How to Kill Tanks in Tank Fights – Wargame Airland Battle Tactics

The T80U was the pinnacle of Russian technology during the Cold War.  It was expected to be on the front line of any major war that was coming.  For this reason Eugen Systems gave this unit a lot of special love and for those brave enough to use a Soviet-only deck, they get this juggernaut.  They mostly deflect artillery shots and tank a tonne of front end damage.

But that raises the question for many people…. how do you beat one of these things?

The simple answer comes from an analysis of armor values.

The T80U has a back armor value of 3 and a side armor value of 9.

To put this in perspective, the T55 which dies very easily has a front armor of 7.

It means that any shot from behind a T80U will do insanely high damage and shots from the side will do medium damage.

In order to do this the key will be to position your tanks in such a way that if their tanks move out you can hit a side shot, and if they continue to push you will be hitting from behind.  Having a flanking position means no matter which tank the T80U turns to hit… they will always be taking bonus damage.

CRITS

I should make a final note to end this that Wargame: AirLand Battle has critical strikes.  Critical strikes are earned by hitting units on weak spots in their armor.  A good tank commander will always manuever their tank to hit these locations in the enemy, without exposing themselves.

Anti-tank infantry, anti-tank vehicles, tanks and helicopters can all be used in trying to hit these weak points to gain those critical strikes.

As always I hope this guide was helpful.  If you found this interesting make sure to subscribe to the channel for Wargame commentaries and more great tactics.  See ya guys next week for more Wargame: Air Land Battle Tactics

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Wargame Campaign Guide – Wargame: AirLand Battle Guide

In this guide we will look at how the campaign works and how to beat it.

The campaign comes in four possible scenarios, they are:

  1. Die Hard
  2. Fortress Oslo
  3. Zhukov-2
  4. War in the North

Each advancing campaign makes the map larger and thus makes the game longer.  The overall difficulty of the computer however does not increase.  Each campaign is balanced around a default difficulty level, this can be adjusted at any time however.

As a tactical view there are many entry points in which the enemy can enter from.  For NATO they enter from the western Atlantic.  For the PACT they enter from the eastern Baltic Sea.

Most tiles have two places that it can attack from.  Strategic points on the map are those that can attacked as a border (still attacked from two sides but from completely opposite directions).

The overwhelming map goal is to create borders in which you have as few battles as possible.  Each zone will grant points.  These points per turn can be used to deploy new armies.

These armies lead to micro engagements.  Each micro engagement is fought with a pre-designed military group.  At the outset of the battle you are given a set number of deployment points.  The number of deployment points you are given is based on the size of the army, with the minimum deployment points being made available is 500.

Your goal will be to gain a certain number of points in a very short amount of time.  Alternatively if the enemy has no command vehicles on the map you can also win this micro engagement.

If you are unable to win the engagement it ends in a Draw.  The match is re-done next turn.  Any units you lost in the previous round will be unavailable in this next round.  Each zone you controlled in the previous round will be one you control at the start of the next battle.

Strategically if you destroy a lot of computer armor and infantry in the previous round expect mostly to see helicopters and aircraft in the next.  Draw situations create stalemates at strategic zones and buy time to field more armies in the next round.

The goal of the game is to always deal more damage to the enemy each micro battle than they deal to you.  So if you swipe 40 points off of the computer that is fine.  If the score ends 0-0, that is fine too.  If you are losing points you are losing ground.

There are a few tricks to beating the computer.

If you notice the computer has a significant number of bombers you can bait the computer into running into a line up of AA.  Simply locate their infantry, place AA near it and run empty vehicles towards the infantry.  The computer won’t be able to resist bombing these 1-point vehicles.

Another tip, any bases that are close to each other the computer will always place units at the tip.  You can deploy units at the tip to destroy massive numbers of his units very quickly.  The computer will not centralize his units.

If you are particularly weak on units make sure to strap down a position with as much AT and AA defensively as possible.

