WARNO
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WARNO BASIC GUIDE FOR COMPLETE BEGINNERS
By OTAKUPAPA [Cute Is Justice]
I have added images and supplementary explanations to the WARNO in-game manual (COMMANDER GUIDE - WARNO TACTICS TECHNIQUES MANUAL ESWA 1-0.1) to create a guide for very new players who have just started playing WARNO.

I have also added some explanations that are not included in the original in-game manual, but which I think are very important for RTS beginners.

This guide is currently about 146 pages long, but I will add more content as soon as the in-game manual is updated (but only if there is demand for this guide).
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WARNO: Keyboard Controls & Shortcuts


Notes:
Of the hotkeys above, it should be noted that "CALL ARTILLERY (J key)" and "FALL BACK (R key)" are Steel Division 2 shortcuts, and these keys will not work in WARNO.

In addition, for Controls that do not have a shortcut key assigned (e.g. Move, etc.), the user can set any shortcut key in the CONTROLS setting of OPTIONS.
Chapter 1: Controls
Selecting Units

Selecting a unit

Left-click to select a unit. Selecting a unit will display its information panel at the bottom of the interface.


Information panel

This panel at the bottom of the interface shows key info of the selected unit. From left to right, you can view the unit type, status, crew and Cohesion level, and fuel load. Any equipped weapons, their status, and ammo count are shown next. On the right, you have various options you can toggle on how a unit should behave on the battlefield.

Click on the unit name in the info panel to view even more detailed unit characteristics, including armor, unit quality, vehicle, and weapon statistics. You can also press the "I" key to see this option.



The detailed info panel of a unit can both be accessed during a battle or in the Armory menu.

Unit label

Each unit on the battlefield is fully modeled in 3D. To help check its function or type at a glance on the battlefield, WARNO uses unit labels. The unit label can be viewed either as a game icon or a NATO symbol.


The label shows key details of the unit, including the unit type, quality, actions, and current status.

Multiple unit selection

You can select several units simultaneously by left-clicking and dragging a rectangle on the map.


You can also select all units on the screen by pressing "Ctrl-A." Double-clicking on a unit will select all the units of the same type visible on the screen.

Once you select multiple units of different types, you could hold ctrl + double click a specific label unit at the bottom of the screen to select all units of that type separately from the group selection.

Controlling The Camera

Moving the camera - The camera can be moved using the arrow keys on the keyboard, either the WASD keys or the arrow keys.

Zooming in or out - You can zoom in or out by using the mouse wheel. The cursor is used as the reference point.

Rotating the camera - Rotate the camera by holding down the mouse wheel button and by moving the mouse left or right.

Giving Orders

This section covers the different orders you can give a unit. Orders can be given through the Orders panel in the bottom right of the interface or by pressing the assigned keys. The default keys can be changed in the Options- Controls menu.

Move

To give a Move order to a unit, select a unit and right-click on the battlefield. The unit will use the most direct route to the indicated location, indicated by the arrow.

Multiple orders

If you give multiple orders (which may be of different types) to a unit while holding down the Shift key, those orders will be reserved and processed in the sequence of the orders.

As the image below shows, by holding down the shift key and giving multiple Move orders to the recon helicopter, you can make it patrol multiple points in a specified order.


Each order is represented by an arrow of a different color. In the image above, the normal Move order is represented by a light blue arrow, and the Hunt order (see below) is represented by an orange dotted arrow.

Move Fast

A Move Fast ("F" key) order will make a vehicle unit use any available roads to arrive at the indicated location as quickly as possible. Select a vehicle unit, click on the Move Fast button, and left-click on the battlefield. A light green arrow will indicate the route of the unit given the fast-move orders.

Unload

An Unload ("U" key) order will make a transport vehicle immediately unload the infantry unit it is transporting.

Unload at Position

Unload at Position ("Y" key) will order a transport vehicle unit to unload the infantry unit it is transporting at the indicated position on the battlefield. Select a transport vehicle unit, click on the Unload at Position button, and left-click on the battlefield. The circle at the tip of an arrow indicates the point where the infantry unit will be unloaded.



In the image above, the Unload at Position order is represented by a light green arrow with a circular tip, and the Attack order ( see below ) is represented by a red arrow.

Attack

To give an Attack order to a unit, select it and right-click on an enemy unit. If no enemy unit is visible, you can't issue this order.



Hunt

The Hunt order ("Q" key) will move a unit to the indicated location on the battlefield. Select a unit, click on the Hunt button and left-click on the map. If an enemy unit is spotted along the way, the unit in Hunt mode will stop and engage it.

As shown in the image below, by holding down the shift key and giving multiple Hunt orders to the attack helicopter, you can make it patrol multiple points in a specified order. If it spots an enemy unit along the way, the attack helicopter will stop and engage it.



Quick Hunt

A Quick Hunt order ("N" key) is the same as the Hunt order, but now the vehicle unit will take to the roads to move as quickly as possible to the indicated location. Select a vehicle unit, then the Quick Hunt button, and left-click on the battlefield. As with the Hunt mode, a vehicle unit will stop and fire on any enemy unit in view.

Reverse

A Reverse order ("G" key) will make the vehicle unit move backward to the indicated point. This order is especially useful for armored units under fire, which will keep their heavily armored front facing the enemy.



Return Fire

With the Return Fire order ("Z" key) active, the unit will not engage the enemy unless fired upon. This is very useful to keep a unit concealed even with enemy units in sight. When spotted or fired upon, a unit with the Return Fire order active will shoot back.

Fire on Position

The Fire on Position ("T" key) will order a unit to fire on the indicated position on the battlefield. This order can be given even if there are no enemy units visible.

Smoke on Position

Smoke on Position ("B" key) will order a unit to fire smoke shells or rounds at the indicated position. Smoke will obscure the line of sight and might momentarily conceal units. Useful when attacking enemy positions or masking retreats.

Stop

The selected unit is ordered to Stop ("E" key) its order to attack order, fire order, etc. immediately.

Land (Helicopter Only)

With the Land order (unknown key at this time), the selected helicopter unit is ordered to land immediately. The unit will shut down its engine when on the ground.

Change Altitude (Helicopter Only)

With the Change Altitude order (unknown key at this time), a helicopter will change the altitude it is flying. The helicopter will change from ground level- below the treetops- to a higher altitude. This order will let helicopters see further and engage enemy units at longer ranges but lose the potential cover and concealment of terrain.

Evacuate (Aircraft Only)

Evacuate ("V" key) will order friendly aircraft units to move out of the combat zone and return to base as quickly as possible. An aircraft evacuating will need to maneuver to the edge of the combat zone before being considered safe and out of play.
1-1-1 How to View Information on a Unit in Transportation
When a transport unit is transporting an infantry unit and you want to know the detailed specifications of the transport unit and infantry unit, you can switch the unit information panel for the transport unit and infantry unit by clicking on the icon with an arrow in the upper right corner of the unit information panel, as shown below.



1-1-2 Smart Orders
Smart Orders is a tactical player tool introduced in Eugen Systems' previous game, Steel Division 2 which offloads certain aspects of unit micromanagement to the computer.

This Smart Orders feature has been carried over to WARNO, where you can select a group of units, give them a Smart Order, watch as the AI takes over, and, while taking into account various tactical elements, execute the order.

In this section, I would like to provide a detailed and illustrated introduction to the Smart Orders feature, which is essential for new players who are not familiar with unit micro-management.

Overview of Smart Orders

Click the gear icon at the bottom right of the interface to open the panel for Smart Orders, above the standard unit controls.












































Smart Orders are essentially automated commands you can give to a group of units, such as “take this hill” or “defend this position”, which they will then try to follow on their own initiative.

It is an excellent way to have the computer take control over a part of the battlefield, such as a flank or providing counter-battery fire, while you are concentrating on more important sectors of the frontline.

You pick the units, give them a Smart Order, and let the AI do the rest. The computer will carry out the command, stringing together various tactical considerations into one overarching automated order that is continuously updated until the objective is reached. For instance, the AI will take into account the group’s composition and number of units, the surrounding terrain, the cover available, if there are roads that can be used for fast movement, visible enemy units, their relative strength, and more.

If you want, at any moment, you can take back control of a unit under a Smart Order by giving it another order.

Different types of Smart Orders

You can give different types of automated orders to your units, which they will try to follow on their own initiative.

Which Smart Orders can you give?

SEIZE ("M" key):

Give the “Seize” order to a selected group of units and they will automatically try to capture the targeted location, engaging any enemy near their objective.

With a group of units selected, press the SEIZE key in the Smart Orders panel to change the mouse cursor to a red diamond with a white S inside, and a red dotted circle will appear around it, as shown below.

































Move the mouse cursor so that the target location to be secured is located within the area surrounded by this red circle, and then left-click to activate the Seize order.

The units that have been given the Seize order will have a white letter "S" on a red background in the upper left corner of the icon, as shown below.






































Having dealt with their threats, the selected units will automatically switch to the “Hold Position” stance.

As shown in the figure below, the white letter on a red background in the upper left corner of the icon of the units given the Seize order will change from "S" to "H", and a blue dotted circle indicating the defensive position of the Hold Position order will be displayed.




















HOLD POSITION ("," key):

Give the “Hold Position” order to a selected group of units and they will defend their current position to the best of their abilities, using the surrounding environment and available cover. They will relocate depending on the tactical situation, for instance, move around to face an enemy flanking attack.

Units that have received the "Hold Position" order will display a white letter "H" on a red background in the upper left corner of the icon, as shown below.




























FIRE AT WILL ("." key):

The “Fire at Will” order gives a selected group of units the freedom to target and engage any spotted enemy within their range of fire.

Units that have received the "Fire at Will" order will display a white letter "AA" on a red background in the upper left corner of the icon, as shown below.



























COUNTER BATTERY:

Give the “Counter Battery” to a selected group of artillery units, and on their own initiative will fire at enemy artillery pieces - but strictly in a counter-battery role. This means that your artillery units, mortars, and howitzers will only target known or detected enemy artillery positions.

Units that have received the "Counter Battery" order will display a white letter "AC" on a red background in the upper left corner of the icon, as shown below.



























DEFENSIVE FIRE:

The “Defensive Fire” is the third Smart Order focused on helping you manage your artillery forces better. This command gives your artillery the freedom to fire at any target spotted close to the designated position.





























Units that have received the "Defensive Fire" order will display a white letter "AD" on a red background in the upper left corner of the icon, as shown below.
































How to Use Smart Orders

Smart Orders is a feature implemented for new players who are not familiar with micro-managing units.

If you select any unit in the group of units to which you have given Smart Orders and give it a new move/attack order, its Smart Orders will be canceled and it will follow the new order.

Therefore, by giving Seize orders to a group of units to secure any area on the map, and then giving new orders to some units as needed depending on the situation, beginners can play WARNO comfortably with less micro-management.

In addition, by combining "Smart Order" and new "Platoon" features introduced in WARNO, veteran players will be able to execute a greater variety of tactics, as they will be able to fight the battles of the main force on the front lines while simultaneously efficiently attacking the enemy's rear positions for infiltration.
1-2-1 Rules of Engagement 1
Rules of Engagement is a tactical player tool introduced in Steel Division 2 which allows your units to execute their actions more independently and adapt to changing conditions much more intelligently, reducing the amount of micromanagement needed to control them.

The Rules of Engagement feature is carried over to WARNO as well, and units follow a set of rules closely, such as when to advance along roads or when to seek cover.

You can determine these rules at the start of a game or in the options menu. It also makes it easy to change and refer to the Rules of Engagement settings for each unit, even during the game, by simply selecting and adjusting variables in the panel on the right of the interface.

Click the gear icon at the bottom right of the interface to open the panel for Rules of Engagement and you can set the automatic behavior of the unit.












































The items displayed in the Rules of Engagement panel vary depending on the type of unit. In this panel, you’ll be able to set the various behaviors all your units should follow on the battlefield.

What are the Rules of Engagement? Many WRD players may have been confused by this new feature.

Now, let's take a look at each item in the Rules of Engagement settings in detail.





Advance: Hunt or Normal Move
(Default setting is Hunt)

This setting defines how a unit will behave when advancing.
  • [Hunt] A unit searches for targets. It will stop as soon as it finds itself within range of an enemy.
  • [Move] A unit moves first and foremost, and will not stop to open fire on an enemy target.
For beginners, it is recommended to leave the default setting Hunt.

This is because some units are unable to fire while moving (or their accuracy is significantly reduced while moving), and units moving in Normal Move often lose their chance to fire.

Another reason is that vehicle units during Normal Move are vulnerable to enemy fire because they move with their flanks and rear faces vulnerable to enemy fire.





Motorised Pathfind: Fast or Short
(Default setting is Fast)

This setting defines vehicle unit's automatic behavior when choosing the route to reach a position, that is, either the unit uses the road network to travel fast, or the unit moves cross-country to the target position.
  • [Fast] If it is calculated that it is faster to use a path when moving a vehicle unit, then that path will be used.
  • [Short] A unit follows the shortest, straightest way: that is, it does not let the unit use the path to move.
Note that Fast can be dangerous because the algorithm that calculates the optimal route can sometimes make the units pass through contested places.

However, if you don't allow your vehicle units to use the roads in the first move, the enemy will probably take the command zones as well as other important areas such as the urban areas and forests in the center of the map, before your units can get there.

Also, it will take a horrible amount of time for the reinforcement units to reach the front line without using the roads, and there is a risk that the front line units will be wiped out before the reinforcement units reach the front line.

For this reason, beginners are advised to leave the default setting Fast.





On Foot Pathfind: Cover or Short
(Default setting is Cover)

This setting defines how an infantry unit should move. Either the section moves from cover to cover or it moves in a straight line.
  • [Cover] An infantry unit on foot moves from cover to cover, if possible. The movement might take longer but is also safer.
  • [Short] An infantry unit on foot moves in a straight line, ignoring any cover nearby.
For beginners, it is recommended that you leave the default setting Cover. This is because your units will be safer as they will move carefully using the cover as much as possible.





Idle: Nothing, Cover or Hold Position
(Default setting is Cover)

This setting defines how a unit that has not been given order should act in idle states.
  • [Nothing] A unit will literally do nothing if they are not given an order.
  • [Cover] A unit will move to find the nearest cover within a small radius from their current position.
  • [Hold Position] A unit will shift from Idle mode to Hold Position mode of Smart Orders. They will receive the freedom of initiative to hold their position and redeploy to the best defensive positions close to them.
This setting is useful for beginners who often forget to give orders to their units and often leave them idle.

For beginners, it is recommended to leave the default setting Cover. This is because even when units are not receiving orders from you, the commander, they will autonomously find cover and hide in order to survive.
1-2-2 Rules of Engagement 2
In addition to the unit movement rules introduced in Steel Division 2, WARNO also allows you to set new rules for other unit actions, such as resale of transport vehicles and whether or not to fire missiles depending on the type of target.

In this section, I would like to explain in detail the new Rules of Engagement introduced in WARNO.





Auto Resale: ON or OFF
(Default setting is ON)

This setting defines whether an unarmed transport that has unloaded its infantry unit should automatically leave the battlefield.
  • [ON] An unarmed transport unit will leave the battlefield immediately after unloading its infantry unit, allowing you to recover their command points.
  • [OFF] An unarmed transport unit will remain on the battlefield without leaving after unloading its infantry unit.
For beginners, it is recommended to leave the default setting ON, as it reduces the micromanagement of empty transport unit operations.





Out-of-Range Reacting to Enemy Fire While Being Outranged:
Defensive, Passive, Aggressive, or Use Smoke
(Default setting is Defensive and Use Smoke)

This setting defines the automatic behavior of a unit when fired upon and unable to return fire due to the enemy being out of range.
  • [Defensive] A unit will try to pull back or find the nearest cover, when under fire but outranged.
  • [Passive] A unit will remain inactive, when under fire but outranged.
  • [Aggressive] A unit will try to retaliate if advantageous or pull back otherwise, when under fire but outranged.
When set to Use Smoke, a unit will automatically use its smoke ammunition in defensive mode.

For beginners, it is recommended to leave the default settings Defensive and Use Smoke.





Unarmed Vehicle: Hold Fire or Fire at Will
(Default setting is Hold Fire)

This setting defines whether a unit should open fire at unarmed targets or do nothing.
  • [Hold Fire] A unit will not automatically fire at unarmed targets.
  • [Fire at Will] A unit will automatically fire at unarmed targets.
For beginners, it is recommended to leave the default setting Hold Fire to avoid micromanagement of re-supplying units due to units shooting wasted ammunition against unarmed units.





Ground Missiles: Never Transports, Full Transports or All Units
(Default setting is Never Transports)

This setting defines whether a unit uses its limited missile load-out against a light vehicle or saves it for more dangerous targets.
  • [Never Transports] A unit will never use its missiles, against armed transports.
  • [Full Transports] A unit will use all its weapons, including missiles, against non-empty transports.
  • [All Units] A unit will use all its weapons, including missiles, against armed transports.
For beginners, it is recommended to leave the default setting Never Transports to preserve the limited missile loadout for use on more dangerous targets instead of using it on light vehicles.





Save Settings for Rules of Engagement

Finally, at the bottom of the Rules of Engagement panel, there are two items for setting whether or not the settings made for a unit should also be applied to all other units.
  • Clicking "Save and Apply to All" will save the current settings as default settings for all new and existing units.
  • Clicking "Save as Default" will save the current settings as default settings for all new units.

How to use the Rules of Engagement

As you can see from the above, the default settings in Rules of Engagement are all set for beginners. So, if you are a beginner, there is no need to change the settings. Just leave the default settings and play WARNO.

If you are a veteran WARNO player, you can make good use of the Rules of Engagement to set your units' actions according to your objectives.

For example, if you want to infiltrate a scouting unit deep into enemy territory, it would be wise to set it so that the scouting unit moves without using roads as much as possible to avoid meeting the enemy and being detected.
1-3 Useful Tips on Unit Controls
Tab Key

Some people complain that WARNO's UI is hard to read and that it is difficult to select units.

Here is a useful hotkey for those of you who have such complaints.

First, drag the mouse cursor to select multiple units.






















Then, the labels of the selected units will appear at the bottom of the screen.













If you press the Tab key, the label of the leftmost unit (M1A1 ABRAMS) will become transparent, and only that unit will be selected.













If you press the Tab key again, the label of the unit to the right (M35) will become transparent, and only that unit will be selected.













After that, each time you press the Tab key, the selected unit's label will be shifted to the right by one.
























Then, when the label of the rightmost unit (M3A1 BRADLEY CFV) is selected, pressing the Tab key selects the label of the leftmost unit (M1A1 ABRAMS) again.

In this way, by utilizing the Tab key, you can quickly select only the desired unit and give it an order.

Please keep in mind that the Tab key is very useful for selecting units.

Normal Move When the Default Setting Is Hunt

How to quickly give a unit a Normal Move order when Hunt is set in the Advance setting of Rules of Engagement.

Many of you may be confused that when you start playing WARNO and right-click to indicate where your units move to, it defaults to Hunt instead of Normal Move (especially those who are used to the way you control your units in the Wargame series).

This is because, in the Rules of Engagement setting, Hunt is set as the default for Advance of units.














