guides

Last update:11 May 2016

Every unit has some general statistics and weapon statistics (if armed).

General statistics are as following:

Strength- unit endurance for vehicle and size of troop for the infantry.

Size- the bigger unit, the easier to hit it.

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It doesn’t affect stealth.

Optics- responsible for detecting enemies - the higher level, the easier is to detect.

Factors also added to that: distance, covers, level of Stealth and loudness of fire.

PC

In the case of air forces, there is a factor of detection of planes and helicopters.

Speed- maximum level of speed without a road.

Difficult terrain (swamps, forest) decreases it.

PC

Road Speed- maximum on road speed.

To use roads, you have to make “Quick movement” order in the menu of Advanced Orders.

Wheeled vehicles are faster than the caterpillar ones, but any vehicle can reach more than 150 km/h.

PC

Stealth- the higher level of Stealth, the more difficult is to detect particular unit.

Fuel Capacity- size of fuel container.

To resupply it, you have to stop at the supply unit or press it with the RMB.

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Fired unit cannot make it for 40 seconds.

Autonomy- the bigger, the longer unit can ride without tanking up.

Stabilizer- this affects unit’s accuracy while moving.

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The higher factor, the less damage taken.

Front and side armor are the highest ones, while the rear and top the weakest ones.

Top one is exposed for artillery and aircraft.

Wargame: AirLand Battle

Range (land, helicopters, aircrafts)- possible distance of firing at particular types of enemies.

Only barreled artillery (and Canadian anti-aircraft system) can attack all types.

Accuracy- basic factor of chance for hit: the higher, the better.

Every point stands for 5% chance of hit.

It means that with 10 Accuracy (very high), you have 50% of chance for hit.

AP and HE power- base level of damage dealt to, respectively, armored and unarmored enemies.

If a missile with 10 AP hits 8 armor, it deals 2 damage.

But if the target has armor 1 or 0, the damage is multiplied by 4.

High-explosive ammo has a little impact on armor, but they can affect an area of unarmored targets.

The weapon is anti-panzer or uses high-explosive charges.

Nailing- chance of causing trauma depends on this factor.

The higher factor, the quicker enemy morale drops down.

Value is presented in relation with a single shot.

Fire rate- number of missiles fired within a minute with reloading time included.

In case of artillery - number of missiles for a single salvo.

Weapon can also have additional features:

Kinetic- weapon firing kinetic anti-tank missiles.

Anti-tank power increases with losing every 175 m of distance from the enemy.

At the distance of 375 m, every weapon using anti-panzer ammo will deal at least 1 damage.

Cumulative- weapon using cumulative missiles.

Independently on AP power, it deals at least 1 damage.

Distance doesn’t affect the damage dealt.

Area of damage- weapon firing explosive missiles damaging infantry and unarmored vehicles in some particular area.

It won’t damage armored targets, but it may stun them.

Only artillery and mortars may use this.

Improved fire- indirect fire over obstacles may be more effective, if the target is seen by other unit.

It affects only artillery and mortars.

Guided- missile guided on target by an operator, who has to be still until the impact is made.

Fire and forget- the missile doesn’t require an attention of the operator after being fired.

It relates only to rockets.

Radar- weapon using radars, so it can be destroyed by SEAD missiles.

SEAD- anti-radar missile is guided at the enemy radar until it’s not turned off.

Units with this missiles often open fire at the first enemy with radar on.

Stationary- user must not be moving to fire.

Spreading-out fire decreases morale of even experienced units.

Missiles cover some area of damage and may be smoke.

Howitzer is a basic weapon of self-propelled artillery, but it can’t fire while moving.

Mortars- light artillery firing over the terrain obstacles.

Average reloading and targeting time, better accuracy with observer.

It fires only in stationary position.

It’s a good support for infantry fighting in the city.

Basic equipment of carriers with mortars.

Rockets fly over terrain obstacles.

As like the others weapon of artillery support, it has to be stationary while firing.

Special weapon in this category is TOS-1 Buratino with incendiary rockets.

Anti-Panzer Guided Missiles- precise weapon for destroying tanks and other land technology.

BMP-1K)

Air-to-Surface Launcher- weapon of medium and long range, destined for destroying air targets.

Precise, can be Guided and used in mode Fire and Forget.

Main Cannon- fires with anti-panzer missiles (Kinetic) or with high-explosive shells (rarely) to land targets.

It’s a weapon of vehicles with flamethrower.

Recoilless Cannon- Mounted on tan destroyers is used against panzer enemies.

It has no guiding system (smaller accuracy) and has shorter range than the Anti-Panzer Guided Missiles.

Automatic Grenade Launcher- the name tells all.

You don’t have to reload before every single shot.

Grenades has a lot of HE power affecting an area.

They are used against unarmored and living enemy, on the contrary to anti-panzer grenade launchers.

Rocket Pod- multi-barreled launcher of not-guided rocket missiles carried by aircraft and helicopters.

It has area of damage.

AGM- precise anti-panzer rockets Air-to-Surface.

Equivalent of Anti-Panzer Guided Missiles for aircraft and assault helicopters but more powerful and with better accuracy and range.

High Explosive Bomb and Laser-Guided Bomb- with a big amount of explosives, destroys infantry and unarmored targets.

Normal bomb is dropped just over or just behind the target.

The laser-guided bomb can be fired from several kilometers and is guided.

It won’t destroy tanks with better armor, but may decrease morale of their crews.

The smoke limits visibility and the fire itself may stun or frighten enemy.

Anti-Radar- anti-radar missiles used for destroying anti-aircraft vehicles using radars.

They are guided automatically against SEAD targets.

Gatling, Coupled Cannon, HMG, UMG- firing weapons of different range, accuracy and firepower.

It destroys infantry and helicopters and is Kinetic.

Only in Canadian M 113 ADATS.

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