If you do really well and don’t want to risk another push simply rally out another command to take another forward position closer to one of the enemy’s bases.  This way when you start the next round you will be closer to the enemy’s base and will be able to deploy another big push.

Final tip, be aggressive when you can.  The computer starts off with a lot of high point bases and however 20 minutes will gain massive army advantages over you, potentially overwhelm you and destroy your army.

Artillery Uses, Types, and Value – Wargame: AirLand Battle Guide

Hello everyone my name is Troublmaker and I’m here today talking about artillery.

USES OF ARTILLERY

Artillery have two purposes.

The first is to deal area of effect damage.  For this purpose artillery gain a late game advantage because there are more units to splash with damage.

The second use of artillery is morale damage.

Morale is this little stat you have probably noticed on your units that informs you of how much or how little they are keeping their “cool.”  Once a unit completely panics he will “Rout” or “Retreat” in a random direction.

In a late game setting a unit that “routs” will immediately get blasted by the front line.

Types of Artillery

Artillery can be broken down into three sub-types.

The first is your standard artillery.  It has long range, has medium cost effectiveness, and a medium sized spray.  This is most often used for killing infantry.

The second type is mortar type.  These are short range, high cost effectiveness, and small sized spray.  This is most often used for morale damage.

The third type is rocket type.  These are short range, low cost effectiveness, and large spray.  These are most often used for end game killing grouped units.

Mortar and standard artillery are most cost effective rallied out early because of their cost efficiency.

Rocket types however are only cost effective later in game because of how much it costs to fire them.

Let’s look at the Buratino and its cost.

Using Artillery

With mortar and standard types you will want to have them firing more often.  Since they only strengthen tanks they should never be aimed against tanks.

Mortars and artillery should only be used when a rocket based weapon is available to destroy a routing unit.

Rocket based artillery does insanely high damage.  However if the number of units in the area is too small you lose a lot of supply cost.

If you are winning you should spend the last 5 minutes of the game doing nothing but non-stop artillery barrage on select areas.

If you are losing you should try and prepare for an attack with artillery supporting for extra morale damage.

Wargame: AirLand Battle Tutorial – Control Groups

Control groups are a fundamental component of RTS games.

Control groups are used in order to limit the total number of orders you are required to give while also allowing for fast selection of units.

The standard for control groups in any RTS game is the Control Key and a number (Example Ctrl+1).  By binding this you can now quickly select that group by pressing the 1 key.

There are two main uses for control keys in Wargame: AirLand Battle.

The first is for fast access to units.  Units such as helicopters and artillery are used very specifically and require timing.  Every single helicopter cluster should have its own key binding and all artillery should have a keybinding.

Unmicroed units such as infantry often do not require any keybindings at all.

Tank battlegroups will require keybindings.  These are often moved and used as soon as a unit is within range of them.

For the vast majority of a battlefield control groups will not be necessary.  Sometimes quick groups for your flanks may be necessary just to highlight what you have and quickly move to them in place of using a map.

Wargame: AirLand Battle Tutorial – Reverse Micro

A year ago in a forum post I indicated that when engagements take place my APM (actions per minute) jump up to around 100 actions per minute.

This is done through intense micro-management to win battles.  The next few tutorials I will be producing for this game will be with how to micro your units.

This first one is what I consider to be the most important, reverse micro.

War vehicles are often designed with very heavy forward armor, medium to weak side armor and weak to no back armor.  The idea that a vehicle would turn its back to an enemy in a combat zone is so odd that tanks are trained to drive backwards with accuracy.

In a tank battle you will move your tanks forward into their tanks.

As your heavy tanks take too much damage you will want to move them back so they take less damage.

If you simply right click or Move Fast command in the direction you want your vehicles to go they will do two things.

The first is turn around.

Turning around takes a long time in a battle which will give the opponent one extra rocket and two volleys of tank destroyer guns.