Hunt is a very important and useful order for beginners, but there may be times when you want your infantry units to Normal Move, for example when you want them to quickly move out of the enemy's line of sight, or when you want them to move to the side or rear of an enemy tank.

I would like to recommend that you assign any hotkey to MOVE in CONTROLS setting of OPTIONS, as shown in the following figure (; key in the example below).



















This way, even if ADVANCE is set to HUNT in the Rules of Engagement settings, you can make an infantry unit Normal Move by selecting it, pressing the key assigned for MOVE, and then left-clicking on the point where you want the unit to move.










Ctrl key

In WARNO, Ctrl key is also a very important key.

Select any unit by left-clicking on it, and press Ctrl+[number] (any number 0-9) to assign and register that unit to the control group corresponding to that number key.

Then, when you want to recall the registered unit, just press the number key assigned to that unit.

You can also select any multiple units and press Ctrl+[number] key to register those multiple units to the control group corresponding to that number key.

Using the Ctrl key to register units is very convenient.

For example, if you register an artillery unit to the control group, you can immediately call it up by pressing the number key and giving it an order to fire without moving the camera from the front line to the rear.

Also, by double-clicking a number key, you can immediately move the camera to the position of the unit corresponding to that number key.

This double-clicking of the number keys is very useful for changing the position of gun units to avoid counterattacks, or for switching the camera on multiple fronts. This will be explained later in detail.
1-4 How to Change the Direction of a Unit
In this section, I will show you how to change the direction of a unit.

How to Change the Direction of a Unit at the Indicated Point

As shown in the image below, assume that an M1A1 (HA) ABRAMS tank is moving along a road and spots enemy troops in the 10 o'clock direction.



































In this case, you want to stop the ABRAMS right after it passes through the houses in front of it, and turn it around to face the 10 o'clock direction.

First, select the ABRAMS by left-clicking on it, then hold down the right mouse button at the position where you want to move it.








































Then, drag it while holding down the right mouse button to display the white virtual image of the ABRAMS as shown in the figure below.























If you drag the mouse to the left while holding down the right mouse button, the white virtual image of the ABRAMS will also turn to the left. So drag it to the left until it faces the 10 o'clock direction, and then release the right mouse button.

When the right mouse button is released, a red cross mark appears as shown in the figure below, and the ABRAMS accepts orders to move and turn to the left.






















As shown in the image below, ABRAMS was in the exact same position as the white virtual image above, facing the same 10 o'clock direction.


























How to Change the Direction of a Unit on the Spot Without Moving It

You can also change the direction to 10 o'clock without changing the position of the ABRAMS.

Select the ABRAMS by left-clicking it, then hold down the right mouse button and drag the mouse to the left.



























Then a white virtual image will appear on the right side of the ABRAMS as shown in the image below.


























If you drag the mouse to the left while holding down the right mouse button, the white virtual image of the ABRAMS will also turn to the left. So drag it to the left until it faces the 10 o'clock direction, and then release the right mouse button and the ABRAMS accepts orders to move and turn to the left.

As you can see in the image below, the ABRAMS turned to the left and came to a stop facing 10 o'clock left on the spot.

























Note, however, that if the ABRAMS is accepting Hunt orders, it may ignore your turn orders in favor of engaging the enemy in front of it.

In the Rules of Engagement setting, the Hunt order is enabled by default, so the tank will automatically turn and engage in the direction of the most threatening enemy.

Therefore, beginners do not need to specifically maneuver to change the direction of a tank during an engagement with the enemy.

However, if you also indicate the direction of the tank at the indicated point before engaging the enemy, it will save the time required to turn the tank, which will give you that much more of an advantage in battle, so be sure to use the techniques described here!
1-5 How to Designate a Formation Consisting of Multiple Units
Select multiple units at once by dragging the mouse so that they fall within the drag range. Next, at the position where you want to move these units, hold down the right mouse button and drag the mouse slightly. Then, as shown in the figure below, a white virtual image of the selected multiple units will appear in a single column in the direction of the drag.



Here, holding down the right mouse button and changing the direction of the mouse dragging changes the direction of the single column of the white virtual image as well.

Furthermore, depending on the drag distance, the formation of the white virtual image of the selected multiple units changes from one column to two columns, three columns ... and finally to a single row.



Releasing the right mouse button in this state allows the tanks to line up in a single line along the edge of the forest, as shown in the figures below.



You can also line up a single column of tanks along a road, as shown in the figure below.



Furthermore, as shown in the figure below, a command tank can be placed at the end of the formation of tanks.



Note that if the multiple units selected include different types of units, the type of formation that will be formed will vary depending on the type of units included.

The methods described here are very useful for hiding multiple tanks and anti-tank guns in the woods and ambushing them, so please keep them in mind.
1-6 How to Form a Group Consisting of Multiple Units During a Game
In WARNO, you can form a group (TAC GROUP) consisting of up to four units of the same type in the game.

The hotkey for merging or unmerging selected units into or out of a group is the "Ctrl+G" key.



You can merge or unmerge selected units into or out of groups during the game. This differs from COMBAT GROUP (described below in Appendix I-4), where you must designate in advance which units should form a group only at the time of deck building.

After dragging up to four identical units to select them all at once, pressing the "Ctrl+G" keys will merge them into a single group.



If you want to unmerge the group, press the "Ctrl+G" key again, or press the "Dissolve" key in the lower left corner of the "TACGROUP" panel at the bottom of the screen.

Units merged into a group follow move and attack orders as if the entire group were a single unit.







Hence, forming a TAC GROUP is useful when you have to operate many units at once, such as when launching a major offensive against an enemy defensive position, because it reduces the amount of micromanagement.



1-7 How to Unload an Infantry Unit from or Load it onto a Transport Vehicle/Helicopter
How to Unload Infantry Unit from a Transport Vehicle/Helicopter

When called in the deployment phase/reinforcement, an infantry unit will appear on the map loaded in a transport vehicle/helicopter.

After selecting the transport vehicle by left-clicking, press the Y key, and then left-click on the point where you want the infantry unit to unload.



Furthermore, by holding down the Shift key and right-clicking to designate the point at which the transport vehicle is to be moved away, the transport vehicle will move to the designated point after unloading the infantry unit.



Thus, by designating the dismounting point of the infantry unit and the location to which the transport vehicle will move away during the deployment phase, you can reduce the amount of micromanagement after the game has started.

If a transport vehicle encounters an enemy unit while moving, the infantry unit can be immediately unloaded by pressing the U key after selecting the transport vehicle with the left click. Since an infantry unit in a transport vehicle cannot fire on the enemy and is completely helpless, it should be dismounted immediately when it encounters the enemy.

In the case of a transport helicopter, the same orders as for a transport vehicle (i.e., use the Y key to designate the point at which the infantry unit is to be unloaded, then right-click on the point where the transport helicopter is to be moved away while pressing the shift key) can be used to unload the infantry unit and then move the transport helicopter away to the designated point.


How to Load an Infantry Unit onto a Transport Vehicle/Helicopter

After selecting an infantry unit by left-clicking, right-clicking on the transport vehicle/helicopter will cause that infantry unit to load onto the transport vehicle/helicopter.



The reverse of the above procedure, i.e., left-clicking to select the transport vehicle/helicopter and then right-clicking on the infantry unit, will also cause the infantry unit to load onto the transport vehicle/helicopter.

Furthermore, by holding down the shift key and right-clicking to designate the point to which the transport vehicle/helicopter is to be moved, the transport vehicle/helicopter will move to the designated point after the infantry unit is loaded.

How to Load Multiple Infantry Units onto Multiple Transport Vehicles/Helicopters

In WARNO, it is also possible to have multiple infantry units load multiple transport vehicles/helicopters with a simple operation.

After selecting multiple infantry units and multiple transport vehicles together, right-click on any infantry unit or transport vehicle, and multiple infantry units will automatically load onto multiple transport vehicles.






This is a very useful feature and should be kept in mind.
1-8 Tools to Help You Play WARNO
Using a Multi-Button Mouse

In WARNO, registering units by pressing Ctrl+[number] and recalling registered units by pressing the [number] key is a very useful feature.

You can also use a multi-button mouse to make playing even easier.

A multi-button mouse is a mouse that has multiple number keys on the side of the mouse, as shown in the image below.






















With a multi-button mouse like the one above, you can call up a registered unit by pressing the corresponding number key with just your right thumb, without taking your eyes off the screen.

Also, as shown in the figure below, by assigning the Ctrl key to the key on top of the mouse of this multi-button mouse, you can select a unit by left-clicking it, and then register it by pressing any number key while holding down the Ctrl key with your right index finger.






















For example, I assign mortar units to the number keys from 1 to 3 on the multi-button mouse, howitzer or MLRS units to the number keys from 4 to 6, and radar AA units or aircraft units for radar switching to the number keys from 7 to 9.

In this way, I can register and recall units without taking my eyes off the screen, all with only the right-hand operation.

Also, as shown in the figure below, by assigning the keys for pausing (P key), moving the camera to an event that has occurred (space bar), and checking unit details (I key) to the number keys 10 - 12 on the side of the mouse, respectively, it is now possible to play more comfortably.


























In addition, Ctrl, Save (F5), and Tab keys are assigned to keys 4 - 6 on the top of the mouse, as shown in the figure below.

























By setting it up this way, I was able to use only my right hand for many of the controls, allowing me to focus on playing WARNO.

Therefore, it is no exaggeration to say that a multi-button mouse is now a must-have tool for me.

A multi-button mouse is very convenient, and nowadays inexpensive multi-button mice are becoming available, so I encourage you to try one.

It will greatly improve your QOL when playing WARNO!
Chapter 2: Unit Vision and Scouting
This section covers how a unit's vision works, the ability to spot enemy units, line of sight, and how units can be concealed on the battlefield.

Line of Sight

All ground units have a Line of Sight that allows them to see up to a maximum of 3.5 km away.
This range can be reduced or completely blocked by obstacles such as buildings, terrain, or scenery.

To know exactly what the unit's field of view is and what it can see, select the unit and activate the “Line of sight" tool (eye-shaped icon) in the Orders panel at the lower right corner of the game screen.



Centered on the unit, a vision circle becomes active. Within this vision circle, all the elements that are greyed out can't be seen by the unit.
Only the clear, transparent areas are visible.



You can also check the possible line of sight of any location on the battlefield. Move your cursor to the part of the battlefield you want to check, and press and hold the "C" key. This will activate the Line of Sight tool on the cursor.



As shown in the figure below, areas, where the unit's line of sight (LOS) passes through, are shown clear, while areas, where the unit's line of sight does not pass through, are shown grayish.



For example, buildings are obstacles that completely block a unit's line of sight.



On the other hand, the small grove of trees does not block the unit's line of sight.



The unit's line of sight passes through the forest edge, but deep into the forest the unit's line of sight is blocked.



A unit's ability to detect an enemy also depends on the enemy's ability to hide (stealth) and the stealth bonus (camouflage) provided by the terrain in which the enemy is located.

It is easier to detect an enemy standing in an open field than it is to detect the same unit hidden in a forest. (Camouflage difference)

It is also easier to detect a tank than it is to detect a small unit of infantry (stealth difference).

The unit's Optics, the enemy unit's Stealth, and the terrain stealth bonus (Camouflage) the enemy unit receives determine how close the unit must be to the enemy unit in order to detect it.

The Detection display tool can show you the detection ranges of your unit depending on various stealth and camouflage settings.

The LoS Check Tool helps you take better strategic decisions by showing you the detection ranges of you units in function of the enemy’s stealth level and terrain.

Ability to Spot Enemy Units
Each unit has the ability to spot enemy units, but some are better at it than others.

The ability to spot enemy units depends on the quality of the Optics of a unit and the level of Stealth of the target unit. The type of terrain will also influence how well a unit is concealed.

There are 6 Quality Levels of Optics influencing a unit's ground vision.
The Quality Level increases or decreases the distance at which a unit can spot a hidden enemy.

A unit with Bad Optics will need to move comparatively closer to a hidden unit in order to discover it, while a unit equipped with Exceptional Optics can scout the same hidden unit from much further away.

• Bad: x0.4
• Mediocre: x0.6
• Normal: Default (no modifier)
• Good: x1.2
• VeryGood: x1.7
• Exceptional: x2.2

There are 4 Levels of Stealth. A unit's Stealth level will indicate how difficult they are to spot. With each level, an enemy unit will need to get closer to successfully sight the unit.

The size and type of a unit inform its Stealth level. An average main battle tank is easier to spot due to its Bad Stealth, especially when compared to a squad of Scouts with Exceptional Stealth.

• Bad: Default (no modifier)
• Mediocre: x1.5
• Good: x2
• Exceptional: x2.5

There are 3 Types of Terrain that further influence vision. Each Terrain Type will modify a unit's concealment, and as such, the distance an opposing unit needs to be able to spot a unit.

A unit in a Forest is more difficult to spot than a unit in an Open Field.
An Infantry Squad can take advantage of hiding inside a Building.

• Open field: Default (no modifier)
• Forest: x2.75
• Building: x3.75
• Ruins: x3.75







You can check a unit's ability to spot a potentially hidden enemy unit.
You do this by selecting the Line of Sight tool and toggling the Stealth value you want to observe.

Noise Management

Noise management- When using weapons, units generate noise. This reduces their Stealth level. Each weapon produces different noise levels.

In general: the more important the weapon, the bigger it will be, and the greater the noise.

The noise a unit generates by firing its weapons modifies the distance an opposing unit can spot it. In short: noise makes a unit easier to be discovered.

High-rise buildings and visibility

Note that visibility depends on the height of the building.

As shown in the figures below, the visibility of units from low buildings in front of the church is blocked by the surrounding buildings, but units from the high church can see far into the distance.





Therefore, it would be wise to place recon units in the church.
2-1 A New Line of Sight Tool
During a tactical battle in WARNO, a player can press “C” key to display the Line of Sight, either on the cursor (useful to check locations on the map) or centered on a unit.



With the Line of Sight (LoS) tool, when selecting a unit in the game, you will see how their field of view holds up.

The new LoS tool displays two different colors:

In white transparency, the “true” Line of Sight. That is to say, the unit cannot see beyond the white line. A unit’s field of view on the battlefield is cut by buildings, forests, or other obstacles or simply limited by distance.

The blue area indicates intermediate areas in which your unit is unable to detect any potential enemies. However, if an allied unit detects a hidden enemy, they will appear in this region, even if the selected unit can’t see any foe directly.

The ability to simulate the detection of any unit is also available by clicking on the LoS icon (eye-shaped icon in the lower right corner of the screen).



By doing this, you can immediately tell which units can be detected in the blue area depending on their level of Stealth.

The new LoS tool also lets you distinguish all the environmental elements that influence vision and detection. See how it works in the screenshots below.

Check unit enemy stealth against your unit's optics.

















The feedback displayed around your unit indicates where it can shoot and where it can spot a hidden enemy with the selected stealth. Depends on the optics of your unit, the stealth of the enemy and the type of cover.
Chapter 3: Stress and Suppression
All units in WARNO are affected by morale and combat stress. This is represented by Suppression and Cohesion.

Stress and suppression

Almost all shots generate stress on their target, either directly on the target or in the area around the target. For example, a bomb on impact generates a large area of stress, while an assault rifle bullet generates a very small area of stress. Each weapon displays the amount of stress it can inflict under the name Suppression:

The amount of stress received by a unit also depends on its armor. An unprotected soldier will feel the effects of the stress than a crew in a heavily armored tank.

• Take the following into account: 1 level of Armor absorbs 5% of the stress power. A unit with an armor 10 will absorb 10*5% or 50% of the stress.

Cohesion









Every unit features a Cohesion value. Cohesion represents the unit's ability to fight, as well as its level of fatigue. The higher the Cohesion, the fresher a unit is, and the faster it is able to move, aim, and fire.

There are 4 levels of Cohesion:

• High: +10% bonus to movement speed
• Strong: no modifier
•Mediocre: -25 % decrease in rate of fire and -25% of movement speed
•Low: -50% decrease in rate of fire and -50% of movement speed

A unit under fire receives stress. This is calculated by the destructive power of each shot received. Each element of stress received, be it damage suffered or soldier lost in case of an Infantry Squad lowers Cohesion.

The Cohesion Level slowly replenishes automatically when a unit is out of combat.

Suppression

• Units feature a default Suppression gauge of 1000
• Each shell, bullet, explosion, or shot received adds as many Suppression points as the value indicated on the weapon’s information panel.
• Each 10% damage loss (be it vehicle “health” or soldiers) costs 100 points
• The Suppression gauge Is replenished organically by 1 point per second, and 10 points after 10 seconds – if hasn’t increased in the meantime.

Stunned

Any unit that suddenly suffers a very high amount of stress (think incoming fire or explosive damage) will be momentarily overwhelmed and enter a Stunned state. A Stunned unit will be unable to fire or receive orders for 20 seconds.

• Each shell or shot received adds as many Stun points as the value indicated in the weapon’s information panel.
• the Stun gauge is reduced naturally by 1 point per second and 10 points after 10 seconds - if the gauge hasn’t increased in the meantime.
• When a Stun gauge reaches 150 points the unit gets Stunned. The Stun gauge empties immediately back to zero.

Routing

When Cohesion drops dangerously low, a unit is likely to Rout. When this happens, the affected unit undergoes a Rout test, which has a 90% chance of succeeding. If the test fails, the unit Routs.

When the unit routs, it becomes uncontrollable and refuses to fight. It will not accept any order by the player. A Routed unit sometimes stays on the battlefield but often retreats in the direction it feels safest.

A Routed unit can exit this uncontrollable state after a certain amount of time, and return to combat duties.
Chapter 4: Infantry
Infantry forces are cheap and highly flexible units, capable of fighting many different kinds of opponents. They can hold their own against vehicles, tanks, air units, and, of course, enemy infantry.

However, they are easily damaged, slow when dismounted, and need to make careful use of the terrain in order to have a fighting chance on the battlefield.

Squad Strength

Every Infantry Squad contains a number of soldiers. This is their so-called Strength. This value represents both the squad's resistance capacity (its "health") and its combat power.

When a squad loses soldiers, its Strength is reduced, and as a result, it also loses combat power.



To the left of the name on the infantry unit label, you will see the number of soldiers. This is the infantry's "health" or fighting power. This is also visible as a status bar under the unit's name.

When an infantry unit suffers casualties, it also affects its combat efficiency.
The colored bar below the unit's label, ranging from cyan to red, indicates the amount of stress a unit is exposed to.

When a unit takes too much stress, it becomes Stunned. The unit will be unresponsive for a short time.



Cohesion is a unit's ability to fight, as well as its level of fatigue. The more stress and casualties a unit endures, the more its Cohesion will decrease.

When a unit's Cohesion drops too low, the unit is likely to Rout. It will be uncontrollable and refuse to fight for a short duration.



Damage

Infantry is vulnerable to High Explosive (HE) damage. High Explosive can be found in anything from demolition charges to bombs and artillery rounds.

In short: deployed soldiers are unprotected and 1 HE damage will kill 1 soldier in an Infantry Squad.

