective for their price.

China gets a few helicopters available to them, including the Z-9s. One of which carries a couple very powerful ATGMs, and one of which carries surprisingly powerful AA missiles.

China has a very capable air force with a very wide selection of aircraft available, from very cheap bombers, and fighters, to very high end SEAD aircraft, and Air Superiority Fighters.
Chinese Logistics
BJ212
The base Chinese command car. It's another UAZ variant, so there's not much more for me to note about it here.

Price: 100

BY5020TSL
Another car, which is also a boat. Very fast, pretty much everywhere, including over water. Otherwise, the same as the above, with very little strength, and no armor.

Price: 110

Z-5
The Mi-4 command helicopter. Decent durability for a chopper, and an MG, but that's mostly it.

Price: 100

Zhihuiban
Chinese command infantry, armed with the usual AK variant, as well as what appears to be a unique MG, on par with the RPK, but can't be used for CQC combat.

Price: 100
ZZZ-701
One of the few armored, amphibious command units in the game. 2 armor on the front and sides make this unit quite durable against artillery. Reasonably fast for an armored tracked unit too.

Price: 120

ZZZ-59-I
The ZTZ-59-I conventional tank. Effectively a T-55 CV unit, but with slightly better gun accuracy at the cost of a largely irrelavent fuel economy difference.

Price: 135

Mi-6
This unit is pretty much the direct competitor to the US Super Chinook, and for all intents and purposes, it is an identical unit in every way. Very Big size, 10 Strength, and flies at 300 km/h.

Price: 85

SX250 Cargo
A basic cargo truck, carrying 800 units of supplies. Very cheap, and a high availability.

Price: 15
Chinese Infantry
Fang Hua Bing
The usual flamethrower team, with a cool looking unit model (which as far as i'm aware makes no difference when being set on fire).

Price: 15

HN-5A
Chinese AA unit, on par with the Strela 2, or the Redeye AA missile. Largely mediocre, but very cheap.

Price: 5

HN-5B
Slight upgrades to the above, boosting effective range a bit, as well as accuracy.

Price: 5

Li Jian
Chinese Special Forces. Extremely powerful CQC fighters, with a silenced SMG, and a Type 81 (more or less an RPK, but a higher fire rate). They also get the Type 69 (RPG-7) to deal with light armor as well.

Price: 25

Li Jian '90
Effectively the same as the above, but with a slightly better SMG, and a napalm rocket launcher, which is arguably the best napalm launcher in REDFOR short of the East German Strumpionere rocket launcher. As a result though, this unit is totally useless against armor.

Cost: 35 + Transport

Lu Zhandui
Chinese Marines. A great general purpose shock unit if you don't want to deal with the fair restriction to availability placed upon the Li Jian. This unit can also be carried in the chinese variant of the BMP-1.

Price: 15

Lu Zhandui '90
Largely the same as the above, but with a significantly better RPG, with 60% accuracy, and a 21 AP power value, as well as a pretty insane fire rate. An exceptional unit to support units such as the Li Jan '90.

Price: 20

QW-1
Prototype Chinese AA team. Slightly better stats compared to the HN-5B, with the essential difference of having a HE value of 5, enabling it to 1 shot the usual 4 strength chopper.

Price: 20t

Tanke Shashou
Chinese fire support team, armed with the usual rifle, as well as a recoilless rifle, which is more or less on par with the gun on cheaper tanks. 12 AP power, and 2 HE power, as well as a very decent range.

PRice: 15

Tanke Shashou '85
Largely the same as the above, but the rifle gets 4 more AP power, and as a result, greater suppression power too.

Price: 15

Yubeiyi
Chinese Milita. Pretty terrible, as to be expected. They get a fairly poor RPG, and an assault rifle. However, you can get a TON of them, and their transport, while not good, spammed can make great fire support.

Price: 5

Zhanshi
Standard Chinese infantry. Armed with an assault rifle, the RPG-7, and the Type 67. Not great, but not bad, especially for the price.

Price: 10

Zhanshi '90
Largely the same as the above, but with a better RPG, and more transport choices, including the BMP variant, as well as the prototype chinese IFV, the ZSD-90.

Price: 15
Chinese Transports
SX250

Wheeled transport truck with no protection or defensive armment, bring your passengers up, drop them off then fall back or hide until you need to relocate them or die to a sneeze

Price: 5

ZSL-56
The basic Chinese wheeled transport, available to essentially every unit, except the marine class units. Decent speed, some armor, and an MG.

Price: 10

ZSD-63A
Chinese basic tracked transport. 2 frontal armor, and amphibious ability, as well as a quite decent MG.

price: 5

ZSD-63C
Same as the above, slightly quicker and has an armor value of 2. They have lower availability (card wise) then the older version.

Price: 5

ZBD-86
A basic BMP, with the 73mm gun, and a upgraded domestic Malyutka ATGM. Not much else notable about it, these units are good basic IFVs and can do a number on hostile soft and hard targets while keeping their troops relatively safe.

Price: 15

WZ-551
A prototype IFV with the same mobility, and armor characteristics of similar wheeled IFVs, with a 25mm autocannon strapped to it. A very useful support unit, mainly due to it's mobility.

Price: 15

ZSD-90
Same as the ZSD-63, but with an autocannon in place of the MG. Not much else to say, but this is also a great support unit and a solid amphibious light IFV.

Price: 15

Mi-8T
Your typical Mi-8 transport chopper, with the usual 57mm rocket pods. Decent speed and durability that offers high levels of mobility to your infantry.

Price: 25

Z-5
A basic Mi-4 variant, with a PKT, and nothing else. These helos are somewhat slow but are quicker then ground insertion and can ignore rivers, hills, forests, ect.

Price: 15

Z-9A
China's high end utility helocopter. This transport variant is armed with a 23mm autocannon, which is quite useful in many roles. The chopper is also very fast for a transport helicopter, and has a great fuel efficiency. Works well when escorted by it's ATGM and AA attack variants.

Price: 25

ZZC-55
Chinese version of the classic BTR-40 recon transport, decent armor and an MG for defense, it has a low cost but also low fuel capacity, as long as you fill the tank now and then this makes a good cheap recon unit that's a bit better armored then the BJ 212, in addition to this, they can cover much more ground to observe when combined with the recon team they carry.
Price: 15
Chinese Support
BM-24
The only BM-24 packing HE over incendiary rockets, this MLRS has medium damage and range but can put a lot of explosives in a decently sized area.

Price: 50

PHL-81
Affectionately known as "Phil" by some, this tank cracking cluster MLRS will destroy light to medium armor with only a few rockets and thicker armor with additional salvos, good to use against large formations of clustered tanks or as counter battery fire, really good way to clear a patch of woods of a command vehicle, AAA or other high valued non infantry target

Price: 80

HQ-7
Chinese copy of the French Crotale, this long ranged IR SAM will blow hostile helicopters and fixed wing aircraft out of the sky. Only has 4 missiles so make sure to rearm frequently, moves fast so quick relocation is a good way to avoid mortars, MLRS or howitzers. One of the few AA missiles that can outrange the US Longbow.

Price: 60


HQ-61A
Big, 2 missile radar AA mounted on a truck, make sure to rearm often, relocate often and turn it off when SEAD comes knocking works well paired with other non radar AAA to bait in SEAD.

Price: 60

PGZ-80
Domestic Chinese upgrade of everyone's favorite aircraft shredding, infantry mulching twin 57mm auto cannon on a T-54/55 hull. Has better range against aircraft compared to it's "support SPAAG" brothers, it doesn't use radar so it isn't as micro management intensive.

Price: 25

PGZ-88
Radar guided 37mm auto cannons on a T-54/55 hull, much more accurate and has better range than the older PGZ-80, this prototype SPAAG can be hit by SEAD so turn it off or use it as bait or as a sacrificial lamb to protect more expensive radar AA, has some armor but remember to protect it and escort it.

Price: 35

PGZ-95
Everyone's favorite prototype, baby Chinese Tunguska. Armed with quad 25mm radar guided auto cannons and 4 IR missiles, this scary SPAAG can lock down the airspace around it and shred anything unlucky enough to contest it in a fight, make sure to turn off the auto cannons when SEAD is active and remember, unlike Battlefield 4 this SPAAG can't swim, don't try it, sensitive radars don't like getting wet.

Price: 70


PHL-63
"Phil"'s older brother, this napalm MLRS can clear out a city, forest or field of infantry and can be used as a way to hold hostile troops at bay or cut off their exit. Works best against lightly armored equipment but even MBT's don't like being on fire

Price: 50

PHL-70
hotter, bigger, slower, floater, this "Phil"'s mounted on a ZSD-63 hull, more ammo, more armor and it floats, this napalm MLRS is great for coastal assaults and can follow your swimming tanks, APCs and IFVs to victory.

Price: 65

PLZ-70
Think PHL-70 without the ability to swim and the napalm rockets swapped out for 122mm howitzer. What it lacks in accuracy and HE firepower it makes up for in it's low price and plentiful numbers. Also has a low supply cost so you can shell a lot of hostiles before you need to rearm, remember, shoot and scoot to avoid counter battery fire!

Price: 50

PLZ-83
SPH similar to (but not identical to even though the model says otherwise) the Soviet 2S3, this 152mm SPH packs more range, accuracy and firepower then the PHZ-70, it's not a super weapon but it's one of China's best howitzers available, also packs an MG for self defense.

Price: 75

YW-304
China's classic ZSD-63 APC with a decent 82mm mortar, not as powerful as the bigger 120mm YW-381, it has more ammo and fires faster and more accurately but with less range. Good for soft targets but prolonged fire can destroy armor, good smoke platform due to lower supply costs then it's bigger cousin, both can swim.

Price: 30

YW-381

Similar to the smaller YW-304, the larger 120mm mortar packs a larger punch and greater range. Packs less ammo and costs more to resupply then the 81mm mortar. Can swim across rivers.
Chinese Tanks
ZTZ-63-I
This basic amphibious tank, like it's cousin the PT-76 can be used for naval assaults, flanking across rivers and is generally a decent bit of light armor. Unlike it's soviet relative, it's 85mm gun fires a KE instead of HEAT round, increasing it's killing power up close although it lacks the auto loader found on most PT-76's

Price: 20

ZTZ-62-II

Like it's older counterpart, this floating tank is great for flanking your opponents across water, armed with a bigger 105mm gun, ATGMs and a machine gun to boot, this is a direct upgrade to the 63-I.

Price: 40


ZTZ-59-I

This indigenous tank based on the Soviet T-54 packs an aftermarket Chinese main gun, a decent low end tank that when used in numbers or against similarly priced tanks can hold it's own against it's NATO counterparts.

Price: 25

ZTZ-59-II

pimped out with a licences copy of the western 105mm, this MBT isn't your average T-54/55, it's accurate, powerful and longer range compared to older models and comes at a decent price.

Price: 30

ZTZ-59-IIA

T-54 made in China, armed with western optics and weapons, this tank sports additional armor, better optics and additional MG ammo as well as a better gun, can be easily identified by it's welded on basket armor.

Price: 45

ZTZ-80

Made in China from the ground up, this domestic tank packs a 105mm gun, decent stabilizers, speed, and armor, this 50 point tank will do a number on hostile armor in it's price bracket.

Price: 50

ZTZ-88B

A direct upgrade to the ZTZ-80, the better optics, range, AP, accuracy and stability. These MBTs offer a decent amount of firepower for their price and work well as a mid price range tank.

Price: 60 points

ZTZ-88A

This prototype MBT is the top of the line for the 88 series. In addition to extra AP for it's main gun, it has added front and side armor allowing it to take a bit more punishment then it's cousins.

Price: 70 points

ZTZ-85-II

Better armored then the ZTZ-80 line, this tank packs a 105MM main gun, as a trade off for some speed, this tank has better armor and range then it's predecessor.

Price: 65


ZTZ-85-IIA

Bigger gun, more HE, more AP, better armor and an auto loader to boot, this upgraded 85 is a force to be reckoned with even when panicked.

Price: 85

ZTZ-85-III

This 140 point monster is the best tank China has to offer, packing all the perks of the previous upgrades plus some additional speed, armor (ERA all the way) and firepower.

Price: 140
Chinese Recon
BJ 212 ZC
Standard Chinese recon jeep with a MG for self defense, should not be used offensively unless as a last resort, if you are hiding and want to stay hidden turn off your MG to prevent giving away your position, MG can be useful as a last resort weapon against attacking helos, helping other units fight soft targets and rarely killing fleeing unarmed/unarmored CVs

Price: 25

Lie Ren
These 10 man shock recon are very useful for surveillance and can be used to conduct behind the lines raids as well as assist infantry in finding targets and assisting them in combat there MG is not CQC but can fire on the move and their selection of transports allow them to both insert via helo behind the lines or fight on the front lines with their ground transports, can use trucks for low cost rapid deployment,

Price: 20


MI-1
This Soviet OG classic is a rather slow and fragile recon helicopter. It has decent optics and very small size that helps it avoid trouble, make sure to move it around every now and then and remember to change altitude to suit the area you are in, low anatomy means refueling every now and then to keep your eye in the sky moveing.

Price: 35

ZTQ-62
This lightly armored recon tank packs a decent punch for it's size, it's thin armor means it should be deployed with support but allows it to keep pace with tank formations, great for ambushes but it has no stabilizer so make sure to attack move if you are in hostile territory.

Price: 20

ZTQ-62-I
Longer range gun and better armor and AP are the main differences between this tank and it's older brother, use it to spot targets for your other tanks and remember to attack move.

Price: 25

ZTQ-62-G
Packing a larger, more powerful gun, and new turret, aside from better armor, optics and gun range, the biggest improvement is the stabilizer allowing it to fire on the move, still, makes a good escort to stick with your tanks to spot targets and can be pared with ATGMs to both protect them from infantry and spot for them.

Price: 60

ZTZ-56
Better armed, bigger fuel tanks but at the cost of some size and seats for infentry compared to the ZZC-55, this anti helo AA/light armor can opener of a light recon armored car can hold it's own against most light threats, great to ambush a hostile CV or pesky helicopter, their MGs do have AP so they can hit way above their price in the right conditions.

Price: 15
Chinese Vehicles
BJ 212 PWL78
Jeep mounted RR, similar to your standard SPG-9, has less range but is 2 times more accurate. Good for ambushing tanks for side shots, fire support and cheep quick response. Remember, as a soft target your best bet is using speed to relocate and ambush predation to win engagements with more powerful opponents.

Price: 10

BJ 212 HJ-8
Small jeep, big punch, this vehicle packs the deadly HJ-8 missile, perfect for cracking open tanks and other armored fighting vehicles, just remember it is a jeep so it's a soft target.

Price: 25

BRDM-1 HJ-73
The only BRDM-1 ATGM carrier in game, this unit packs a indigenous version of the AT-3 with the accuracy of the P model but with one less AP. It has better armor then ATGM jeeps and holds more ammo and can swim but it is still a slightly soft target so be careful with it.

Price: 15

WZ-550
China's answer to the French VAB Mephisto, slightly faster and packing a much beefier ATGM (HJ-9 with 26 AP!), the only downside is the higher cost and smaller ammunition capacity, It can hit and run, swim and crack open most tanks it encounters but like all ATGMs it's relatively soft and should be used to ambush it's prey.

Price: 80

PGZ-63
Flavorful "support SPAAG" on a T-34 hull, sadly it can't engage fixed wing aircraft but will do a number on helos, soft and lightly armored targets. has both AP and HE rounds for it's duel 37mm cannons, great for fire support, ambushes or anti helo defense.

Price: 15

SU-100
This old school Second World War vet is back with a vengeance when the cold war goes hot! although it's AP and HE firepower is average, for 15 points it brings a fairly efficient fire support/budget tank destroyer into any deck that supports it. Try and bring them in groups and spread them along your line to support your other units and remember to cover them with AAA due to their lack of an MG.

Price: 15

PZT-59
This prototype up gunned T-54 clone (ZTZ-59) packs a massive for it's size 120mm cannon. It can fire on the move but works best when stationary, whatever it hits is going to suffer a lot of damage. Good armor means it can back your MBTs as they move up and provide covering fire.

Price: 40

PZT-89
The be all end all of Chinese gun armed tank destroyers. It can't fire on the move but when set up it spits out 120mm shells like it's no one's business. These are a great way to back your tanks up with additional firepower and make good ambush weapons as well.

Price: 65

ZDF-89
ZSD-63 APC packing tank killing HJ-8A ATGMs, can swim and keep pace off road with most tracked units and is best used to ambush hostile armor, remember to bring AAA and recon to back it up.

Price: 55
Chinese Helicopters
SA.342 HOT
Chinese made French Gazelle tank hunter that's almost identical to it's western counterpart aside from the paint job, fragile but can do a number on hostile armor as long as AAA is kept in check. Always remember to use the right altitude toggle, low when you want to hide behind hills and woods from AAA and high when you want to be able to see and fire on your targets.

