There are two bonuses available in deck building.
The first bonus is to limit by nation. Limiting by nation will grant you extra points and special prototype units (such as the T80U for Soviet).
The second is to limit to a type of unit such as airborne, mechanized etc. This limits the types of units you can use and will also grant you extra deck space.
Activation points are what decide how many units you can get. In each category as you are more points additional units will cost more points. This is to deter all in decks and promote combined arms approaches.
This guide will be split up in two different ways, first required types of units and second customized categories.
In Wargame: ALB there are three different types of commands.
The first is the command jeep. This vehicle has no armor, is insanely cheap and moves very quickly. This selection has a few advantages, the most important is its ability to retreat and advance very quickly.
Command jeeps also cost very little. It means by deploying a command jeep you will have more points for units. The first command you will get on the map is whichever is your lowest so a 100 point command will give you an extra 100-150 points at the beginning of a match.
The obvious downside (and why you might not even want them) is that they are very easy to kill and can be killed by one bomb, one rocket, or a few volleys of anti-air.
The second type of command is the command armor. Most command armors come with an anti-infantry weapon (although you usually turn it off) and have medium armor. This allows them to take several hits.
These are also the most common command as it removes the risk of randomly losing them to artillery fire.
The final type is the command tank. Command tanks will generally only allow for one. These are heavily armored and very hard to kill. On top of that they actually have a very powerful main gun that can be used defensively in engagements.
A good deck needs to have at least two commands. it should be noted that you should take between 3-5 zones on a given map.
The FOB (Forward Operating Base) is a giant cache of supply. It is only useful to get if you are in a match in which you will use all of that supply.
If you intend to defend air with a lot of air an FOB will become useful.
If you intend to defend tanks with a lot of anti-tank rockets, an FOB will become useful.
If you intend to have an artillery unit, an FOB will become useful.
However if you do not want any of that stuff in a large mass you will not need an FOB.
If you do get an FOB it becomes important to get supply trucks that move fast so they can quickly move resources to the front of the battlefield.
If you do not want an FOB slower trucks are acceptable, however you will want trucks that carry more resources.
As well if you are not getting an FOB you should have a second supply truck in your deck, supply trucks with armaments on them do well because they can be used as weapons in pushes once they run out of supply.
Having no FOB however having enough supply becomes important. Make sure to look at the stats and denote supply differences.
Every single flank should have at least one recon. Additional recons can be used for hunting down infantry.
You will need a minimum of two recon but often a good deck will have three.
The first recon should have Exceptional Optics. Optics is the stat that states how well they see. You will want a strong exception optics recon on your main attacking flank so spot units you can pick off to weaken the opponents defense.
The second type of recon you should get is a cheap spammable one. Cheap spammable recons should be deployed across the map to spot various flanks while remaining hidden.
A third recon that is optionable is an anti-infantry or anti-tank recon to use to hunt down vehicles and infantry while being mostly hidden in large jungles. These are often very expensive and are entirely dependent on value on the map.
Anti-air obnoxiously represent three different categories of the game. Overall you should have three anti-air units. Mixing up various types will become very valuable.
You will want at least one type of rocket based vehicle. Rockets cause splash damage to air (AoE) meaning they will deal insanely high damage to clusters of air forces.
Some rocket based vehicles carry only rockets. These often have much higher ranges and much higher attack speeds. They however can only be used against air. These units should be accompanied by recon to spot the incoming aircraft, otherwise they die.
Hybrids will include an anti-air gun that will allow for autocannon damage as well as the rocket. These have lower ranges and can be used against infantry as well as anti-air.
A second category are the anti-air helicopter. The AA helicopter is often also an anti-tank helicopter. This means you have a hybrid that can deal with high armor counts and high air counts. The NATO unit the ADATS also works like this however it is ground.
The AA helicopter is also mobile which means that you can move them to vulnerable spots or use them more effectively while pushing forward.
The downside is they are very vulnerable to anti-aircraft fire and are most often a target for jets. They can go into ground mode to mitigate anti-air weapons however. This means the AA helicopter is very heavy on micro and requires very fast response timing.
A third category of AA are the infantry AA. Infantry AA have a unique feature (of AA) of becoming very tanky when placed in towns. On top of this they become very effective in forests. As another advantage they are very cheap. This means you can deploy a lot of these across a very large area.
On the downside the infantry AA is largely immobile meaning once placed they will rarely move anywhere, not in any reasonable amount of time anyway. With 1 point vehicles being in the game these units are insanely cheap and easy to deploy for some extra AA.