However, infantry can make use of cover for additional protection:
• Forest Cover: when an Infantry Squad is located in a Forest it benefits from a 50% cover bonus. In other words, the unit benefits from a 50% reduction in damage.



• Building Cover: when an Infantry Squad is located inside a Building, they receive a 70% reduction in damage. Note that the figure below shows the protection bonus as "90%," but the actual figure has been revised to "70%".



• Ruins Cover: when an Infantry Squad is located inside a Ruins, they receive a 25% reduction in damage.

Note that, unlike buildings, Ruins are a place where the mouse cursor turns green, although its outline is not displayed in white when the mouse cursor hovers over it.



Note also that the coverage of the ruins is smaller than that of the original building, as shown in the figures below.





Assaults
When two opposing squads are in the same building, a close combat assault event occurs.



The outcome depends on the combination of squad strength, Cohesion, Suppression, and weapons. The losing unit will be destroyed.

Stacking Limits for Infantry Units in the Same Building

You can put more than one unit inside the same building.



As shown in the figure above, a maximum of four infantry units can be placed in the same building, but a fifth infantry unit cannot enter the same building.
4-1 Unit Traits 1
In WARNO, infantry units are characterized by various Unit Traits.
Unit Traits can be found with the various icons in the upper left corner of the Unit Information Panel.














































An overview of each Unit Trait is as follows.

Reservist
This unit is made of part-time soldiers, such as hastily called-up reservists, former police, or militia. While not cowards, with less training and older equipment, they should be considered second-rate troops. Reservist units take more suppression in combat.

This trait will be given to non-military police forces, such as the BGS, FR. Reserve Polizei, Vopos, as well as reservist or militia units (Heimatschützen, KdA, Reservistes, etc.). British Territorials are not included, as historically, they lean closer to being active reserves. They will remain veterancy locked, however.

Leader
This headquarters unit features commanders and critical command-and-control equipment, including radio and other communication devices. This allows for more effective tactical leadership on the battlefield. Leader units grant +1 Veterancy level to all nearby units.

Units within the dotted circle around the command unit will have a chevron icon to the right of the unit label, as shown below.
























By default granted to all command units and vehicles, this trait can be found with infantry and other units such as tanks, APCs, IFVs, or helicopters.

Resolute
This unit is composed of soldiers who are highly motivated, well-drilled, or politically indoctrinated. Going into battle with plenty of enthusiasm, these eager troops will endure even the hardest battlefield conditions in stride. Resolute units take less suppression in combat.

Foremost, this trait was introduced to represent East German troops, considered by friends and foes as the most ideologically indoctrinated and determined of all Warsaw Pact forces. The Resolute trait will be featured with all their front-line troops, except for units such as artillery, AA, logistics, and reservists. A few non-DDR units, such as the French Legionnaires Paras, will also gain this trait.

Military Police
This unit features the oft-detested military police. As law enforcement, they ensure order behind the lines and instill harsh discipline within the army’s ranks. Military Police units grant a suppression regeneration bonus and remove any Reservist trait of nearby units.

Infantry units within the dotted circle around the military police unit will have a shield icon to the right of the unit label, as shown below.














All current military police units, including MP, Prévôté, RMP, and Feldjäger, will receive this trait. The Warsaw Pact counterparts to these units will soon be added.

It would be wise to use military police units in combination with reserve units, as they remove the reserve features of nearby units.

IFV Infantry
This unit is composed of soldiers trained for combat with Infantry Fighting Vehicles and fight side by side once dismounted. This follows common mechanized infantry doctrine. IFV Infantry units take less suppression in combat when near an Infantry Fighting Vehicle (doesn’t have to be their own).

When an IFV infantry unit is within the dotted white circle around an IFV unit, a chain icon appears to the right of the unit label, as shown below.


























This trait is granted to both Infantry Fighting Vehicles and the troops they carry Fire Teams, Motostrelki (BMP), Mot. Schützen, Arm. Rifles, Chasseurs, etc.

Special Forces
This unit represents an army's cream of the crop: highly trained professionals, well-equipped, and with more combat experience than regular troops. Special Forces units take less suppression in combat, move faster, and deal more damage - on top of the Elite veterancy level.

Featured by all special forces, both “rifles” and “recons.” This includes: Green Berets, Spetsnaz, SAS, LRS, Commando, Fernspäher, East German Fallschirmjäger, etc.

GSR
This recon unit is equipped with a portable Ground Surveillance Radar, detecting targets beyond visual range. Once deployed, it needs to remain stationary to function. GSR units receive a +1 Optics level when not moving.

When a recon unit with a GSR stops, a radio wave icon appears to the right of the unit label, as shown in the figure below.

























This trait is featured in small (4-6 strong) special forces recon squads: LRS, Fernspäher, SAS Patrol. More units of this kind will be added later to some nations lacking them.

Shock
This unit features hardened soldiers specifically trained and equipped for close-quarter battles, assault operations, and hand-to-hand combat. Shock units inflict more suppression when fighting at close combat ranges, including woods and urban terrain.

The Shock trait will apply to all airborne forces and all combat engineers.
4-2 Unit Traits 2
Airborne
This unit is trained to be deployed into the battlefield from the air. Highly mobile but lightly equipped, airborne troops can rapidly deploy ahead of the regular army. Airborne units can deploy further ahead, using Forward Deployment, but only during the initial deployment phase.

As shown in the figure below, during the initial deployment phase, Airborne units can deploy further forward in the Deployment Area than the Deployment Area of normal units.




















The "ADVANCE DEPL" in the lower right or left corner of the unit information card for Airborne units indicates the distance "3534 m" that can be deployed further forward than the Deployment Area of normal units.





































This trait can be found in all current airborne forces, as already identified by the parachute icon and Forward Deployment mechanic.

Recon
This unit excels in reconnaissance, gathering intelligence, and spotting targets. Recon troops are light units, masters in moving quickly on the battlefield and observing enemy units undetected.
Recon units can deploy further ahead, but only during the initial deployment phase.

As shown in the figure below, during the initial deployment phase, Recon units can deploy further forward in the Deployment Area than the Deployment Area of normal units.

























The "ADVANCE DEPL" column in the lower right or left corner of the unit information card for Recon units indicates the distance "2473 m" that can be deployed further forward than the Deployment Area of normal units.





































This trait is granted to all current recon forces as already identified by the goggle icon and Forward Deployment mechanic.

As shown in the figure below, during the initial deployment phase, Airborne units can be deployed approximately 1,000 meters ahead of Recon units, so it is wise to use Airborne units to secure important positions in the initial move.





























Security
This second-line infantry unit is only lightly equipped for combat, tasked instead with patrolling and securing the rear. These soldiers guard against enemy saboteurs and infiltration attempts.
Security units increase their Optics and identification levels to Good when not moving, similar to Recon units, although they remain classified as Infantry.

This trait will apply to several dedicated rear-echelon troops - which can (or not) also carry the Reservist trait. This includes Sicherungs, Vopos, Wachtschützen, FR. Polizei-Reserve, RAF Rifles, etc.

Sniper
This unit contains highly trained sharpshooters who excel in infiltration tactics, camouflage, and reconnaissance. Equipped with powerful scoped sniper rifles, these specialist soldiers can engage targets at long ranges without being seen.

Sniper units gain a +500% damage bonus, +1 Stealth level, and Accuracy bonus when not moving. The sniper must remain still for 10 seconds.

When a sniper unit is still for ten seconds, the sniper icon appears on the right side of the sniper unit, as shown below; in this state, the sniper unit gains the bonuses described above.



Amphibious
This vehicle is designed to operate both on land and water. Thanks to their waterproof hulls and dedicated propulsion, such as water jets or propellers, they can slowly cross bodies of water.

Amphibious vehicles can enter and cross waters at 1/3 of their normal (offroad) speed.

Explosive Reactive Armor (ERA)
Explosive reactive armor (ERA) is intended to counteract HEAT antitank munitions and provides a boost to the survivability of the tank and its crew.

Tanks with ERA applied have increased their maximum damage (hit points) to represent their better resilience to HEAT damage.

All tanks with reactive bricks get an ERA trait, granting them +2 HP (10-->12) but their extra-armor is restricted to +1front & side armor value compared to their nonreactive counterpart, except T-80UD which gets +2/+2 due to its next-gen reactive bricks being more efficient against kinetic rounds too. This affect the following tanks: T-62MV, T-64BV, T-64BVK, T-80BV, T-80BV Izd. 29, T-80BVK, T-80U, T-80UD, AMX-30B2 BRENUS

Tandem
When targeted by a shell or round (either tank rounds, infantry rocket launchers, or missiles) with the Tandem trait, vehicles with an ERA trait will be dealt +1 damage. This represents the tandem-charges grinding through the reactive bricks. The Tandem trait doesn’t undo reactive armor but destroys part of it on successful hits. Against non-ERA vehicles, the same rounds will perform as regular HEAT.


False Flag

False Flag units are infiltration units dressed in civilian clothes, or even enemy uniforms, breaking military laws. False Flag units are easily mistaken with friendly or neutral ones. In combat, the threat level is lower than any other unit, meaning they'll always be targeted last.

This will be a rare Trait. It will cover units fighting without uniforms or (even worse) fighting using enemy uniforms (“illegally” according to laws of war) in covert operations. In case of capture, this means a direct ticket to the firing squad. Think of Skorzeny’s Operation Greif during the Battle of the Bulge.

In WARNO, this new Trait will lower a unit’s “menace level.” This means that enemy units will target a unit featuring the False Flag trait last if found within a group of units. This represents the confusion on the battlefield induced by friendly “ruse” or neutral uniforms.

The False Flag trait will be granted to both East German “false flag” paratroopers (Fs-EINSATZGRUPPE and Fs-SPRENGTAUCHER) dressed in American uniforms.






The American PSSE-B special forces (from Berlin Command), which operated in civilian clothes, will also get this Trait. Plus, this unit will also gain brand-new civilian models. And in WARNO, they have been made as German 80's vibes as possible.


4-3 Infantry Weapons 1
All infantry come equipped with small arms, from assault rifles to machine guns, explosives, rocket launchers, or other weapons. Certain infantry squads carry one or multiple short-to-medium-range anti-tank weapons.

You can see which and how many weapons the infantry are equipped with in the panel at the bottom of the screen.



You can also use the Unit Information Panel ("I" key while in-game) to identify the 3 main weapons of an infantry unit.



Note, a squad can feature fewer main weapons, as well as the same weapon multiple times. The number and type of weapons determine the weapon damage and overall combat power of a squad.

Infantry Squads can be equipped with various types of weapons.
Infantry weapons can feature different characteristics, ammo, functions, and ranges at which they are effective. The specific amount a weapon type carried is displayed next to the weapon's name (x4 or x7, for instance).

Below is an overview of WARNO's various infantry weapons.

Assault Rifle


The standard firearm for the vast majority of modern combat soldiers, the assault rifle is effective against enemy troops at intermediate ranges.
An assault rifle can be select-fire, with semi-automatic being more accurate, while full automatic best used in close range fighting.

Carbines are shortened assault rifles, and over the years, two distinct groups of rounds have been developed: lighter 5.56mm or full power 7.62mm cartridges.
Most assault rifles can be modified with accessories such as scopes, foregrips, night vision devices, or single-shot grenade launchers.

Assault rifles can be fired on the move (Motion), as well as used in close combat situations (Close Range Weapon), for instance, when assaulting a building.

Motion


This trait indicates a weapon that can be aimed and fired while moving.

Close Range Weapon


This trait indicates a weapon that can be used in close combat situations.

Submachine Gun


A submachine gun is a quick-firing, short-range firearm.
Submachine guns (SMGs) most often fire smaller 5.56mm cartridges, most often used in handguns, which allows for a more compact and easier to wield automatic weapon.
This also means their stopping power and range are less than a heavier assault rifle.
Rear-echelon troops or vehicle crews frequently field submachine guns as a personal defense weapon.

Submachine guns are close-quarters weapons sacrificing range and firepower for the high rate of fire and ease of handling.

These weapons can be fired on the move (Motion), as well as used in close combat situations (Close Range Weapon), for instance, when assaulting a building.

Light Support Weapon


A Light Support Weapon frequently a light machine gun or squad automatic weapon, provides additional firepower to an Infantry unit.

This type of weapon fires, almost in all cases, 5.56mm (NATO) or 7.62mm (Warsaw Pact) rounds, which can also be used in other small arms. A Light Support Weapon is effective at suppressing enemy troops at intermediate ranges.

The weapon can be used on the move (Motion) but not in close combat situations.

Medium Machine Gun


A Medium Machine Gun is a crew-served infantry weapon capable of automatic fire at intermediate ranges. This type of belt-fed machine gun is light enough to be transported by individual soldiers, but most often needs a small crew to be operated effectively.

A Medium Machine Gun is a heavier cousin of the Light Support Weapon, with greater firepower and suppression. Medium machine guns are frequently featured as primary weapons on soft-skinned and lightly armed vehicles or as coaxial armament in heavier units.

A Medium Machine Gun most often fires the heavier 7.62mm rounds across intermediate ranges.

A single soldier can use this type of weapon, but they need to stop (Stationary) to deploy, aim and fire.

Static


This trait indicates a weapon that requires the unit to be stationary in order to aim and fire.

Tripod


The tripod offers much greater stability of the weapon, guaranteeing better accuracy in the shooting.
Tripod guns are more accurate and have a higher rate of fire.

Heavy Machine Gun


A Heavy Machine Gun is a crew-served infantry weapon and can be used against land and air targets. This type of belt-fed machine gun is often less mobile than its lighter counterparts and needs to be fired from a stable platform, such as a heavy-duty tripod, vehicle, or aircraft.

Frequently operated by small teams of soldiers, heavy machine guns fire large-caliber rounds (typically 12.7mm or 14.5mm) capable of inflicting destructive damage.

Even when fired at armored targets, the heavy machine gun can neutralize key equipment such as optic systems or radio antennas, resulting in a mission kill.

Battle Rifle


The standard weapon for a large number of frontline soldiers, the battle rifle is effective against enemy troops at intermediate ranges.
Heavy and powerful, battle rifles are very accurate and deadly when the shooter is immobile, but quite less than an assault rifle on the move, especially since it uses smaller magazines. Most battle rifles can be modified with accessories such as scopes, foregrips, night vision devices, or single-shot grenade launchers.
4-4 Infantry Weapons 2
Explosives

An Explosive can be anything from a grenade to a demolition charge. These types of weapons are great damaging and suppressing enemy units at very close ranges. They can be used on the move (Motion) and in close combat situations (Close Range Weapon), for instance when assaulting a building. They can be used against unprotected or lightly armored units (High Explosives).

Grenades


A small, hand-held explosive that can be thrown by an individual soldier.
Grenades can be encountered in many shapes and sizes, including fragmentation anti-personal, smoke grenades, gas, or even anti-tank grenades. As extremely close-range weapons, they are used in various combat situations, including clearing houses or bunkers, thrown into vehicles, or as boobytraps. Due to proximity and sometimes large blast radius, grenades are often equally dangerous to the user as to the enemy.

High Explosive


High Explosive is the most common type of shell, commonly referred to simply as HE.
Most of the damage is caused by shell pieces rather than by the blast.

Anti-Tank Rocket Launcher


An Anti-Tank Rocket Launcher is a shoulder-fired weapon designed to take out armored or reinforced land targets. These launchers fire an unguided rocket-propelled anti-tank projectile, giving the regular combat soldier an efficient, portable weapon to neutralize enemy tanks or vehicles.

This type of rocket launcher can penetrate Armor. They can be used against unprotected or lightly armored units (High Explosives). Some fire HEAT (High Explosive Anti-Tank) rounds are more effective against enemy armored vehicles thanks to their shaped charge.

These are operated by a single soldier, but he needs to stop (Stationary) in order to aim and fire. They are short-range weapons, best used in ambushes or from covers such as buildings or forests.

Recoilless Rifle


A Recoilless Rifle is a shoulder-fired or crew-served weapons designed to provide fire-support. It can engage armored targets or infantry.
These launchers fire an unguided rocket-propelled anti-tank projectile, giving the regular combat soldier an efficient, portable weapon to neutralize enemy tanks or vehicles. They are short-range weapons, best used in ambushes or from covers such as buildings or forests.

Grenade Launcher


A grenade launcher can lob grenades across short distances.
A grenade launcher solves one of the major issues of using handheld explosives by increasing the range. Some launchers are stand-alone semi- or fully automatic, being able to saturate an area. Others are single-shot but can be attached to weapons, such as assault rifles.
Many armored fighting vehicles feature fixed grenade launchers as a defensive weapon or to provide masking smoke screens.

Incendiary Rocket Launcher


An incendiary rocket launcher is a specialized shoulder-fired weapon capable of firing thermal warheads at land targets.
The warhead of this rocket is often confused for napalm, but the incendiary rocket launcher in many ways better resembles a stand-off flamethrower, capable of burning fortified structures such as bunkers from a distance.
This launcher can be fired by a single soldier and is effective at land fortifications, buildings, and enemy squads or unarmed targets.

A single soldier can use this short-range weapon, but he needs to stop (Stationary) to aim and fire.

Flame


A flame is a weapon capable of burning land targets or destroying sensitive equipment by fire.
This weapon is effective at land fortifications, buildings, and enemy squads or unarmed targets.

A single soldier can use this type of weapon, but he needs to stop (Stationary) to aim and throw a flame.

Napalm


Incendiary munitions are weapons designed to start fires or destroy sensitive equipment by fire.

Ground-to-Ground Missile


The Ground-to-Ground Missile is a crew-served or vehicle-mounted weapon designed to take out enemy armor and other targets at long ranges. These weapons are better known as ATGM (Anti-Tank Guided Missiles). This type of weapon can penetrate Armor. Ground-to-Ground Missiles need to be aimed and fired (Static) while stationary. They also need to be actively controlled by the operator while in flight (Manual Guidance). Some fire HEAT (High Explosive Anti-Tank) rounds, which are more effective against enemy armored vehicles thanks to their shaped charged warheads.

Manual Guidance


This trait indicates that the missile is manually guided and operated.
The missile after launch requires the constant intervention and control input of the operator.

High-Explosive Anti-Tank


The shell or missile uses a shaped-charged explosive warhead that is capable of piercing armor. Because their penetration performance relies on the explosive energy of the warhead rather than kinetic energy, HEAT warheads do not need to be launched at high speed.
The shell does not lose power with distance.

Surface-to-Air Missile


Man-portable surface-to-air missiles are known as MANPADS (Man-portable air-defense systems).

MANPADS normally have short-range and are effective against low-flying aircraft, especially helicopters. The target is almost always visually identified prior to launch.

MANPADS, generally use infrared homing guidance systems. These have the advantage of being "fire-and-forget", once launched they will home on the target on their own with no external signals needed.

Fire and Forget


Fire-and-forget Missile.
After launching, the guidance of the missile no longer requires the active intervention of the operator.
Chapter 5: Tanks
This section covers combat involving armored vehicles, such as tanks.
This includes kinetic shells, armor penetration, accuracy, and damage calculation.



