If you play armour, you need allied support against air all the time. If you play air, you are scared of the AA gun just over the next ridge. If you play support your scared of anything within 3 feet of you. Infantry meanwhile, they can take care of themselves. They are built up of hard counters, to deal with most problems, but also have the most versatile unit in the game, the infantry Squad. Infantry’s main weaknesses are their low Speed, low Health, and speeding hummers running you over.
There are some things you will need to note. I play USSR. I will be using some specific map strategies. These may not be as effective as the USA/NATO versions depending on the map. For example, ruins is balanced and symmetrical, however hometown is not.
The first thing we need to know are the units you SHOULD get. These will include some units from different roles.
Get these if you don’t know what the problem is, normally at the start of the battle. They can counter most things. You should also build them if the enemy taking the air, as they provide great AA cover. Choppers can’t see a man with a stinger coming.
Get these when facing HEAVY tanks, and if allied air cover is running low. Most of the time heavy tanks are taken care of by allied air players, and the weaker tanks can be taken by Infantry Squads. Make sure you have some infantry squads with these guys, in case something else pops up.
Get these when facing infantry. Stick them in a wood or a building a watch as entire units are cut down. IF you place them in a wooded area, make sure you spread them out, otherwise 1 napalm = all dead. By placing them in an irregular shape, it may require 3 napalms to kill them all. This unit is also your greatest foe. Make sure you always have 6-12 TA’s available to call in napalm on them, if they are hiding in forests. If the level has no woodlands or the snipers are in buildings, your friendly support player will use some artillery on them. The best place to use snipers is on assault and tug of war maps. On these maps the enemy and you spawn nearby each other, plus the enemy is going to be moving toward fixed choke points. It’s often obvious which one the enemy infantry will go for; that is where your snipers wait.
On domination, you need to remember several things:
Get these if you want to rush. I personally WALK everywhere with my infantry. However, I do sometimes just get troop transports and drive like a mad man to a central command point. They can also provide moderate AA cover. Just watch out for Heavy Helicopters.
There are a few maps where getting these has its uses. However, most of the time a troop transport will be worth more.
Used if you want to Helidrop rush.
They are expensive, and the only map you need to use them on, the armour players should already be spamming them. Build infantry and grab a lift.
They are micro intensive. Other than destroying bridges they have little effective use. Most of the time it’s easier to use laser guided bombs. Also, the support class can build them, and they will have more time for that kind of activity.
The main thing is, to realize what strategy each map requires. Within the 30 second countdown. Sometimes a map has 1-2 viable strategies, so you pick the one you are best at. Sometimes the location of an allies drop zone shows what he is doing. If an infantry player is already looking like he is going to take the left flank, take the centre or the right flank.
Here are some of the basic strats available to infantry players:
You all know this, so I won’t spend much time on it. Build 2 transport choppers, and 2 infantry. Garrison them and fly to a 2 point command post. It should be either be in a central, flanking, or difficult to reach location. Examples of this are Hill 81 on riverbed, Road on riverbed, or Radar on Silo. On assault maps, specifically airfield, where the first point is a fair distance from both teams initial drop zones, a Helidrop rush can make attacking the first point very fast. You can then move onto the second before the enemy players realise what’s going on. You should also use this to defend on airfield.
Notes:With any luck the enemy artillery or air force will fly there or fire there to investigate. This will keep your allies safe, but also mean they wasted 30 seconds on 2 trucks of little significance. They will then send some troops to take it, while you can concentrate on the now less defended more important CENTRAL command points.
Regular armies are what you should be using for the bulk of the game. This is what you use when fast attacks have ended and the battle has turned into a meat grinder, with the teams hitting head on.
You also need to note the distance from the drop zone to the nearest Command point.
Far – You will spend forever running. Either use a heli drop or troop transport rush. Medium – You can probably make it with sprint in good time; however, a troop transport rush is still open if there are any close command points past it. Close – You can get there in less than 10 seconds of deployment.
Close – ALL tug of War maps, all Domination maps other than Airfield, Riviera, Powerplant, X-mas, Seaside, Space Needle, Liberty. Close/Medium – Hometown. Medium – Island, Quarry, Silo, Riverbed. Medium/Far – Ruins, Farmland. Far – Airfield.
If the map is Close, don’t waste time on strategy. Build counters and move out. If the map is Medium, troop transports are advised; however, once at Command Points, it can often be easier to move on foot. If the map is Far, troop transports and helicopters will be useful. Command Points are a fair distance apart. Mobility is important around several obstacles and choke points.
How to Deal with infantry’s weaknesses:
Select the battered squad and press. Some smoke is dropped, and a few seconds later, the entire team is good as new!
74th best infantry general of WiC, at time of guide publication.