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Tactical aid is a special type of aid that can be ordered by any player in World in Conflict. It is bought by spending tactical aid points that are gained by killing enemies, capturing command points, repairing vehicles and making fortifications.

Player can request tactical aid and place it freely on the map. As tactical aid is delivered by off-map support, it takes a significant time for the aid to arrive or take effect. Players have to consider this delay time and sync the expected time of delivery with the enemy's position.

All tactical aids can be placed up to three times at once, but of course the more the player wants, the more they pay. Simply choose the double/triple strike by clicking on the small number next to the icon - the upper one for one strike, the one below it for two, the lowest for three. Then the player can place the selected strikes up to three times. This is a useful feature to use the same tactical aid several times without having to wait for recharge.

Types of tactical aid Edit

There are three distinct categories of tactical aid: non-destructive, selective strikes and indiscriminate strikes.

Non-destructive Edit

Non-destructive tactical aid provides aid to the player and/or their team by granting them access to additional units or abilities.

Aerial recon Edit

Aerial Recon in a target area. Reveals enemy units in the area and exposes hidden infantry.

Aerial recon, or aerial reconnaissance, scans the targeted area and reveals all enemy units, including those hidden beneath smoke or in forests. A majority of the time it is not worth it to expend tactical aid points on aerial recon, and scouting and detection are better served using scout helicopters and paratroopers. However if the player absolutely needs to reveal something quickly, this ability lets them do that.

USSR: callsign Zvezda
USA: callsign Primer
NATO: callsign Magic

Time Cost
Deployment time 15 seconds Infantry 6/12/18 Support 8/16/24
Recharge time 30 seconds Armor 6/12/18 Air 5/10/15

Airborne infantry Edit

A squad of airborne infantry parachutes into the target area. The squad leader has the ability to call in artillery strikes on targets within range.

A group of paratroopers is dropped. They are somewhat effective against enemy infantry, but lack any anti-air or anti-vehicle weapons. They can also call in artillery strikes, an ability that has a rather long recharge time.

USSR: Spetsnaz/VDV (delivery by Il-76 Candid, callsign Chaika)
USA: Airborne Rangers (delivery by C-141 Starlifter, callsign Empire)
NATO: French Foreign Legion (fr. Légion étrangère) (delivery by Transall C-160, callsign Walnut)

Time Cost
Deployment time 25 seconds Infantry 5/10/15 Support 10/20/30
Recharge time 30 seconds Armor 8/16/24 Air 10/20/30

Airdropped transport Edit

Drops a Repair jeep at the target area.

A helicopter brings a troop transport to the chosen location. They have the ability to repair any friendly vehicles, but due to their extreme vulnerability they must usually be kept to the rear where they are less likely to be attacked. This in turn means that usually only air players with their mobility can rely on troop transports for repairs. Troop transports can also be dropped on undefended command points to capture them, as this is the cheapest droppable unit for Support players, though the transport often doesn't survive long after being delivered.

USSR: UAZ-469 (delivery by Mi-26 Halo, callsign Chaika)
USA: HMMVW (delivery by CH-53E Super Stallion, callsign Empire)
NATO: D90 (delivery by CH-47 Chinook, callsign Walnut)

Time Cost
Deployment time 25 seconds Infantry 8/16/24 Support 6/12/18
Recharge time 30 seconds Armor 10/20/30 Air 10/20/30

Airdropped light tank Edit

Drops a Light Tank at the target area.

A helicopter brings a light tank to the chosen location. Good for dropping on undefended command points, especially as an Armor player. The light tank's smoke screen ability also allows it to survive slightly longer after being dropped than the troop transport or paratrooper squad.

USSR: PT-76 (delivery by Mi-26 Halo, callsign Chaika)
USA: M551 Sheridan (delivery by CH-53E Super Stallion, callsign Empire)
NATO: FV101 Scorpion (delivery by CH-47 Chinook, callsign Walnut)

Time Cost
Deployment time 25 seconds Infantry 10/20/30 Support 10/20/30
Recharge time 30 seconds Armor 6/12/18 Air 10/20/30

Repair bridge Edit

Deploys a military girder bridge over a destroyed bridge, allowing ground vehicles to cross.

Repairs a destroyed bridge. This ability is cheapest for Support players, and second-cheapest for Air players, so preferably have them repair bridges for the team (and donate them the needed TA points if needed).