Tank Gun


A tank gun is a large-caliber, high-velocity gun capable of firing various projectiles against a variety of targets.
A tank gun is the primary means of engaging other tanks or armored vehicles with direct fire. Featuring different calibers, between 90mm to 125mm, a tank gun is often emplaced in a turret, creating a flexible yet hard-hitting weapon. When assisted by advanced targeting computers and sights, a tang gun can engage almost any kind of unit, even airborne targets, regardless of the weather or time of day. A tank gun fires off a variety of different shells, at times supported by an autoloader, including armor-piercing kinetic (AP), armor-piercing, fin-stabilized, discarding sabot (APFSDS), high-explosive (HE), or high-explosive anti-tank (HEAT). Some guns can even fire specially adapted guided missiles.

Armor Piercing
Tanks, when firing at enemy armor, will use a kinetic-type shell called Armor Piercing (AP). These shells are fired at very high speeds. They will use their speed to pierce the armor of an enemy target.

In the Unit Information Panel, a weapon will show if it can fire AP rounds when it displays the Kinetic icon.

It is important to note that an AP shell will lose power along the way.
An AP shell will contain the maximum amount of power when exiting a tank gun. This means that with an AP shell, the closer you are to an armored target on the battlefield, the more damage you will be able to do.

To be exact: in WARNO, when an AP shell is fired, it loses one point of Penetration Power for every 350 meters traveled.

Armor


Armored units have localized armor plating at different parts of the vehicle. A unit's armor is divided into Front, Side (both flanks), Rear, and Top. A vehicle's top armor is either WEAK (open-top or unarmored roof) or STRONG (armored roof). In general, an armored unit frequently has the heaviest armor applied to the Front.

An AP shell must penetrate the thickness of a unit's Armor to cause damage.

The armor scale Eugen uses for its tanks in WARNO has its basis in real-life considerations:

  • Armor 1: resistant against small arms.
  • Armor 2: resistant against 12.7mm ammo.
  • Armor 3: resistant against 14.5mm ammo.
  • Armor 4: resistant against 20/23/25mm ammo.
  • Armor 5: resistant against 30mm ammo.

Keep in mind that having an armored unit always faces the enemy with the thickest portion of its armor.

Gun Range


The gun range indicates the maximum distance at which the weapon can engage a unit.
Firing an HE round at extreme range might be a sound way to inflict suppression damage to an enemy, but anti-tank weapons are usually ineffective at maximum range.

In the case of anti-tank weapons, their ammunition's AP value increases by 1 whenever they close by 100m on their target.

Shooting shells over large distances involves not only a tank gun and the ammunition used. It is also influenced by the effects of fire control systems, optics, rangefinders, reference sensors, etc. All these augment accuracy, especially on the move, but also how far a tank can fire.

In WARNO, the distance was set to a Gun Effective Range, which is the range a tank can engage a target with all the types of ammo available - and expect a good effect. In real life, this lies around the 2km mark, give or take. This is why WARNO set 1925m as the baseline Gun Effective Range.

This range can be modified by two elements: laser rangefinders, allowing for quick, accurate range measurement, and automatic fire control computers. These two technologies came to fruition in the Cold War, resulting in more advanced sensor input to improve tank accuracy.

The above, in WARNO’s case, directly impacts the range of a tank gun.

  • Baseline tank range is 1925 m.
  • Having a Laser Rangefinder allows for a 2100 m range.
  • Having an Automatic Fire Control Computer allows for a 2275 m range.

Accuracy


Accuracy indicates an ammunition's chance to hit when stationary (static) and when moving (motion).
The closer a unit gets to a target, the higher the chance to hit.

The following influences the general accuracy found on a WARNO’s tank:

  • Coincidence Rangefinder.
  • Stereoscopic Rangefinder.
  • Meteosensor.
  • Fire Gating.
  • Manual Entry Ballistic Calculator.
  • Muzzle Reference Sensor/ Thermal Cowling.

Of course, accuracy decreases while on the move. Only with the advent of stabilizers did accuracy while moving increase sufficiently so that targets could be hit while traversing cross-country. Cold War tech can be divided into four different groups:

  • No stabilizer - can not fire on the move.
  • Single-axis stabilizer - 40% less than static accuracy.
  • Twin-axis stabilizer - 20% less than static accuracy.
  • Twin-axis stabilizer with stabilized sights - 10% less than static accuracy.
5-1 Mechanics of Tanks
Damage Calculation

Each vehicle has a damage level ranging from 0% to 100%. Consider this a vehicle's "health." Beyond 100% damage, a vehicle unit is destroyed.

A shell or round with a Penetration Power lower than the Armor Value of a target unit will be unable to damage it.

The Smart Targeting Tool, which can be seen when targeting an enemy unit, will tell you if the shot will be inefficient. The tool will also provide feedback on the distance that needs to be covered to be able to penetrate the target and do damage.

As soon as a shell can penetrate the opponent's armor, it does the following percentage of damage:

• Damage Percentage = (AP Value- Armor) / 2 + 1
Note: if the target has no armor, the damage is worth 2 x the AP value.

If the target has an Armor of 1, the damage is worth 1 x the AP value.

For example, we are firing an AP shell with a Penetration Power of 14 (on impact) at a target with an Armor Value of 3.

Damage = (14-3)/2 + 1 = 6.5 thus 65% damage.

Accuracy Calculation

Some vehicles can shoot on the move, while others cannot. You can check a unit's capabilities in the weapon statistics of the Information Panel.

• The Motion icon means the weapon can be fired while on the move. This applies to both Infantry and Vehicle weapons.
• The Static icon means the weapon needs to be aimed and fired while stationary. This applies to both Infantry (crew-served) and Vehicle weapons.

Some advanced units can retain a high Accuracy while shooting, which is almost identical to being stationary. Other units lose almost all Accuracy while firing on the move.
Shooting in motion and shooting while stationary is indicated by the changing color of the crosshair in the Smart Targeting Tool.

Smart Targeting Tool aka Dynamic Attack Cursor



In the figure above, (1) shows the target's armor and what part of it is being targeted.
(2) shows the distance to the target.
(3) shows the type of weapon fired. In this figure, it is the tank's main gun.
(4) shows the penetration power of the weapon. The value for armor-piercing ammunition is determined by the distance between the shell and the target.
(5) shows the damage that the shell will inflict if it hits the target.
(6) shows the estimated probability of hitting the target.
(7) shows the estimated success rate of target destruction.

Smart targeting tools are reliable tools, but keep in mind that anything can happen in battle.

Once a shell is fired, the crew will reload the weapon. Depending on the results of the first shots, the chances of hitting subsequent shots might be improved.
If the shot successfully hits the target, the crew keeps the firing solution and will continue to hit with subsequent shots.

HEAT shells

Some shells (more generally rockets or missiles) use shaped-charged explosive warheads, called High-Explosive Anti-Tank (or HEAT), which are capable of piercing armor.

Because their penetration performance relies on the explosive energy of the warhead rather than kinetic energy, HEAT warheads are not fired at high speed. In other words, the shell does not lose power with distance.

You can find if a weapon can shoot this kind of warhead by looking for the HEAT symbol in the Weapon’s information panel.

HEAT Damage Calculation

The damage calculation for a HEAT shell is exactly the same as for AP shells:

• Damage Percentage HEAT = (AP Value - Armor ) / 2 + 1

Anti-Tank Missiles


Anti-Tank Missiles, also known as Groujnd-to-Ground missiles or Anti-Tank Guided Missiles (ATGM) come in a variety of different configurations, and can be crew-served, vehicle-mounted, or even launched by helicopters and aircraft. They can be potent, long-range weapons capable of destroying heavily armored targets.

Two main elements are important to keep in mind when using an anti-tank missile.
The first is the targeting system of the missile. The second is the guidance system the missile uses after it has been fired.

Targeting system

When aiming and firing, most targeting systems of anti-tank missiles require the operator or vehicle to be stationary. More advanced missiles can be fired while moving.

The requirement is indicated in the weapon’s information panel by either the Motion symbol or the Static symbol.

Guidance system

A missile can be guided onto the target by using one of three varied guidance systems. The different modes of operation will affect the accuracy of a weapon.

Manual or Semi-Automatic:

The missile is guided and operated manually or semi-automatically. After launch, the missile requires constant intervention and input from the operator until hitting the target.

Semi-Active Radar:

The in-flight control of the missile after firing is done by the launch platform, vehicle, or aircraft that fired the weapon. This means that the unit does not need to be stopped during the missile’s flight. It also means that the unit can only fire one missile at a time.

Fire and Forget:

A Fire-and-Forget Missile does not require any active intervention from an operator or guidance of a launch system. The Fire-and-Forget missile doesn’t require a line of sight after launching. This means that a unit can quickly fire another missile after the first one, or relocate if needed.

Missile installation time

There is a difference between the time it requires for a unit to fire a missile, and the reload time of a missile. On some units, including specific vehicles, reloading missile(s} can take a substantial amount of time. Other units have easy access to racks of missiles which be fired rapidly one after the other.

Take care that when reviewing units do not only look at a unit’s missile capacity and configuration but also how many missiles are ready to be fired before a reload is necessary.
5-2 How to Increase Tank Survivability
When your tank's remaining health is low, select the tank with the left mouse button, immediately put up a smoke screen in front of the tank (B key), then order the tank to retreat (G key) and designate the point where the tank will retreat to with the left mouse button.



In this case, keep the tank's thick front armor facing the enemy and try to move the tank back behind the smoke screen to block the enemy's line of sight.



Remember, this will significantly increase your tank's survivability because the smoke screen will block the enemy's view of your tank.
Chapter 6: Artillery
Artillery is sometimes called the “King of the Battlefield” thanks to the capacity to deliver destructive firepower from relative safety over vast distances.

Artillery systems come in various shapes and sizes and include units and self-propelled vehicles. They can fire a wide range of ammunition, including smoke.

Artillery is capable of indirect fire, as indicated by the Indirect Fire symbol in the unit’s information panel. This means a unit does not need a line of sight to shoot at a target. Most artillery weapons need to be stationary to aim and fire. This is indicated by the Static Symbol.

Mortar


Mortars are the most responsive indirect-fire weapons. Mortars are generally smaller units capable of quickly firing rounds in high parabolic trajectories at targets nearby. Mortars are characterized by excellent indirect fire accuracy across medium ranges as well as rapid aiming and firing times. However, when targets are located beyond the average range, accuracy becomes increasingly poor.

Mortars can be crew-served or mounted on vehicles. When using a dedicated mortar carrier, it is easier to swiftly relocate after a firing mission. In general, mortars can fire smoke shells.

It is wise to use mortars in groups, increasing the number of shells simultaneously. As their range is limited, employ mortars to create smoke screens or harass enemy positions on or near the frontline.



Indirect


Indirect fire.
This trait indicates that the weapon requires the vehicle to be stationary in order to aim and fire.

Dispersion

When using artillery units, upon selecting Fire Position or Smoke orders, a white dotted dispersion circle appears around the aim point. This circle represents the projected impact area of the shells.



In general, the further away, the greater the dispersion circle.
High-accuracy artillery will feature a smaller circle.

Howitzer


Howitzers are powerful long-range artillery guns that can do tremendous damage without losing accuracy. Howitzer takes time to reload or adjust their aim, but capable of highly accurate indirect fire at very long ranges. Aiming times are generally long.

Howitzers fire salvos of large caliber shells such as 105mm, 155mm, or even larger.
These shells have great high-explosive damage and suppression potential.

They can deploy either towed, with less mobility, or mounted in self-propelled vehicles for additional mobility, such as M109A2 for "shoot-and-scoot" fire missions.

Some howitzers guns can be used in a direct fire role. This is indicated in the unit’s information panel. In general, howitzers can fire smoke shells.

MLRS


The Multiple Launch Rocket System (MLRS) is a unit capable of firing devastating volleys of rockets at a target zone. They are capable of rapidly saturating a large target area with an overwhelming barrage of indirect fire.

These units are very slow in aiming and firing. Furthermore, their accuracy is poor, with the rockets generally unguided and impacting over a large area. An MRLS unit is flexible in its selection of warheads, able to shoot HE (High Explosive), cluster, incendiary, or anti-tank rockets (Cluster).

Cluster


A cluster munition is a container, either air-dropped or ground-launched, that carries numerous other smaller explosive projectiles called "submunitions". The submunitions are released just before the container hits the ground, in order to produce maximum effect.
6-1 Counter-Battery Smart Order
Counter-Battery Smart Order lets the AI take control over your artillery units while activated.



Select your artillery unit(s) and click the "COUNTER BATTERY" button in the Orders Panel at the bottom right of the screen to activate the Counter-Battery Smart Order for that artillery unit(s).



Units with Counter-Battery Smart Order enabled will display the letters "AC" in the upper left corner of the artillery unit label, as shown in the figure below.
They will move and fire automatically.

With the Counter-Battery order active, your artillery units will fire on known or detected artillery positions, including ones that have recently fired shells.





6-2 Corrected Shot
Minimal Range

The white circle displayed around a howitzer unit indicates its minimal range; the howitzer unit cannot fire on the area within this white circle.



Corrected Shot
In WARNO, recon units, as artillery observers, can correct the accuracy of howitzer shots.
As shown in the figure below, a howitzer unit gains a corrected fire accuracy bonus if an allied recon unit is within 2,000 meters of the target position. The area where this corrected fire accuracy bonus can be gained is indicated by the area within the white circle around the recon unit.



After selecting a howitzer unit, if the Fire Position ("T" key) or Smoke ("B" key) orders are given, a green "CORRECTED SHOT" will appear on the Smart Targeting Cursor when the target position is within 2,000 meters of an allied recon unit, as shown in the figure below.



In this case, the allied recon unit does not need to be able to see the target position, and the shooting correction is made to the target position regardless of the visibility of the recon unit.



If there are multiple recon units on the battlefield, any allied howitzer unit may gain the Corrected Shot bonus when firing on a target position within 2000 meters of each recon unit (as long as the target position is between the minimum and maximum ranges of the howitzer units).



However, howitzer units do not gain the Corrected Shot bonus when the recon unit is being transported by a normal transport unit without recon trait.



In WARNO, the recon unit is so useful as an artillery observer that it is wise to position recon units within 2,000 meters of the target position whenever you deploy a howitzer unit.
6-3 How to Conduct a Counter-Battery Fire
Counter-Battery Fire Procedures

Now, let's assume that while playing WARNO, your unit is hit by enemy artillery fire.

Following the trajectory of that shell backward, you could see a firing flame in a position deep in enemy territory, although you could not see the enemy artillery unit.

What do you do then? 

Of course, you would counter-battery fire on that position!

The procedure for counter-battery fire is as follows.

1. Enemy shell's impact is confirmed.



























2. Immediately evacuate your units in the vicinity of the impact point.

3. Follow the trajectory of the enemy shell in reverse.





























































Note that the trajectory (ballistic path) of a projectile fired from an artillery weapon is roughly a parabola between the point of launch and the point of impact.
















4. Carefully observe the battlefield on the other side of the trajectory and look for flames and smoke from enemy fire.









































5. Place an attack beacon (F1 key) at the point where you see the flames and smoke to mark the firing point.

You can also place an attack beacon by left-clicking on the target symbol under the mini-panel in the upper right corner of the screen, then left-clicking on the location you want on the battlefield.















































6. Call up your artillery unit (if you have registered it with the [Ctrl+Number] keys, just press the corresponding number to call it up, which is very convenient!)

7. Give Fire on Position command (T key) to the artillery unit and left-click on the beacon position.
























































That's it.

Now, the artillery unit you called up will counter-battery fire on the enemy artillery unit.
















































































In WARNO, counter-battery fire is a very effective countermeasure and can effectively suppress the enemy's bombardment, so be sure to master it.
6-4 How to Change of Position of an Artillery Unit
In the previous section, I introduced how to do Counter-Battery Fire.

Now, you must have come up with the following.

If a human player can do a counter-battery fire, why can't AI do it?

If a human player can see the firing flames of an undetected enemy artillery unit and fire an anti-battery fire, then the AI should be able to do the same!

One important thing to remember is that in WARNO, whether the opposing player is human or AI when your artillery unit fires a shell, you should assume that the opposing player has definitely identified the location of that artillery unit!

So you should realize that if you let an artillery unit fire and then leave it alone, it's only a matter of time before that artillery unit is scrapped by counter-battery fire (which is a common mistake for beginners in WARNO), and that's a pretty dangerous situation.

So how should you deal with this kind of enemy counter-artillery fire?

It is recommended that you do not keep your artillery units in the same place after firing, but immediately move them to another position.

However, such a change of position for artillery units is a cumbersome micro-management, and for a complete beginner who has just started playing WARNO, such micro-management would be painful.

In fact, it is quite a tedious procedure to move the camera from the target of the artillery attack back to the artillery unit in the rear of the battlefield, to indicate its position change destination, and then to move the camera back to the front line again.

However, if you make full use of the Shift and Ctrl keys, the procedure for changing the position of artillery units can be simplified remarkably!

Procedure for Artillery Fire and Position Change Using Shift and Ctrl Keys

First, register artillery units in advance using Ctrl + number keys (any number from 0-9) so that they can be called up with the corresponding number keys.

In this example, let's assume that we have assigned the number 1 to the M110A2 howitzer of the US Army.

In this case, the procedure for the artillery fire and subsequent change of position is as follows:

1. Press 1 key to call the M110A2 unit, give the Target on Position order (T key), and then left-click to indicate the point to be fired.

2. Double-click 1 key and the camera will instantly move to the M110A2 unit.

3. Next, right-click on the position where you want to move the M110A2 unit while holding down the Shift key.

In the image below, the solid red line indicated by (1) displays the order to attack the enemy artillery unit, and the dotted orange line indicated by (2) displays the order to move to the position indicated by (3) after the artillery attack.




























4. Finally, left-click on the front line position on the mini-map in the upper right corner of the screen, and the camera will instantly return to the front line.


























That's it.

This procedure only takes a few seconds once you get used to it!

As shown in the figure below, if the solid red arrow (attack order) is connected to the dotted orange arrow (movement order), then the order to change position after artillery attack to the enemy unit's position indicated by (4) is reserved.




















































How to Move Camera Efficiently Between the Front Line and Rear Position.

By the way, some of you may find it annoying to click on the minimap every time you want to return to the front line.

For those people, I will teach you an efficient way to move the camera.

In this case, the procedure for the artillery fire and subsequent change of position is as follows:

1. Press 1 key to call the M110A2 unit, give the Target on Position order (T key), and then left-click to indicate the point to be fired.

2. Double-click 1 key and the camera will instantly move to the M110A2 unit.

3. Next, right-click on the point where you want the M110A2 unit to switch positions while holding down the shift key.

4. Finally, double-click 2 key and the camera will instantly return to the front line where the command unit is.

In this way, you can efficiently move the camera between the front line and rear position by double-clicking the corresponding number keys.
Chapter 7: Aircrafts
Aircraft are unique as they are only deployable from in the Air Wing panel on the top right of the interface. When active, aircraft will fly in from their airbase before commencing their mission over the battlefield. There is a limit of 9 aircraft active in the Air Wing panel at the same time.

Deploying an Aircraft

To deploy an aircraft, simply left-click on the unit in the Deployment menu at the upper left of the interface. Then left-click on the map or on an enemy target. The selected aircraft becomes operational in the Air Wing interface and will deploy immediately.

