This is a guide to unit roles which can then be redirected to the units themselves.
Strong, fast and powerful, with an arsenal of anti-tank missiles, unguided rockets and a powerful anti-infantry cannon. Strong against tanks, but has limited abilities to fend off other helicopters. Very effective in hit-and-run operations.
USA: AH-1W Super Cobra
USSR: Mi-28 Havoc
NATO: SA-341 Gazelle
The Medium Attack Helicopter has strong air-to-air capabilities. Although their main cannons aren’t very effective against heavy armor, they make up for it with powerful air-to-air missiles. The Medium Attack Helicopter is a deadly threat to enemy commanders regardless of their role.
USA: UH-60 Black Hawk
USSR: Mi-8 HIP
NATO: SA-330 Super Puma
When the enemy has fortified all approaches, the bridges are blown and there is no way around the enemy advance, it may be time for an airborne assault. When correctly coordinated with an Infantry commander, Transport Helicopters can give infantry squads unlimited freedom of movement and can enable daring and unexpected assault far behind enemy lines. Prudence is advisable, however – Transport Helicopters are entirely unarmed and, when flying unescorted, attractive targets for all anti-air units and attack helicopters.
USA: OH-6A Cayuse
USSR: Ka-25 Hormone
NATO: BO-105 PAH-1
One of the greatest threats to modern helicopters is infantry equipped with heat-seeking anti-air missile launchers, especially when they are placed inside forests or buildings. The Scout Helicopter gives Air commanders an effective tool to pinpoint hidden enemies. The Scout Helicopter also has the longest view range of all the helicopters and can very effectively supply the whole team with frontline reconnaissance, allowing more precise deployment of artillery and Tactical Aid. It is equipped with unguided rockets, although they should not be relied upon to inflict serious damage to most targets, and is poorly armored.
The Heavy Tank is one of the most common units in most battles, but is by no means always the most efficient. While no unit has stronger armor or a more powerful main cannon, the high cost, low movement speed and inefficiency against enemy infantry ensures that this modern main battle tank will not completely replace the older, cheaper tanks on the battlefields. For tank hunting, however, the Heavy Tank remains the tank commander’s best friend.
NATO: Chieftain Mk 5
While not as powerful as the Heavy Tank against heavy armor, the anti-infantry capabilities of the Medium Tank makes it good all-round unit. It is slightly more agile than its big brother, but also more vulnerable to anti-tank weapons.
USA: M551A1 Sheridan
NATO: FV101 Scorpion
While the Light Tank won’t stand a chance in a head-on engagement with heavier armor units, its low price and fast movement speed still makes it a useful piece of equipment in the hands of the resourceful commander. Due to its low price, a group of Light Tanks is the most efficient choice against groups of lightly armored vehicles. When fighting heavier armor, however, the commander should focus on flanking the enemy and using the Light Tank’s Special Ability to defeat the heavy tank armor – or simply avoid the fight altogether.
USA: M2A2 Bradley
NATO: FV501 Defense Warrior
This modern infantry fighting vehicle is designed to transport infantry to the front and then supply them with fire support. As such, the most effective way to use it is in cooperation with an Infantry commander. Even when deployed on their own, their agility, armor and powerful armament still make them perhaps the most versatile units on the battlefield – able to engage every type of unit, even helicopters – although rarely the perfect choice for any one task.
When all bridges have been destroyed and an amphibious assault seems the best strategy, flexible tank commander won’t hesitate to bring out these swimming vehicles. The amphibious ability comes at a price, though – they are more lightly armed and travel slower than regular Armored Transports. When reaching the shore, their Special Abilities give them a serious punch against enemy infantry squads.
Standard multi-purpose infantry squad equipped with machine gunners, grenade launchers, anti-tank weapons and anti-air missile launchers. Useful against most targets, as long as they’re hidden inside forests or buildings.
Specialized anti-tank infantry squad with three anti-tank soldiers. Very powerful against ground vehicles, but vulnerable to infantry and helicopters. Weak in the open, they’re most effective when taking cover inside forests or buildings.
While these teams are intrinsically deployed for taking care of tanks and other ground vehicles, they are somewhat effective against infantry since the squad of 5 consists of 2 riflemen that can engage any unit on the battlefield.
Lone soldier equipped with a scoped long-range rifle. When carefully placed in good cover, this specialized marksman can quickly decimate any infantry squad. Outside of cover, however, he is completely helpless against vehicles or helicopters. Use stealth and guile to keep this unit alive and killing.
Lone combat engineer equipped with powerful explosives that can be used to demolish structures and bridges as well as lay traps for unwary enemies. While almost helpless against enemy forces, careful usage of this unit can change the course of battle.
One notable instance in the campaign mode where this unit becomes strategic is during the mission "Battle for Pine Valley". Through prior knowledge, the commander can transport the engineer to the particular grass spot behind the TV station, where the Forward Observer unit will spawn upon commencement of the "Secure the TV station" objective, and detonate the pre-placed explosives to allow the rest of the battalion to reach the TV station via the town center without the risk of decimation by artillery shells.
Only available through the Airborne Infantry Tactical Aid, these brave soldiers are often called upon to turn the tide of a losing battle by dropping in behind enemy lines. While their basic armament is only useful against infantry, their squad leader can call in fast and accurate artillery strikes on any location within a certain distance. This ability is especially useful against enemy fortifications and allows them to pester the enemy force with hit-and-run tactics.
A notable downside of the unit is the relatively long recharge time for each artillery strike. For this reason, it is recommended the commander deploy a multitude of squads in a particular ambush location if they seek to employ the unit as a means of significantly aiding the engagement of hostile ground forces.