Price: 40

Z-9A HJ-8
Ditching the troops for wire guided HJ-8B ATGMs, this tank buster is fast and deadly on any battlefield as long as AA and ASF's are kept at bay. Works wonders when used with it's TY-90 packing brother to escort it's auto cannon armed transport variants.

Price: 70

Z-9A TY-90
What it lacks in armor and ground armament this AA helo makes up for in speed, range and firepower. It's TY-90 IR missiles are the be all, end all of anti aircraft helicopter armament (the Super Cobra has better missiles but only has two per helo). Perfect escort for your other Z-9A's when you encounter hostile helicopters and fixed wing aircraft.

Price: 90
Chinese Aircraft
J-5
A domestic copy of the Soviet MIG-17, the J-5 packs both 23mm and 27mm autocannons in addition to it's duel napalm bombs, best used to hamper movement or evict units from cites or forests, the slow speed and multiple autocannons make this plane a great helicopter hunter, try and avoid engaging other fixed wing aircraft unless as a last resort.

Cost: 60

J-7C
This Chinese domestically made MIG-21 is a decent multi role, with a cannon and two short range AA missiles for flying targets and 2 500 pound bombs for terrestrial targets.

Price: 70

J-7H
With better missiles and a single 1000 pound bomb, this multi role is a direct upgrade to it's older brother, allowing it to attack a multitude of targets.

Price: 80

J-7II
Another Chinese MIG-21 model, this ASF provides a cheap platform to hunt helicopters, unprotected bombers and when deployed in mass or with other fighters, hostile AA armed aircraft.

Price: 45

J-7IIM
Armed with an additional 2 missiles of higher quality and upgraded ECM, this plane is a direct upgrade from the older J-7II.

Price: 60

J-8IIB
This Chinese domestic fighter is armed with a cannon and 6 IR AA missiles, it's fast, decently priced and a good choice for hunting similarly priced aircraft.

Price: 80

J-8C
Trading 4 of it's IR missiles for semi active, longer range radar ones, it also boosts an upgraded ECMs and can better intercept hostile aircraft due to it's increased missile range.

Price: 115

JH-7
Multi role prototype aircraft armed with a gun, TV guided AGMs and IR missiles, it's perfect for tank hunting as well as interception of hostile lightly armed aircraft, can also use it's AA payload for self defense if jumped by hostile fighters.

Price: 130

JH-7A FEIBAO
A prototype JH-7 with 2 extra IR missiles and exchanging it's AGMs for SEAD missiles, this is China's best and only aircraft designed to take on radar guided AA, can be used in a pinch as a fighter.

Price: 150

Q-5I
Based on the Soviet MIG-19, this ground attack aircraft packs 16 powerful 130mm rockets, perfect for destroying light vehicles and infantry and with sustained fire heavier targets.

Price: 55

Q-5IA
A Q-5I with better ECM, cluster bombs and IR AAMs, this ground attack aircraft will can open hostile armor and can defend itself to an extent against hostile aircraft, can also be used to hunt helicopters.

Price: 90

Q-5D
Armed with better missiles and swapping the cluster bombs for LGBs, this prototype Q-5 is deadly against ground targets and can fight back against hostile fighters or hunt helicopters.

Price: 115


SU-27SK
Chinese version of the deadly Soviet fighter, it's missiles might not stack up to it's counterpart but be wary, it is China's best fighter available and will hold it's own against other high end aircraft.

Price: 150


North Korea National Overview
North Korea has a mixture of very cheap, and very expensive units. Cheap units are easy to "spam" at the enemy effectively, and expensive units, surprisingly powerful.

North Korean CV units are overall not particularly powerful, nor interesting, and most of which are fairly slow. North Korean supply options are pretty terrible in terms of max capacity as well, 1000 supply max on the helicopter, and 800 on the truck.

North Korea has some very high quality infantry units available in the Shock+ training level, but fairly unimpressive units below that.

North Korea overall doesn't have that many choices in terms of transports, but they do have one of the only infantry transports in the game that also comes with an AA missile.

North Korea has a very well rounded support tab, with high quality AA pieces all around, and arguably the best artillery in the game, as well as a few useful MLRS units.

North Korea has surprisingly efficient tanks, most of which armed with very powerful cannons. They also get one of the most well armored tanks in the game, the T-90S.

North Korea has a small, but very versatile selection of recon units. Helicopters in particular are the choice for a North Korean commander, since they get the MD 500D, which has exceptional optics.

North Korean Vehicle tab is overall uninteresting with the exception of their Tank destroyers, mostly ancient, but have very high rates of fire.

North Korea gets an interesting selection of helicopters, including the standard REDFOR Mi choppers, they get modified MD 500D helicopters accepting some form of weapon for ground attack, be it a grenade launcher, ATGM, or rocket pods.

Most North Korean aircraft are very old in game, and as a result are very cheap, although most of these are ground attackers. They do get a fairly good Mig-29 for air superiority, as well as the B-5 (IL-28) bomber, carrying a 3000kg bomb, referred to quite a few people as "the nuke".
North Korean Logistics
Jihwi-Ban

NK command team armed with Type 68 rifles and Type 73 machineguns. They are best kept away from direct fighting and should always have other units protecting them. They are best used in urban zones or those with large forests to allow them to hide.

Price: 100 points


MI-2D


Command helo that is the perfect unit for rapid early game land grabs as well as holding zones that are contested heavily allowing for fast withdrawal. They are best used in areas where they can use the terrain to conceal their position (hills, towns, trees, ect.).


Price: 100 points



UAZ-469B

Fast, unarmed and unarmored command jeep, it is an inexpensive and fast moving CV perfect for holding secure rear line objectives or if carefully protected they can follow wheeled convoys to quickly secure front line positions.

Price: 100 points


YW701

Based on the Chinese made ZSD-63 APC, this unarmed, armored and amphibious CV is great for holding front line positions. It still requires protection from other units but it's light armor can help keep it alive where softer units would be destroyed. They can be used to secure objectives during coastal assaults.

Price: 120 points


Chonma-Ho CV

Based on the Soviet T-62, this command tank is perfect for holding the most heavenly contested zones, able to hold it's own against encroaching units, it is still wise to have other units protect it from hostile units. They have a potent main gun and also are armed the deadly KPVT machine gun, capable of destroying light armor as well as soft targets.

Price: 120 points


MI-4 Cargo

Supply helicopter holding 1000 units of supply, able to quickly rearm troops on the front line or refill ZIL-130 cargo trucks behind the line before moving up to rearm troops. The MI-4 might be on the slow side for a helicopter but is faster then any ground supply units, it's mobility allows it to rearm troops that would be difficult to reach by supply trucks.

Price: 25 points

ZIL-130 Cargo

Moving a hefty 800 units of supply, these classic Soviet made trucks are the best (and only) means for ground based resupply for NK decks. They are fast on and off road and can keep pace with initial rushes of wheeled APCs, allowing you to have the advantage of first contact by having supply ready to reload your MANPADs and ATGMs

Price: 15 points


North Korean Infantry
Ban-Tank ♥♥♥♥♥

Armed with the ♥♥♥♥♥-M ATGM, these two man teams are great for ambushing tanks and other AFVs from the edge of towns or from inside forests. Their ATGMs require frequent resupply and the 2 man size of their teams requires that they be frequently resupplied and should always have larger squads covering them due to their lowered ability to fight off dismounted troops.

Price: 15 points



Bibanchungpo

Type 59 packing FIST team perfect for tank hunting and blowing up dug in infantry when supporting other squads. They have a very long range for a FIST team and although their AP isn't as high compared to other teams, the additional range allows for additional shots to be fired on advancing targets before they can open fire as well as surprising armor that would normally be out of range of any AT but an ATGM.

Price: 10 points



Bochongsu


Standard line infantry with Type 68 rifles, RPG-7s and the Type 73 machinegun. These troops are perfect for large scale assaults with their affordable cost and decent transport selection. They are fairly average for line troops with nothing in particular to make them stand out. They can hold their own against most infantry and armored threats if they have numbers or other units supporting them.

Price: 10 points


Gongbobyong


Shock light infantry with Type 68s, Type 73s and the long range Type 56 RR. They are great for behind the lines wet work as well as quickly seizing or reinforcing front line objectives. They are available in both BTR and helicopter transport options allowing for rapid insertion.


Price: 20 points



Gongbyong

Flamethrower teams that can turn even the best infantry into ash. They have a variety of transport options and are the perfect troops for house clearing as well as woods fighting (with other troops with AT as backup). These troops should be respected and feared but proper usage (they are great up close but sitting ducks at range) can mean the difference between bullet filled Gongbyong or carbonized, incinerated blufor infantry.

Price: 15 points



Igla

High end MANPAD team packing the infamous Igla. These 2 man teams are small but effective at shooting down anything from UH-1s to F111s. They should be covered with other larger infantry squads, preventing encroaching troops from destroying them. They are perfect to supplement radar guided AA, allowing them to take over when SEAD comes into play or aircraft slip through the longer range SPAAG and SAM network.

Price: 15 points


Jeogockdai

North Korean marines roll in 15 man squads, packing Type 68s, RPG-7s and the classic RPD SAW. These shock troops are a force to be reckoned with, able to brute force their way through all but the heaviest defenses if properly supported with tanks and AA. These squads also work well mixed in with line troops, allowing them to focus fire on the hostile infantry while the marines get up close and personal with anything unlucky enough to be in the contested city block.

Price: 20 points


Jeogockdai '90


A direct upgrade to their '75 counterparts, these troops are upgraded with AKS-74Us and Type-69-III RPGs. They can also ride in style in the deadly prototype BTR-80As, making then an even bigger threat. These infantry are powerful but not invincible, make sure you cover them with fire support and AAA and even though they are tough, there is no shame in backing them up with other troops in the event they are about to be overrun.

Price: 30 points


Juckwidae

15 man reservist troops with RPG-2s and Type 49s (PPSH-41 copys) are great for reinforcing line, shock and SF troops. They are cheap, great up close and able to engage even elite troops with enough numbers on their side and proper fire support. While they lack AP and accuracy on their RPG-2s, they can still damage and destroy light armor and even heavy tanks with multiple teams.

Price: 5 points


Strela-2

Low end but inexpensive MANPAD teams great for destroying helicopters and fixed wing aircraft they fly too close. These 2 man teams are fragile and best deployed with larger squads to cover them from hostile infantry and armor. although inaccurate and only 3 HE, these missiles can still do a number on even the best aircraft, their high availability and low price allow them to be deployed in large numbers across your lines.

Price: 5 points


Yuckjeondae

Elite North Korean special forces armed with Type 68s, RPG-7s and RPDs, they might have smaller teams then the Jeogockdai but their training makes them even more deadly. Capable of cutting through infantry like a hot knife through butter and able to deal with most armored threats, these SF are some of the best troops NK has to offer.

Price: 25 points


Yuckjeondae '90

A direct upgrade to the '75 SF, these troops are armed with AKS-74Us, Type-69-III RPGs and RPD SAWs. They have enhanced infantry and armor lethally and can ride into battle in the infamous BTR-80A. They are best used frugally due to their low availability and high cost but are the crown jewel of an NK infantry assault.


Price: 30 points
North Korean Transports
BTR-152

Soviet made classic wheeled APC armed with a PKT. These units are quick and although heavy armor, they can rapidly transport troops in relative safety, only usable by Juckwidae militia, their low cost and high speed complement the heavily reactionary nature of these troops, rapidly allowing them to deploy to weak spots in your line or to support an assault.

Price: 10 points



BTR-50PK

Amphibious tracked APC armed with the NSVT HMG. They are somewhat slow but for 5 points you get a transport perfect for coastal assaults, river crossings and light fire support for your dismounted troops. Their armor, although light, covers all sides of the vehicle. They work well for use with support teams such as MANPADs, ATGMs and FIST teams but can also be used as a relatively inexpensive transport for standard line troops as well.

Price: 5 points



ZSD-531A

Faster in the water and on land and with an additional point of frontal armor then the BTR-50PK but with a less accurate DSHK HMG with less ammo, these APCs are great for quickly moving around support troops or as a cheap transport for line troops, they in many ways are a direct upgrade to the BTR-50PK but can be overshadowed by the faster BTRs or the better armed VTT-323 IFVs.

Price: 5 points


BTR-60P


Open top Soviet BTR-60 wheeled amphibious APC great for fast land grabs and coastal landings/river crossings. Although they lack the top armor and armor piercing KPVT machine gun/auto cannon/ 40mm GL of their newer counterparts, they are relatively inexpensive for the mobility they offer. They are very vulnerable to artillery including even small mortars due to a lack or a roof but make up for this with their speed. Their NSVT is a decent weapon for fire support but lacks the AP of the beefier KPVT found on other BTRs.

Price: 10 points


BTR-60PB

Direct upgrade to the BTR-60P with an armored roof and the deadly KPVT. The added top armor means this APC has a better chance of surviving indirect fire and it's heavier armament allows for it to destroy light armor and soft targets with ease, all while maintaining the high mobility on the land and in the water of it's older brother.

Price: 10 points


BTR-80A


Prototype wheeled IFV with a 30mm autocannon on a wheeled and amphibious BTR-80 hull. This deadly IFV has 2 frontal and side armor in addition to it's accurate and powerful autocannon, allowing it to provide both fire support for it's dismounted troops as well as fight off hostile AFVs.

Price: 20 points


Korshun

Soviet made BMP-1 armed with the standard 73mm Grom and a domestic copy of the AT-3 ATGM. These amphibious IFVs pack a large punch with their rapid firing autoloaded main gun and their light ATGMs but are unable to defend themselves from helicopters. They are best used to provide fire support for their dismounted troops and holding off hostile AFVs that are out of your troops AT range.

Price: 15 points


VTT-323

Amphibious IFV mounting the twin ZPTU-2 armor shredding machine guns on the hull of the Chinese ZSD-531A, they have an extremely high fire rate and can destroy helicopters, infantry and light AFVs with ease. They work great up close and can even surprise and destroy tanks up close in forests if they are able to flank them. Their machine guns lack the AP of an autocannon but make up for it with their extremely high fire rate.


Price: 15 points

VTT-323 Susong-Po

An upgrade to the basic VTT-323, this IFV mounts the deadly AT-3 copy allowing it to engage other AFVs and even tanks at a long range, better allowing it to protect it's troops and allowing it to hold hostile armor back while it mulches hostile infantry. The main drawback is the increased size due to the ATGM launcher, making it harder to hide them.

Price: 15 points


VTT-323 Hwasung-Chong


VTT-323 IFV upgraded with 4 IR MANPADs, allowing it to fire on both fixed and rotowing aircraft. The missile rack increases the size but provides an extremely unique capability to an IFV, allowing unparalleled air defense capability for an IFV, the ammo is limited so rearming frequently is extremely useful.

Price: 20 points


ZIL-130

Fast, wheeled, unarmed and unarmored, this inexpensive transport truck is a great way to move recon or command troops around the battlefield. They lack defensive armament, armor and are fragile at only 5 strength. They are best used only as battle taxis for moveing your troops around quickly from place to place.

Price: 5 points

MI-4

Basic transport helicopter perfect for deploying troops to the front line quickly or transporting recon or SF teams behind hostile lines to harass poorly defended rear areas. They are somewhat slow for a helicopter but are faster then any ground or sea transport allowing for speedy deployment. They are able to provide limited fire support to their unloaded troops with their PKT machinegun but are relatively fragile and should only attack distracted units or those without armament that can return fire on them.

Price: 15 points


MI-8

Direct upgrade to the MI-4 that's higher strength, faster and better armed with S-5M rocket pods. These transports are able to stun and even destroy hostile armor with sustained fire and are able to move troops almost anywhere on the map quickly and safely (taking hostile fighters and AAA into account).

Price: 25 points
North Korea Support
BM-24

Soviet made napalm MLRS who's low HE impact is made up for with the massive amount of smoke and flames generated by their incendiary payload. These MLRS are true grid square removers, roasting any infantry and even armor unlucky enough to be caught in the resulting firestorm. Like most MLRS they reload slowly and only have one barrage per reload making it extremely important to keep them rearmed. They are more wisely used for high priority strikes instead of sustained fire, allowing the tactical removal of units from a contested area.


Price: 50 points


BM-21


Soviet bread and butter MLRS great for destroying soft (and with sustained fire hard) targets in addition to causing mass panic and stunning anything not outright destroyed. They are light HE MLRS best used on soft targets like infantry, AAA, ATGM positions and tank destroyers but they will do a number on anything caught in the hail of 7 HE rockets.


Price: 65 points



BRDM-2 Strela-1

Extremely fast, amphibious wheeled IR AA mounted on a BRDM-2 hull perfect for escorting fast moving troop formations. They can accurately fire on the move allowing snap shots on aircraft and allowing them to actively chase helicopters. Their only major weakness is their limited ammo capacity of 4 missiles per platform but this can be compensated for by using them in groups and always keeping resupply units nearby.