USSR: callsign Chaika
USA: callsign Empire
NATO: callsign Walnut

Time Cost
Deployment time 15 seconds Infantry 15/30/45 Support 10/20/30
Recharge time 30 seconds Armor 15/30/45 Air 12/24/36

Selective strikes Edit

The weapon in this category are very powerful in the right situations, but can only target or inflict serious damage on certain types of units.

Napalm strike Edit

An airplane swoops in and drops napalm bombs over a corridor-shaped target area. The flames linger for a while, causing damage to any unit traveling though. Most useful against infantry and weekly armored units and clears forests very effectively.
A devastating Napalm strike blasts the selected location, destroying trees and any infantry caught in the blast.
1274251

F-15 dropping napalm over Soviet troops.

Mind that this Tactical Aid takes rather long to arrive at the target, so enemy infantry may have time to move out of the target area if they expect to be hit with napalm.

If you want to kill enemy infantry while leaving the forest intact though, a Light Artillery Barrage or two will do the job. You can also use napalm strikes to simply clear a path through trees to allow your vehicles to move through.

USSR: MiG-27 Flogger-D, callsign Varon
USA: F-15E Strike Eagle, callsign Stoker
NATO: Mirage 2000, callsign Cognac

Time Cost
Deployment time 20 seconds Infantry 8/16/24 Support 8/16/24
Recharge time 90 seconds Armor 8/16/24 Air 8/16/24

Chemical strike Edit

An airplane swoops in and drops gas canisters over a large area, covering it in gas clouds that are lethal to infantry. The gas lingers for a relatively long time, effectively suppressing the area.

A plane drops a chemical payload over an area, dealing damage to any infantry within the target area. The chemical strike can affect infantry garrisoned in buildings, and forcing infantry to abandon these buildings is the main use of this tactical aid. While chemical strike can be used against infantry elsewhere, such as in forests, it is not particularly effective as the infantry can easily sprint out of the radius of the gas cloud and heal themselves, not to mention that the cheaper Light Artillery Barrage is more effective in these situations.

USSR: Su-25 Frogfoot, callsign Lisa
USA: F-15E Strike Eagle, callsign Silencer
NATO: Harrier GR.5, callsign Raider

Time Cost
Deployment time 15 seconds Infantry 12/22/32 Support 12/22/32
Recharge time 30 seconds Armor 12/22/32 Air 12/22/32

Tank buster Edit

An airplane sweeps down and unleashes its 30mm Gatling gun, destroying any ground units in the corridor-shaped target area. It does not differentiate between hostile and allied units.

A plane strafes the target aisle and destroys or heavily damages anything it hits. While it's usually difficult to predict where enemy units will be, you can try to anticipate where enemy units are going to be (such as a command circle) and try to time a tank buster to hit them when they arrive.

Inexperienced players may often leave their units sitting still in a line, making it easy to wipe them out with a cheap tank buster. Other targets that often remain stationary such as artillery, fortifications or jeeps also make for easy targets. Enemy air-dropped jeeps are especially valuable targets since it often costs more TA to call them than it does to destroy them with a tank buster.

Lastly keep in mind that a major limitation on the tank buster is its recharge time, as it takes about a minute or two after using it before you can call in another one. You may want to queue up several tank busters at once, then decide whether to use the remaining ones or cancel them.

USSR: Su-25 Frogfoot, callsign Ohotnik
USA: A-10 Thunderbolt II, callsign Hunter
NATO: Harrier GR.5, callsign Ghost

Time Cost
Deployment time 12 seconds Infantry 6/12/18 Support 6/12/18
Recharge time 90 seconds Armor 6/12/18 Air 6/12/18

Laser guided bomb Edit

Very accurate and powerful munitions are deployed at the target area. Primarily intended to destroy reinforced structures, it is of limited use against other targets.

A single bomb is dropped on the target. This ability can destroy a building along with the infantry inside with a single hit. It can also be used to destroy bridges with two hits. A laser guided bomb can destroy a single stationary unit or fortification, but the cheaper tank buster is almost always better for the job (or an Airstrike).

