Call to Arms

Call to Arms

WarFighter Modification - Total Overhaul
 This topic has been pinned, so it's probably important
Yuri~  [developer] 16 May, 2022 @ 9:35pm
Tactics, Equipment, Walkthrough Discussion
Considering there are still many players still struggling to get a hang on the mod's gameplay, such as struggling against infantry AT, keeping vehicles away from AT, and base of fire/maneuver elements of infantry formations, I decided to make this Discussion.

Talk and share about tactics, strategies, maneuvers, walkthrough that players employ in the mod's gameplay here.

You can discuss about the arsenal/equipment/vehicles available in the mod as well and ask about their details or characteristics, how to employ them, etc.
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Showing 1-15 of 57 comments
broknig 17 May, 2022 @ 10:35am 
(reposting to this discussion)
conquest US Heroic Fog of War:
beginning for me i just rush to research armor, bradley LAV, etc... tanks are gold even in this mod (in my experience) ill normally go for quantity of MATVs at first, run two per point with infantry on the point, giving your vehicles range over the enemies is key in the mod, most insurgents are equipped with tons of AT. clear points with mortars (you'll probably have to direct control for the best results) then push MATVs into supporting positions, then run your infantry in. all about those research points, nothing you can really do if you lose the armor game
broknig 17 May, 2022 @ 10:35am 
endgame i run 2 tanks with 1 bradley full of seals, clear point first with mortars/artillery/attack helicopter, push tanks up for fire support, unload seals, send them to the point with 1 tank, build fortifications and hold the point no problem, second tank supports the 1st from a higher elevation. just do this same thing for all the points, move your tanks in the rear points up and replace them with bradleys as you progress.
KampfTomate007 17 May, 2022 @ 11:55am 
I always go for the Stryker ICV at the start, since it's decently well armored compared to the 15-20mm of the MATVs, The turret is RWS, so no exposed crew, only needs 2 crew members, and the M2HB goes from 34mm pen to around 30mm of pen at i think 100m range, so you can damage most enemy vehicles, like BMPs and BTRs.

Then it's basically rushing for MBTs, since they're the most survivable so they can level up more easily and become even more effective, although you need to keep an eye out for that damned commander who constantly gets shot out of the vehicle because of the exposed mounted M240.

What i'm currently trying out is an infantry run, but honestly even several squads of T4 rangers keep getting overwhelmed by the enemies infantry swarms, which is why i usually stick with Strykers and maybe eventually LAVs as captors instead of vulnerable infantry.
KampfTomate007 17 May, 2022 @ 11:58am 
I do like that we have more AT weapons on our standard infantry squads, since IIRC originally only the T4 Rangers had AT weapons, while now T5 Seals also got 4 AT-4s now, even though the rangers have 2 AT-4s and a Carl Gustav with 5 HEAT and 2 HEAT Tandem warheads, which also have more penetration and range than the AT-4, so the Rangers are still the better AT squad, but atleast they aren't the only one equipped with AT weapons.
Yuri~  [developer] 17 May, 2022 @ 5:04pm 
Autocannons are very effective in destroying obstacles and soft targets. They have the same range as main guns on MBTs, even. You can use them in direct control to destroy obstacles that enemy infantry hide in, destroy walls, make a breach and deny enemy cover so that your infantry can move in easier. APCs and IFVs have great utility in general, and you definitely almost never go without them.

In addition, they store a machine gun and AT weapon as well, which can be picked up, plus acting as portable light resupply/staging points.

Just don't expect them to take much punishment. MBTs have more longetivity and can survive harsher punishments better. MBTs are like the battering rams and mobile gun platforms with the ability to shrug off bigger hits, whereas IFV/APC are there as battle taxis and infantry's portable heavy weapon systems. Either way, you'd usually put APC/IFV in the same phase/formation as the infantry and consider them part of the infantry forces.

Yes, even with heavy enemy presence, armor units are still very valuable. You just need to use them right and properly support them and have a good balance of unit roster., and definitely use the right vehicles for the assigned jobs.

P.S: I'm not the only one who's more annoyed with IFVs/APCs with autocannons than MBTs in general?
Last edited by Yuri~; 17 May, 2022 @ 5:38pm
KampfTomate007 18 May, 2022 @ 3:11am 
Nah, autocannons in this game are definitely the absolute cover destroyer, no other weapon clears obstacles/buildings, etc as quickly and effectively as autocannons.

My problem with the Bradley is that it's atgm can't be properly aimed like it's other weapons by the AI, since it's guided by the aimpoint, so when the bradley is firing at infantry to the left with it's 7.62mm and i think 25mm, then sees a tank to the right and turns it's turret to it, fires it's atgm, and then instantly switches back to firing at the infantry to the left, then the atgm will be pulled to the left, often missing the tank entirely.

Meanwhile a vehicle with a tank cannon doesn't have that problem, since their shells aren't guided, which is why i prefer using abrams/Stryker MGS over the Bradley, although this now slightly changed because of the bradley now having supplies, unlike in vanilla.
KampfTomate007 18 May, 2022 @ 4:18am 
Oof, played conquest as US against GRM round 6 or 7, and was defending 3 flag points with 3 M1A2 SEPv3 TUSK, 3 Stryker ICV, 3 Ranger Squads, 3 Javelin Squads, 3 Tank Crew teams, and a Heavy Sniper team, and was holding off everything well enough, lost 2 Strykers, but other than that no mentionable losses.