Price: 25 points


VTT-323 Igla

Amphibious VTT-323 packing it's AP ZPTU-2 machine guns and 12 Igla MANPADs. This 40 point monster is extremely efficient at destroying helicopters and fixed wing aircraft. It's large number of ready to fire missiles (4) and large supply allows this system to function without frequently rearming. The ZPTU-2's are also great for destroying helicopters in addition to fighting off ground units in self defense.

Price: 40 points



Pongae-3

North Korean version of the soviet Strela-10M, this IR missile slinging nightmare is amphibious, allowing it to destroy aircraft anywhere on the battlefield. It's 12 IR missiles are highly accurate and with 5 HE can destroy almost anything with only 2 shots. These units are IR and immune to SEAD, allowing for them to engage these dangerous aircraft if baited in with radar AA that is then turned off, allowing them to destroy the SEAD aircraft.

Price:50 points



Pongae-2

Truck mounted V-600P SAM that's the perfect choice for engaging non SEAD aircraft. Although only with a 45% accuracy, the 9 HE of these missiles and their long range make them a major threat to anything from ASFs to bombers and even helicopters. Their only real weakness is their limited capacity of 2 missiles but this can easily be fixed by deploying them in groups in addition to keeping supply trucks or helos on hand.

Price: 55 points


Tokchon 122mm

North Korean SPH packing the classic D-30 howitzer. These units can saturate an area in 122mm shells that are able to destroy most light AFVs and soft targets with only a few shells. They work well for sustained fire but only can carry 30 shells so they should be deployed close to ammunition resupply units. They also have 10 direct fire AP shells at their disposal which although inaccurate, their HEAT nature can allow them to damage even heavy armor but should only be used as a last resort as these units should always be escorted and kept behind the front lines.

Price: 75 points


Tokchon 130mm


A direct upgrade to the Tokchon 122, this larger caliber gun offers better accuracy, faster aim time and range for indirect fire and higher AP and accuracy for it's direct fire HEAT rounds. This SPH also gains an additional point of armor to the front and side armor, increasing it's protection but like all SPH, it should always have an escort and not be kept close to the front lines if possible.


Price: 100 points



Tokchon 152mm

Hard hitting 152mm SPH with 7 HE shells, although not as long ranged, fast firing and accurate as the Tokchon 122mm and 130mm SPHs, it's added firepower can more effectively suppress and destroy hostile targets. Although lacking a self defense armament, it can carry and additional 10 shells which allows it to sustain longer barrages.

Price: 50 points


Koksan

The be all, end all of North Korean SPHs, the 170mm monster can deliver 9 HE shells with pinpoint accuracy, allowing all but the toughest targets to survive a hit. These units have massive range and can strike deep behind the line but this makes them extremely large targets, making counter battery very important and the use of escorting units is critical. They also only hold 4 shells each so it is extremely important to keep them resupplied.

Price: 100 points


Type 80 SPAAG

Chinease upgrade to the soviet ZSU-57-2 armed to the teeth with it's 57mm autocannons. The 2 HE shells this beast fires shred aircraft and ground targets alike, it's Type 59 hull gives it 6 front, 3 side and 2 rear armor allowing it to function as a FSV but it's lack of top armor leaves it open to air and artillery strikes. Overall, these SPAAGs are nasty against everything from fixed wing aircraft to helicopters and infantry and their lack of radar makes them immune to SEAD.


Price: 25 points


ZSU-23-4 Shilka

Quad 23mm packing SPAAG, this North Korean version of the Soviet classic lacks a radar, reducing accuracy and range but making it immune to SEAD. It is similar to the Soviet Afganskiy but with less ground range and higher range against fixed wing and roto wing aircraft. This unit is absolutely lethal to anything unlucky enough to get in range and it's lack of radar allows it to safely fire on SEAD aircraft.

Price: 30 points

M1992 SPAAG

Domestic version of the Shilka armed with twin 30mm autocannons, this radar guided SPAAG is a direct upgrade to the basic Shilka available to North Korea with better range and accuracy but it is SEADable, making it important to remember to turn it on and off at the right times.

Price: 55 points


VTT-323 82mm

Amphibious VTT-323 hull with an 82mm mortar, these units make short work of lightly armored and soft targets and with enough rounds, they can even destroy heavier units. They work well for supporting infantry with city assaults, smoking sight lines and shelling hostile troops and their support units.

Price: 30 points


VTT-323 120mm

Although less accurate then the 82mm model, this mortar carrier packs a larger punch and greater range. The 120mm shells have a greater blast radius and cause more damage then the 82mm model. It might fire slower and carry less ammo then the lighter model but it's high HE and range can make up for these downsides, more of a side grade then an upgrade, these units are useful in any deck.

Price: 40 points
North Korean Tanks
Chonma Ho


North Korean copy of the T-62 with lighter front and heavier side armor. It trades armor for firepower in the form of a 13 AP main gun and a KPVT AP machinegun. The extra side armor and KPVT makes this tank great up close against hostile armor and AFVs. It's accurate main gun has low stability but it can fight on the move if needed, all around it's a decent tank for it's price and it's AP MG gives it a lot of options against light armor up close.


Price: 30 points



Chonma Ho II

Direct upgrade to the the classic Chonma Ho, this tank has additional front and side armor and a more accurate, longer range and higher AP main gun. These tanks frontal armor is on par with basic Soviet T-62s but is still thinner then the North Korean D model. Their range, firepower and accuracy tend to make up for this, making these tanks a core unit to any armor formation.


Price: 40 points



Chonma Ho IV

Prototype tank packing Strela-2 MANPADs in addition to improved optics, armor, range, accuracy, stability and AP. Although it's not as armored or well armmed gun wise compared to the the V model, the IV's AA capabilities make this tank a threat to anything on the battlefield. The ablity to defend itself from hostile helocopters and fixed wing aircraft makes these MBTs a solid pick in assults where your AAA is unable to advance with the tanks.

Price: 60 points


Chonma Ho V


A direct upgrade to the IV but without the MANPADs, this prototype tank has 12 frontal, 7 side, 2 top and 2 rear armor. These tanks have even longer ranged, more accurate main guns with upgraded stabilizers and better 18 AP ammo. These tanks offer a lot of firepower for their armor, making them glass cannons but allowing them to take on some of the heaver tanks in Bluefor inventory.

Price: 65 points


T-34/85

Classic Soviet made T-34s packing 85mm main guns and DSHK HMGs. They have relatively thin armor and no stabilizers but make amazing fire support platforms and they can go toe to toe with most AFVs due to their use of HEAT rounds. These tanks have relatively high accuracy for their price range allowing them to put their rounds on target surprisingly well for their age.

Price: 15 points


Sinhung

Amphibious light tank packing an 85mm main gun and Susong Po ATGMs. Although lightly armored, these tanks can quickly cross rivers and land on beaches allowing for them to bring their firepower to the places the enemy least expect it. These units can also support heaver armor from the rear with their ATGMs and make great ambush weapons. They lack stabilizers and should always be attack moved when entering hostile territory.

Price: 25 points



T-62D

Soviet made T-62 export model, it has less AP then the basic Chonma Ho but more armor, it lacks the KPVT but it's DHSK HMG can still provide effective fire support against infantry and soft targets. These tanks work well with their North Korean made cousins and are a great tank for their modest 30 point price.

Price: 30 points


T-72M

Prototype Soviet export T-72, these tanks pack a powerful main gun, thick armor and medium optics and high stability and accuracy main guns. Their NSVT machine guns allow them to fight off helicopters up close as well as infantry and soft targets. These tanks work well on both defense and attack and are overall well rounded units.

Price: 60 points


T-90S

Prototype Soviet export model of the T-72BU, the S model lacks the TGMs commonly found on most Soviet and Warsaw Pact higher end tanks but it still possess great armor, range, AP, accuracy and stability. These are the best tanks available to North Korea and care should be taken to properly support them with lighter armor, AA and recon units to maximize their effectiveness.

Price: 170 points



Type 59

Chinese built copy of the T-54, this North Korean model packs a KPVT AP machinegun in addition to it's D-10T 100mm main gun. With 7 front, 3 side, 2 back and 2 top armor, this tank has decent protection for it's price range and although not the most accurate, this tank strives up close due to it's AP machinegun. These tanks make killer fire support and can destroy most armor in their price range very quickly up close. They also work well in armored formations when pared with other tanks, recon and AA support.

Price: 25 points


Type 59-I

Direct upgrade to the basic version, this tank features the harder hitting, better stabilized and more accurate T69-II 100mm main gun. This allows the tank to hit harder and more accurately then it's older brother, allowing for increased damage to hostile targets. It works great up close with it's AP machine gun and allows for aggressive up close assaults that similarly priced tanks would be unable to counter due to it's added firepower.

Price: 30 points


Type 59-IB

Prototype MBT packing better optics, range, stability, accuracy and AP then it's older cousins in addition to AA MANPADs, these tanks really shine when deployed in areas where it's unsafe to move your AAA with your tanks due to heavy resistance. Although not the beefiest tank in North Korea's inventory, they work well with better armored tanks where they can support against lighter armor and hostile aircraft.

Price:40 points
North Korean Recon
BRDM-1

Fast amphibious wheeled Soviet made armored car packing a DSHK machinegun and good optics. This unit is quick, lightly armored and stealthy. They can survive a few hits and can provide fire support for infantry in a pinch but work best avoiding direct combat and spoting targets for air and artillery strikes and relaying what they see to your other units.

Price: 10 points


BRDM-2


A direct upgrade to the older BRDM-1, this model packs an AP KPVT machinegun, longer operational range and higher speed on land and in the water. It can even take on light armor as well as provide fire support but like it's older brother, it is best used covertly to observe and report.


Price:15 points


M1992

Prototype North Korean domestic prototype recon armored car. Packing 4 Konkurs ATGMs and a AGS-17 automatic grenade launcher. These fast moving amphibious units have better (very good) optics and more firepower then their Soviet made export counterparts. They are still best used to observe and report but can provide fire support with their GLs and ATGMs to surgically strike high priority threats.

Price: 45 points

BTR 40A

Soviet made BTR40 packing a ZPTU-2 open top turret. It has good optics, good speed but low fuel autonomy requiring it to frequently gas up. This armored car can shred helicopters and light armor with it's AP machineguns but it's lack of top armor leaves it exposed to air and artillery strikes.

Price: 15 points


PT-76

Amphibious recon tank with a rapid firing auto loaded 76mm main gun. This unit lacks stabilizers but makes up for it with it's accurate HEAT rounds. It is easy to hide this recon tank and observe and ambush hostile units from where they least expect it due to it's amphibious nature. It also can provide effective fire support for troops taking towns and can roll with friendly armor to spot targets farther away. It's HEAT rounds can damage any armor in the game and with concentrated fire they can destroy much heavier tanks.

Price: 15 points


Type 63

Chinese export of their PT-76 derived light amphibious recon tank. armed with a more powerful 85mm KE main gun (1 AP and 1 HE more then the PT-76), this unit is great for up close ambushing by waiting till the enemy is right on top of them before opening fire with their main gun. They can go places most tanks can't and their recon optics allow them to see things before the other units they are working with can.

Price: 25 points


T-55

Soviet made North Korean recon tank packing a 100mm D-10T and unlike all other recon T-55s a DSHK HMG. This allows this recon tank to engage helicopters and provide better fire support for infantry. Their good optics and decent armor and armament allow them to extend the visual range for your tank formations and work just as well helping other tanks then scouting alone behind hostile lines.

Price: 25 points


Jeongchaldae

2 man SF recon teams packing Type 68 rifles, RPG-7s and unique Serbian M76 DMR, these units can erase hostile troops without a trace. They work well in support of friendly infantry and also make great sentries in well hidden locations. They are very fragile up close and should try and keep their distance from hostile units.

Price: 25 points

MI-2

Standard recon helicopter with very good optics and very small size. These helicopters work best patrolling with armed attack helicopters or for spoting for airstrikes and artillery. They are fragile and unarmed and should be kept away anything capable of shooting at them.

Price: 40 points


MD500D

Faster, more fuel efficient and with better optics then the MI-2, this western made, discretely imported western made helicopter (IRL used by SF units, using fake South Korean markings) is a great system for target spoting and working with hunter killer teams of the armed attack models.

Price: 65 points
North Korean Vehicles
BRDM-2 Malyutka

Wheeled, amphibious ATGM vehicle perfect for hit and run attacks against hostile armor. They have 18 ATGMs allowing them to destroy a lot of targets without needing to rearm. They are perfect for keeping APC and IFVs away from towns and for ambushing tanks with side and rear shots. They are quick moving allowing them to relocate quickly over land or water, allowing for rapid reaction to hostile flanking maneuvers.

Price: 20 points



Type 85 Susong-Po


VTT-323 based ATGM launcher, it's more accurate then the standard Malyutka but has 1 less AP. These units are slower and have less ammo then the BRDM-2 TDs but is still amphibious and more accurate. They work great for ambushing hostile tanks and for holding off APCs and IFVs moving towards towns or crossing rivers. They work well when concealed in forests and in areas with long sight lines, preferably pared with recon units.

Price: 20 points



Su-76M

Small Soviet made tank destroyer perfect for ambushing hostile armor and providing fire support for infantry. These inexpensive TDs have a very high fire rate allowing them to sling a lot of shells in a short amount of time. They lack top armor meaning they are fragile from artillery and bombers but can take a few hits from lighter AT weapons.

Price: 10 points



SU-100

Bigger, faster and harder hitting then the SU-76M, this Soviet made tank destroyer has 1 top armor and additional front, side and rear armor. It has a lower fire rate but higher accuracy and range compared to the older SU-76M. This TD works well against ambushing hostile armor and putting HE on hostile troops. This system offers a lot of protection and firepower for it's price.

Price: 15 points


ATS-103

Prototype 103mm tank destroyer with decent AP, range and accuracy. These units are the perfect ambush weapons system against hostile armor and can work as self propelled guns in addition to this. While they lack the armor of SU-100, it has similar armor values to the SU-76M with addition to 1 top armor.

Price: 30 points


TO-55

Soviet made T-55 armed with a flamethrower in addition to it's 100mm main gun, this unit is perfect for city fighting and recovering troops from forests. It can even use it's flamethrower to obstruct vision as an improvised smoke screen when no artillery is available. They are able to engage armored targets with their main gun unlike the dummy or non existent guns on Bluefor flamethrower systems.

Price: 35 points



ZSU-57-2

"Support SPAAG" made in the Soviet union, It's T-55 hull gives it good protection with the exception of lack of top armor for it's open turret. It's duel 57mm autocannons are not as accurate as the upgraded Chinease Type 80 SPAAG but it's increased ground range and AP ammo allow it to destroy most AFVs and some tanks. They retain the ability to fire on and destroy fixed and roto wing aircraft and deal 2 HE damage, shredding hostile aircraft and ground units alike.

Price: 20 points
North Korean Helicopters
MD 500D AGS-17


Attack helicopter packing two automatic grenade launchers perfect for destroying infantry and soft to heavy targets, even other helicopters. These helicopters are fragile but nimble allowing them to chase down units attempting to escape from them. They have a high fire rate and the sheer volume of fire is great for suppressing and routing hostile units.

Price: 30 points


MD 500D S-5


Packing 32 57mm rockets, this light attack helicopter is perfect for stunning and destroying everything from tanks to infantry. They have limited ammo capacity making frequent rearms important but their low price and high maneuverability allow them to flexibly handle most situations. They should keep their distance from AA as well as anything capable of firing at them due to their 4 strength.


Price: 30 points


MD 500D Susong-Po

MD 500D armed with the locally made copy of the AT-3 ATGM. These helicopters make great tank hunters and work well when teamed with their recon, rocket and GL cousins. They are very maneuverable allowing them to quickly acquire and engage hostile armor. They only hold 4 missiles so rearming them after attack runs are very important to keep them combat effective.

Price: 30 points


MI-4 S-8

Armed to the teeth with 80 80mm rockets and a PKT, this slow but powerful attack helicopter is a living nightmare for unprotected armor and infantry. They can maintain sustained fire with their 2 HE rockets much longer then most helicopters in the same price range and can spend a lot of time in the field before needing to rearm.

Price: 40 points



MI-8 Gunship


Packing an NSVT, S-5 Rockets and Susong Po ATGMs, this gunship is the perfect all around workhorse for the North Korean helicopter fleet. Although not as powerful as the MI-25, it packs a serious payload of mixed armament allowing it to deal with everything from other helicopters to infantry and armor. They are great multi mission platforms and work well as escorts for their transport brothers and forming hunter killer teams with recon helos.

Price: 45 points


MI-25

Classic Hind gunship with a Yak-B HMG, S-5 rockets and Fleyta ATGMs. These gunships are jacks of all trades with armor everywhere but the back, allowing them to take a lot of punishment before needing to pull back. They might lack the advanced armaments of other models but they are the best gunships usable to the North Koreans.