Support players get the cheapest LGBs at 8 TA, so if someone wants to destroy a bridge and keep it destroyed (it costs less to repair than to destroy a bridge) it is best to let a support player handle it. On the other hand when dealing with garrisoned infantry, it is probably better just to pay the full price yourself to get rid of the threat as expediently as possible. Lastly note that on the map Space Needle, the loading crane at the shipping docks cannot be destroyed by LGBs; the crane can however be easily destroyed with two tank busters for not much more TA than a LGB.

USSR: MiG-27 Flogger-D, callsign Volk
USA: F-15E Strike Eagle, callsign Wolverine
NATO: Tornado IDS, callsign Anvil

Time Cost
Deployment time 11 seconds Infantry 10/20/30 Support 8/16/24
Recharge time 30 seconds Armor 10/20/30 Air 10/20/30

Air-to-air strike Edit

A fighter jet flies through the target area, engaging and destroying any hostile helicopters in range with air-to-air missiles. The area of effect is relatively large and gives players a fair chance to hit the fast-moving helicopters.

A fighter plane destroys up to four or five enemy choppers in the target area. It is usually difficult to use successfully due to the helicopters' high mobility, making it difficult to anticipate where they will be at a given time.

USSR: MiG-23B Flogger-F, callsign Sokol
USA: F-16C Fighting Falcon, callsign Joker
NATO: Mirage 2000, callsign Chevalier

Time Cost
Deployment time 12 seconds Infantry 12/24/36 Support 10/20/30
Recharge time 30 seconds Armor 15/30/45 Air 10/20/30

Heavy air support Edit

Several waves of aircraft enter the specified area, using guided missiles to engage all enemy ground vehicles and helicopters in range while leaving friendly units alone. New eaves arrive long enough for the Tactical Aid to have a suppressive effect, giving friendly units freedom to act in the area.

Three waves of planes are called in to destroy enemy vehicles in the target area. The HAS does not affect infantry, and will not target friendly units. Each air-to-ground strike can destroy four enemy targets.

If you see your units or those of your allies get hit by an enemy HAS, try to get out of the target area to save your remaining units. The third wave of the HAS lacks an air-to-air component, so if you are an air player it's safe to move into an enemy HAS after the first two waves. Also note that terrain and city buildings can sometimes block the missiles fired from the planes, so when placing a HAS try to aim it in a direction where this is less likely to happen.

USSR: Su-25 Frogfoot/MiG-23B Flogger-F, callsign Skorpion
USA: A-10 Thunderbolt II/F-16C Fighting Falcon, callsign Pheonix
NATO: Harrier GR.5/Mirage 2000, callsign Sovereign

Time Cost
Deployment time 15 seconds Infantry 25/45/65 Support 25/45/65
Recharge time 30 seconds Armor 25/45/65 Air 25/45/65

Indiscriminate strikes Edit

The weapons in this category cause damage that affects all units, regardless of their unit type.

Light artillery barrage Edit

Off-map artillery units deliver several mortar shells, spread out randomly in the medium-sized target area. While the mortar rounds are highly effective against infantry and lightly armored vehicles, direct hits can never be guaranteed. The bombardment lasts long enough to have a suppressive effect on enemy and friendly units alike.

Mortars which shell a medium-sized circle. Great against infantry, especially if several squads are clustered together. For this reason, infantry players should not group their squads into a small area or will risk being wiped out by this cheap tactical aid.

USSR: callsign Molot
USA: callsign Zulu 9
NATO: callsign Union

Time Cost
Deployment time 10 seconds Infantry 5/10/15 Support 5/10/15
Recharge time 30 seconds Armor 5/10/15 Air 5/10/15

Heavy artillery barrage Edit

Similar to the Light Artillery Barrage, but bigger and nastier, this Tactical Aid delivers high-caliber artillery fire in a large area. While the impacts are spread out enough to never guarantee a kill, any group of units in the target area is likely to sustain losses if they remain in the area once the barrage commences.

Heavy artillery shells hit a large area, dealing heavy damage to enemy units. While heavy tanks can usually weather the barrage, this tactical aid is quite lethal to support players and their lightly-armored AA vehicles. If the support player's AA is wiped out by the barrage, the leftover tanks become easy prey for helicopters.

USSR: callsign Molot
USA: callsign Zulu 9
NATO: callsign Union

Time Cost
Deployment time 12 seconds Infantry 14/26/38 Support 14/26/38
Recharge time 30 seconds Armor 14/26/38 Air 14/26/38

Precision artillery Edit

Off-map artillery units deliver a precise and devastating barrage in a small target area. It is, however, rather expensive.