The plane will take off and join the combat zone through a corridor indicated by the Air Corridor arrow visible at the edge of the map. Its status will change to Traveling. To reach the combat zone, the aircraft will need some time. This time to arrive depends on the aircraft's speed.

Once over the battlefield, the aircraft status will change to In Mission. An aircraft has a set amount of time on station to carry out orders. This time depends on the unit's fuel load.

An aircraft back at base, either being ordered to return or due to low fuel or ammo, will be refueled and rearmed. If damaged during combat, the aircraft will also undergo any necessary repairs. These actions can take time. Once they are complete, an aircraft can be ordered into action again.

Aircraft Features

Aircraft have several unique features and characteristics.

• ECM, or Electronic Countermeasures, is a plane’s complex electronics suite designed to deceive, scramble, or jam enemy radar or other sensors. The ECM value reduces the accuracy of enemy missiles.
• Turn radius is the minimum radius an aircraft uses to turn. This is particularly useful during dogfights or when trying to outturn an enemy missile.
• Travel time tells how long it takes for an aircraft to travel from its base to the combat zone.

Evacuating

The planes evacuate automatically when they have no more ammunition.
A plane can be ordered to return to base at any time. It will evacuate the combat zone immediately, and its status will change to Evacuating. It will take some time before the aircraft actually reaches the edge of the map and be out of play. Once ordered to evacuate, a plane can no longer be controlled.

An aircraft will also evacuate automatically when they are out of fuel or ammunition.

Aircraft types

What distinguishes aircraft from one another are their flight characteristics, maneuverability, the power of the engine, all the electronics on board, and more.

In practice, the various types of aircraft can also be distinguished according to the missions they perform. Their intended combat role, weapon loadout, and mission type are used in WARNO to differentiate between aircraft.

Interceptors

Armed with short or long-range missiles, Interceptors are tasked to establish air superiority by quickly engaging enemy airborne targets contesting the combat zone. These types of aircraft are generally very fast, and as such, can be deployed quickly.

Long-range missiles are rapid, can be fired from a distance, but are less maneuverable. Short-range missiles need to be used up close, but are agile and can be fired against aircraft with high maneuverability.

Tactical Bombers

Tactical bombers are planes capable of carrying a large payload under their wings. These types of planes will drop all their bombs on the indicated ground position and leave the combat zone immediately afterward.

Tactical bombers come equipped with several types of payloads. The same plane can be featured in different variants. You can check this in the Armory or by the unit's name. Ammunition can be unguided bombs with High Explosive, Napalm (useful against unprotected targets), or Cluster (with armor-piercing capability) warheads.

Ground Attack Aircraft

Ground Attack Aircraft are specialized in supporting your ground units with rockets, their large guns, or missile payloads. Also known as Close Air Support (CAS), these planes fly at low speed, and are able to make tight turns, giving them a maximum amount of combat runs over the battlefield.

Ground Attack Aircraft can be equipped with rockets, anti-tank missiles, and even short-range anti-aircraft missiles to hunt down helicopters. These types of planes are frequently equipped with high destructive autocannons or Gatling guns.

Suppresion of Enemy Air Defenses (SEAD)

Suppression of Enemy Air Defenses (SEAD) aircraft is specialized in neutralizing enemy ground-based air defenses. This includes highly dangerous surface-to-air missiles (SAM), radar sites, and anti-aircraft guns.

They are sometimes called Wild Weasel aircraft and are equipped with powerful ECM systems. They field anti-radiation missiles, which can home in on enemy radio emissions such as active radars.

Multirole

Many aircraft are Multirole, being well balanced to accomplish a variety of missions including air superiority or ground strikes. While not specialized as other types, they feature good flight characteristics, speed, and maneuverability. Variants can carry different types of payloads.
7-1 How to Increase Aircraft Survivability
In this section, I would like to share with you some tips to increase the survivability of your aircraft.

Choose an Aircraft with a High ECM

When in doubt about selecting an aircraft, the most important indicator for the beginner to refer to is the ECM.

ECM is an indicator of the level of Electronic Counter Measures an aircraft has and is displayed in the lower right corner of the aircraft's unit information panel.

In short, aircraft with higher ECMs are more capable of evading missiles and are more likely to survive on the battlefield.

For example, an F-15C EAGLE of the US 3rd Armored Division has 50% ECM, while an F-4E PHANTOM II has only 20% ECM.


























































































The accuracy of missiles against aircraft is calculated by the following formula.

The formula for missile accuracy against aircraft
  • Accuracy (%) = Basic accuracy x (1 + experience correction) x (1 - ECM)

For example, if a Soviet SAM, 9K33M3 OSA-AKM with an experience value of VETERAN (+25%) fires an anti-aircraft missile at an F-4E PHANTOM II, its accuracy would be as follows.

  • Accuracy (%)=55% x (1+0.25) x (1-0.2)=55%

This is 13% lower than the 68% accuracy for aircraft with 0% ECM.

Note that the experience correction is a correction to the basic accuracy, and in the example below, the accuracy is not increased by 25%, but by 55% x 25% = 13.75% (rounded down to the nearest whole number, so +13%).














































On the other hand, a similar calculation for the F-15C EAGLE yields the following accuracy.

  • Accuracy (%)=55% x (1+0.25) x (1-0.5)=34%

Here, the HE damage of a 9M33M3 missile is 7 and a fighter such as an F-4E or F-15C will be shot down if it takes 10 damage, so two missile hits are fatal.

Note that if an aircraft with armor 0 is hit by an anti-aircraft missile, 100% of its HE damage will be applied.

At 55% accuracy, the two hits required to shoot down F-4E would require an average of 4 missiles to be fired.

On the other hand, at 34% accuracy, the two hits required to shoot down F-15C would require an average of 6 missiles to be fired.

For this reason, it is recommended that beginners use aircraft with a high ECM.

Evacuate Aircraft Immediately upon Completion of the Mission

Another useful tip to increase your aircraft survivability is to evacuate the aircraft immediately upon accomplishing the purpose for which it was called.

For example, if you call in an F-4E to shoot down an enemy helicopter, once you have shot down the target helicopter and completed your initial mission, do not let the F-4E remain on the battlefield as is, but immediately give it the order to evacuate (V key).

An important setting for aircraft in WARNO is "AUTOMATIC WINCHESTER (OUT OF AMMO) EVACUATION", which is enabled by default.





































Here, "Winchester" is a Nato Code indicating "No ordnance remains".

If this setting is enabled, the aircraft will automatically evacuate when it runs out of all ammunition (bombs, missiles, etc.).

For example, the F-111E [HE], carrying only Mk 82 bombs, will automatically evacuate after bombing its designated target.

On the other hand, aircraft with multiple weapons, such as the F-4E PHANTOM II [HE], will remain on the battlefield after shooting down a designated target (e.g., a helicopter) with its missiles, without evacuating if there are still available bombs.

In WARNO, the longer an aircraft stays over the front line, the greater the risk that it will be intercepted and shot down by the enemy.

Therefore, if you are using an aircraft with multiple weapons, remember not to stay over the front line longer than necessary, but to give the order to evacuate at the end of the initial mission.

Voice Warning System

In WARNO, a voice warning system has been implemented to alert players of impending enemy aircraft.

When an enemy aircraft is seen entering the map, you will hear a female (♥♥♥♥♥♥♥' Betty's) voice saying "WARNING!" along with a beeping sound.

At this time, as shown below, a blue message "ENEMY CONTACT!" appears in the upper right corner of the screen, along with a triangular warning mark on the minimap.




















There is no need to even look at the mini-map.
If you hear a warning sound, give the order to evacuate immediately!
It's very simple.

In WARNO, ♥♥♥♥♥♥♥' Betty's warnings are so reliable that reflexively evacuating valuable attack and bomber aircraft when you hear her warnings will dramatically increase the survival of those aircraft.
7-2 How to Increase Bomber Survivability
Are you having trouble with your bombers always getting shot down by enemy anti-aircraft units when bombing enemy areas with your bombers?

Why are your bombers always shot down by enemy anti-aircraft units?

Actually, when you call in your bombers as reinforcements, your bombers fly straight to the bombing target position from the Air Corridor. In this case, as shown in the figure below, your bomber will fly straight down a straight flight path (solid red line) toward the bombing target.




As a result, your bomber will be hit by several enemy missiles and turn into a fireball!



How can your bomber be shot down so easily when there is only one enemy anti-aircraft unit?

Actually, there are many more enemy anti-aircraft units than the one identified in the figure above. As shown in the figure below, this urban area is covered with three layers of dense enemy air defense, and therefore, your bomber is flying straight into this formidable enemy air defense, just like a moth flying into a flame!



So how can our bombers avoid such a dreadful trap?

First, fly SEAD aircraft such as F-4G WILD WEASEL to destroy enemy radar anti-aircraft units before bombing. In other words, form a hunter/killer team with a combination of SEAD aircraft and bombers. This is an effective tactic that has been employed by the actual U.S. Air Force with great success.



After that, fly your bomber, but instead of flying straight to the target, once designate an arbitrary point on either side of the map, as shown in the figure below. If possible, fly over an area controlled by your own forces to reduce the risk of unexpected enemy anti-aircraft attacks during the flight.



Next, hold down the Shift key and designate the bombing target.



By doing this, your bomber will not fly a suicide flight plunging over the enemy's urban area, but will fly sideways to avoid the enemy's urban area.



As a result, your bombers will not approach the enemy's air defenses, but will take a flight path that passes next to them, and after dropping their bombs, they will immediately evacuate safely toward your lines.



By following the above method, your bomber will be able to survive without being trapped by the dangerous enemy air defenses.

Try it and see for yourself!
7-3 How to Use SEAD Aircraft
In this section, I would like to explain how to use SEAD aircraft.

SEAD (Suppression of Enemy Air Defenses) aircraft are aircraft specialized to neutralize enemy ground air defenses.

SEAD aircraft, also known as "Wild Weasels" in the United States, are equipped with powerful anti-radar missiles that detect and home in on radio waves emitted by radar-guided surface-to-air missiles (SAMs) and self-propelled anti-aircraft guns (SPAAGs) and have high missile evasion capability through a powerful ECM system.














































To use the SEAD aircraft, simply select the SEAD aircraft in the Air Wing panel by left-clicking on it, then right-click on a point several thousand meters in front of the forest area where enemy radar-guided SAMs and SPAAGs may be hiding.












































Note that it is recommended to use the LoS tool (C key) to check the distance from the forest area where the enemy is likely to hide AA units before starting to play.






































The SEAD aircraft will then automatically fly to the designated point and as soon as it detects the enemy SAM/SPAAG, it will fire an anti-radar missile to destroy it.














































In the image above, the rotating indicator above the EF-111A RAVEN indicates the time until the second anti-radar missile launch.

By the way, in addition to suppressing enemy air defenses, SEAD aircraft have other useful operational methods.

So, I would like to introduce a useful use of SEAD aircraft other than suppression of enemy air defenses.

Using SEAD Aircraft as an AA Detector

SEAD aircraft can be used to locate and mark enemy anti-aircraft units.

The specific steps are as follows.

Fly the SEAD aircraft near forest areas where enemy AA units may be hiding.



























Then the enemy AA units would launch missiles at the SEAD aircraft.

































The key here is that even if the enemy AA unit is non-radar-guided, firing a missile exposes its position.




















When enemy AA units launch missiles, check the smoke from their launches and mark the launch points with beacons.

































Then, call in artillery units to shoot at the points marked by the beacons to destroy the enemy AA units.

By marking the location of the enemy AA unit with a beacon, it is then possible to accurately fire on that position even if the enemy AA is out of sight.





























Note that if your ground units are near enemy AA units, you may have your ground units attack them directly.






















What makes this method useful is that even if the enemy AA units are not limited to radar-guided units, but are non-radar-guided units like MANPADS, their location can be visually confirmed from the missile's launch smoke.

Using SEAD Aircraft as a Decoy to Lure Enemy ASF

SEAD aircraft can also be used as an attractor of enemy missiles.

The specific steps are as follows.

  • 1. let the SEAD aircraft penetrate deep into the enemy's area.
  • 2. If enemy air superiority fighters come to intercept the SEAD aircraft, immediately give the evacuation order and have the SEAD aircraft move out of the map.
  • 3. Intercept and destroy enemy air superiority fighters that have been chasing SEAD aircraft with your air superiority fighters.
  • 4. (AND/OR) Immediately after the enemy air superiority fighters have fired all their missiles and evacuated off the map, launch attack helicopters and attack/bomber planes to overrun the enemy ground forces.

In this way, SEAD aircraft are also very useful as decoys to lure out enemy air superiority fighters.

As shown below, let's use our ASF to intercept the enemy's ASF that has been chasing the decoy SEAD aircraft and has shot out its missiles.























As described above, SEAD aircraft is very useful not only for suppressing enemy air defense networks, but also for marking enemy AA units and as decoys to lure enemy air superiority fighters, so I highly recommend that you include SEAD aircraft in your battlegroup.
Chapter 8: Logistics and Command
Command units and Command zones

Command Units

Command units are extremely valuable leader units. They represent your battlegroup's officer corps on the battlefield, either dismounted or in vehicles. Command units are identifiable by the (Star shape in a circle) symbol in their name. You mainly use them to control or contest the tactical objective zones on the map.































Command units also affect the combat efficiency of nearby friendly troops. Command units feature a command influence zone, a circular area centered on the unit. All friendly units in this zone receive an additional experience point.

They come in many varieties, from infantry squads to armored units or even helicopters. There are roughly two types of Command units:

• Unarmed and lightly armored non-combatant units best left in the safety of your rear.
• Armed combatant command units, such as infantry fighting vehicles or main battle tanks, are best used to seize or contest tactical zones.

The purpose of these special units is twofold: Command Units let you capture Command Zones, which in turn will give you Command Points.

Command Units are also force multipliers, boosting the combat efficiency and experience of nearby units. The white dotted circle around your Command Unit represents its area of influence.
























Any allied unit standing in it will be granted an additional level of veterancy, as well as a suppression recovery bonus.

Note that not only ground units but also helicopter units in flight are affected by command units.
























As these leader units are limited in number and very valuable, it is essential to protect them at all costs.

Capturing Command Zones

The Command Zone represents a sector of the map you need to control in order to gain Command Points. As shown in the figure below, the command zones are sectors with names such as "ALPHA" and "BRAVO".


















The number to the left at the top of the zone is the number of points earned per fixed time when the command zone is fully controlled.

In the center, the name of the Command Zone is displayed.

On the right, the percentage shows the level of influence you have over the Command Zone.























To capture and control a Command Zone, you must move your Command Unit to a neutral Command Zone (the gray sector) and place it anywhere inside that Command Zone. Command units are identified by a star on their unit label. its color changes to the team that captured it.



















To keep control of a Command Zone, a Command Unit doesn't necessarily have to stay within its boundaries after capturing it.
































Therefore, a single command unit can capture multiple command zones.

Contesting a Command Zone

If the command zone belongs to the enemy, sending a Command Unit inside will contest the zone. The contested zone will change color and not belong to any side. Any command zone income points will also be lost.






















The zone will continue to be contested until one side or the other manages to neutralize the opposing Command Unit inside the area.

Reinforcement

In WARNO, it is no longer necessary to place command units in the base command zone to call for reinforcements, as the base command zone with access to reinforcement routes disappears after the game is launched.

To call for ground reinforcements, simply click on the top left of the interface in the deployment menu and choose from units available to your battlegroup. Once the units are chosen, click on the battlefield where you want the reinforcement to deploy. The reinforcements will then automatically move to their designated location using the nearest reinforcement corridor available.

Transport Unit Resale

Transports such as APCs and IFVs are armed, armored, and sometimes heavily equipped so that they can continue to be used on the battlefield after unloading the infantry they were transporting.

Once a transport unit has successfully moved its cargo on the battlefield, unarmed transport units, including trucks, jeeps, and helicopters, are better resold when empty.
This will recoup part of their deployment cost.

Click on the Resell button in the Orders panel to start the reselling process.












Once the Resell button has been clicked, the transport unit will get back to the map's deployment zone with the nearest reinforcement corridor. The movement route of a unit receiving a Resell Order is indicated by a red arrow, as shown in the figure below.





















If successful, they will leave the map. The original value of the unit is credited back to you as deployment points.






















Reselling units may come in handy if you are short on resources or want to clear the battlefield of empty unarmed transport units that are no longer useful.

You can also set up your transport unit's Rules of Engagement (RoE) to automatically resell when empty.

Income Points

Each command zone yields the number of points indicated next to the objective name.

・Capture mode: in capture mode, the battle is won by the difference between the sum of the command points of both sides.
・Destruction mode: the battle is won by the destruction caused to the enemy. The command zones yield command points that can be used to buy reinforcement units.
8-1 Supply Process


Supply units are dedicated to replenishing ammo and fuel. They can also perform repairs.

The "SUPPLY" item at the bottom of the unit information card of a supply unit indicates the total amount of supplies carried by that supply unit.



A supply unit supplies and repairs any allied units within the range indicated by the yellow circle around it until its supplies run out.



When resupplying, all units involved cannot move, fire, or be engaged in combat.
Doing so will interrupt the supply process.

The amount of supply remaining in the supply unit is indicated by the yellow vertical bar to the right of the unit label, as shown in the figure below.



The yellow triangle icon to the right of the supply unit label indicates the type of supply being replenished. In the example below, you can see that ammunition (shell icon) and fuel (jerrycan icon) are being supplied.



In other words, when the yellow triangle icon disappears, you know the supply process is complete.

Supply Rate
The rate at which a supply unit's stock is depleted depends on the number of units being supplied simultaneously and the type and quality of the ammunition in need.
This can be checked in the unit's information panel under Supply Cost.

Auto Supply
You can tell a supply unit to automatically supply units on the map with the Auto Supply button in the Orders Panel. The "Auto Supply" order (: key) allows selected supply units to be delegated to the AI.



On their own initiative, supply units will seek out damaged or other forces in need of resupply.
Supply units with auto-supply enabled will display the letters "AC" in the upper left corner of the unit label, as shown below, and will automatically resupply any allied units that need to be resupplied.




Note that a supply unit with Auto Supply enabled will move to the vicinity of the helicopter unit that needs to be resupplied, but if the helicopter unit is in the air, the resupply will not begin until the helicopter unit is landed.

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Allowing Supply
With the "Supply ON" button, the unit will supply all units in need.
You can also set it as "Supply OFF" if you don't want the supply unit to be drained unwillingly.



Supply units can resupply allied units on the map when they are low on ammunition and fuel.

How to Reserve Resupply Orders for Units Using the Shift Key

Auto Supply is a useful order, but some may find it undesirable to move supply units to the front lines.
However, moving units that need to be resupplied to the rear of the front line, receiving supplies from supply units, and then bringing them back to the front line again is a micro-managed and tedious process.

So, here's how to reserve resupply orders for units using the shift key.

As shown in the figure below, after selecting the unit that needs to be resupplied, right-click on any point within the supply range of the supply unit (step 1), then right-click on the supply unit (step 2), and finally right-click on the point where you want the resupplied unit returned (step 3).