Price: 60 points



North Korean Aircraft
A-5I

Chinese made multirole attack aircraft armed with A 30mm autocannon, 4 BL-755 cluster bombs and 2 PL-5 missiles. The perfect aircraft for helo hunting, tank busting and a light fighter, it should mostly avoid direct combat with ASFs but in a pinch, it can defend itself and be used as a fighter against hostile ground attack aircraft. This unit really shines when engaging hostile armor, it's 6 AP cluster bombs doing a number on any non infantry ground units unlucky enough to be caught in the steel rain.


Price: 80 points


B-5

This one of a kind bomber packs the be all, end all 3000-2 3000 pound bomb, it's 15 strength air frame is unlike anything else in the game at the moment and it's defensive 23mm autocannon can surprise unlucky fighters in a panicked scramble to shoot it down. It's 30 HE bombs will silence anything unfortunate enough to be caught in it's blast radius, vaporizing anything from tanks to infantry exposed to it's unrivaled firepower. Some might say the B-5 pushes the bar up for what overkill means, that bar was snapped, vaporized and blown away by the precedent set by this amazing unit.


Price: 160 points


F-5

Chinese export model of their local copy of the MIG-17, this unit is armed with a both a 23mm and 37mm autocannon as well as 2 napalm bombs. These low flying attack aircraft can shoot down a helicopter as easily as they can burn down an entrenched town or forest. They are best used to clear out well entrenched pockets or to block off choke points like roads and bridges with their walls of flame.


Price: 60 points


F-5B

Another Chinese copy of the Mig-17, this variant is armed with the deadly S-5M rocket pods in addition to their autocannons. A powerful tool for removing anything from infantry to light armor, a wing of 2 or 3 of them are enough to destroy even the heaviest tank. They are ideally used to strike high priority soft and lightly armored targets such as infantry and command vehicles.

Price: 40 points



F-6C

Chinese export model of a MIG-19 copy, this low end fighter works great in small wings to destroy helicopters, ground attack aircraft and with enough numbers or assistance from other higher end fighters even engage hostile ASFs. For their 40 point price tag they bring a decent amount of firepower in the form of a 30mm auotcannon and 16 T57-2 AA rockets. A great choice for inexpensive, easily replaceable fighters that can make a decent amount of their cost back in one run alone.

Price: 40 points



F-7B

Chinese export copy of the MIG-21, they pack a 30mm autocannon in addition to 2 PL-5 AAMs, best used in groups, these quick and nimble budget fighters can use their numbers to overwhelm their opponents, they work best when pared with other aircraft armed with longer range missiles, allowing them to stun a target so the F-7B's can get close enough to equalize the fight with their short ranged armament.

Price: 50 points


MIG-21PFM

Soviet made MIG-21 armed with KH-66 AGMs, although not the most accurate of missiles, they hit relatively hard and can do a lot of damage to even a high end tank in a short amount of time without breaking the bank. They work well in formations of F-7B escorts allowing them to keep the skys clear while they mop up armored targets on the ground.

Price: 65 points


MIG-21BIS


A direct upgrade to the PFM, this multirole aircraft packs the same punch as an F-7B with shorter range air detection but better ECMs in addition to their 2 KH-66 AGMs. They can be used as light fighters and tank hunters but it is best they focus on one role at a time (if hunting tanks send escorts so they can focus on their missile runs).


Price: 85 points



MIG-23ML


MIG-23 ASF armed with a 23mm autocannon, 4 R-60M short range AAMs and 2 R-23R long range AAMs. These aircraft have low ecm but high speed and long loiter times, perfect for long CAPs. They can quickly intercept hostile attack aircraft and duel with most fighters in their price range, allowing them to control a good chunk of the sky for extended amounts of time. They are best used in alternating pares allowing them to cover their refueling gaps and with a few additional aircraft on tab if they spot a larger formation of hostile aircraft.


Price: 95 points


MIG-29 9-12B


The best fighter in North Korean inventory, this MIG-29 ASF packs a 30mm autocannon, and a total of 6 short range IR AAMs (2 R-73As and 4 R-27Ts), exceptional air detection optics and 30% ECM. These fighters might lack the range of the MIG-23ML or the low price of the lower end fighters available but they are deadly in dogfights and will in many cases when pared with the MIG-23s as backup they can clear the skys of even high end ASFs if properly micro managed.

Price: 130 points


SU-25K

Soviet made SU-25 export ground attack aircraft with a tank busting 3omm AP autocannon and 4 Kh-23M AGMs, they can destroy any armor they encounter on the battlefield. These aircraft also have 2 front and 1 rear. side and top armor allowing them to survive more hits then other AGM aircraft. These are absolute nightmares for your opponent's armor as long as care is taken to take out their AA units.

Price: 110 points


SU-7BMK


Soviet made attack aircraft armed with a 23mm autocannon and 64 S-5 rockets. Able to unleash a massive amount of firepower in a small, pinpoint location, these units are great for hunting high priority soft targets like SPHs, mortars, infantry and command vehicles. They lack ECM and are best used with escorts allowing them to get to their targets unmolested and unload their rockets into their unfortunate targets.

Price: 70 points
Yugoslavia National Overview
Yugoslavia is one of the nations provided in the Third paid DLC for wargame, The Reds Nation pack. They have a very solid selection of units across the board, and probably shouldn't be underestimated.

Yugoslavia has a pretty well rounded Logistics section, with a unit for every role including a locally manufactured command tank, based off the T-72, the M-84.

Yugoslavia also has a good selection of infantry available to them with a mostly solid AT ability across the board.

Yugoslavian transports are all pretty decent, and well armed in many cases, most ground based transports sporting an autocannon.

Yugoslavia has a pretty well rounded Spport tab, but is light on artillery units in general. They do have a solid amount of AA options available, and they have the first MLRS system introduced capable of firing smoke warheads in the Wargame series.

Yugoslavia has quite a few tanks, including the local prototype M-91 tank, which is more or less on par with their similarly priced M1 Abrams variants. They also get the M-84, as mentioned earlier, which is a lighter armored T-72, with slightly better guns. Also, they get a T-55 which also has improved Malyutka missiles, since apparently Yugoslavia never adopted any other type of vehicle mounted ATGM.

Yugoslavia has a solid all around selection of recon, including the first REDFOR equiveland to the Canadian Recee, the Senke.

Yugoslavia has a decent vehicle tab, most of which are ATGM carriers (mostly the Malyutka). They also get a Hellcat, Jackson, and the first ground based vehicle with rocket pods (which I still need to test out myself).

Yugoslavian helicopter tab is decent, with a few multirole helicopters, AT, or AA roles (granted they could be better at both), and a few ground attack variant Mi-8 helicopters, one of which has 128mm rockets.

Lastly, Yugoslavia has a very decent air tab, with a good selection of ground attack aircraft (and apparently an aircraft that can shoot it's ground attack rockets at planes). They also get a very solid selection of ASFs.
Yugoslavian Logistics
HK-41 Komandni

Basic command helicopter with very good optics and the ability to take control of any zone it can land on. They can quickly take and hold forward positions, giving you points and the ability to call in other units (depending on the objective). The only downside to this unit is it's high visibility on the move and on the ground. They can't be hidden from prying eyes so are best used to quickly take and hold an area, land alongside naval landing troops or used on objectives where control is shaky at best and quick withdrawal is needed. They can also be used as recon helos when needed but are best kept away from fighting due to their limited numbers and high prices.

Price: 100 points


kom. odeljenje

Basic command troops packing M-70B1 rifles and M-72AB CQC capable MG. Compared with other command infantry they tend to fare better when forced to fight hostile troops in the same city block but should avoid direct engagements. These units are rather fragile and should be supported by friendly units whenever possible. They have a variety of transport options making them useful in almost any deck but are not the best troops to hold more open objectives.

Price: 100 points

M-1107 MKsk

Basic unarmored wheeled command vehicle with high on and off road speed. This low strength, high speed Fiat is best used to hold rear line objectives that are well protected or to quickly take a position with the support of fast wheeled units. They are rather fragile in the field and their only defense is quickly moving away from hostile units and work best when escorted.

Price:110 points

KOT BRDM2U

Affectionately nicknamed the roach due to it's shape and radio antennas, this fast, armored and amphibious command unit offers better protection from light fire then the soft skinned Fiat as well as the ability to perform coastal assaults and river crossings. They lack any weaponry to speak of so extreme care should be taken to escort these units into the field to prevent their destruction.

Price: 120 points


T-55AK

Soviet made command tank packing a 100mm main gun in addition to a DShK HMG for soft skinned units and helos. These units can defend themselves when the need arises and have rather thick armor allowing them to survive return fire. They overall work best when protected by other units as it is a major target for hostile forces. Best used to take objectives closer to the front line as well as heavily contested zones where softer command units would be quickly destroyed.

Price: 120 points


M-84AK

Heavy duty command tank offering greater firepower and armor compared with the older T-55AK. They pack 125mm main guns and NSVT HMGs that allow them to hold their own against hostile forces if needed. They still should deploy with escorts to prevent their destruction at the hands of hostile forces. They make great units to deploy to open objectives and are can take on most mid range tanks if forced too.

Price: 170 points


VKB M-60PK

Lightly armored tracked command vehicle with an M2 machine gun. This unit is less agile then the wheeled equivalents but has similar armor when compared to the BRDM2 at a lower price as well as higher armor and strength then the Fiat. They are both inexpensive and durable command units that can take a bit of punishment but should avoid direct combat.

Price: 100 points


FAP 2026-A


This swift supply truck can quickly ferry 800 units of supply across the battlefield to where it's needed most. They have a decent 60KPH offroad speed allowing them to supply units in hard to reach locations like deep in the woods. Care should be taken to avoid the capture or destruction of these units by escorting them when traveling beyond your lines or when you suspect hostile units have compromised the security of the roads leading to your troops.

Price: 15 points

FAP 2832-A

A larger, faster newer version of the older FAP 2026-A. They can lug a massive 2400 units of supply wherever you need it, allowing you to supply larger formations of friendly units or to keep AA or artillery armed for longer amounts of time before taking the journey to and from a friendly (or captured) FOB. These units are large targets for hostile forces and can be captured if left unattended in the presence of hostile forces.

Price: 40 points


HT-40 Teretni

Domestic version of the Soviet MI-8 helicopter able to lug 1500 units of supply anywhere you need it. They are faster then ground supply units but are more of a target when flying to and from your forward positions. They work best when deployed slightly behind your lines to supply friendly ground supply units that can ferry the fuel, ammo and spare parts/replacement squad members to your other units.

Price:35 points
Yugoslavian Infantry
Brdska Pes

Light mountain troops armed with M-70B1 rifles, BsT M-60A RRs and M53 Sarac machine guns. They are fast both mounted in their transports and when on the ground and pack a great long range AT option for dealing with armor in addition to fairly powerful small arms. The speed boost attributed to light infantry allow them to quickly maneuver through woods, town and the occasional suicidal scramble over open ground. They are great hunter killer units that can actively hunt command units, AA, ATGMs and other high priority targets as well as formulate nasty ambushes. They have very fast transport options allowing them to quickly take a position or reinforce a front line when speed is key.

Price: 20 points


Mehanizovana Pes

Standard Yugoslavian line infantry with the short ranged but deadly up close M-56 SMGs, M-57A2 AT weaponry and M53 Machine guns. These line troops are really powerful up close with their SMGs and can still hold their own at longer ranges thanks to their great machine guns. They have a wide variety of transport options that allow them great flexibility in the field.

Price: 10 points


Mornarika Pes

10 man marine shock infantry unit with the deadly M-70AB2 rifles, LRAC F1 AT weaponry and M-84 CQC capable machine guns. These troops have limited amphibious transport options (but all their transports but the HT-40 can be deployed via landing craft) for a marine squad and smaller numbers in exchange for their deadly armament. These shock infantry can rip through hostile troops, AFVs and tanks, making them massive threats in towns or woods. They work best when deployed along side other units that can take care of hostile aircraft and armor at longer ranges.

Price: 20 points


Padobranci

Airborne SF infantry that carry the infamous STG-44 rifles, LRAC F1 AT and the buzz saw that is the M53 machinegun. They are somewhat limited in transport options are really fast, allowing for rapid ground or air insertion into hostile territory. They have good AT and deadly small arms allowing them to crush most units one on one. They can both conduct behind the line raids on high value targets as well as help friendly infantry mop the floor in cities and forests.

Price: 30 points

Padobranci '90

A prototype side grade to the older '75 version, they trade rifle accuracy for fire rate and MG rate of fire. They also field the Bumbar short range ATGM (domestic upgrade of the Eryx) that although subject to potentially missing if stunned and loosing line of sight has much greater AP and range compared to the LRAC F1. These troops tend to fight better up close against infantry and have better range against armor, allowing them to work well when deployed along side their older brothers.

Price: 35 points

PORS DRUG
Prototype ATGM team with a high AP and accuracy and a fairly long range. These units can pop a tank open like a can opener and are a major threat to any land, sea and landed air vehicle that happens to enter their AO. They work best when deployed in cover and concealment offered by towns, woods and hedge rows. Care should be taken to keep hostile helicopters and attack aircraft away from these fragile units and it is very important to cover them with other infantry in addition to supply units to keep them combat effective.

Price: 15 points


PORS ♥♥♥♥♥

Basic Soviet made ATGM with decent range but somewhat low AP, these missiles are great for taking out hostile tanks and AFVs at longer ranges. They can turn a city into an armor meat grinder as long as they have AA and infantry support. Like all 2 man teams they are somewhat fragile and their ability to fight back against hostile troops with their two rifles is rather risky and should only be used as a last resort. They only carry 6 missiles so frequent rearming is necessary to keep them in the fight.

Price: 10 points


Proleteri

Guard shock infantry with light rapid fire M72 LAWs, M-70AB2 rifles and M-72AB machine guns. They come in a variety of transports for both fast deployment and heavy fire support. They are great for taking care of hostile troops in towns and woods but have limited anti armor capability due to the short range and low AP of the M72. They can still do a large amount of damage to carelessly deployed armor that ventures too close where the high ROF can both demolish hostile armor in their soft spots or via repetitive rapid hits to even thick frontal armor.

Price: 15 points


Proleteri '90

A direct upgrade to the older '75 version, these troops pack the M-80A rifles, M-90 AT(with less ammo then the M72 but with much higher AP and range) and the M-82A SAW. They excel at destroying both armor and soft targets. The lower AT ammo is made up for with greater firepower that allow these units to destroy most lower end armor in a singular shot.

Price: 25 points


Strela-2M/A

A domestic upgrade of the classic Strela-2, these low end MANPADs have better accuracy and HE compared to the basic model. These units are very useful for keeping the sky over towns and woods under your control clear of hostile aircraft. They have somewhat short range and have limited ammo and work best when deployed with friendly infantry to keep them alive. Their small squad size limits their ability to defend themselves and leaves them vulnerable to indirect fire.

Price: 10 points


TO

Bringing the infamous Thompson SMG and M-20A1 super bazooka into the fight, these prototype militia excel at close range combat. Their low cost and high availability allow them to deploy in large numbers to support other infantry and overwhelm hostile formations of troops. They can deal with light armor fairly well but larger numbers are needed to take on heavy duty tanks. They work best when pared with other units that have longer ranged weapons to help deal with targets that are outside their small engagement range.

Price: 10 points


Silo

2 man Igla team that has greater accuracy and range when compared to the Strela-2M/A. They can demolish helicopters and fixed wing aircraft that get too close to your other units but care should be taken with them due to their small squad size. They work best when pared with other troops to both cover them and take the fight to hostile ground units while these 2 man teams deal with airborne threats.


Price: 15 points
Yugoslavian Transports
HO-42 Gazela

Light French made transport helicopter armed with two M2 Browning Machine guns and a decent top speed of 310 KM/H. These transports are rather fragile at 4 strength but are small targets that can quickly deploy troops into an objective, rapidly extract them from a hot LZ and provide light fire support to it's dismounted troops. The main advantage of this helicopter is that it can keep up with it's recon and attack helicopter cousins, allowing you to form whole task forces around the air frame.

Price: 20 points


HT-40

Bigger, slower and with higher strength and better armament compared to the HO-42, this domestic version of the Soviet MI-8 can still get troops to the front line quickly and provide powerful fire support. They have 32 S-5Ms that let them demolish soft targets and can even destroy heavy AFVs with sustained fire. These helicopters 8 strength allow them to take a fair amount of small arms fire before taking serous damage but care should be taken when entering airspace with AA and hostile fighters deployed nearby.

Price: 25 points


BOV M-86

Fast, lightly armored recon transport perfect for rapid scouting and deployment of recon teams. These AFVs offer great off road speed, good optics and decent armor for their price. Their main usage is to increase the area of observation provided by a recon squad, allowing either the infantry to covertly dig in and let the M-86 actively scout ahead or let the more discrete troops take point while it stays behind to observe and cover them. The M2 they pack allows them to act as light fire support units when needed but limits their ability to enrage AFVs.