This lightly armored motor vehicle has several important uses on the battlefield. While mainly used to transport infantry to the front, it can also perform emergency repairs on any vehicle on the battlefield. Furthermore, its fast movement speed and long view range allows it to serve as a recon unit and perform quick raids on enemy positions. Its machine gun is mostly useful against infantry and light vehicles, and its armor isn’t strong enough to withstand more than a few hits.
Cheap and efficient, this cargo truck is the budget alternative for infantry commanders with many squads to transport. In contrast to the Troop Transport, this unit cannot perform repairs and is completely unarmed. After successfully delivering its occupants to the front, it is best returned to the drop zone to pick up the next incoming squad, or simply disbanded.
Despite being completely defenceless against hostile forces, the commander can utilise this unit, just like any other ground vehicle, to hastily decimate enemy infantry, simply by running them over. This is particularly useful tactic in desperate situations when there are no attacking forces available, and if the population of infantry is dense in the open and accessible via vehicle access.
When enemy attack helicopters become a problem, the Heavy Anti-Air Vehicle is a given solution. Equipped with sophisticated heat-seeking missile launchers, this unit can provide allied ground forces with an effective, long-range counter to enemy air assaults. Apart from their smoke mortars, they are utterly defenseless against infantry and ground vehicles, though. Teaming up with an Infantry or Armor commander is usually the best plan for a Support commander focusing on air defense.
As it is equipped with heat-seeking missiles, the heavy anti-air vehicle can engage hostile helicopters within a larger radius than its medium sibling. Enemy choppers on full health require 2-4 missile strikes to be eliminated; this is dependant on the rank of the units. As the heavy anti-air unit progresses in role, the damage inflicted by each missile and the launch frequency and range of engagement increases. As enemy choppers, particularly heavy attack helicopters, will obliterate the unit upon detection of its presence that would utterly undermine the safety of air units, it is advantageous to station these vehicles behind trees and buildings for concealment and ambushes. A major characteristic of a squadron of heavy anti-air vehicles engaging which undermines their effectiveness in neutralising mutiple hostile helicopters, is that the tracking of helicopters is rarely coordinated. This means that two or more vehicles will attempt to eliminate one helicopter, and leave the other helicopters temporarily unharmed, granting them the opportunity to swiftly wipe out the squadron.
USA: M163 VADS
USSR: ZSU-23-4 Shilka
The Medium Anti-Air Vehicle is a medium-range, cannon-based air defense system. Cheaper than its missile-based sibling, it is less lethal at most ranges and less guaranteed to survive encounters with hostile helicopters. The upside is that it is more versatile – it can provide ground support by deploying its heavy cannon against ground vehicles and infantry formations. Another advantage is that cannon fire is not susceptible to helicopter flares the way missiles are.
Despite its versatility in being able to engage both ground and air vehicles, the expediency of the unit in its role of eliminating armored ground units, especially tanks, is undermined by the relatively low damage inflicted by its autocannon in addition to the cooldown period for ground engagement. Nevertheless, this offensive ability is a swift means of wiping out infantry and defeating light vehicles while other ground forces are actively engaged in other enemy units.
USA: M270 MLRS
USSR: 2S7 Pion
NATO: LARS 110 SF 2
The Heavy Artillery is a key unit on the battlefield. It allows the commander to supply his teammates with long range artillery support, defeating fortifications, garrisoned infantry, stationary tank formations and everything else foolish enough to linger in the same area for very long. Apart from the high cost, the only real downside to this unit is its vulnerability – once enemy units gets too close it is entirely defenseless. Also, Support commanders relying on Heavy Artillery would do well to remember the ”Shoot and Scoot” tactic – that is, changing location after firing a few rounds – or they will likely find themselves the target of anti-battery fire from the enemy. The Smoke Rounds ability shouldn't be underestimated, it cloaks a very large area, allowing a Support commander to provide cover for allies that are in trouble, great for when there are Heavy Helicopters menacing tanks that have spent their Smoke Launchers.
It should be noted that there are noteworthy differences between the US, NATO and USSR variants, in terms of the nature of the warhead delivery. These aspects are the firing rate, and the damage produced with each projectile. The NATO heavy artillery piece unleashes a sustained and high-frequency barrage of munitions that individually deal little damage. When fully recharged, a single unit can deliver 36 missiles. The US heavy artillery delivers barrage of 12 missiles maximum, however the missiles are launched at a lower frequency and deal significantly more damage each. The USSR unit distinguishes itself from its two counterparts, in that it does not deliver barrages, but bombards the designated area indefinitely with high-explosive shells that deal tremendous damage to all ground units and buildings. Moreover, as these units progress through the ranks, recharge time will decrease with the firing frequency for the USSR variant being increased.
USSR: 2S7 Gvozdika
NATO: FV 432
When mobility and rapid fire support is more important than long range and pure destructive power, or when the Heavy Artillery is simply not affordable, the Medium Artillery is a very valid choice. Its Special Ability increases its power against infantry squads, even when hidden in forests, and their low price allow a whole group of them to be deployed simultaneously. The downside is that their limited range often forces them to move closer to the front than their heavier cousins.
All US, NATO and USSR variants of the medium artillery deliver an indefinite bombardment of the targeted area. The units' offensive ability unleashes an incendiary shell which ignites upon impact, producing a cloud that inflicts minor damage to armored vehicles and decimation of infantry units.
USA: M88 A1 ARV
NATO: AAVR Recovery Vehicle
Not the most common hardware on the modern battlefield, the Repair Tank is well-equipped to perform emergency repairs on all vehicles. Although it is completely unarmed, it has relatively strong armor and can repair itself when a safe spot can be found. Naturally, Repair Tanks are of limited use alone and are most commonly deployed to support allied Armor commanders.