Then a BM-21 Grad appeared... it instantly had vision on 2 of 3 flag posts, which is weird since no infantry or other units are present to relay information to them, but they then fired almost all of it's rockets at flag 1 and 2, and wiped out everything in a radius of atleast 50m...

I didn't even cluster up all my units, but because it simply has 40 shots instead of a single one it simply hits everywhere, so nowhere is safe...

Doesn't help that my tanks didn't engage it at all either, had to manual fire them, because somehow getting shot at by artillery that's like 150-200m away doesn't reveal it's position...
KampfTomate007 18 May, 2022 @ 4:20am 
Do you guys know any good advice for how to handle enemy artillery or rather rocket artillery?

I somehow can't find a way to deal with them before they wipe out an entire battle group.
Yuri~  [developer] 18 May, 2022 @ 4:54am 
Originally posted by KampfTomate007:
Do you guys know any good advice for how to handle enemy artillery or rather rocket artillery?

I somehow can't find a way to deal with them before they wipe out an entire battle group.

As the main developer... I'm actually having the same problem against MLRS. If counter battery doesn't work, I usually attempt a risky maneuver with an armored asset to take them out asap, or use an attack helicopter. I like to have 2 gunships minimum on my roster generally.
ggshark 18 May, 2022 @ 6:11am 
Originally posted by Yuri 5.56:
Originally posted by KampfTomate007:
Do you guys know any good advice for how to handle enemy artillery or rather rocket artillery?

I somehow can't find a way to deal with them before they wipe out an entire battle group.

As the main developer... I'm actually having the same problem against MLRS. If counter battery doesn't work, I usually attempt a risky maneuver with an armored asset to take them out asap, or use an attack helicopter. I like to have 2 gunships minimum on my roster generally.
Do you think it's a good idea to change AI behavior? Or to make the rockets be fired in smaller batches?
KampfTomate007 18 May, 2022 @ 6:51am 
This is generally something i kinda disliked rocket artillery for, since regular SPAs can only fire once every 10+ seconds, and usually not even hitting close to the aimpoint, like usually around 25-50m off.
While rocket artillery can pump out 40 shots within less than 30 seconds, while every rocket does roughly as much damage as 155mm SPA, even leaving huge craters, and wiping out everything that isn't heavily armored.

It's basically like a killstreak reward in CoD, where you simply spawn it and kill atleast half of the enemy forces within less than 10 seconds.

Although i think i read somewhere that you planned on adding the murrican rocket artillery piece, which i'm looking forward into testing it, since in vanilla CtA Artillery was basically useless outside of manual fire, and since conquest usually puts a lot of stress on you in regards to how many commands you have to give to stay alive i'd say that manually controlling a single unit for over 10 seconds usually means that your others will probably go down.
KampfTomate007 18 May, 2022 @ 8:52am 
Okay, did another test with light, medium, heavy, and emplacement units only, and the BM-21 Grad spawned, fired an entire salvo, left craters everywhere, killed 3 tanks via death by fire, and then created so many particles and effects that my GPU almost took off...

I can play 200 vs 200CP with vehicles, and hundreds of soldiers easily, but one of those things instantly kills my GPU... I really think it should have some throttling, eg maybe let it fire 10 rockets per burst, then give it some wait time, then the next, and that times 4 to get 40 shots total?

IIRC MoW artillery had like 3 shots relatively quickly, and then a somewhat long reload time, so that it couldn't constantly supress enemies with just 1-3 artillery pieces.
KampfTomate007 18 May, 2022 @ 8:57am 
Although it might be a bit problematic to add burst firing to vehicles with 40 paralel rocket launchers, so maybe decrease RPM by atleast half or third to get it to not overkill as much, while at the same time not creating as many effects at the same time, so that your pc can catch a breath between shots, while also making it converse ammo better so that it doesn't become useless after 30 seconds of spamming 40 rockets at a single MBT with over 80% of shots not even hitting...

I think the most intense performance impact comes from the incendiary effects, since it simply set everything on fire and fire has always been quite resource intensive as we know from Men of War.
Yuri~  [developer] 18 May, 2022 @ 9:19am 
Originally posted by KampfTomate007:
Although it might be a bit problematic to add burst firing to vehicles with 40 paralel rocket launchers, so maybe decrease RPM by atleast half or third to get it to not overkill as much, while at the same time not creating as many effects at the same time, so that your pc can catch a breath between shots, while also making it converse ammo better so that it doesn't become useless after 30 seconds of spamming 40 rockets at a single MBT with over 80% of shots not even hitting...

I think the most intense performance impact comes from the incendiary effects, since it simply set everything on fire and fire has always been quite resource intensive as we know from Men of War.

Just updated with a few tweaks, including new running animation, redone AI logic on spawning artillery (considered properly as arty units instead of considering them as AFVs), reduced MLRS accuracy compared to SPG, and reduced fog in advanced DC.

Artillery in general are still largely WIP in their properties.
KampfTomate007 18 May, 2022 @ 12:46pm 
Honestly i'm not sure if conventional SPA is even all that usefull as it was last time i played, since atleast the paladin couldn't hit stuff to save it's own life, but considering their huge range i can also see why you hesitate to give them better accuracy, since they might aswell be precision airstrikes with pinpoint accuracy.

I wouldn't give them more RPM, but more precission would help make them less useless, since they can't even damage armored cars with 15mm armor thickness even with direct impacts...
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