Price: 15 points


BVP M-80A

Domestic amphibious IFV with 4 AT-3 Malyutka ATGMs on twin launch rails and an M-55 20mm auto cannon. These deadly IFVs specialize in providing aggressive fire support for their dismounted troops, destroying infantry and light AFVs with their 20mm and harder armored targets with the ATGMs. They offer decent armor with 3 front and 1 side, rear and top allowing them to take a bit of punishment in the field. They are great for naval landings and river crossings and can help open up new flanks in a stagnating offensive.

Price: 15 points


BVP M-80A1 Vidra

Upgrading the Malyutka to the P1 model (better accuracy and AP) and the M-55 to the M-86 30mm auto cannon, this direct upgrade also adds a PKT for additional firepower against helicopters, infantry and other soft targets.The auto cannon has greater range and stability in addition to better AP and suppression at the cost of ROF. These IFVs are great for dealing with any armor their troops can't easily engage and provide a great backbone to any ground or coastal offensive.

Price: 20 points


BVP M-96 Vidra

Prototype upgrade to the older M-80 models that trades the PKT for Malyutka-2T ATGMs and the upgraded M-89 30mm auto cannon with better ROF, AP and more ammo then the M-86. These IFVs can really do a number on hostile armor that is out of range of your infantry and still has great fire support potential even without the PKT. These units excel at protecting their dismounts and are great for supporting your tanks or for flanking across water to hit your opponent in the rear.

Price: 25 points


OT M-5

Classic american made half track with 1 front, side and rear armor (open roof so keep your eyes out for indirect fire and bombs), high off road speed and a .50 to put a wall of lead down range on soft targets. These units suffer from poor fuel economy but as long as they gas up between assaults they offer a fast and durable ride to their militia passengers. Their low price pared with that of the infantry they carry allow them to be fielded in large numbers, allowing you to mulch unfortunate hostile infantry under wave after wave of Thompson wielding warriors backed up by their .50 spewing OG APCs.

Price: 5 points


OT M-60P

Light APC with 1 armor all around, an M2 HMG and a M53 "buzzsaw" MMG in a hull mount. These exotic looking AFVs can shred infantry with their heavy anti personnel armament but can't engage hostile helicopters with the hull mounted M53. They are fairly durable but should stay away from heavy anti armor weapons and work best when deployed with supporting tanks and AA as well as their passengers. Once they unload they can provide heavy fire support against soft targets and really shine when fighting infantry at the edges of towns and woods.

Price: 5 points


OT M-60PB

A direct upgrade to the older M-60P, this model packs twin M-60A RRs, allowing them to provide both heavy fire support to their dismounted troops as well as crack open tanks and other AFVs. Their high fire rate of their RRs allow them to maim and maul ground targets quickly and with murderous efficiency while their dismounts advance forward. They are very flexible units that only suffer from limited anti helo armament.

Price: 10 points


OT TAB-71

An imported Romanian upgrade of the classic Soviet BTR-60, this lightning fast amphibious APC can get your troops where they need to go fast and in style. Other then functioning like someone decided to build a rally racing BTR-60 this unit maintains similar stats to it's Soviet cousin. They are armed with the powerful KPVT AP HGM that can both turn infantry into a fine slurry but also turn a light AFV into a block of Swiss cheese. They are very useful for river crossings and coastal assaults and can make quick dashes across open ground to safely deploy troops in wooded or urban areas. Over all this BTR drift mobile on crack is very useful for both transport and fire support for the mounted infantry.

Price: 15 points


Pinzgauer

Belgian made transport truck perfect for battle taxing command and recon infantry around the battlefield. Their only real downsides are their lack of armament and 5 strength making them rather fragile units that don't belong in the middle of a fight. They are rather fast on and off road and can drive rather far before needing to refuel (and with a 200 L tank that's almost smart car like by wargame standards). They are best kept not too close to the front line and should only be brought up to pull your troops back to the rear or a FOB to lick their wounds or forward to another position.

Price: 5 points


Yugoslavian Support
RL-4M Pracka

Prototype light SAM that uses modified R-73A AAMs combined with booster rockets made from S-24 parts mounted on a Praga hull. These SEAD resistant IR monsters only carry 2 shots each so care should be taken to keep them well supplied. They can keep up with other fast wheeled units allowing them to rip both helicopters and fixed wing aircraft out of the sky right on the front line. They have 1 armor on the front and side allowing them to take light punishment from small arms but their vulnerable read and top means they should stay away from hostile ground units without an escort.

Price: 40 points



RSPVO KUB-M

Soviet made heavy SAM that features powerful long range anti aircraft armament. Their 1 armor all around can help keep them alive but they should avoid contact with hostile ground units. They are limited to 3 shots each so it is rather important to keep them constantly supplied allow them to stay in the fight longer. Make sure to turn them off when hostile SEAD is in their AO and remember to pare them with non radar AA to help deal with this kind of threat.


Price: 45 points


RSPVO Neva M1

Faster, longer range and more accurate then the KUB, these prototype wheeled SAMs have one additional missile compared with the KUB in exchange for no armor. These heavy SAMs can kill any aircraft in game with only 2 missiles but are rather vulnerable to hostile SEAD aircraft. The long range missiles make these units extremely valuable for and ADN and thus make big targets for hostile SEAD and indirect fire.

Price: 90 points


RSPVO Neva M1T

Prototype side grade to the older model, this version of the Nivea trades accuracy and range for immunity to SEAD. These units work well when pared with their older brothers where the standard M1s can engage targets at longer ranges while the M1Ts finish off anything that slips through. When SEAD aircraft are deployed you can then turn the M1s off allowing the M1Ts to take care of them.


Price: 95 points


RSPVO Strela-1

Amphibious BRDM-2 mounted light IR SAM perfect for destroying helicopters and fixed wing aircraft. Their high speed, ability to cross rivers and land on beaches (as well as even cover friendly ships in some cases) make these rather flexible systems in many areas. Their only real downside is their limited ammo capacity of 4 shots each and somewhat short range. They are great escorts for wheeled columns and the fact they can fire on the move makes them perfect for chasing down withdrawing aircraft.


Price: 25 points



RSPVO Strela-10

Amphibious IR SAM launcher on an MTLB hull, similar in function to the Strela-1 in some ways but with advantages and disadvantages. They are slower in the water and on land but have better missiles, more ammo and longer range. They offer great fire on the move capability allowing the both cover friendly armor as they move in formation as well as chase down hostile aircraft. The IR nature of their weapons system allow them to engage SEAD aircraft without fear of retaliation.

Price: 45 points


RSPVO M90 Sava

Prototype upgrade to the older Strela-10 with an elongated hull, longer range, higher HE and more accurate and stable missiles. These heavy duty amphibious SAMs are some of the best fire on the move missile armed ground units in game. They can make short work of most aircraft in less then 3 shots and have a large ammo load in the field. They can keep up with your tanks and even chase aircraft that start to turn away from the fight when they see your ADN.

Price: 65 points


SM-82 M-60PM

82mm mortar mounted on an armored M-60 hull. these units can provide light fire support against dug in targets as well as deploy smoke to cover an advance. They are rather useful when dealing with soft targets like SAMs, infantry and ATGMs but with sustained fire they can even destroy tanks. Best used when you shoot and scoot to prevent counter battery fire.

Price: 30 points


SO-105 Prist

Classic American made SPH from the 1940s packing a 105mm howitzer and a defensive M2 MG. These light artillery excel at blasting dug in units as well as deploying smoke screens. They have decent armor (aside from their exposed tops) but suffer from low off road speed. Like all artillery they should change their firing position every now and then to prevent hostile response. They are best provided with escorts in the field and should stay behind the front lines to prevent exposure to hostile counter attacks.

Price: 45 points

SO-122 Gvozdika

Classic Soviet amphibious light SPH packing a beefy 122mm main gun. These units can help soften up hostile hard points before attacking as well as laying smoke to shake and bake the enemy. They are good when river crossings as well as beach landings require indirect fire support. They also feature direct fire defensive HEAT rounds if the enemy gets too close but it is best to keep these units away from direct combat as well as provide escorts.

Price: 55 points


SO-155 Nora-B

Prototype wheeled SPH with fast aim times and fast movement speeds on and off road. These units are a pain to counter battery and excel at rapid movement after firing, by the time an opponent even notices the rounds in flight they will most likely be out of the area they fired from, making counter battery very hard. They provide the usual mix of smoke and HE for flexible deployment.

Price: 120 points

SPAT BVO 3

Triple 20mm wheeled SPAAG perfect for escorting fast moving formations of wheeled units. They are immune to SEAD and make a mean fire support unit if the need arises. They can down both fixed and roto wing aircraft in addition to hostile ground units that get too close. They do lack top armor making them exposed to indirect fire but their 1 front, side and rear armor can help keep them alive when attacked by light AT and small arms.

Price: 30 points


SPAT BVO 30

A direct upgrade to the older 20mm model, this upgraded SPAAG has 1 top armor in addition to better accuracy and anti helo range compared to the older triple 20mm. They do carry less ammo and have a lower fire rate but have higher suppression. These SPAAGs maintain a very high speed off road allowing them aggressively chase hostile aircraft as well as keep up with other wheeled vehicles.

Price: 40 points


SPAT Foka

Amphibious M-80 IFV based SPAAG armed with twin 30mm auto cannons on a well armored hull. It's radar guided weapons system can make quick work of any aircraft and ground unit that gets within range but leaves it exposed to hostile SEAD aircraft. These units work really well as escorts for tanks and IFVs where they can maneuver in formation and keep hostile aircraft at bay and are great assists for crossing rivers with friendly IFVs.

Price: 55 points


SVLR M-77 Oganj

Standard napalm MLRS perfect for saturating a town or forest with sticky incendiary globs of death. These units can function in both an area denial capacity as well as burning out deeply entrenched troops. They can roast soft targets with ease as well as do significant damage to armor over time. They have great speed on and off road and have an M2 for self defense allowing them light defensive armament in an emergency.

Price: 90 points

SVLR M-87 Orkan

Heavy cluster MLRS best used for taking out concentrations of armor in addition to hostile artillery. They have a defensive M2 MG but work best when protected by other units. They can do a number on most hostile AFVs but have no effect on dismounted troops. Make sure to keep them loaded with supply units.

Price: 130 points

SVLR M-94 Plamen-S

Prototype HE MLRS with standard and smoke rounds. They have 2 loads of rockets each allowing them to provide sustained fire support. Great for softening up a position with HE then deploying smoke so you can then move up.

Price: 100 points
Yugoslavian Tanks
M-91 Vihor

Prototype MBT with thick armor, a 125mm main gun with high HE and AP. These tanks can use their auto loaders and high accuracy and stability to aggressively attack hostile positions. They can hold their own against all but the best tanks and offer great fire support platforms when deployed with infantry. They work best when acting in combined arms with other tanks, AA and ATGM support.

Price: 130 points

M-91A Vihor

Prototype upgrade to the older M-91 with an extra 2 AP, 4 frontal, 1 side and 1 top armor. They offer similar performance to the basic model but with slightly improved anti armor firepower and the ability to take a bit more punishment from return fire. They are the best tanks in Yugoslavian inventory and can go toe to toe with the best armor in the game, although they work best when pared with other supporting units.

Price: 170 points

PT-76B

Amphibious light tank with a light auto loaded 76mm HEAT firing main gun. They are the perfect unit for naval landings or river crossings and offer great anti armor capabilities when deployed in groups as well as powerful fire support when deployed with infantry and their transports. Their low price and high availability allow them to deploy in large numbers where their HEAT rounds can demolish even the best tanks in the game.

Price: 15 points

T-34B

Classic Soviet made T-34 with the 85mm HEAT gun in addition to an american made M2 browning .50 HMG. This decent blend of eastern and western technology create a powerful fire support unit that can also hunt tanks and AFVs in groups. They work best when supporting other tanks as well as infantry where low price and large numbers allow them to overwhelm higher end armor.

Price: 15 points

M-47 Patton

Classic US made tank armed with a 90mm main gun and a M2 Browning. They offer thicker armor then the older T-34B (both where employed in 1977 but it's a newer tank overall) as well as better autonomy and a higher rate of fire. They have lower AP KE rounds then the T-34B's HEAT rounds but their damage increases at closer ranges. They can provide the backbone of an assault force when supported by higher end tanks as well as AA and infantry. Overall these units make great light armor and fire support options in any deck.

Price: 15 points


T-55A TLD

Standard Soviet T-55 with decent armor, accuracy and stability with their 100mm 12 AP main gun. These tanks also have a DshK HMG for use against helicopters and soft targets. They offer a well rounded platform for both armored assaults in addition to fire support for friendly infantry. They are modestly priced and offer a good backbone unit to support higher end tanks, AA, ATGMs and infantry units.

Price: 30 points

T-55AI Igman

A direct upgrade to the older TLD, this T-55 model offers better main gun range, stability, accuracy and AP in addition to higher speed, better autonomy and Malyutka-P1 missiles. They are able to engage hostile armor at greater ranges then most tanks of a similar price in addition to firing on units with thicker armor with their HEAT ATGMs that would require moving much closer to use the main guns KE rounds. Overall these tanks are similar overall upgrades to their older brothers with the addition of fairly powerful long range armament.

Price: 40 points


T-55AH Igman

Prototype side grade to the AI model featuring better armor (both ERA and a massive mine clearing device), gun AP and medium optics. These tanks pare well with the older AI where they can help spot targets for their ATGMs and can also help bulk up formations of the older TDLs and support higher end tanks like the T-72M, M-84, ect. The 15 AP allows them to engage most similarly priced armor with ease and the add on armor makes them rather durable when deployed on the battlefield.

Price: 55 points

T-72M

Upgrade of the classic Soviet T-72, these middle ground tanks have an auto loaded main gun, thicker armor then the T-55AH and better HE at the cost of 1 AP and 10% accuracy (but have an extra 5% stability) and worse optics. These field well alongside the softer T-55s and the improved M-84s and M-91s as the perfect medium tank. They make great fire support units for friendly infantry and can do a number on most tanks as well, working well under fire thanks to their auto loaders.

Price: 50 points


M-84

A domestic upgrade of the T-72M with improved ROF, gun range, accuracy, stability and AP. They have one extra point of frontal armor allowing them to take a bit more punishment in the field but their rear, side and top armor is the same as their older cousin. These tanks work great in aggressive pushes and can also make great ambush units when the situation arises. They can provide both fire support as well as protect infantry and their transports from hostile tanks and AFVs but should have AA support to cover them from attack aircraft.

Price: 70 points

M-84A

A further upgrade of the M-84, this tank has better speed, fuel economy and optics when compared to the older model. They have added front and side armor (2 and 1 points respectively) and have even better accuracy, AP and stabilizers on their main guns. Overall these are apex predators when it comes to mid line tanks and can hold their own against similarly priced tanks.

Price: 95 points
Yugoslavian Recon
Granicari

Basic 5 man recon teams with the M-70B1 rifles and M-57A2 RPG. These units can spot targets from fairly far away with their very good optics and are hard to spot with their very good stealth. They can be used to help your standard infantry in a pinch but suffer from small squad sizes of 5 and lack of machine guns limiting their ability to fight normal squads one on one. Their AT is fairly powerful and has relatively high accuracy. They can be used to both observe from concealment as well as probe hostile lines looking for high value targets.

Price: 15 points

HI-42 Hera

Very good optics unarmored and unarmed recon helicopter useful for finding targets for artillery, strike aircraft and attack helicopters. These units are best kept away from hostile units when possible and their only real defense against attack is their speed. Care should be taken to make sure no AA is in the area before sending these units into potentially hostile airspace.

Price: 50 points

HI-45 Hera 2

A prototype side grade to the older Hera (1) model. They trade the very good optics for good ones in addition to adding 2 M2 brownings and 14 FFAR rockets. They can hunt down hostile light recon helicopters and provide light fire support for ground troops. their limited rocket pod load means they should save their shots for HVTs like command units, hostile recon units and emergencies, letting accompanying attack helos and ground units engage anything else they find.

Price: 35 points


M-1107

Unarmed recon Fiat with a high off road speed, very good optics, small size and medium stealth. These units are not the best for aggressive recon but can be used to sneak behind hostile lines to observe troop movements. They can also be concealed with your friendly units to better see the enemy before they see you, increasing the range you can ambush them at. They come at a moderate price and decent availability allowing a bit more risk to be allowed when using these fragile units more aggressively.

Price: 30 points

M-8 Grejhaund

US made M8 armored car with a light 37mm cannon and M2 MG. They offer high speed, decent firepower and good optics that allow them to aggressively scout behind hostile lines. Their light armor means they work best as fire support out of range of their targets or in rapid ambushes where they can use the element of surprise and high ROF to deal with their unlucky targets. The KE nature of their main gun makes them much more powerful up close, something easy to attain with their high speed.

