

Highly recommended by almost all players. Strike Fighter: a versatile aerial support unit, Strike Fighters are almost always a common sight, being good at almost anything you throw at it. Naval Air Superiority Fighter: a buffed version of Air Superiority Fighters, Naval Air Superiority Fighters are almost always only used if the player has an aircraft carrier.

However, experienced players frequently use them to destroy Frigates.Īir Superiority Fighter: strong anti-air units, these units dominate the skies, and can be used as ground attack units in a pinch. Best used in Western Doctrine.ĪSW Helicopter: a rare sight, ASW Helicopters are meant to hunt down naval units, especially submarines. Best used in Eastern Doctrine.Īttack Helicopter: a specialized helicopter, these helos excel at destroying armor units. Helicopter Gunship: a specialized helicopter, these helos excel at destroying infantry units. Mobile Radar: the best radar unit according to most experienced players, Mobile Radar is a ground-based radar system that is cheaper but has less range than its airborne counterpart, the AWACS. Theatre Defense System: the Theatre Defense System is a late-game unit that excels at destroying missiles, and it is not rare to see scores of them late-game, especially if the player is an experienced one. SAM Launcher: the SAM Launcher deals an extremely large amount of damage to planes, and are especially common in the Eastern Doctrine.

Mobile Anti-Air Vehicle: a decent unspecialized AA unit, Mobile Anti-Air Vehicles are the only form of AA that can hit helicopters, making them relatively common among more skilled players, especially European Doctrine ones. Multiple Rocket Launcher: the strongest artillery piece, and generally regarded by the competitive playerbase as one of the best units in the game. Mobile Artillery: the medium-grade artillery piece, Mobile Artillery are best used in European Doctrine, where the buff they receive is substantial. Towed Artillery: the weakest artillery form, Towed Artillery are nevertheless also the cheapest. They excel at destroying armor but poor facing infantry, and late-stage ones have the Air Assault feature, lending itself well to Airborne Landing Assaults. Tank Destroyer: a niche armor unit, Tank Destroyers are rarely seen outside of Z gamemodes, especially non European Doctrine variants. However, they suffer from more terrain penalties than their weaker cousin, causing it to be generally regarded by the competitive playerbase as less good. Main Battle Tank: very potent in ground melee combat, Main Battle Tanks are buffed forms of the Armoured Fighting Vehicle, and extremely dangerous to face in melee combat. Strong and good in a wide number of terrains.Īmphibious Combat Vehicle: a more potent form of the Armoured Fighting Vehicle, the Amphibious Combat Vehicle nevertheless sees limited usage due to its expensive research requirements. Also good for last-ditch defenses.Īrmoured Fighting Vehicle: a strong and potent armor that is the mainstay of most player's forces besides the Main Battle Tank. Extremely spammable meat shields, useful for last-ditch defenses.Ĭombat Recon Vehicle: very useful early-game but useless otherwise. Used as an alternative to Motorized Infantry by some (including experienced) players. National Guard: a very weak but extremely cheap backbone unit. It's advanced and difficult usage makes it a rare sight.

While unable to take territory, its incredible range of traits makes it suitable for an equally wide range of purposes, such as recon deep in enemy territory, as well as the infamous Special Forces ambush tactic. Special Forces: a powerful offensive and niche unit. It's low ground movement speed however necessitates numerous Air Bases. Their Air Assault ability makes it incredibly potent. In the latter occasions, best used in tandem with Amphibious Combat Vehicles.Īirborne Infantry: a powerful offensive and niche unit, usually used in airborne landing assaults, taking remote islands or land-grabbing on a vast scale. Naval Infantry: a powerful offensive and niche unit that is perfect for taking remote islands or landing in places where the enemy doesn't expect you to. More defensive and exceptional at defending cities. Especially effective in European Doctrine. Mechanized Infantry: a stronger backbone unit that is more powerful and expensive than Motorized Infantry. More defensive and suitable for defending cities. Motorized Infantry: the backbone unit of almost every conquest. This is my guide, but I would like to make it more objective and maybe include more details that I missed out. So I posted this in the Reddit and I thought it would be interesting (and enlightening!) to hear your opinions as well.