If you want a unit to move fast using roads in steps 1 and 3 above, give the unit a Move Fast order to move instead of a normal right-click move order.





In this way, the unit would move to a safe rear to be resupplied with the supply unit and then automatically return to the front line after the resupply is complete.

The same procedure can also be used to re-supply helicopters.
By right-clicking on the resupply unit, the helicopter will automatically land and resupply without requiring an order to land the helicopter, which is very convenient.







Note that if a unit that needs to be resupplied is outside the supply range of a supply unit and you right-click on the supply unit without following step 1 above, the supply unit will also move until both units are close to the range where resupply is possible.



Capturing Unarmed Units
You can also capture and put enemy supply vehicles to work for your own forces.
Moving an allied armed unit close to an enemy unarmed unit will result in the capture of the enemy unarmed unit.





Captured Units
You gain total control over the enemy transport or supply vehicle once captured.
You can resell it or use it to supply your own forces as you see fit.
8-2 FSP (Field Supply Point)
FSP (Field Supply Point) is a provisional field depot or "ammo dump" (although containing more than just ammunition).

Unlike the FOBs in the previous Wargame series, the FSP model in WARNO is also designed to look more realistic. It is like a temporary infrastructure set up near the front lines to supply combat troops with ammunition, fuel, rations, etc. FSP also replenishes or repairs units.



You will be allowed to take one FSP, and one only, in your deck, occupying one LOG slot.



Since it is a building, it can only be deployed during the deployment phase: if you don't use it then, you won't be able to deploy it later. Once placed in the deployment zone at the deployment phase, it stays there until the end of the game.

So, make sure to plan if you will need one in your deck, or if not deployed from the start it will just fill one precious slot for naught. FSP is a HUGE reserve of supply (16,000 supply points!), which you can use to resupply other units with ammunition, fuel, or spare parts/replacements, as any supply unit.



As shown above, you can turn off the use of your FSP by left-clicking on the "SUPPLY" item in the panel that appears at the bottom of the screen when you left-click on your FSP. This is useful if you do not want other players to use the FSP without your permission.

How to supply units at FSP

You just have to bring another unit that needs to be resupplied closer to an FSP (specifically, with the other unit stationary (or landing in the case of helicopters) within about 500 meters of the center of the FSP), and it will be resupplied.




The supply area of the FSP is the area indicated within the yellow circle as shown in the figure above. You may bring the unit you wish to supply within this supply range to a standstill (or landing in the case of a helicopter) so that the unit can receive supply from the FSP.

But of course, the best use you can make of it is to refill more mobile supply vehicles. Once empty, the latter can be brought to your FSP and then supply points will be transferred from the building to the mobile units, refilling them before sending them back to the front.

Tips for efficient supply of units at FSP

Note that if you left-click on the unit you wish to supply and then right-click on the FSP, the unit will automatically enter the FSP's supply area and receive supply from the FSP.






As shown in the figure above, by left-clicking the helicopter you wish to refuel and then right-clicking on the FSP, the helicopter can automatically land within the FSP's supply area and receive supply from the FSP. In this way, it is very convenient to supply the helicopter without having to give landing orders to the helicopter.


An even more efficient way to supply units at FSP is as follows:
1. Left-click on the unit (or empty supply vehicle) that needs to be supplied.
2. Next, right-click on the FSP.
3. Then, while holding down the Shift key, right-click (right-click is for normal movement, but can also be used for other movements such as fast movement) on the point where the fully supplied unit (or supply vehicle) should be moved back to.






In this way, the unit (supply vehicle) will automatically move back to the designated location after the supply is completed at the FSP. In the case of a helicopter, it will automatically land near the FSP to supply, and after the supply is complete, it will fly back to the designated point.






This supplying method is very convenient and should be kept in mind.
8-3 Supply Chain
And then you've got a supply chain. Supplies only go from the FSP to a unit, not the other way around. You can't resupply an FSP. It is also possible to make a supply chain from a supply helicopter to a supply vehicle (but not from a supply vehicle to a supply helicopter). Therefore, by landing the supply helicopter at the relay point between the FSP and the front line, the empty supply vehicle can be resupplied simply by moving it closer to the supply helicopter. The emptied supply helicopters can then be resupplied at the FSP.



Note that you can also resupply by left-clicking on the unit that needs to be resupplied and then right-clicking on the supply helicopter (supply vehicle ), but in this case, the supply helicopter ( supply vehicle ) will move to the vicinity of the unit.







So, if you want to keep the supply helicopter (supply vehicle) away from the front lines, you need to move the unit to a point near the supply helicopter (supply vehicle) to supply.

Note, however, that in the case of moving a unit to a point near a supply helicopter (supply vehicle) to be supplied, the shift key cannot be used to designate the point to which the unit should return (because the unit will return immediately without supplying).
8-4 Other Useful Tips regarding FSP
Where should the FSP be placed?

FSPs should avoid being placed near the front lines because they are places where large amounts of ammunition are accumulated and are prone to explode when fired upon by the enemy.




Therefore, it is wise to hide the FSP somewhere in the starting zone where it is difficult to be discovered and to place a supply helicopter at the relay point between the front lines and the FSP, and send the supply trucks to the front lines. When the supply point is emptied, the supply trucks and supply helicopters can be sent to the FSP for resupply.

If you intend to bombard the enemy with artillery units, you should never place artillery units adjacent to the FSP and relay supply trucks between the artillery units and the FSP to avoid collateral damage from counter-artillery fire.

How should you defend your FSP?

FSP will become a prime target for the enemy. Since they can't be moved, once spotted you can expect heavy shelling and air bombardment, hence you better keep some AA nearby.


Yet, they won't go boom at the first enemy round: FSP is very resilient. It will take a lot of firepower to take them down ... but when this happens, make sure not to have friendly units in the vicinity: no one wants to be nearby when an ammunition depot detonates.





Another way, and shall we say the most enjoyable one, to neutralize an enemy FSP is of course to capture it. As any supply unit ingame, an undefended FSP will surrender to the enemy, who will then be able to use it to supply his troops.





If you don't want your FSP to end up feeding the enemy, make sure to guard it well against sneaky special forces on the hunt. That's what security troops are meant for.



FSP is useful if you plan to use lots of artillery or other supply-heavy units. But It should be noted that FSP is not required in all decks. It is best used in a deck that devours a lot of supply points.
The requisition points (235 pts) at the start of the game are quite large, so decide depending on your play style and deck whether you should include FSPs or not.
9-1 Anti Aircraft - MANPADS
In this section, I would like to explain some basics about Anti Aircraft (AA) Units, since WARNO's In-Game Manual does not explain them.

In WARNO, there are three main types of ground anti-aircraft units. That is,

  • Portable anti-aircraft defense systems (MANPADS)
  • Self-propelled surface-to-air missiles (SAMs)
  • Self-propelled anti-aircraft guns (SPAAGs)

Furthermore, there are two types of SPAAGs and SAMs: radar and non-radar.

Below I would like to provide an overview of the various AA units and how to effectively operate them.

MANPADS

MANPADS are portable surface-to-air missiles carried and operated by infantry such as the FIM-92 Stinger.











































































MANPADS are the least expensive of WARNO's AA units and are suitable for inexpensive air defense networking by scattering them throughout the map.

Especially in the initial phase, when available points are limited, low-cost MANPADS are easy to deploy, making them useful for air defense of less important fronts, such as the edges of the map.

Furthermore, MANPADS are highly stealthy and, if deployed in urban or forested areas, are difficult for the enemy to detect, allowing them to deliver surprise blows to enemy attack helicopters that inadvertently approach the front line.

In addition, since MANPADS can be transported by transport vehicles with road speeds in excess of 100 km/h, it has the advantage of eliminating the threat of enemy attack helicopters during the initial phase when they accompany infantry units aboard the same high-speed transport vehicles to secure urban and forest areas in the center of the map.

Because of these advantages, I highly recommend that you should include MANPADS in your battlegroup.

How to Choose a Transport Vehicle for MANPADS

Because MANPADS are often deployed behind the front lines, it is often not a problem if their transport vehicles are unarmed and unarmored.

In terms of spreading as many MANPADS as possible over a wide area of the map, it is best to transport them with the cheapest and fastest transport vehicles, such as M151 trucks.

One thing to keep in mind, however, is that MANPADS should be transported in a transport vehicle with the same speed as the ground troops that MANPADS are to accompany.

How to Deploy MANPADS

MANPADS should accompany the ground forces and be placed in urban or forest areas a short distance behind the front line.

In particular, when placed within the command influence zone of a command unit, MANPADS' experience is increased by 1, which makes them work wonderfully.































The MANPADS in the image above are within the command influence zone of a command unit, so their experience has been increased by one from VETERAN to ELITE.























Thus, when operated in combination with the command unit, the MANPADS above have a +50% chance to hit, +30% rate of fire, and +50% stress resistance, making them a tremendous killing force to shoot down enemy helicopters and aircraft with ease.







Change of Position After Firing Missiles

Note that MANPADS may be seen by the enemy at the moment they fire their missiles and may be subjected to enemy counter-fire, so it is advisable to change positions as much as possible after firing the missiles.

Such a change of position after the anti-aircraft fire is recommended for all AA units, not just MANPADS.

AA units are often priority targets for artillery fire because they greatly interfere with the operational activities of attack helicopters and aircraft.

In fact, if I see an enemy AA unit attacking my aircraft or helicopter, I mark its position with a beacon and try to destroy it with artillery fire as a top priority.

But if you have MANPADS located in a small urban area surrounded by open fields, for example, you may not want to change their location.

As a good guide to determine if MANPADS should be moved after a missile launch, look to see if those labels (tactical icons) continue to flash.

In the example below, MANPADS have flashing tactical icons while command units do not. This indicates that the MANPADS are not visible to the enemy, while the command unit is. So, the command unit must be moved to another position immediately before it comes under enemy artillery fire.


If the unit's tactical icon continues to flash, the unit is not visible to the enemy.

On the other hand, if the unit's tactical icon stops flashing, that unit is visible to the enemy and is likely to be attacked!

So, if the tactical icon of a MANPADS unit is not flashing, it is in a very dangerous situation and should immediately change its position and move to another cover (urban or forest areas).
9-2 Anti Aircraft - SAMs and SPAAGs
SAMs

SAM's missiles have a longer range and higher destructive power than those of MANPADS.


































































Because of their slow mobility, MANPADS are suited for air defense on outlying fronts that change little, but not for defense on unstable main fronts, such as command zones in the center of the map where fierce battles with the enemy take place.

On the other hand, SAMs, with their high movement speed, are better suited for air defense on such fluid major fronts.

In my case, I try to place SAMs on the main front in the center of the map where many enemy attack helicopters fly in, and MANPADS on outlying fronts such as the edge of the map where enemy helicopters only occasionally fly in.

SAMs are powerful anti-aircraft units that also play a key role in air defense, but they are less stealthy than MANPADS and are easily detected by the enemy.

Therefore, if a SAM is discovered by the enemy, it is extremely likely to become a priority attack target and be immediately subjected to enemy artillery fire or bombing.

So, SAMs should normally be hidden in the forest behind the front line and brought out of the forest to the front line to attack when necessary.

When I hide a SAM in the forest, I activate the LOS tool (C key) and place it in a position where the Line of Sight (LoS) from the outside is blocked, as shown below.




























When placing an AA unit on the map, be sure to activate the LoS tool to check the LoS of its destination.

In this way, even if enemy recon units approach the forest where the SAM is located, they will not be able to detect the SAM's presence at all, and the SAM will not be attacked by the enemy.

Then, when the enemy attack helicopters approach the front line, I would bring my SAM forward from the woods to attack them.

Once the enemy attack helicopters are shot down, the SAM should be moved back into the forest to hide it from the enemy.

However, the SAM should be repositioned to a different location than before, because if the SAM is returned to the same location as before, it may be destroyed by counter-attacks from the enemy.

Also, like MANPADS, SAMs have a limited number of missiles, so be sure to remember to resupply missiles by supply vehicles after the attack.

SPAAGs

SPAAGs are less stealthy than MANPADS and are easily detected by the enemy, so they should be operated like SAMs, hidden in the woods behind the front line.




































































Also, while MANPADS and self-propelled SAMs can only attack air targets, SPAAGs can attack ground targets such as infantry and tanks.

SPAAG's most distinctive feature is its overwhelmingly high rate of fire.

Therefore, SPAAG can inflict high suppress damage on the attack target in a short time.

Any unit that suddenly suffers a very high amount of stress (suppression) will be momentarily overwhelmed and enter a stunned state. The stunning unit will be unable to fire or receive orders for 20 seconds.

Therefore, it is effective to use SPAAG to stun enemy units, disable them, and then finish them off with your other units.

For example, fighter aircraft with a high ECM have a high missile evasion capability and evacuate at high speed, making them difficult to shoot down with missiles.

However, if an enemy fighter is stunned by a SPAAG, it will not be able to take evasive action, increasing the chance to finish it off with your interceptor.

In addition, if an enemy tank is stunned and rendered inoperable by a SPAAG, it is easier to destroy it in combination with your other units.

Thus, SPAAGs are highly effective when they attack enemy units in combination with other units.

In addition, if the SPAAG is placed within the command influence zone of a command unit, the SPAAG's experience will be increased to effectively stun enemy aircraft passing above, which is very useful in securing air superiority.

At the same time, the SPAAG can also protect the command unit from air and ground enemy attacks.































The white dotted line around the command unit indicates the command influence zone. Units within this zone will have their experience increased by 1.

The above is an example of a deployment of units defending an urban area, but it has the following characteristics.

  • Infantry units are placed in the most forward cover (urban/forest area).
  • Tank units are placed in the rear forest area to take advantage of their range.
  • Recon units secure visibility of your forces.
  • AA units are placed in the rear in cover, and they are placed within the command influence zone of the command unit to increase their experience.

In particular, the M163 PIVADS can be used not only for anti-aircraft applications but also for fire support of friendly units by bringing it to the front when the enemy makes a major offensive.

Thus, SPAAG is very useful because a single unit can serve multiple roles.

Note that I will explain how to effectively deploy the units based on Combined Arms later in the WARNO TACTICAL GUIDE.
9-3 Anti Aircraft - Radar-Guided AA
There are two main types of self-propelled anti-aircraft units: radar-guided and non-radar-guided.

Radar-guided anti-aircraft weapons are more accurate than non-radar-guided anti-aircraft weapons because they use radar for aiming and fire control.

As shown below, in the weapons column of the unit information panel, anti-aircraft weapons with parabolic antenna-like icons are radar-guided.















In general, radar-guided anti-aircraft weapons have longer range and more powerful destructive power than non-radar-guided anti-aircraft weapons, but are subject to attack by SEAD aircraft anti-radar missiles.

As shown below, in the weapons column of the unit information panel, missiles with an icon that looks like a missile heading toward a parabolic antenna are anti-radar missiles.















Anti-radar missiles automatically detect enemy radar radiation and home in on it.

Therefore, anti-radar missiles can be launched against enemy units that are not in sight, have longer range than most SAM missiles, and have high armor penetration.














































So, if targeted by anti-radar missiles, radar SAMs and SPAAGs would not stand a chance.

However, by turning off the radar guidance weapons of SAMs and SPAAGs, the radar radiation disappears, thus incapacitating the guidance of the enemy's anti-radar missiles.






























But you can turn weapons on and off by left-clicking on the weapons panel that appears at the bottom of the screen when you left-click to select a unit.

You can also left-click on a unit to select it and then use the H key to disable/enable its entire weapon.

There are also AA units that have both radar-guided machine gun and command-guided missile guidance systems, such as the Soviet Union's 2K22 TUNGUSKA.














































As shown below, weapons with joystick-like icons in the weapons column of the unit information panel are manually guided.




















Manually guided missiles are guided and operated manually, so the missile requires the operator's constant intervention and control even after launch.

In the case of such AA units with multiple guidance systems, it is possible to turn off only the radar-guided weapons, thereby incapacitating the guidance of enemy anti-radar missiles while firing missiles with non-radar guidance systems.













Thus, AA units with radar-guided weapons require micromanagement because you must turn off/on the radar-guided weapons to neutralize the SEAD aircraft's anti-radar missiles.

Therefore, beginners who are not good at micromanagement are recommended to use only non-radar-guided AA units.

How to Operate Radar AA Units

When an enemy aircraft appears on the map, you will hear a beep and a female voice saying "WARNING!"

If you hear this warning, the enemy aircraft may be a SEAD aircraft, so if you have deployed radar anti-aircraft units, immediately turn these weapons off.

Then, if the enemy aircraft is not a SEAD aircraft, turn on the radar weapons again.

On the other hand, even if the enemy aircraft is a SEAD aircraft, you can turn the radar weapon on again immediately after the SEAD aircraft has passed the AA unit. In this case, missiles can be fired from the SEAD aircraft's blind spot!

Furthermore, select an AA unit by left-clicking on it, and press Ctrl+[number] (any number 0-9) to assign and register that unit to the control group corresponding to that number key.






























In the example above, key 4 is registered for the 2K12M3 KUB-M3 unit, so simply pressing key 4 immediately calls up this AA unit and turns off its radar weapon.

In this way, as soon as you hear a warning of incoming enemy aircraft, simply press the number key corresponding to the registered radar AA, and you can call up that radar AA unit and immediately turn off its weapon.

This unit registration function is a very useful feature of WARNO, so please take advantage of it.
10-1 How to Increase Helicopter Survivability 1
How to Quickly Evacuate a Helicopter under Attack by Self-Propelled Anti-Aircraft Artillery Guns (SPAAGs)

Have you ever experienced a situation in WARNO where your helicopter under attack by enemy SPAAGs (Self-Propelled Anti-Aircraft Artillery Guns) did not accept any movement orders, did not move away from the enemy, and was shot down helplessly?

This is because the default setting for right-click unit movement is HUNT.
As shown in the figure below, a move order by HUNT is indicated by a broken orange line.



In this case, as long as an attackable enemy is nearby, your helicopter will stop in place and continue attacking that enemy.



In other words, your helicopter is doomed to continue to be attacked and shot down by enemy SPAAGs without starting to move backward.



To avoid such a situation, try changing the setting "RULES OF ENGAGEMENT: ADVANCE" at the top of the GAMEPLAY tab in OPTIONS from "HUNT" to "MOVE" as shown in the figure below.



With this setting, when you right-click on a unit, the unit will move according to the normal move order. As shown in the figure below, the normal move order is indicated by a solid light-blue line.



In this case, your helicopter will start evacuating immediately, but if an attackable enemy is nearby, it will attack that enemy while moving.




How can this be prevented? Let us try to turn off its armament by pressing the H key at the same time you evacuate your helicopter.



In this case, your helicopter will immediately start to retreat backward, ignoring any attackable enemies nearby. Note that by designating the direction in which your helicopter will move to hide behind a forest or building, the helicopter will immediately get out of the enemy's line of fire.



Thus, simply changing the right-click move order from HUNT to MOVE will dramatically increase your helicopter's survivability under attack by enemy SPAAGs.

In this case, remember to always press the Q key to give the HUNT move order to your units as you move them forward to attack the enemy.
10-2 How to Increase Helicopter Survivability 2
In this section, I would like to provide some tips on how to increase helicopter survivability in WARNO.