Price: 15 points


BRDM-2

Fast moving amphibious scout car with light armor and a powerful AP KPVT MG. They work best to observe hostile troop movements but can also aggressively attack light AFVs and soft targets. Their ability to cross water can help them sneak around behind your opponents lines. High speed allows these units to quickly advance into covert observation points as well as pull back when compromised.

Price: 15 points


PAST Izvidjac

Recon Praga SPAAG that provides the unique capability of very good optics pared with a powerful AAA option to deal with ground units, helicopters and even fixed wing aircraft. The ability to both observe hostile units and pluck aircraft out of the sky creates a massive threat to the other teams recon helicopters and other aircraft as well. These jack of all trades can also mulch dismounted troops in addition to messing up light armor that strays too close.

Price: 35 points


IBV M-80AI

Prototype recon IFV with exceptional optics thanks to it's radar system. This unit also offers plenty of firepower in the form of a 30mm auto cannon and Malyutka-P1 ATGMs. They can sneak across rivers or onto beaches where they can both covertly observe hostile units as well as pick off HVTs like command units, AA, artillery and other recon units. They can also keep up with their IFV and SPAAG cousins making them valuable assists when deployed with these other units.

Price: 60 points

Senke

Prototype recon SF team with M-85 carbines and RT-20 anti material rifles. These units are fragile but highly deadly against light vehicles and infantry. The exceptional stealth allows these units to quietly watch for opportune moments where they can then strike a high value target such as AA, command units or artillery. They work best when concealed in towns or forests and should stay out of the open whenever possible. They should not get too close to their targets and use their stealth at long range to covertly destroy infantry and thin skinned AFVs.

Price: 30 points

T-55A Izvidjac

Upgraded recon T-55A with good gun stats and decent armor. These units are a peg up from the older basic T-55 recon tanks with better autonomy, accuracy and stability on their main guns. They also have a DShK HMG to deal with soft targets as well as helicopters which can aid in their utility. These recon tanks have good optics that allow them to help scout for other tanks in their formation and the medium stealth can help them covertly observe from concealment. They are great ambush units and can aggressively scout ahead of larger tank formations before driving your column into an ambush.

Price: 30 points


M-84AN

The be all, end all of recon tanks, these prototype M-84s have exceptional optics in addition to the thick armor and great gun stats of the M-84A platform. This tank has medium stealth as well and when pared with it's exceptional optics it can reach out and destroy targets before they even get remotely close. Their thick armor allows them to take a lot of punishment on the front lines where normal exceptional optic units would not be able to safely deploy.

Price: 110 points


Yugoslavian Vehicles
Bov Raketas

Prototype FSV incorporating aircraft rocket pods on a wheeled BOV hull. These units pack a mix of FFAR 70mm HE rockets and BR-1-57 napalm rockets. This unit can remove infantry from towns, woods and provide area denial via direct fire commands. They can also do a number on hostile armor with sustained fire and offer all the benefits of helicopter or plane mounted rockets with the ability to hide in concealment to create a deadly ambush. Limited ammo means these FSVs need to rearm rather often to keep combat effective.

Price: 25 points


BRDM-2 Malyutka-P

Basic amphibious ATGM vehicle with high speed on and off road, light armor and high capacity for ammo (18 missiles). These units make great ambush weapons against tanks and AFVs but should always try and engage from the longest range possible, making recon units useful to spot for them. They are good targets for indirect fire and air strikes so care should be taken to relocate every now and then as well as providing AA to keep hostile aircraft away.

Price: 20 points

BOV-1 Polo


A direct upgrade to the BRDM-2, these ATGM carriers trade amphibious capability for higher speed and better ATGMs in the form of the Malyutka-P1, offering 2 more AP to assist in cracking open tougher tanks. They work similar to their older counterparts with the exception of lacking the ability to cross rivers and land on beaches without the aid of landing craft. A perfect ambush weapon, they should always engage at max range where most units can't return fire until they get closer.

Price: 25 points

LT M-80A Polo

Powerful amphibious tracked ATGM vehicle packing the Malyutka-2M, boosting much higher AP and greater accuracy then the older models. It has relatively short range for such a powerful missile but still should take advantage of engaging at max range where many units can't shoot back until they get closer. They can be very useful for landing on beaches or river crossings, allowing your amphibious troops access to powerful AT.

Price: 35 points

M-1107 ♥♥♥♥♥

Light ATGM vehicle combining the high speed of the Fiat with the power of the ♥♥♥♥♥ ATGM. These units can move at lightning speed off road allowing them to fire a missile then floor it away from any return fire. They have limited ammo (4 shots) and are very soft targets with 5 strength and no armor, meaning they work best in hit and run ambush attacks and require supply units nearby to keep them fighting.

Price: 15 points

M-1107 Drug

Prototype upgrade to the drift mobile Fiat ♥♥♥♥♥ that trades the older ATGM for the newer, more accurate and higher AP drug. They still can haul ass across open ground, crack a target open with one of their 4 missiles then gun it back into cover at high speed. Still very fragile and dependent on rearming rather often, these light hit and run tank destroyers are a valuable tool for any blitzkrieg.

Price: 20 points

PAST Praga

multipurpose FSV/SPAAG packing twin 30mm auto cannons with both HE and AP rounds. They are just as capable at destroying light armor as they are helicopters and even fixed wing aircraft. Available in large numbers at a low cost, these units can bulk up any offensive or defensive force as a hearty mix of fast moving, lightly armored (but open top) light AAA/FSV.

Price: 15 points


SO-76 Helket

American made drift mobile tank destroyer that employs 100 kph off road speed, light armor (except the top) and a 76mm main gun and .50 cal MG to provide fire support and anti armor duty. They might lack stabilizers but their high speed lets them get up close fast for point blank KE kill shots on unsuspecting tanks/FSVs. They have somewhat poor autonomy but if frequently refueled they can more then keep up with any rapid advance across the battlefield.

Price: 10 points


SO-90 Dzekson

Another American made ww2 classic, this 90mm gun packing TD offers more armor and firepower then the SO-76 at the cost of it's insane speed. They have slightly better autonomy but still can benefit from gassing up during lulls in the fighting. They have less accuracy the their 76mm counterparts but greater range and higher AP, allowing them to dish out more damage as well as take more thanks to thicker armor (and the addition of an armored roof).

Price: 15 points
Yugoslavian Helicopters
HN-42M Gama

Mixed ATGM/AAM helo perfect for escorting your rocket armed attack helos and transports. They have limited armament and are best deployed in pares to hunt armor as well as shoot down hostile aircraft. They are fairly nimble allowing them to dart around the battle space and take pot shots on hostile units before pulling out to reload at a FOB or other supply unit.

Price: 35 points

HN-45M Gama 2

Prototype direct upgrade to the older Gama (1) that trades the older ATGMs and AAMs for newer, higher end models that are both more powerful and accurate. They are still limited in the number of weapons available to deploy in one strike. The Igla-1s fire faster then the Strela-2M/A's allowing them to take quicker snap shots on fast movers that dare to get too close. It's fairly important to provide supply units to keep these light attack helicopters in the fight.

Price: 45 points


HT-40 NRZ 57

Local version of the MI-8 armed to the teeth with an NSVT HMG and 96 S-5 rockets. These helicopters make amazing fire support gunships, tearing up infantry and armor with sustained fire. Nothing can last long under the blizzard of of HE rockets, with many units getting stunned and even routing when subjected to the extremely traumatic concussive bombardment. They work well as heaver escorts to their troop transport cousins and are great when pared with the lighter Gama ATGM/AA helos to help hold back aircraft and tanks.

Price: 40 points


HT-40 NRZ 128

Carrying 16 128mm 4 HE rockets, these heavy duty attack helicopters are not to be underestimated. The high HE and massive suppression will destroy almost anything in a handful or rockets. They work well with their lighter S-5 armed cousins so they can save their rockets for larger targets as well as them providing light anti helicopter protection (although the Gamas tend to fair better at this job). Overall these helicopters are great at hitting a precise area with a lot of HE really fast (good for danger close fire support in towns and woods) but should always have supply units close by to keep their massive pods full.

Price: 45 points

Yugoslavian Aircraft
J-22 Orao

Basic light bomber with 8 FAB 250s and a twin 23mm auto cannon for self defense, precise ground attack and helo hunting. They are not the fastest at 750 KM/H and only offer 10% ECM but for their price they offer a decent strike package for their price. They work best when flying with a fighter escort and should not bomb areas behind hostile ADNs.

Price: 70 points


NJ-22 Orao

Cluster bomber model of the J-22 that has a faster firing duel 23mm auto cannon with less ammo. They have 10% more ECM (20% total) to allow them to dodge a bit more incoming fire. These aircraft lack the ability to strike infantry but have increased lethally against armored targets. They work best when attacking large formations of hostile tanks and AFVs that are tightly packed into wood lines or fast moving down roads.

Price: 80 points


J-22B Orao 2

Faster model of the J-22 with 30% ECM, the twin 23mm auto cannons and a mixed load of S-5 rockets for soft targets and AGM-65Bs for armored ones. They have a good mix of capabilities and can easily take care of infantry, their transports and any tanks and AFVs escorting them all in one aircraft. They work best when flying with an escort to keep hostile fighters at bay.

Price: 100 points

L-11D Sejbr

Multi role F-86 armed with duel purpose A2A/A2G rockets. these aircraft are rather powerful up close as dog fighters but are somewhat exposed when closing the gap with hostile fighters but can slay ground attack aircraft with ease. They are very powerful helicopter hunters and offer a formidable pinpoint HE ground attack package. These inexpensive aircraft are truly jack of all trades, master of none.

Price: 60 points


J-21 Jastreb

Light ground attack aircraft with a powerful mix of Hydra HE and HVAR thermobaric rockets. They have an M2 browning for self defense and helicopter hunting but work best when flying with an escort. These planes excel at blasting suborn units off a hard point like a town or forest and keeping them off it (until the flames die down). They are rather slow with no ECM and limited time on target, making these aircraft rather exposed when attacking without escort or in areas with heavy AA.

Price: 70 points

L-12

A basic MIG-21 ASF with a high speed, no ECM and a light armament of 2 R-13Ms and a 30mm auto cannon. They are deadly in large to mid sized formations and can even engage high end ASFs if deployed with supporting MRAAM fighters. Against a ground attack aircraft they are fairly deadly and can go one on one with other low end fighter and multi role aircraft. Their low cost and large numbers make them great for swarm attacks.

Price: 50 points


L-17K

Upgrade to the older L-12, this MIG-21 has twin 23mm auto cannons and 4 R-60Ms in addition to the two R-13Ms. These aircraft can rapidly fire their mixed load of AAMs at both helos and fixed wing aircraft to deadly effect. The added 20% ECM allows them to avoid some incoming fire and the tighter turn radius allows them to dogfight better then their older brothers.

Price: 90 points


L-18

MIG-29 ASF packing 4 powerful IR SRAAMs and 2 semi active MRAAMs in addition to their 30mm auto cannon. These fighters have 30% ECM long time on target and exceptional air detection radars allowing them to intercept hostile aircraft as well as stay on station for a decent amount of time for patrols. They are slightly slower then their MIG-21 cousins and can be used to take the first shots of an air battle with their MRAAMs while their older cousins close in for the kill and then clean up anything that's left over with it's own SRAAMs.

Price: 130 points


L-19

Prototype single engine cousin of the French Rafael, this monster of a fighter pares Soviet SRAAMs with French MRAAMs and an a 30mm auto cannon to create an absolute ASF monster. It's 40% ECM, high time on target allow them to stay on station and keep the sky clear for your ground attack aircraft to demolish any hostile opposition. These aircraft excel at both long range attacks as well as dog fighting, making them top dogs in any fur ball they get sucked into.


Price: 160 points


L-15M


Ground attack MIG-21 with a 23mm autocannon and a mix of HE and cluster bombs. The mixed load allows it to deal effectively with both hard and soft targets. The 20% ECM helps keep them alive while the blow infantry into bits and crack hostile tanks open like raw eggs. Their only trade off is that when attacking infantry they only have 2 bombs at their disposal and when engaging tanks only half their bomb load (2) will be AP can openers. Overall the benefits of its mixed payloads usefulness tends to outweigh the lower damage to either type of target inflicted then a pure normal/cluster bomber.

Price: 75 points


N-62 Super Galeb

Slow low ECM (10%) napalm bomber for both clearing out an area of hostile forces or area denial. They can be used to influence hostile troop movements to your advantage or just roast the poor bastards in their dug in forested or urban positions. These aircraft do suffer from low time on target and lack of defensive armament means these aircraft need a direct escort to their objective with limited loiter time. Overall they are useful for destroying hostile concentrations of dug in infantry and clearing tanks and ATGMs out of tree lines.

Price: 60 points


N-62M Super Galeb


Prototype ground attack aircraft with 2 R-60Ms for self defense and powerful Grom-B AGMs. These units excel at tank busting and can be used to hunt helicopters when ground targets are scarce. They still have low time on target but their higher speed of 900 KM/H allow them to get to their target quicker so they have a bit of loiter time if needed. They can defend themselves against hostile aircraft if needed but work best when deployed with fighter escorts to help keep them alive.

Price: 130 points
Finland National Overview
Note: The origonal author of this guide has a mainly Finnish heratage, and has some personal bias towards them.

Finland is largely a well rounded nation, primarially due to the fact that they get a good combination of BLUEFOR units along with REDFOR units.

Finnish logistics isn't too much different than their comparative REDFOR equivelants, largely using REDFOR units for a majority, if not all of their units (excluding the Indigenous XA-180 series for transport (used by serval NATO nations in export model forms ironically)).

Finish infantry, are all around, acceptable. They aren't the strongest by any stretch, but they also aren't weak either. They also get the only Milita grade fire support team in the game, with a very high fire rate recoilless rifle.

The Fins get a very decent selection of transports, but have a notable lack of ATGM capable units when compared to other REDFOR nations. They do however get multiple autocannon armed units, as well as a Grenade Launcher armed variant of the XA-180.

The Fins also get a very solid support tab, with very few visible weaknesses, except possibly in the tube artillery department, where their accuracy, or range could be better. One notable thing is that the Fins do get to have a copy of the BLUEFOR Centurion Marksman.

The Fins get very few tanks, and most of the T-72 variants they get are considered prototype units. As a result, unless you pick the Charioteer, or one of the T-55 variants, availability is comparatively low. The prototype T-72 variants are exceptonally powerful, if a bit lightly armored.

The Fins actually have quite a lot of combat effective recon units. Some of which can completely replace standard infantry units if needed, and hold their own very well. There's also a good selection of armored support units in here too, including a BMP armed with a Bushmaster.

The Fins don't have much of a vehicle tab. Mostly a bunch of ATGM carriers, which range from mediocre to amazing, armed with TOW-2 missiles. Also, the StuG, cuz why not?

Finland has very few Helicopters. One variant armed with some TOW-2 missiles, and two very similar Mi-8 variants.

Lastly, Finland has a decent air tab, with a very poor ground strike ability versus armor, the only ATGM aircraft they get has the French AS-11, which is MLCOS guided. If the plane gets stunned, or shot down (which isn't too hard, it's useless). Otherwise, there are decent options all around, including a less menacing B-5 variant.
Finnish Logistics
BTR-50YBI

Light armored amphibious command vehicle perfect for taking front line objectives where there is a lot of action or when crossing water is needed to reach the command zone. They have an NSV for self defense but are best kept away from hostile units and deployed with escorting troops. The high value of command units make these prime targets for hostile units so care should be taken to conceal and protect these valuable units.

Price: 100 points


BMP-1K Kopa

Amphibious lightly armored IFV derived command vehicle with a 73mm Grom main gun for self defense. The Finish model lacks the auto loader of other BMP-1 versions but in exchange have a higher fire rate (but are effected by moral damage). They can cross rivers and land on beaches like the BTR-50YBI but have extra frontal armor and better armament. It is still important to protect these units in the field due to the high price, limited number and value of command units.

Price: 125 points


GAZ-69 Kopa

Fast moving wheeled command vehicle best used for rapidly taking forward objectives or capturing rear line objectives that are less exposed to hostile attack. They are somewhat fragile due to their lack of armor and 5 strength. They have no defensive armament at all so escorts are very important to keep these units alive in the field.

Price: 100 points

XA-180 Kopa

Fast and lightly armored command vehicle with amphibious capabilities and an NSV HMG for self defense. They can quickly take contested zones and survive a fair amount of indirect fire if the need arises. Their ability to cross water can help in flanking around hostile forces with escorts to contest and capture call in zones behind the line of contact.

Price: 125 points

Komentojoukkue

Finnish command troops with RK 62 rifles and KK 62 MGs for holding urban and wooded zones. They can somewhat defend themselves against hostile infantry and soft targets but should be deployed escorts whenever possible. They work best when deployed inside of town or deep in forests where they are less exposed to artillery spotters or other hostile units. Comes in a variety of transports for different purposes.