The next thing it will do is run away with its back turned to the enemy, this might even be worse.  This means your tank will be exposed on its weakest armor points meaning it will take extra damage.  This also means that upon microing this way you can just as easily throw that tank away.

The alternative is reverse micro.

The default reverse key is G.  I use it in the video because it is the default however you should remap it to something more accessible.

If you hit reverse and click on a location your tank will move to that location while still facing forward.  This removes the turning time and this removes the risk of losing armor to the enemy.

Wargame: AirLand Battle Tutorial – Meta Strategy of Placing Your Commands

Happy Victoria Day Commonwealth nations.

Playing the meta game becomes an important part of creating and working within a game.

How you use your units should note how the meta game works and counter-meta game examples.  In this tutorial you will learn how you should place your command vehicles based around meta game and what you will need to consider.

Important Definitions

Meta Game: This is the overall strategies, movements, and tactics deployed by the majority of players at a given time.

Example: In the current meta game Soviet national deck players favor building heavy amounts of tanks for a single T80U based push.

Meta Strategy: This is a strategy that is based upon how the majority of people play.

Example: Since in the current meta game the majority of Soviet national deck players go heavy into end game heavy tank pushes a NATO player developers a purely, anti-tank heavy bomber defense.

Command: Any vehicle that when placed within a zone grants points per 3 seconds.  These are denoted by stars.

Command Jeep: Any low vehicle wheeled command, all have very low armor and very low cost.

Command Armor: Moderately armored lightly army tracked commands.

Command Tank: Heavily armored heavily armed tracked commands.  Only one can be rallied out per game.

The Guide

Understanding the meta game means thinking like you would think.

The main concern of this tutorial is Command Jeeps.  As shown in the tutorial on command costs and efficiencies  jeeps are insanely cost effective for taking points.

However upon deploying these it becomes very risk.  Command jeeps are very vulnerable because they have low armor, all of them have zero top armor.  This makes them vulnerable to:

  1. Artillery Fire
  2. Bombers
  3. Helicopters

These are of course all of the units that fire from the top.

To avoid bombers and helicopters commands should rarely if ever be placed in the open.  They should be as far back as possible and in the woods.

On the other hand the most common place for artillery fire at towns, buildings and forests… so having the command in these areas makes them easy targets.

Another tidbit (not mentioned in the video) is that the closer to a road a jeep is, the faster it will be able to run away from an overwhelming enemy attack.  The biggest value of the jeep is that it is the only wheeeled command type which means if it becomes vulnerable from a major attack it can run away very well.

However this advantage is largely lost when you are not on a road.

Forests are locations often near reinforcement points.  Having your command further away from these is important.

The meta game consideration comes with the popularity of unit choices and where people perceive your commands to be.

Wargame: AirLand Battle Tutorial – How to Use Infantry

If you read forums, blogs, and watch videos you will find that overwhelmingly people believe that infantry are in fact useless.

This is not the case.

The reason why people believe this is because of a match between Tigga and Fiva55 at the Wargame Cup.  Tigga was regarded as the favorite to win the whole thing with only a hand full of players even near his skill level.  Fiva55 seemingly came out of nowhere and blind sided him with a infantry heavy rush with some helos and some vehicles.

The infantry were absolutely crushing and at first people were angry and felt this was a weak tactic that is easily counterable.  However after Fiva55 used infantry to win the next 7 games and eventually the finals these infantry heavy approaches grew to dominate the game.

So when people say infantry suck in Wargame: AirLand Battle it is under the context that infantry were the most powerful unit in Wargame: European Escalation.

Basically in a Wargame a unit must trade for cost with its counter, but a large number of its counters should be able to take one of it out.

This just so happens to be how Wargame: AirLand Battle works.  Infantry will counter most things in close quarters, however if there is a far higher supply of the counter sitting around, infantry will get torn assunder.

So what use is infantry?