Striking artillery in a rather small area. Units in the center of the circle will be destroyed at once, units at the outskirts might escape with minor damage.

USSR: callsign Molot
USA: callsign Zulu 9
NATO: callsign Union

Time Cost
Deployment time 10 seconds Infantry 15/30/45 Support 15/30/45
Recharge time 30 seconds Armor 15/30/45 Air 15/30/45

Air strike Edit

A ground-attack aircraft flies in and drops cluster munitions over a medium-sized target area. Any ground units caught in the area will be at least seriously damaged.

A cluster bomb strike destroys or heavily damages everything in the target area, including heavy tanks and even helicopters. A relatively inexpensive tactical aid, but is hampered by its long deployment time. However, you can often catch enemy units sitting on command points as they try to fortify them and wipe out a number of tanks or anti-air vehicles.

USSR: MiG-27 Flogger-D, callsign Orel
USA: F-16C Fighting Falcon, callsign Iceman (in the campaign the air strike is delivered by a F-15E, however)
NATO: Harrier GR.5, callsign Shadow

Time Cost
Deployment time 20 seconds Infantry 10/18/26 Support 10/18/26
Recharge time 30 seconds Armor 10/18/26 Air 10/18/26

Carpet Bombing Edit

A single bomber flies in over the target area and unleashes dozens of high-yield gravity bombs, creating a trail of destruction several hundred meters long.

Carpet bombing is extremely effective against a large column of enemy ground vehicles and infantry.

USSR: Tu-95 Bear, callsign Groza
USA: B-52G Stratofortress, callsign Preacher
NATO: Tornado IDS, callsign Inquisitor (it doesn't use gravity bombs though, it uses MW-1)

Time Cost
Deployment time 15 seconds Infantry 45/75/95 Support 45/75/95
Recharge time 90 seconds Armor 45/75/95 Air 45/75/95

Daisy cutter Edit

A large military cargo plane flies by and drops a 17,000-pound conventional bomb, creating a massive blast and a large smoke cloud. While extremely effective at clearing forests and destroying infantry and weaker ground vehicles, its powerful shockwave is less effective against larger buildings and heavily armored units.

The BLU-82 "daisy cutter" bomb (USA and NATO only) has been developed to destroy lush forests in Vietnam. In World in Conflict, the bomb can of course be used against any group of enemy units and even buildings, which are eradicated by the blast wave of the bomb.

USA: C-130 Hercules, callsign Angel
NATO: Transall C-160, callsign Devil

Time Cost
Deployment time 18 seconds Infantry 30/50/70 Support 30/50/70
Recharge time 30 seconds Armor 30/50/70 Air 30/50/70

Fuel air bomb Edit

An SU-25 aircraft flies by and drops thermobaric munitions that create a vapor cloud of highly explosive fuel which then ignites, creating a massive blast and a large smoke cloud. While extremely effective at clearing out forests and destroying infantry and weaker ground vehicles, its powerful shockwave is less effective against larger buildings and heavily armored units.

The fuel air bomb (USSR only) is one of the most powerful types of ordnance after nuclear weapons. It has a different visual explosion, but has the same capability. As it is dropped and detonates over an enemy force much faster than the daisy cutter, it is harder for enemy units to escape.

USSR: Su-25 Frogfoot, callsign Serp

Time Cost
Deployment time 18 seconds Infantry 30/50/70 Support 30/50/70
Recharge time 30 seconds Armor 30/50/70 Air 30/50/70

Tactical nuke Edit

For desperate situations when nothing else seems to stop the enemy, there is the tactical nuclear warhead. Delivered by a cruise missile launched from a bomber place, this Tactical Aid leaves a large part of the map in complete wreckage, turning the ground and everything on it into ashes. Left in its wake is a massive mushroom cloud and a lingering cloud of deadly radiation, which inflicts serious damage on any unit that approaches ground zero.

The resultant radiation damages vehicles at a rate of 20 hp per second, regardless of vehicle type (e.g. heavy tank takes same damage as light tank but will survive for longer because it has more hit points).

USA: AGM-129 ACM

Time Cost
Deployment time 16 seconds Infantry 80/140/180 Support 80/140/180
Recharge time 450 seconds Armor 80/140/180 Air 80/140/180

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