Price: 100 points


MI-4 Kopa

Lightly armed command helicopter with a PKT MMG for self defense and very good optics. These fast moving command units are hard to hide on the ground but offer exceptional speed when it comes to quickly rushing an objective to capture it before your enemy. Their ability to cross water makes them very useful in naval landings and the very good optics can turn them into improvised recon helicopters if the need arises.

Price: 100 points

T-55A Kopa


Basic command tank with a 100mm main gun and DShK HMG. These units are able to defend themselves if the need arises but work best when deployed along side other tanks to help escort it to a capture zone. Their relatively thick armor can help keep them alive during artillery strikes so their limited numbers are best deployed on heavily contested front line zones.

Price: 120 points

T-72 Kopa


Higher end command tank with better weapons and armor, allowing them to both survive heavier attacks as well as deal more damage to potential threats. They still work best when covered with other units due to the high priority of destroying a lone command vehicle without any support. These units are best deployed at the zones on the front line with the most action during a match where their armor and powerful main gun can be put to use to hold these chaotic command zones.

Price: 160 points


MI-8P KPI

Fast moving supply helicopter with 1500 units of supply at their disposal. Their main use in for rapid resupply of front line troops as well as quickly topping off ground supply units right behind your lines. They are prime targets for indirect fire when on the ground and can become a target for AA if deployed too close to the front. They are able to ignore mountain ranges, water and other obstructions that would slow down other supply units.

Price: 35 points


Terra 865BM KPI

Amphibious light supply truck that can take 500 units of supply over land and water at a nominal speed. These trucks might not have as much capacity as some of the larger options but the added mobility makes up to their low capacity. These units are perfect for landing invasions, crossing rivers as well as conventional missions. Try not to leave them unattended to keep them from getting captured.

Price: 10 points


SA-150 KPI

A larger supply truck then the Terra, these units are slightly faster off road but lack the amphibious capabilities. They can haul 800 units of supply quickly across the battlefield to support your front line fighting units as well as helos landed slightly behind your lines or to resupply artillery units.

Price: 15 points
Finnish Infantry
ITO 78

Basic 2 man MANPAD units armed with the classic Mosin Nagant rifles and Strela-2M SAM. They are great for air defense over towns and woods when deployed with friendly infantry. They have minimal defensive capability against hostile infantry units so care should be taken to protect them with standard infantry troops. Their large availability and low cost make them very useful to spread across large front lines.

Price: 5 points


ITO 86M

Prototype MANPAD teams packing the RK 62 rifles and Igla AA missiles, best used to help keep hostile aircraft away from your other infantry units when deployed in towns and cities with the protection of friendly infantry. They work best when deployed with nearby supply units to keep them armed and combat effective when large waves of aircraft are deployed to attack their position.

Price: 15 points


Jaakari

Standard Finnish line troops with RK 62 rifles, M72 AT rockets and KK 62 machine guns. These troops are great for both urban and woodland fighting up close with their rapid fire AT and potent small arms. They make a great nucleus for any infantry force and can provide large numbers of modestly priced troops with the support of specialized weapon teams in addition to shock and SF troops.

Price: 10 points

Jaakari '90

A direct upgrade to their older counterparts, these troops pack the upgraded M72A4 LAW to assist with cracking open hostile tanks and AFVs. They are still short ranged in the AT department but the high fire rate of the disposable launchers allows them to rapidly hit a target again and again. Their small arms are exactly the same as their '75 counterparts and they still make efficient and deadly when it comes to infantry fights.

Price: 10 points

Kaartinjaakari

15 man shock infantry teams specialized in CQB city and forest fighting with their Suomi KP SMGs, M72A4 LAW AT launchers and the RPD machine guns. They move fast, hit hard and although lack long range AT, they can do a number on tanks and AFVs that get too close. They have a decent number of specialized transports that assist in clearing out their objectives.

Price: 25 points


Nostovaki

Prototype militia 5 man FIST teams that are perfect for destroying light armor and soft targets. They lack the ability to take on heavy armor due to the KE nature of their weapons (unless at point blank range) but the high rate of fire is perfect for turning infantry into a fine mist and turning light to medium armor into Swiss cheese. They are slow on foot and more fragile then 10 and 15 man reserve militia units but provide a unique weapons system to your battle group.

Price: 10 points

Panssarijaakari

Shock guard troops packing the RK 62 rifles, Raikka RPGs and the KK 62 MGs. They not as specialized infantry killing Kaartinjaakari with 5 less men, ARs instead of SMGs and more powerful and accurate but slower firing AT weapons. These units can effectively fight heavy duty armor and still do a number on hostile troops. Their transports are less specialized but have more variety.

Price: 20 points


Panssarijaakari '90

A direct upgrade to the older '75 model, they use the improved Rk 90 TP rifles and the high fire rate, high accuracy and long range Apilas AT launchers. These improved weapons allow them to take on armor with impunity and increases their killing power against soft targets on the move with their higher stability rifles.

Price: 25 points

Pstohj 82M

2 man konkurs ATGM teams specialized at tank and AFV hunting at long range. These units can keep hostile armor away from towns and woods and allow your other infantry to have a way to hit back at longer ranged threats. The limited ammo makes them dependent on frequent resupply to keep them in the fight without compromising your troops ability to hold off hostile fire support units.

Price: 20 points


Pstohj 94

Prototype 2 man ATGM teams using the Spike MR missiles for tank and AFV hunting. These units have very high AP and range on their missiles allowing them to destroy a top line tank in only a few shots. They work best with the support of other infantry teams where they provide long range AT support while line troops hold off infantry and armor up close.

Price: 20 points

Rannikkojaakari

Best of the best SF teams using the RK 62 rifles, Raikka RPGs and KK 62 to great effect. They move fast, hit hard and anywhere thanks to their diverse transport lineup. Be it behind the lines of your enemy or fighting shoulder to shoulder with conventional troops in woods and towns, these units will kick the teeth out of your enemy and can go one on one with all but the best SF teams.

Price: 30 points


Rannikkojaakari '90

A direct upgrade to the older '75 version with the RK 62/76 TP rifles, Apilas AT launchers and the Valmet M78 SAWs. These troops have increased tank killing ability and better small arms when fighting up close and on the move. The main advantage they hold is the greatly higher AP, range and accuracy of their AT launchers, capable of taking out most armored vehicles with one shot.

Price: 35 points

Raskassinkoryhma


Standard 5 man FIST team packing the Musti RR and M/39 rifle for anti infantry use. They have a long range on their AT/AP RRs as well as decent AP, making them a threat to both hard and soft targets alike. They work well when providing fire support for standard infantry units as well as allowing them to take out armor at longer ranges then their standard AT weapons.

Price: 15 points
Finnish Transports
MI-8P

MI-8 transport helicopter lightly armed with an NSV HMG. These helos are fast, durable transports that can provide light fire support after dismounting their troops. Although not as well armed as their rocket equip brothers, these helos can still do a number on other helicopters and soft targets on the ground. They can help dump machine gun fire into hostile infantry preoccupied with shooting at their dismounted passengers both killing and suppressing them as they struggle to cope with the combined attack.

Price: 20 points


Super Puma

French made transport helo armed with an NSV MG, these units are faster then the MI-8Ps but have 2 less strength as well as better fuel economy. They can drop troops anywhere you need them on the battlefield as long as the LZ is clear of AA and hostile aircraft. They are great for air assaults when escorted by attack helos and fighter/strike aircraft that can be quickly followed by conventional ground forces to help secure their targeted insertion point.

Price: 25 points

BMP-1

Soviet made amphibious BMP-1 that trades the auto loader for slightly higher fire rate and no ATGM. These IFVs have decent frontal armor and light armor on their sides, rear and top. Their 73mm Grom can do a number on both armor and soft targets, protecting their dismounts from tanks and AFVs as well as helping them pound hostile troops into a bloody pulp.

Price: 10 points


BMP-2

Packing a higher land and water speed and more armor then it's older cousin, the BMP-2 features a 30mm auto cannon that is less effective against heavier armor but excel at killing lighter AFVs and soft targets with their high fire rate and longer range. Like it's older cousin these BMPs lack ATGMs but still make great IFVs for town assaults, river crossings and beach landings where they can fight alongside their dismounted troops and other escorting tanks and AFVs.

Price: 20 points



BTR-50

Basic Soviet made tracked amphibious APC with an NSVT heavy machine gun. These inexpensive transports can move your infantry with relative safety over land and water and can provide decent fire support for their dismounts. Their slow speed can leave them exposed when crossing open ground or water and work well when escorted with more powerful FSVs and tanks.

Price: 5 points



BTR-60PB

Fast, amphibious and well armed and lightly armored, these Soviet made APCs use their maneuverability to rapidly take or reinforce an objective with infantry or close the gap between them and a hostile AFV so they can hose it with their KPVT AP HMGs. Their ability to conduct amphibious crossings and landings where their 40 KM/H in water can catch people by surprise with an aggressive flanking maneuver.

Price: 10 points


XA-180

A faster, lighter armed amphibious APC when compared to the BTR-60, the XA-180, these units pack the NSV HMG and very high autonomy. They are great for rushing an objective or speeding reinforcements to the front lines. Their ability to cross water makes them very flexible APCs that can pull of a variety of standard and specialized missions with a vast array of mounted infantry types.

Price: 10 points


XA-185KT
a slower but better armed amphibious prototype IFV model of the XA line, it trades some speed on land and in the water for a 25mm Bushmaster auto cannon in addition to the NSV HMG. The perfect tool for rapid motorized pushes, it can provide extensive fire support for dismounted troops in addition to dealing with AFVs that get too close. Their limited ammo can be expended quickly so it is useful to resupply these units whenever you get the chance.

Price: 20 points


XA-180 Musti

Specialized XA series amphibious IFV with the stock NSV and the addition of a 95mm Musti RR for fire support and AT. The HEAT rounds can kill any ground unit in 10 or less shots and don't need to get closer to up their AP. The fire rate is decent and when pared with the HMG can really do a number on hostile units. They are limited to the more specialized infantry types but offer a lot of utility to these units.

Price: 15 points


XA-180 KRKK

Prototype amphibious XA series IFV with the 30m AGS-17 AGL for taking out soft targets and light armor. They have no defense against helicopters but can really do a number on ground targets, stunning and damaging soft and armored targets alike. They are great for clearing out woods and urban fighting with their specialized dismounted infantry units. Their high speed and amphibious capability lets them access areas that are inexpressible to land bound vehicles and difficult to reach in time for tracked vehicles.

Price: 15 points

ZIL-157

Basic wheeled battle taxi truck with 5 strength, decent speed and no armament and armor. These inexpensive transports are low priced, speedy and have good autonomy, perfect for bringing their infantry to the objective, backing off a short distance away from the fighting then picking them back up to either push further forward or withdraw to the rear to rearm and refit them or escape an oncoming advance.


Price: 5 points

Finnish Support
ITO 79

Radar guided truck mounted heavy SAM perfect for destroying both helicopters and planes. Their high speed and very good air detection make these units great for initial pushes with fast wheeled columns where they can wreck attacking aircraft. They have very limited ammo (2 shots each) so they should travel with accompanying supply units or deploy them nearby. They should always be turned off when hostile SEAD aircraft are nearby.

Price: 55 points


ITO 96

Prototype BUKM1 heavy SAM with twice the ammo capacity of the ITO 79 in addition to greater accuracy at the cost of speed. They also have light armor (1 point all around) to help protect them from artillery and small arms (and some light AT) but they work best when escorts are provided and are kept away from front line fighting if possible. Always turn these units off when SEAD is in their AO.

Price: 85 points

ITO 86

Fast moving wheeled AA unit packing 10 Igla IR AAMs fired from a twin launch unit. They can quickly provide SEAD resistant air defense to fast moving formations and can take on both helicopters and fixed wing aircraft. They are relatively fragile and should avoid getting too close to hostile ground units.

Price: 25 points


ITO 90

Prototype Crotale NG SAM mounted on an XA-180 hull, these powerful IR SAMs use an 8 shot launcher to blast helicopters and planes alike out of the sky with it's 6 HE missiles. Fast, deadly and with a decent reserve of ammo (although they should travel with or have supply units nearby) for a system of this type, they are immune to SEAD and highly capable of efficiently dismantling hostile air assaults.


Price: 85 points


ITPSV SU-57-2

Well armored (but open top) SPAAG mounted on a T-55 hull, these SPAAGs have 2 powerful 57mm 2 HE auto cannons that can rapidly destroy hostile aircraft. They make good FSVs in a pinch do their decent armor and heavy duty guns. They work best when pared with other units like the T-55s they share hulls with.

Price: 25 points


ITPSV Marksman

Prototype radar guided SPAAG on the same T-55 hull as the SU-57-2, they feature improved armor due to their newer, better armored turrets and a high accuracy and fire rate. These heavy SPAAGs can really do a number on both aircraft and ground targets but should avoid attacking SEAD aircraft head on (wait for them to fly over before turning the auto cannons on to engage them).

Price: 60 points


PSH 74

Amphibious 122mm SPH with a mix of HE, smoke and direct fire HEAT rounds on a lightly armored hull. These units can rain down indirect fire on hostile troop concentrations as well as "shake and bake" a position by useing HE to destroy and demoralize then smoke to cover friendly forces advancing. Best kept away from direct combat and near supply units whenever possible and should have escorts whenever available.

Price: 55 points


Telak 91

Prototype 155mm SPH with high accuracy, fast aim time, a decent ammo load and light armor (but open top). These units are great for both conventional strikes and counter battery fire due to their fast aim time and ability to put shells on target with pinpoint accuracy. They are also useful for pushing your units close to your enemy with the help of smoke rounds to obscure incoming fire. Always keep escorting units handy and supply units to keep up the barrage.

Price: 110 points



RAKH 76

Local model of the BM-21 Grad firing 40 cluster munitions with 3 AP each. These units can't really hurt infantry but can absolutely destroy ground vehicles and even the occasional low flying helicopter. They work best for either hitting large formations of advancing or withdrawing armor or cleaning up AAA and artillery batteries. They can clear out forests of hostile armor and although not the most powerful cluster MLRS the combined effects of 40 rockets over a relatively small area (at closer ranges) can really do a number on even the best tanks.

Price: 75 points


RAKH 89

Napalm MLRS with a high speed off road, 2 loads of rockets carried per launcher packing 122mm napalm rockets and a defensive PKT MMG. They can clear armor and infantry out of woods and towns with ease and the fact they have 2 loads of rockets carried makes them less dependent (but still need them for sustained fire) on supply units.

Price: 100 points


RAKH 91

Prototype 220mm HE MLRS with 11 HE for each of it's 16 rockets. A single well placed round can destroy most infantry and soft skinned vehicles and anything that survives the duration of the barrage will be seriously damaged and demoralized. They have 1 front armor but are rather fragile units that should avoid direct combat and travel with escorting AFVs and AA in addition to logistics supply units.

Price: 140 points


Sergei

Ural mounted ZU-23-2 SPAAG with low accuracy but with a very high fire rate and low price. Fast, fuel efficient and with high autonomy, this light SPAAG can wreck helicopters, fixed wing aircraft and ground units with their low accuracy but high fire rate. The low price and high availability allows them to deploy in mass grouped together into batteries across your line that can be augmented with other AA units.

Price: 15 points


Sergei MOD

Prototype pimped out ZU-23-2 with higher accuracy and anti helicopter range on the lower autonomy but faster SA-150 truck. They are insanely high end for such a simple base system (the most expensive version of the ZU-23-2 IRL to date) that greatly increases the killing efficiency against air and even ground targets.

Price: 40 points


Telak 84

Prototype SPH built on a Merkava hull, it is slightly less expensive then the Israeli version at the cost of some accuracy on direct and indirect fire (still one of the most accurate KE shell packing SPH in the game). They heavy armor on these howitzers and high AP and accuracy on their defensive KE shells allow them to function as tanks in an emergency but should always have escorts when possible. They can quickly shell a target then move before return fire hits and can take a beating before it's destroyed.

Price: 110 points


Telakrh 66

Prototype heavy mortar on a light unarmored artillery tractor, they can kill most infantry squads in 2 shells and can mess up light and even heavy armor with sustained fire. These mortars possess firepower similar to light howitzers (with reduced range but faster aim time). These units are very fragile and are best deployed with AA and FSVs to keep them alive in addition to supply units to keep them loaded.

Price: 60 points


Telakrh 71

Amphibious, wheeled 82mm mortar mounted on a Terra for blowing up soft targets (and armor with enough rounds) and smoking positions. These units are great for infantry support and combine a fast moving indirect fire artillery unit that's also able to cross rivers and land on beaches. They work well when pared with their logistics supply cousins that can follow them into the water when needed. Work best with a few of their RR equip FSV brothers to help protect them in the field, overall these mortars offer flexible, inexpensive fire support that can keep up with wheeled formations and amphibious assaults.