Change Helicopter Flight Altitude

The hotkey for changing the helicopter flight altitude is "Alt + K".



In this way, you can change the altitude of your helicopter by simply left-clicking to select your helicopter and then pressing this hotkey.

Increasing the altitude of the helicopter will increase its range of vision, but this also means that the helicopter will be more easily detected by the enemy and more vulnerable to attacks by enemy anti-aircraft units.



Therefore, when not engaged in combat, the helicopter altitude should be kept as low as possible. Lowering the altitude of the helicopter lowers the altitude of the helicopter's fuselage to the ground level, allowing the helicopter to hide behind buildings, forests, and other obstacles.



Then, when enemy tanks or infantry approach, you can quickly increase the helicopter's altitude to intercept them.



The visibility of the helicopter at low altitude is almost the same as that of the helicopter when landing.




Note that the helicopter does not consume fuel when landing, but does consume fuel when flying at low altitudes.

Destroy Enemy AA Units As Soon As You Find Them

It is an effective way to increase your helicopter's survivability to try to destroy enemy AA units as soon as you find them.

To this end, it is important to have recon units with excellent visibility deployed on the front lines. This is because enemy AA units are often deployed in forested areas, cleverly hidden.





















If you cannot attack enemy AA units directly with recon units, try to destroy them with artillery fire.





































Note that in order to avoid enemy counter-battery fire, you should use the shift key to preorder your artillery units to automatically change positions after they fire on enemy AA units.




























Destroy Enemy Recon Units As Soon As You Find Them

Also, when you find enemy recon units, make it a priority to destroy them.




































This is because helicopters have low stealth, making it extremely likely that enemy recon units will detect their presence.

Therefore, keeping enemy recon units alive could lead to your helicopters being located and attacked.

Destroy Enemy Aircraft

Enemy aircraft also pose a threat to helicopters. Therefore, please keep your air superiority fighters (ASF) in AIR WING panel so that they are ready to launch at any time.
















Then, if you hear a beep and a female voice saying "Warning!" during play, immediately launch the ASF.

At this time, a blue triangle warning mark (!) appears on the mini-map in the upper right corner of the screen and the message "ENEMY CONTACT" appears to the left of the mini-map, as shown below.



























In this case, however, there is no time to check the minimap. You should reflexively launch the ASF the moment you hear the Warning!

Thus, by mechanically following the procedure of intercepting with ASF the moment you hear a Warning, you can shoot down enemy aircraft with a high probability.





























In this way, you will greatly increase the survivability of your helicopters by making sure to destroy enemy AA units, enemy reconnaissance units, and enemy aircraft as soon as you find them in play.
10-3 How to Increase Helicopter Survivability 3
When a helicopter lowers its altitude, it hides behind buildings and forests, making it less vulnerable to attacks by enemy anti-aircraft units. This difference is quite obvious when comparing the helicopter's visibility by pressing the "C" key.



The important point here is that if the helicopter is given a move order while at a lower altitude, it will remain in flight while maintaining a low altitude. As shown in the figure below, the helicopter flies low, maintaining a height just above the road.



Note, however, that if the helicopter crosses a mountain, forest, or other high-altitude obstacle on the way to the destination, its low-altitude status will be canceled.



On the other hand, the helicopter's low-altitude state is maintained even after crossing a low-altitude obstacle such as a treeline.


Similarly, transport helicopters should be flown at low altitudes to reduce the risk of enemy anti-aircraft attacks.


This means that the transport helicopter can safely transport infantry at low altitudes while remaining hidden behind forests and other obstacles, as shown in the figure below.



Note that if you press the "Alt+K" key after left-clicking to select the helicopter in the landing state, the helicopter will climb vertically to a lower altitude, and if you press the "Alt+K" key again, the helicopter will climb vertically to a higher altitude.



The above method is very effective in raiding enemy strongholds protected by anti-aircraft units with heliborne. Flying your transport helicopter low to the outskirts of the city while hiding behind forest cover, then landing and allowing the infantry to rush into the city, is much safer and more successful than landing the transport helicopter directly over the city.
10-4 Effective Helicopter Operations
In WARNO, attack helicopters with powerful anti-ground armaments such as anti-tank missiles, rockets, and cannon guns often play a major role in supporting friendly units and in suppressing enemy offensives.

However, a common mistake among beginners is to send a single attack helicopter into enemy territory, where they are often quickly shot down by anti-aircraft units hidden in a forested area.

In addition, attack helicopters on standby behind the front lines are often shot down by enemy fighters' air-to-air missiles and howitzer fire.

In this section, I would like to show you some useful tips on how to operate a helicopter efficiently, especially to increase the survivability of your attack helicopters.

Tactical Formation Based on the Concept of Air-Land Battles

In WARNO, attack helicopters are at their best when they are used in concert with ground forces (air-land battles).

Below is an example of a tactical formation in which attack helicopters and ground forces work together.



























Standby of Helicopters Behind AA Units

During standby, as shown in the tactical formation below, the attack helicopter is waiting behind Anti-Aircraft (AA) units.
























































Since attack helicopters have low stealth and are easily visible to the enemy, they must always be kept within the cover of friendly air defenses to protect them from enemy aircraft approaching to shoot down them.

In the example below, an enemy MI-24VP waiting behind a forest is in full view of me, so I ordered the M110A2 to immediately fire on this attack helicopter.

































Thus, remember that helicopters can be seen by the enemy from a considerable distance.

What is important when an attack helicopter is on standby is that if the attack helicopter is not ordered to attack or move, it will be left in the same position and may be subjected to enemy artillery fire, as shown above.

However, beginners often have the problem of forgetting to operate their helicopters on standby when they are busy operating other units.

How can we prevent enemy attacks caused by forgetting to operate such helicopters?

When I find such an abandoned attack helicopter, I left-click to select the attack helicopter, then hold down the shift key and right-click to designate multiple points on the map one after another.

Below is an example where I ordered AH-1F TOWCOBRA to patrol to multiple points (1) through (9) by using the shift key + right-clicking.




















































Such multiple right clicks while holding down the shift key take only a few seconds to complete once you get used to it.

By doing this, the attack helicopter will move in a patrol of multiple designated locations in sequence, thus eliminating the risk of being subjected to enemy artillery fire from remaining in the same position.

It may also be lucky enough to find and destroy enemy infiltration units during the patrol.

Thus, when it is not in combat, do not idle your attack helicopters and let them patrol the rear areas by using the shift key!

Forward Helicopters Only When Attacking

































When the enemy attacks on the front lines or when ground troops attack the enemy, bring attack helicopters forward from behind the AA units to support the ground forces.





















It is important to note here that attack helicopters should not be operated in a single thrust to attack enemy units, but only in cooperation with ground forces to attack enemy units.

Ideally, if possible, the ground forces should provide visibility for the attack helicopters, and the attack helicopters should take advantage of their long-range to attack enemy units visible to the ground forces.

Then, as soon as the threatening enemy units have been destroyed, the attack helicopters should be evacuated to the rear of the AA units.


































In this way, even if enemy fighters come to attack the attack helicopters, they can be intercepted by AA units.


























By constantly evacuating attack helicopters within the AA unit's air defenses, except when needed for attacks, the attack helicopter's survivability can be remarkably increased.
Army General: Movement
Army General lets you command Cold War-era military formations on a massive strategic scale. Each unit pawn is the size of a battalion or equivalent (around 800 men). One day corresponds to 5 turns.



The Basics of Army General Unit Movement

Each unit pawn can be selected by left-clicking.

As indicated on the unit pawn's label and in the side information panel, this unit has 12 Action Points (AP) per turn. These are used to move and fight.





Attack value shows the battalion's attacking value. This value drops permanently when the battalion suffers losses.

Defense value shows the battalion's defense value. This value decreases permanently when the battalion suffers losses. It may increase if the attacked unit benefits from a terrain bonus.

Fatigue decreases after each combat based on the outcome, and increases by 1 point at the start of the turn, provided the battalion is in its zone of influence. A battalion with 6 points of fatigue becomes disorganized: it loses its zone of control and will be destroyed if attacked without a supporting unit.

Action Points shows the current and initial number of Action Points. Moving one square consumes 1 AP, modified by terrain (road, forest). Attacking or defending in a battle consumes 4 AP, as does AA deployment.

Each action costs 4 AP. If a unit moves to the light squares, they can still start combat in the same turn.



If a unit moves further to a dark square, they are unable to join a battle afterward.



Access all the subordinate formations that make up a unit by clicking on the companies shown in the side panel.



These are historically accurate. The icon indicates a unit's main role. In the case of the 1-11th ACR it is a tank.

Order of Battle button displays the complete order of battle for each side.



Each unit in the Army General campaign can be found within the overall military hierarchy via the Order of Battle menu.



You can also locate the unit information on the map by clicking the square icon next to the name in this menu.



By left-clicking on a unit to select it and then right-clicking on the square to which you want the unit to move, the unit will move to that square.



If your unit has used up all its Action Points, it can no longer move or fight that turn. Once all of your units have moved or fought, you may end the turn by left-clicking the Next Turn button in the lower right corner of the screen.







Note that only battalions with 4 AP can take part in battles during the enemy's turn.

The distance a land unit can travel depends on the terrain. Forests may slow down units, while roads allow for faster movement.

You can change the speed of unit movements with the Game Speed button. The game Speed button increases game speed when active.



The movement of helicopter units is not affected by terrain modifiers.



Artillery units have different movement rules. Their 5 AP lets them travel more than 5 squares. However, if they still want to engage in combat they can only move one or two squares in the same turn.



You can move several units simultaneously by selecting multiple units by dragging and right-clicking on the destination. Each unit will take the best possible route to reach its destination.

Army General: Attack
The Combat Basics of Army General

To begin a fight, you must first see your enemy. In Army General, all units can spot any enemy unit 8 squares away. The red frontline shows that enemy units have recently been sighted there.



Each battalion has a zone of control, indicated by the hatched squares.



This zone prevents enemy units from advancing closer. You can attack an enemy unit when your unit touches the enemy's zone of control and has 4 Action Points remaining.
Left-click on the enemy battalion to prepare for battle.



Click on Prepare Attack to confirm that you want to engage in combat.



In the Battle Plan panel on the right, you can select the battalions you want to bring into combat. There is only space for one battalion in each category except for Main Combat battalions, which feature two slots.



Main Combat battalions are the only units that can initiate an attack. Other auxiliary types can not start a combat, only provide support. You can find more details on each battalion's role by hovering over their slots.

Combat battalion slots consist of two main slots and one auxiliary slot.

Main slots are reserved for Main combat battalions such as:
  • Tank battalions
  • Armored infantry battalions
  • Mechanized infantry battalions
Auxiliary slot is reserved for Auxiliary battalions such as:
  • Command battalions
  • Combat helicopter battalions
  • Reconnaissance
  • Engineers
  • Ant-tank
  • Anti-aircraft
  • Security troops (militia, military police, …)
Artillery support slot is reserved for artillery battalions.
Air support slot is reserved for air squadrons.

You can add your unit to the Battle Plan using a left-click on one of the Main Combat slots or by right-clicking on the unit's model in the campaign view. Empty a slot by right-clicking it or on the in-game model.



Combat environment
  • Terrain can modify the combat value of the defender and supporting units:
  • 1/Plain (0%): sparsely wooded, with few natural obstacles.
  • 2/Wooded/rough (10%): high density of forest vegetation or steep hills, few cultivated areas.
  • 3/Semi-urban (20%): strong presence of villages and urban structures.
  • 4/Urban (30%): dense and complex urbanization.
Combat strength gives the total combat capability of the battalions involved, which is the sum of their individual combat capabilities.

Command capabilities allow you to mobilize units during the deployment phase and to call for reinforcements during the battle. Command capabilities change according to the number of battalions present:
  • One battalion: 50 deployment points, 5 reinforcement points per minute.
  • 2 battalions: 60 deployment points, 6 reinforcement points per minute.
  • 3 battalions: 65 deployment points, 7 reinforcement points per minute.
  • 4 and 5 battalions: 70 deployment points, 8 reinforcement points per minute.
The Preparation Panel compares the sum of the attacker's attack values with the defense value of all visible defending units. The likely outcome of the battle is indicated.



You can try to improve this outcome by resolving the battle yourself via the Tactical Battle button. You can also simulate the battle via the Autoresolve button after adding your unit to the Main Combat slot. This lets the computer automatically resolve the battle.



Automatic or manual combat resolution calculates a ratio for each side. This ratio determines the outcome of the battle. This includes losses and Fatigue suffered by ALL battalions involved.

Losses result in an irreversible drop in attack and defense values. Despite a major victory, your unit's label shows that its values have dropped from its pre-battle values which impacts a unit's combat effectiveness.

Note that your unit suffers Fatigue Points despite its victory.

Combat Results panel



Force ratio is based on attacker and defender values, including terrain bonus.
Combat advantage shows that there are modifiers based on the asymmetry of combined arms capabilities, or simply on luck.
Final combat result show the final value after application of modifiers, determining result, losses and fatigue.

The battalion that suffers a defeat automatically retreats one square. Your unit is still in contact with the enemy's zone of control but no longer has any AP available.

Each turn, all units recover one point of Fatigue, as they have had time to reorganize.

A battalion is destroyed when it suffers more than 70% losses or if adjacent units prevent it from retreating. If a unit's Fatigue gauge reaches 6, it will be disorganized.

When disorganized, a unit loses its zone of control, it cannot attack, and any new attack results in its destruction if no allied unit can support it.

Repeated attacks on a powerful unit without giving it time to reorganize is a viable way to increase its Fatigue and ultimately destroy it.
Army General: Defense
The Basics of Defensive Combat in Army General

The urban area will be an excellent spot to establish a defensive position.
Units gain a defensive bonus depending on the type of terrain. When hovering over an in-game model, the shield below your cursor shows the modifier.

This can range from Plain (0%),


Forest (10%),


Semi-Urban (20%)


or Urban (30%).


All units supporting a friendly battalion, including air forces, will benefit from the defending unit's terrain bonus.

All battalions can support a defending unit if they stand close enough.

To be able to support an allied unit under attack, a unit must be in or adjacent to its zone of control So, the supporting unit need not necessarily be adjacent to the unit under attack. The unit must also have at least 4 AP at the end of the turn.

As an auxiliary squadron, a helicopter unit can come to the aid of the ground units under attack.



Artillery and aviation units follow different rules when attacking or defending.
Artillery battalions can join the attack or defense of all friendly units within their fire support range, as indicated by the green circles. In order to do so, the artillery unit needs at least 4 AP.





Air squadrons are always located at the edge of the map. They feature 4 AP. An air unit's high speed allows them to take part in one combat per turn, anywhere on the map.





Like other ground forces, anti-air battalions can support friendly units in their attack or defense.
Anti-air battalions also have the strategic defensive ability to intercept enemy air units.

Left-clicking Deploy AA button above the Battalion Information panel,
(or "J" key) gives the battalion the order to deploy its anti-air forces to deny the area to any enemy aircraft.



Deploying an AA costs 4 AP. The anti-air battalion will remain in this defensive state until moved. A 'deployed' AA battalion will try to intercept any attacking enemy aircraft within its anti-air range.



When the AA ability is active during enemy turns, it has a chance to prevent enemy aircraft from taking part in one attack against an allied unit within the blue anti-air range. The ability also inflicts damage. Only specialized SEAD Air Squadrons are unaffected by AA interception.

If any enemy aircraft were intercepted, the interception Panel would have preceded the Combat Result's screen.



The location and remaining AP of your units allow them to participate in the following combat. Terrain bonuses are also displayed above the in-game models.

Your use of combined arms of different unit types results in a negative modifier for the enemy. Apply combined arms for additional combat bonuses.

Army General: Advanced
Battalion Reinforcements

Not all reinforcing battalions can be commanded instantly. Some battalions are presented on the map but are still in the process of deploying. A label on the in-game unit shows the number of turns before they are fully operational.



Other battalions are still strategically redeploying and not yet visible on the map.



Their expected availability is indicated when selecting the unit in the reinforcement timeline at the top left of the screen. When a battalion has finished its strategic move and is ready to be brought onto the map, you can click on the Deployment Point on the map to deploy the battalion.









Then click on a position (label) to define the deployment point.



Encircling Enemy Battalions

By encircling the enemy battalion inside, you have cut the enemy unit off from its supply line as indicated by the colored frontline.





Keep in mind that a battalion outside a side's zone of influence cannot recuperate any Fatigue.

When your zone of influence covered the flag on Fulda, it changed sides.



Victory Conditions of an Army General Campaign

A campaign ends when one side has reached its Victory Point (VP) objective. Alternatively, at the end of a campaign's last turn, the side with the highest score wins.



There are three ways to earn Victory Points.
At the start of each turn, each side receives Victory Points for each objective in their zone of influence. Furthermore, NATO earns 1 VP per enemy battalion destroyed, while the PACT earns 2 VP for the same feat. This reflects the historical strength and number of each side's battalions.

For example, capturing Fulda earned you 5 VP. Destroying the enemy battalion added 1 VP. At the start of the next turn, you'll continue to earn 2 VP for controlling Fulda's strategic objective.

Victory conditions and current points for each side are shown in the OBJECTIVE panel at the upper right of the screen.



Tactical Battles

While preparing for a Tactical Battle, you can change the distribution of Deployment Points and Reinforcement Points per minute. You can do this between you and the AI, or when playing cooperatively, the second player. The cost of each unit is specific to Army General.







In preparation of a Tactical Battle you can modify which battalions are controlled by each player or the AI, and even drag and drop companies between players.




Note, however, that the command company at the top of each battalion's company list will not accept drag-and-drop movement.



The battlefields on which Tactical Battles are fought depend on the terrain of the battalion under attack. Note that Command Zones will always be closer to the defender's Deployment Zone.



In Army General, the defender always has an advantage over the attacker.
Therefore, in the early stages of the first AG campaign, U.S. cavalry regiments should use "delaying defense tactics" to force the Soviets to attack them until friendly reinforcements become available.

Victory Conditions for Tactical Battle

There are two ways to win a Tactical Battle. The first is Conquest, in which the side wins by reaching the Victory Points objective through capturing Command Zones.



Conquest points are awarded to the team that controls the majority of command zones.
The number of points obtained is equal to the difference between the sums of the command zones of the two teams.
When the threshold (2500 points in the example above) is reached, the battle stops.
The victory rating is established by calculating the ratio of conquest points accumulated by each team.

The second involves morale. Each side has a morale gauge determined by the number of engaged battalions. Morale drops when a unit is destroyed. If a side's morale reaches zero, they lose the battle.

Morale decreases with each loss recorded, and the number of morale points lost corresponds to the cost of buying the destroyed unit.
The battle also ends when the morale reaches zero.
The victory rating is determined by calculating the morale ratio of each team.
Appendix I-1: How to Create a New Battlegroup 1
In order to play WARNO, you must first create a battlegroup.

In WARNO, to create a battle group, a deck system is used that combines any units selected from a group of units belonging to a specific division, such as the US 3rd Armored Division or the Soviet Union's 79th Guards Tank Division.

In this section, I would like to explain how to create a new battlegroup.