General purpose infantry are those that run around with 1-2 assault rifles and an RPG.  These bad boys when in close range can deal with nearly every single unit in the game at cost.

I should note, at cost.

Because these units are generalists they do not have that habit of getting insanely high trades.

When placed in buildings they gain a bonus to defensive stats that make them very tanky and hard to remove.  In close quarters they can trade at about a rate of 2:1.  This means if you have 4 motostrelki (60 points) they should be able to destroy an Abrams tank (135 points).

But the further you get away from this ratio the more massively destroyed these general purpose infantry become.

General purpose infantry have a few functions on the battlefield.

The first is frontline securing.  You cannot just rush your tanks forward so having these warriors run forward and take forests and towns becomes very valuable.  They are often in jungles wiping out anti-air and anti-tank weapons.

A second use is to act as a shield for weaker infantry types, more on this later.

A third use is for spotting various paths.  Sometimes they can be placed in buildings just to spot for a flanking manuever.  A 10 point general purpose infantry will easily pay itself off if you are covering the whole map in vision.

Flamethrower Infantry

Flamethrower infantry are sometimes referred to as anti-infantry infantry (AI Infantry).  These are used for destroying infantry.  They have a secondary function in that fire causes high morale damage so on weaker vehicles and tanks they can cause vehicle malfunctions and retreats.

Flamethrower infantry however are primarily used against infantry.  Because of this they die very easily to everything and should never be at the front line.

Flamethrower infantry can be used in towns.  Towns are collections of buildings usually at very important locations.  A flamethrower infantry would sit behind a general purpose infantry (where it is protected) and if the enemy engages with infantry the flamethrowers can be moved in to mow down your opponent.

This micro based approach means that flamethrowers are not about holding a position but about being mobile and being active on the map.

A second function for flamethrowers is to lead the way through the jungle.

Generally speaking people will have infantry in forests.  By having flamethrowers lead the way they can clear out the forests so that you can place your own anti-air and anti-tank weapons in those woods.

Flamethrowers have a limited range of what they can do, but what they do they do the best.

Anti-Tank Teams

Your anti-tank teams do the same thing as anti-tank vehicles.

The difference is that AT teams are very difficult to see in woods and can be used to ambush enemy tanks.

As well when placed in towns and buildings AT teams become more tanky and able to take hits, AT vehicles on the other hand will die much faster.

AT teams compared to most infantry soak up a lot of supply and sometimes it might not be worthwhile to resupply them.

Anti-tank teams are also well deployed in forward forest locations overlooking large open areas.

Once again AT teams have limited uses, but the places where they operate they do the best.

Anti-Air Teams

Anti-air teams are clearly the one infantry that isn’t the best.  Quite the opposite… they’re the worst.

Their missiles have a lower average range than others.

Their secondary weapons do not shoot up.

They cost a lot of supply to maintain.

They are, awful.

So what are they used for?

A typical anti-air team cost 10 points.  On larger maps this means you can spread out these cheap infantry to cover a large range against helicopters and jets.  They are not your main guys but since the are very stealthy they can get into places that might be riskier to move a Marder Roland or a Tunguska.

Overall you will only use these to fill in the blanks.

AA teams are more valuable for the next selection.

Vehicles Rock!

Very few great players will have a tonne of vehicles in their decks.  This is because infantry come in vehicles.

Vehicle selection is important.  AA and AT benefit very heavily from expensive vehicles with rockets or tank destroyers mounted on them.  This allows for cheap AT solutions.

Flamethrowers and general purpose infantry however do not value these expensive vehicles so much.  Most of these favor the 1-point vehicles that act as only carriers or lightly armed vehicles for a little bit of ground support.

Overwhelmingly a lot of your infantry choices will come down to what vehicles you will get if you choose that infantry.

At the end of the day the biggest strength of the infantry is the thing that drops them off.

Hope this guide was helpful and enjoy the game.