Price: 30 points


Telakrh 84

Amphibious MTLB mounted medium 120mm mortar with a defensive PKT. This unit blends the speed and amphibious capability of the 71 with the firepower of the 66 as a middle ground mortar that can still kill exposed 10 man squads in 2 hits. It has less ammo the the lighter 82mm but more then the heavy duty 160mm. Best used to destroy soft and lightly armored targets and to lay smoke for advancing troops.

Price: 40 points
Finnish Tanks
Charioteer

British made upgrade package for the Cromwell tank with the famous 84mm main gun. These tanks have decent off road speed and fire rate with enough AP to deal with other low end tanks and other AFVs. They are great choices for fire support units due to their high fire rate and decent HE damage and can also help escort infantry carrying APCs and IFVs deal with beefier threats. Overall these tanks are plentiful and inexpensive allowing them to be mixed in with larger armored formations or as escorts for infantry and their transports. Although light for a tank their 5 front, 2 side and 1 rear and top armor help keep them alive when dealing with light AT.


Price: 15 points


T-55A

Basic Soviet made T-55 with a 100mm main gun and uniquely the NSV HMG. Overall they perform similar to expected with the exception of improved accuracy on their machine guns allowing them a slight advantage over their more common counterparts. Overall these tanks work well when working with heavier armor in large tank formations or as escorts and fire support platforms for infantry units and their APCs and IFVs. They can hold their own against most similarly priced armor and their high availability and modest price allow these tanks to form the backbone of your armored force.

Price: 25 points


T-55M Matti

An upgrade to the older T-55A, the M version features improved range, accuracy and AP to the main gun. They also acquire better optics which when combined with the new gun FCS and ammo it gives them the ability to better engage targets at longer ranges. They still have decent armor at 7 front, 3 side, 2 rear and 1 top but for their price range they are somewhat glass cannons that have a lot of punch but not a lot of protection.

Price: 50 points



T-72M1

Auto loaded Soviet made tank with a powerful 125mm main gun and NSV HMG for killing soft targets and helicopters. These tanks feature medium optics that are a step up from the T-55s and Charioteer and have much thicker armor then these lighter tanks. They excel at combat up close thanks to their their auto loader that won't supper reload penalties when the crew is panicked. They are fairly quick at 60 KM/H off road and make great flanking units while your lower end armor holds the line so they can pincer your enemy.

Price: 75 points


T-72M1PAIV

Prototype upgrade to the older T-72M1 with greater speed, gun accuracy, stability and AP as well as a faster auto loader. They still posses the same amount of armor somewhat fragile for their price range but are never the less very powerful tanks in their own right. The better AP and stability really help these tanks use their greater speed to exploit gaps in the hostile line or to position themselves around hostile units to encircle and eradicate them.

Price: 120 points


T-72M1MOD

A further prototype of the PAIV upgrade, these tanks feature improved ERA add on armor that bumps their armor up to a thick 21 in the front, 10 on the side, 5 rear and 4 top that allows them to take a ton of punishment compared to the their more fragile predecessors. Arguably the best tank in Finnish inventory, these monsters will easily demolish armor and soft targets alike with extreme prejudice.

Price: 160 points
Finnish Recon
Alouette II

Very good optics recon helicopter that although somewhat slow it can travel much faster then any ground counterparts and without the need to worry about hills, woods and water. These units are fragile at 4 strength and work best to spot targets for artillery, attack helicopters, strike aircraft and ground units. They have no means to fight back when engaged so their speed (although slow for a helicopter) and very small size are their only means of escape. Best if kept away from hostile AA and if possible send SEAD in beforehand to test the waters and take out radar guided SAMs and SPAAGs.


Price: 35 points


Jet Ranger

Faster then the older Alouette and with exceptional optics, these recon helicopters can see farther and run faster then their older cousins. They still are very fragile at 4 strength and can't fight back against anything so they really should avoid combat. They fill a similar role to the Alouette and generally perform better but at a higher cost and lower availability.


Price: 60 points


BMP-1 TJJ

Amphibious recon vehicle that shares a hull the the famous BMP-1. It works great as fighting recon with it's decent armor, 73mm Grom main gun (like all Finnish BMP-1s it lacks an auto loader in exchange for higher ROF) in addition to a Konkurs ATGM launcher. These units can desperately observe with their good optics or aggressively search and destroy high value ground targets like command units, AA and artillery. They can also covertly land on beaches and cross rivers allowing them to really cause some issues behind the lines for your unlucky opponents.

Price: 35 points


BMP-1KT

Trading the main gun and ATGM for a 25mm auto cannon and NSV HMG, this prototype side grade to the older model has less anti armor capability in exchange for increased effectiveness against soft and lightly armored targets. They pare well with their older brothers and can form dangerous amphibious hunter killer recon packs that let the aggressively engage other recon units as well as high priority targets.

Price: 30 points


Erikoisrajajaakari

Elite prototype recon infantry 10 man teams packing Jatimatic SMGs, APILAS anti armor rockets and Igla MANPADs for dealing with any threat on the battlefield. These crazily spelled SF recon teams are just as crazy in the field and cam demolish most tanks, infantry and aircraft. Although they don't perform as well as MG/GL/napalm launcher SF units against infantry, they can still do a hell of a lot of damage to them as well as crack open top tier tanks and shoot down an aircraft or two. These units are great for observing hostile units, agressively hunting behind the lines as well as supporting friendly dug in infantry and other units spot targets as well as destroy any that get within their range.

Price: 35 points


GAZ-69A

Unarmed recon jeep with a high speed, very good optics and no armor or armament to speak of. These units can help see targets for friendly forces at greater ranges so they can engage them first as well as covert observation from concealed positions. Their low strength of 5 and no armor means these units are bet kept out of the fight directly and can use their high speed to GTFO if the need arises.

Price: 25 points


Monkija

Unique recon quad bike with 3 strength and very good stealth. This unit offers more concealment then similar vehicles, making it harder to detect. It is also very fragile at only 3 strength but offers higher speed then stealthier recon infantry (when on foot). They provide a very distinct capability that is unlike anything else in game and stand out as a great discrete, fast and efficient recon unit.

Price: 30 points


PT-76B Tiedpsv

Light amphibious recon tank with a 76mm HEAT firing auto loaded main gun. These units are great options when you need tough fighting, go anywhere recon units that can fight side by side with standard tanks. They can both deploy on their own to scout and hunt behind the lines as well as aggressively support armored formations and can actually fight back against hostile armor where most recon units would simply observe targets.

Price: 15 points


T-55M Pionpsv

Up armored recon T-55 that has overall better stats then most of it's counterparts in other nations inventory. The powerful 100mm main gun and NSVT HMG are useful for taking out armor and can be used for fire support when needed. These tanks have very good optics so they can not only fight with friendly armor but scout for them as well. They are very durable recon units and although lack the HEAT ammo and amphibious capability of the PT-76 they make up for it in thicker armor and better optics.

Price: 75 points


Sissi

Shock recon troops with a mix of powerful sort and long range small arms and decent AT. They carry the Suomi KP SMGs, Raikka RPGs and SVD DMRs into battle and can aggressively scout or discreetly observe hostile units. They have a variety of transport options that give them different tools for different types of insertion depending on the mission requirements.

Price: 20 points
Finnish Vehicles
BTR-50 Vigilant

Amphibious lightly armored ATGM vehicle with short ranged but powerful Vigilant missiles. Good for picking off lighter tanks and AFVs, these inexpensive tank destroyers are very useful for helping protect infantry and their transports as well as assisting tanks take on hostile armor. They make great ambush weapons and due to their ability to swim they can easily keep up with other amphibious units without the need of bridges.

Price: 15 points


XA-180 Pstpsajon

Fast wheeled amphibious ATGM unit with a single tube I-TOW launcher. They can keep up easily with your transport and SAM XA derived units. The light armor and high speed makes these vehicles ease for avoiding and evading enemy indirect fire, the main counter to ATGMs. It is a direct upgrade to the Vigilant with better accuracy, range and ammo capacity. They work best when escorting fast moving wheeled units and as AT ambushes.

Price: 40 points


XA-185 Pstpsajon

Prototype direct upgrade to the older 180, these ATGM vehicles are still fast, amphibious and lightly armored and have newer more accurate, higher AP TOW-2s fired from a newer two tube launcher that allows for faster follow up shots in exchange for slightly longer reload times. Overall these units make great tank and AFV hunters and work well with other high speed units where they can quickly blitzkrieg across the battlefield.


Price: 60 points


Sturmi

Classic WW 2 era tank destroyer made famous by the infamous "Stug life" memes. They have decent armor (3 front, 2 side and 1 rear and top armor), a DT MMG and a 75mm main gun. These units have poor autonomy and work best when supported by supply units but offer inexpensive fire support and AT options to lighter task forces. They can be deployed in large numbers and are the ultimate ambush weapon due to their small size and high fire rate.

Price: 5 points


Terra Musti

Light amphibious TD/FSV packing the powerful musti 95mm RR onto the fast moving, amphibious Terra truck. They work best when pared with infantry to support or as added firepower to armor formations and amphibious assaults and raids. They have a large ammo supply for light RRs and can easily help escort their logistic tab cousins on land and water if the need arises.

Price: 10 points


UAZ Pstohi

Basic light ATGM jeep packing 4 ♥♥♥♥♥ missiles into a fast moving but fragile UAZ. These units can use their speed to perform hit and run strikes on hostile tanks and AFVs. They are fairly dependent on regular resupply to stay in the fight and their lack of armor and only 5 strength do limit their performance somewhat but as long as they keep their distance from hostile units they are very effective as ambush and hit and run units.

Price: 15 points
Finnish Helicopters
HH-10

Prototype light attack helicopter mounting the TOW-2 ATGM on a MD 500 light helicopter. These dedicated tank and AFV hunters have no armor, 4 strength and 4 missiles each, leaving them rather exposed to AA and limiting their time on the front line. They work best in areas where hostile AA is light and should have resupply units nearby to top off their pylons between engagements. Their ATGMs can crack open most tanks in game in under 4 shots but when fighting higher end armor they should either attack in pairs or hit them from the sides.

Price: 50 points


MI-8T

Classic Soviet MI-8 helicopter mounting 64 S-5M rockets. A great unit for dealing with mixed groups of infantry and armor, their versatile rockets can put a lot of HE precisely on target with minimal risk of hitting friendly units that are danger close. They do require the occasional break at a FOB or landed near the back of the front lines to reload their pods.

Price: 40 points


MI-8T KT

Prototype upgrade to the older 8T, this version of the attack helicopter has 40 of the more powerful and accurate S-80FP rockets and 2 Gsh-23L auto cannons for killing light armor, helicopters and soft targets. The massive suppression of both weapons combined will heavily stun anything tough enough to survive an initial volley. They deplete their ammo for both weapons quickly so rearming nearby at a FOB or supply unit is fairly important to keep these units in the fight.


Price: 50 points



Finnish Aircraft
Avia 28

IL-28 (Soviet original version of the Chinese copy, the B-5) with it's trademark defensive tail gun to rip up any fighters unfortunate enough to enter gun range and a massive 15000 LB 24 HE bomb for disintegration of ground targets. It has less bomb HE then the B-5 but higher ROF, more ammo and greater suppression then the twin 30mm auto cannons on the B-5. Overall these units are still gravely effective against soft and hard targets alike and very little can survive a near miss, let alone a direct hit.

Price: 110 points

CM.170

Slow moving, tank killing ground attack aircraft mounting two AS-11 AGMs for anti armor use. They are somewhat slow and have low time on target but this can in some ways help them not over shoot a target. They are very exposed to hostile fighters and have no defensive armament so care should be taken to destroy AA and fighters should be used to protect them from hostile aircraft.

Price: 60 points


Hawk 51

Light multi role aircraft with a 30mm auto cannon pod, 2 FAB 500s with 15 HE each and 2 R-60 SRAAMs for killing planes or helos. These aircraft can deal with ground targets and aircraft with ease but should only focus on one job at a time. If used for ground attack they can defend themselves but work best when flying with escorts so they can focus on bombing targets.


Price: 70 points



J 35S

Fast moving ASF with a single 30mm auto cannon, 4 RB 27 Falcon MRAAMs and 2 AIM-9P 3 SRAAMs for use on helicopters and planes. They have no ECM and somewhat low time on target so they should focus on intercepting fighters and bombers over your objectives and be cautious when straying into hostile airspace without SEAD support. They work well in pairs as escorts for friendly ground attack aircraft.

Price: 85 points


J 35F


Ground attack version of the J35 using 8 napalm bombs to touch infantry out of buildings and woods and stun and even destroy armor with prolonged exposure. They are fast aircraft but with no ECM so care should be taken to clear the AA out first if possible or fly with SEAD escorts. They still have a 30mm auto cannon for self defense and helicopter hunting but work best when flying with an escort of their fighter cousins or other ASFs.

Price: 90 points


J 35FS

Multi role aircraft with a 30mm auto cannon, 12 135mm rockets and 2 RB 28 Falcon SRAAMs allowing them to rip out ground targets and blow hostile aircraft out of the sky. They can put a ton of HE damage on a pinpoint target where bombs would be danger close to friendly forces and work best when used on soft targets (although they can damage and destroy armor) and can defend themselves if needed but when flying ground attack missions they work best with fighter escorts. They can be used as light fighters and helo hunters if needed and their multi role nature lets them fill a lot of roles in one deck slot.

Price: 60 points


MIG-21F-13

Ground attack MIG-21 using 36 SNEB rockets and a 23mm auto cannon for helo hunting or self defense. They are best used against point targets such as infantry, and soft/lightly armored ground units. They have very high speed and 10% ECM allowing them to dip into the battle space, dump their pods into an unfortunate target then GTFO before any fighters can react.

Price: 70 points


MIG-21Bis

ASF model of the MIG-21 mixing a 23mm auto cannon with a mix of eastern made R-60s and western AIM-9E SRAAMs, 4 and 2 of each respectively. They have 30% ECM, high speed, very good air detection and decent turn radius to assist with dog fighting and shooting down helos. They also work well with MRAAM armed fighters to help finish off anything pegged with their longer ranged weapons.


Price: 90 points


MIG-29 9.13


Soviet made ASF with two F&F MRAAMs and a 30mm auto cannon, these fighters work best as hit and run interceptors that can dump their missiles then bail. They can dogfight if needed and have a good turn radius, 40% ECM and a high air speed. They work really well when deployed alongside friendly fighters with additional SRAAM armament.

Price: 125 points


F-18C

Prototype American made ASF with a 20mm vulcan auto cannon, 2 AIM-9C SRAAMs and 6 AIM-120A F&F MRAAMS. These are the best fighters in Finnish inventory and offer exceptional air detection, 50% ECM and long time on target in addition to great turn radius. They can go toe to toe with the best of the best fighters and can even hold their own against small flights of hostile ground attack aircraft due to their large missile load.

Price: 170 points
128 Comments
BORjOM1 9 Mar @ 6:28pm 
ok, now try to touch the grass
bobbobersin  [author] 14 Sep, 2024 @ 10:16pm 
ty for the feedback, this has been fixed, when writing the guide I was comparing it with a ZSU-23-4 and in the advanced state of sleep deprivation I think I was reading the wrong weapon stats.
Allianz4000 13 Sep, 2024 @ 10:13am 
Nice, thx.
One thing: the SIDAM isn't RADAR, but non radar - so SEADs are irrelevant. It's listed as radar, which is an error.
bobbobersin  [author] 7 Sep, 2024 @ 1:01am 
update: forgot the reservists, it is now feature complete, will continue to revise as needed
bobbobersin  [author] 5 Sep, 2024 @ 3:22am 
Intimal guide is ready to go, I will go back and check this when I have had more sleep, any feedback and corrections are welcome :) ty for your continued support
bobbobersin  [author] 30 Aug, 2024 @ 1:46am 
hey folks, the new AU recon Leopard 1 and all the price patches are in, I will be starting the Italian units proper shortly in the next day or so, apologizes that this is slower then normal, very very busy work week for me.
bobbobersin  [author] 29 Aug, 2024 @ 2:49am 
good morning community, I have started the editing of the guide (the new ANZAC AS1 Recce is now added to the guide), I am leaving for work shortly but will be editing any entries for changes in addition to adding the new Italian units, nation summary, etc. please bear with us as we update the guide and if any errors are found and feedback provided will be fixed and integrated into the guide respectively. Thank you all for your continued support of one of my personal favorite games, the hard working devs and each other as a community.
bobbobersin  [author] 29 Jul, 2024 @ 9:29pm 
It's that time again folks, whos ready for Italy? :D
bobbobersin  [author] 19 Aug, 2023 @ 7:14am 
4 people (mostly 2) roughly 4ish years? it blurs together
Admiral Obvious  [author] 17 Aug, 2023 @ 7:23pm 
Yes