AA infantry generally have longer load times and shorter ranges, something that makes them not the most powerful unit vs jet planes.
You will want three of these. Which you choose will depend on your deck, if you have enough anti-tank more rocket based AA will do very well.
I should also note there are some tanks with limited anti-air capacities, do not rely on these as one of your three.
Tanks take a lot of damage and can dish it back out. These are the core of the army and are used in pushing. These can also be used for wiping out infantry and vehicles. Tanks also end up being one of the most complicated groupings in the game because of the variety.
There should be at least one heavily armored tank. These are generally going to be more expensive than most. As a tactic these units lead the charge and as the approach comes they pull back. The goal is to make them soak opening blows from the enemy while your other units can get into position.
A second choice is a long range unit. These units will do a lot of damage and will generally have less armor. These tanks can also be used (with recon) to pick off enemy units and weaker enemy defences.
A third type of tank to get is a cheaper bulky tank. Rocket based defenses are very good against single heavy tanks. However the more targets they have to hit the more rockets that get wasted. In a push you need some fluff to decrease the chances of rockets wiping out your army.
As well cheaper tanks can be deployed around a lot of flanks in order to help clean up infantry and act as defensive fluff against the target.
Infantry + Vehicle
Each infantry comes in a vehicle. The choice of vehicle is just as important as the kind of vehicle.
If you only want the infantry and have a very specific purpose for it you can select a 1-point vehicle to simply drop off infantry. If you want your infantry to be used for taking over towns and forests this will be a preferred option.
However anti-tank and anti-air units are often deployed away from the front and so having some vehicles up front can be helpful.
If you are lacking in anti-tank options you can spam out anti-tank vehicles to fulfill that particular miss.
There are only two infantry that are required, an anti-infantry and an all-around infantry.
The anti-infantry infantry generally has a flamethrower (napalm) and are responsible for cleaning up enemy infantry in forests and towns. These are best paired off with all purpose infantry.
All purpose infantry can destroy tanks and vehicles very easily in close quarters. All infantry are harder to detect and become very tanky when in towns. Combined with anti-infantry infantry they can take any forest location or any town.
After this you can mix in more of any type of infantry depending on what you are missing. Generally these units will be placed in towns and in forests to avoid detection and sneak up on enemies. The downside is other than when they are in towns they are easy to mow down.
Not covered in the video are artillery.
Artillery have a few features. The first is a difference between four main weapons.
One main type of artillery drop a cluster of shells in an area and do great damage against infantry and vehicles but generally do not do much damage to tanks.
A second type of the rocket based. These are very inaccurate and hit a very wide area. However if they actually hit they can do massive damage to all units. On the downside these cost a lot of supply.
A third are mortar type. These are very short range artillery units but deal a lot of damage and are very cheap on supply.
A final type of napalm. Napalm will burn a section and cause damage over time to any unit in this area. This has many uses. One of the big uses is controlling where the enemy has forces
A secondary feature of most artillery is smoke. Smoke can be used when attacking to obscure vision and allow for your lesser ranged units to get into position.
Artillery is very important when playing defensively to chip away at the enemy’s army but can also be used when attacking to cause morale damage, smoke an area to obscure and to burn an area to make the enemy’s units move into the open.
Artillery however eat up more supply than others so having more than one artillery unit in your deck is not recommended.
If you have artillery however you need to have enough supply trucks and an FOB to keep this thing going.
Choppers are the big end game unit. Once you can eliminate most or all of your opponent’s AA you can rally out a lot of helicopters to finish off the enemy’s army.
This means your helicopter choices should be very expensive powerful units.
However you can also get the AA/AT helo as suggested earlier.
As another option you can get cheap helicopters for some early game skirmishing. One odd use is to force your opponent to send in some jets while you have AA staged in the area.
Overall there is a strong preferences towards very expensive potent helicopters towards the end game. However less than 5% of games will ever reach end game.
Jet fighters come in two useful categories, bombers and interceptors.
Very potent interceptors are very good at just destroying stuff.
However just one powerful interceptor will lose to multiple. It becomes important when winning air battles to have some bulk to your air army. This way when engaging you are likely to trade cheap jets instead of expensive ones.
Bombers are used for destroying infantry and generally do not fair very well against other jets. You need these to wipe out AA. They are often very expensive and require precise micro to work well.
Bombers are risky for newer players and are entirely used as skirmishers.