How to Create a New Battlegroup Using AUTO FILL

Armory lets you view and study in detail all the units featured in the game. This screen also allows you to access the Battlegroups creator.

First, on the initial screen after starting WARNO, click on "ARMORY" in the upper left corner.




















Once you are in Armory, click on "BATTLEGROUPS" at the bottom of the screen.




















Then a list of Battlegroups will appear. In the default state, there is only a PreMade deck for each country. Next, click on "CREATE" at the bottom of the list.



























This will bring up a list of divisions in each country. Select the division of your choice (the selected division will be highlighted in yellow-green), and then click "SELECT" at the bottom of the screen.
























This will bring up a screen to create a new battlegroup for the selected division.
























Then, click on the "AUTO FILL" button at the top of the screen.









Then, a confirmation screen titled "AUTO FILL A BATTLEGROUP" will appear, and click "AUTO FILL".

























You will then see a screen where a new battlegroup has been automatically created.

Activation Points









Now, pay attention to the numbers above (43/50).

These numbers are called "Activation Points," and each time you add a unit card to each slot in your battlegroup, you use up the Activation Points corresponding to the number (1 to 4) in each slot.

For example, in the example above, to add one unit card to the rightmost slot, you would need to use 3 activation points.

Activation points used will be shown to the left of "/50". In the example above, it shows that 43 activation points have been used.

And once the maximum number of activation points has been used, up to 50, you cannot add any more unit cards to the battlegroup, even if there are empty slots.

In some cases, the number of activation points used may be a halfway number (e.g., 49), but this is quite common and there is no problem even if you do not use up the maximum number of activation points (50).

How to Save a Battlegroup

You can save the battlegroup you are creating at any time by clicking "SAVE" at the top of the screen.












When you're done creating your battlegroup, click "CLOSE" at the bottom left of the screen.





























Even if you forget to save after changing the battlegroup, you don't have to worry too much because the confirmation screen will appear as shown below.





























However, if you can, please don't forget to save.

You don't want to experience the creepy feeling of being chastised every time by a ghostly NATO officer who appears dimly on the screen, saying, "You forgot to save them again!"

Rename a New Battlegroup

When you return to the "ARMORY" screen, left-click on "BATTLEGROUPS" at the bottom of the screen again.





















You can see that the newly created battlegroup is listed as "NEW BATTLEGROUP" as shown below.

If you leave it like this, the list will be full of NEW BATTLEGROUPs, and it will become confusing to look at later, so you need to name the newly created battlegroups.









































To name a new battlegroup, left-click on the new battlegroup to select it, then left-click on "RENAME" as shown above.

Then the "RENAME A BATTLEGROUP" screen will appear as shown below.




























So, give your new battlegroup a name and left-click CONFIRM.















The name of the new battlegroup is now reflected in the battlegroup list.









































Left-click "CLOSE" below the list to return to the ARMORY screen.



































Now, left-click "BACK" at the bottom left of the screen to return to the initial screen.

In the BATTLEGROUPS list, left-click on a division name to see an overview of that division on the right.





















The Only Way to Complete Your Battlegroup

You have now finished creating your battlegroup.

Note that at this point, your battlegroup is not yet complete.

WARNO players usually follow the following steps to complete their battlegroups.
  • 1. Create a Battlegroup.
  • 2. Use the created battlegroup to actually fight the enemy in Skirmish (Do).
  • 3. Watch the replay and identify problems and areas for improvement in the current Battlegroup (Check).
  • 4. Modify the Battlegroup to reflect the points that need to be improved (Feedback).
  • 5. Using the modified Battlegroup, try fighting the enemy again in Skirmish (Do).
Repeat steps 3-5 (i.e., the Do-Check-Feedback cycle) over and over again.

If you don't enjoy these trial-and-error procedures, you're probably not the right person for WARNO, and you'd be better off playing another game to save time.

On the other hand, if you find joy in building stronger battlegroups through trial and error, then you have the makings of a very capable WARNO commander!

So, create your greatest battlegroup!
Appendix I-2: How to Create a New Battlegroup 2
Information on Unit Card

Here, each item displayed on the unit card is as follows.



Unit cost indicates the cost of the unit in requisition points. In the case of an infantry unit and its transport, the price given for a unit is the combined sum of the passengers and transport's costs.

Available units indicate the number of units of this type still available as reinforcements in your battlegroup.

Each unit has a different experience value depending on the number of inverted V-shapes, similar to the Chevron, the rank insignia of the US military, as shown in the image below.



There are four types of experience values for units: POOR, TRAINED, VETERAN, and ELITE.
  • No inverted V-shaped lines indicate inexperienced troops.
  • One inverted V-shaped line indicates regular troops with basic training.
  • Two inverted V-shaped lines indicate seasoned veterans.
  • Three inverted V-shaped lines indicate elite troops.
Depending on the experience, the unit's chance to hit, rate of fire, and stress resistance are affected differently as follows.






Note that the higher the Experience, the lower the maximum number of units you can put on the battlefield.

In the case of the U.S. Army's M3A1 BRADLEY CFV, a maximum of six TRAINED, four VETERAN, and two ELITE can be put on the battlefield per slot.




You can select any experience value for a unit by left-clicking on any experience value displayed on the right side of the unit card, as shown above.

However, you cannot select an experience value that is grayed out (in the example below, POOR).



If you are a beginner, it is recommended that you select units with as high an experience value as possible at first, since it will be difficult to play with a large number of units to handle at one time.

Then, after actually using the units with high experience, if you feel that you don't have enough units, you can edit the battlegroup to increase the maximum number of units by lowering the experience of the units.

Also, try not to select units with POOR experience, as they are quite difficult for beginners to handle.

In particular, it is recommended that you select VETERAN or ELITE units for deployment on the main front lines.

Unit's Combat Value

By the way, if you are a beginner who is not that familiar with Cold War weapons, you may have no idea which units are strong and which units are weak.

For such beginners, WARNO has a helpful indicator that clearly displays the combat value of each unit.

Each unit's combat value is classified into four categories: A (excellent), B (good), C (mediocre), and D (poor), as shown below.



Each combat value is also color-coded with triangles of A (blue), B (green), C (yellow), and D (red) as shown below.



These triangles are displayed in the lower right corner of the unit icons, so even beginners who are not familiar with weapons can figure out at a glance which units are strong and which units are weak.

You can also filter units by their combat value by left-clicking on each color's combat value icon on the left side of the screen, as shown below.


How to Remove a Unit Card from a Battlegroup

If you want to remove a unit card from a battlegroup, just right-click on the slot of the unit you want to remove.



In the example above, the same anti-aircraft unit (M48A1 CHAPARRAL) was in two slots, so one was removed.



You can also remove a unit card by selecting its slot and then clicking x mark at the bottom left of the unit card.



How to Add a Unit Card to a Battlegroup

Once the unit's experience has been determined, Left-click on the + symbol in the lower-left corner of the selected unit card to add that unit card to the battlegroup.



Then, the activation points used are added +3, from 43 to 46, and the M3A1 BRADLEY CFV is added to the battlegroup.




How to Sort Unit Cards in a Battlegroup

Clicking on the "SORT" button sorts the unit cards in the battlegroup by price, as shown below.




You can also drag a unit card left or right to place that unit card in any position.

Appendix I-3: How to Create a New Battlegroup 3
How to Choose a Transport Vehicle for an Infantry Unit

Note that when you add an infantry unit to a battlegroup, you can also select a transport vehicle to carry the infantry unit.

In the example below, either the M113A3 or the M35 transport vehicle can be selected as the transport vehicle to carry the US Army's ENGINEERS.




































Here, the number to the right of the transport's name indicates the cost required to requisition and deploy that transport on the battlefield.

In the example above, the M113A3 has 20 requisition points and the M35 has 5 requisition points, indicating that the M113A3 is more costly than the M35.

If you want to know more about the specs of a transport vehicle, left-click on any transport vehicle card in the "SELECT TRANSPORT" panel below the infantry unit card, as shown above, and the transport vehicle unit information panel will appear on the right side of the screen.

You can also left-click on the name of the transport vehicle in the infantry unit slot to display the transport vehicle's unit information panel.

































































When selecting a transport vehicle, what you should pay special attention to is the "VEHICLE OR PLATOON CHARACTERISTICS" item at the bottom of the unit information panel.







Looking at this item, we can see that "(OFF-ROAD) SPEED" is 54 km/h and "ROAD SPEED" is 108 km/h.

The reason why the M35 is so fast on the road is that it is a 6-wheeled vehicle.



















On the other hand, the M113A1 has an off-road speed of 59 km/h and a road speed of 79 km/h.








The reason why the M113A1 is slower on the road is that it is a tracked vehicle.


















Like the M113A1, the M3A1 BRADLEY CFV is a tracked vehicle, which means it is slower on the road.






























In the initial move, it is essential to form a front line by placing infantry units as soon as possible in the urban areas and forests in the center of the map, which provide important cover for infantry.

This means that infantry units securing urban areas and forests must always be transported in wheeled vehicles with high road speed since speed is of utmost importance in the initial move.

On the other hand, tracked vehicles, which have a slower road speed but are armed and armored, are recommended to be used either for reinforcements to reinforce the front line after the front line is secured, or for assault troops to break through the enemy's front line.

Thus, it is important to select the appropriate transport vehicle according to the role of the infantry unit on the battlefield.

By the way, if you want to compare the specs of two units, you can click on the pushpin icon in the upper right corner of the unit information panel, as shown below.






























In this way, the unit selected with a left-click is displayed in the unit information panel on the right, while the unit moused over is displayed in the unit information panel to the left of it, making it easy to compare the specifics of the two units.































Points to Consider when Selecting a Transport Vehicle for a Recon Infantry Unit

Note that Recon units can now deploy to an advanced deployment area regardless of the type of transport vehicle.


















In the deployment phase, you will have the advantage of being able to deploy your recon units to an Advanced deployment area that extends further than the normal deployment area.


Appendix I-4: How to Create a Combat Group
In WARNO, you can create your own combat group by selecting from any unit in your battlegroup.

In this section, I would like to explain how to create a combat group.

In the Battlegroup edit screen, left-click on the "EDIT COMBAT GROUPS" tab, as shown below.














Then a screen with multiple "COMPANY 1", "COMPANY 2", etc. tabs will appear as shown below.













Left-click on the plus sign (+) on the far left of the "COMPANY 1" tab to display the "PLATOON" tab, which consists of three boxes, as shown below.























Then, left-click on the plus sign (+) in the top box of the "PLATOON" tab, and the entire unit of the battlegroup will appear above it.














































Then, left-click on any unit in the battlegroup to add that unit card to the top box of the PLATOON TAB.

As shown below, left-clicking on the M48A1 CHAPARRAL unit card will add the same unit card to the top box of the PLATOON TAB.





































































In the same way, you can add the "M1A1[HA] ABRAMS" unit card in the middlebox of the PLATOON TAB.




























It is important to note that combat groups should be made up of units that are close in speed.
In fact, both the M48A1 CHAPARRAL and the M1A1 [HA] ABRAMS have about the same speed.




































If units with different speeds were included in the same combat group, it would make it difficult to operate them together in one group.

So you need to add the M150 recon vehicle, which is as fast as the M48A1 Chaparral and M1A1 [HA] Abrams, to the same combat group.



















In this way, a new combat group consisting of tanks, anti-aircraft vehicles, and recon vehicles was created.

























In this combat group, the M150 serves as the eyes of the group, providing visibility and attacking enemy units with the powerful guns of the M1A1 [HA] ABRAMS as soon as they are spotted.

The M48A1 CHAPARRAL can also be used to repel enemy attack helicopters and attack aircraft that come to attack the M1A1 [HA] ABRAMS.

























Thus, combining different types of units, such as tank units and recon or anti-aircraft units, to form "Combined Arms" is very important in WARNO.

The second platoon consists of MECH. RIFLES and a command unit (MECH. RIFLES LDR.).

























A unit with a star on its unit card is a command unit and affects all friendly units in its command influence zone by increasing their experience by 1.

Thus, in this example, the experience of the MECH. RIFLES is Veteran, but within the command influence zone of the command unit, they will have the same experience as the Elite.

By the way, you can also set the number of unit cards to 2 (or 4) by left-clicking on the number 2 (or 4) in the "SELECT UNIT COUNT" box under "SELECTION CONFIGURATION" on the right side of the screen.


































If you want to set the number of unit cards to something other than 1, 2, or 4, left-click on the number sign (#), and an entry form will appear above it; enter the desired number (e.g., 3), then left-click.

























The number entered above (3) is now also reflected in the MECH. RIFLES unit in the PLATOON tab.

























The 3rd Platoon consists of AERO-RIFLES aboard UH-60A BLACKHAWK, Recon Helicopter OH-58D KIOWA WR., and Attack Helicopter AH-64A APACHE.

























This platoon is designed for heliborne raids into enemy territory.

OH-58D KIOWA WR. will provide the group with visibility, and AH-64A APACHE will escort UH-60A BLACKHAWK helicopters with its powerful weapons.

Then AERO-RIFLES will land and secure the target area from UH-60A BLACKHAWK.

Furthermore, by left-clicking on the "COMPANY 2" tab, you can create platoons that belong to COMPANY 2.

























Then, when playing WARNO, left-click on "GROUPS" in the upper left corner of the play screen to select it, and left-click on "COMPANY1" to access the combat groups belonging to COMPANY1 you have created.





















You can also left-click on "COMPANY2" to access the combat group belonging to COMPANY2.





















Then, left-click on the tab of the PLATOON you want to deploy on the map to select it, and you can place all units belonging to that platoon together anywhere on the map.


















For all units belonging to a platoon, you may treat them as if they were a single unit and give movement and attack orders to the platoon as if it were a single unit.














In this way, combat groups will replace the group function of WRD, and a variety of groups can be designed for different missions.

Once you have mastered the Combat Group feature, you will be a veteran WARNO player!
Appendix II-1: How to Set Up Skirmish
In this section, I would like to explain how to set up Skirmish, one of the single-player modes of WARNO.

First, left-click on "SOLO" in the upper right corner of the initial screen after starting WARNO.




















Then, the following screen will appear and left-click on "SKIRMISH" in the middle of the upper side.




















Then the "SKIRMISH" setting screen will appear.




















In the screen above, there are four players (i.e., a user (you) and a Medium AI for NATO, and two Medium AIs for PACT) set up for NATO and PACT. The number of players set by default varies depending on the map.































Here you can switch the faction any player belongs to by clicking on the two simple human icons with arrows up and down (i.e., NATO to PACT or PACT to NATO).





































Also, left-clicking on the triangle icon will bring up a list for the player to select the battlegroup to use.





























Here, left-click to select the battle group you want to use, and then left-click SELECT below the list to set that battle group.








































By the way, many people may not know the difference between RANDOM BATTLEGROUP, RANDOM PREMADE BATTLEGROUP, and RANDOM CUSTOM BATTLEGROUP.

If you select RANDOM PREMADE BATTLEGROUP, one battlegroup will be randomly selected from among the battlegroups pre-made by Eugen Systems.

If you select RANDOM CUSTOM BATTLEGROUP, one battlegroup will be randomly selected from among the battlegroups you have created (i.e., CUSTOM BATTLEGROUP).

If you select RANDOM BATTLEGROUP, one battlegroup will be randomly selected from among both PREMADE BATTLEGROUP and CUSTOM BATTLEGROUP battlegroups.

Finally, you can set the level of AI strength by clicking on the icon that looks like three slider bars.






























There are six levels of AI strength: Very Easy, Easy, Medium, Hard, Very Hard, and Hardest.

Difficulty levels affect the AI with buffs or nerf in two fields: income & unit availability. Nothing else.

The Hard AI has neither buffs nor nerfs.
This means that the Hard AI is the one playing by the same rules as the player.

Normal AI and easier ones all have handicaps.

Very Hard AI and harder have income & availability buffs. No more.

If you are a complete beginner, it is recommended that you set the AI strength to Very Easy.

You can also increase the number of players by left-clicking on the + sign on the right.

























On the other hand, if you want to reduce the number of players, left-click on the three-line slider bar icon, select "CLOSE" from the list that appears, and then left-click.





















If you are a beginner, it is recommended that you practice one-on-one with Very Easy AI as shown below.

























Next, click on each of the "GAME PARAMETERS" items on the right side of the player list to configure the game settings.

Left click on BATTLEFIELD and select the one map.
If you select "RANDOM", one map will be randomly selected from the list of maps.






























By left-clicking on "COMBAT RULES", you can set game rules such as "CAPTURE THE FLAGS" and "DESTRUCTION" (currently, only "CAPTURE THE FLAGS" is available).






























Left-click on "OPPOSITION" to select one combination of opposing factions from "NATO vs PACT", "NATO vs NATO", and "PACT vs PACT".






























Left-click on "STARTING RESOURCES" to set the available requisition points (500 PTS, 1000 PTS, 1500 PTS, 2000 PTS, 2500 PTS, 3000 PTS) for the unit deployment phase.

If you want to practice with fewer units at the beginning of the game, you can set STARTING RESOURCES to 1000 PTS or 500 PTS.






























Left-click on "INCOME RATE FACTOR" to set the ratio (x0.5, x0.75, x1, x1.5, x2) of requisition points gained during play.

If you want to practice with fewer reinforcements in play, set INCOME RATE FACTOR to x0.75 or x0.5. If you want to practice with only the units at the start of play, set it to None.






























Left-click "SCORE LIMIT" to set the score limit (1000PTS, 2000PTS, 4000PTS), which is the winning condition. If the playtime seems too long, you may want to set the score limit to 1000 PTS.































Once all the settings are complete, left-click on the "LAUNCH" button at the bottom of the screen to start playing.

































Then, the Deployment Phase screen will appear, as shown below, and you can deploy your units.

Appendix II-2: Various Panels and Icons in the Gameplay Screen
This section provides an overview of the various panels and icons on the WARNO gameplay screen.

WARNING ORDER

On the right side of the initial screen of the deployment phase, you will see the WARNING ORDER panel, which is the basis of the title of this game.

WARNING ORDER panel outlines information about the play setting, such as the battlegroups you are participating in and the rules of the battle.

WARNING ORDER panel shows three items: "1. SITUATION", "2. MISSION", and "3. EXECUTION".











































SITUATION shows the map type (BATTLE for DEATH ROW in the example above) as "Location", "Friendly Forces" (information about the player and his friendly forces), and "Enemy Forces" (information about the enemy forces).










MISSION shows the game mode (Capture The Flags in the example above).






EXECUTION shows "STARTING RESOURCES" (1500 PTS in the example above), "INCOME RATE FACTOR" (1.00 in the example above), and "SCORE LIMIT" (2000 PTS in the example above).








As you can see, this WARNING ORDER is a list for checking the game settings, and you can close the list by left-clicking on the "Close" button below.

VARIOUS SETTINGS

In the lower right corner of the screen, you will see icons for various settings.






















Left-click on "OPEN WARNING ORDER" (clipboard-like icon) to open the WARNING ORDER panel.





When the WARNING ORDER panel is open, you can close it by left-clicking on the OPEN WARNING ORDER.

Left-click on "SHOW ALL ORDERS" (arrow-shaped icon) to show you all active orders as colored solid and dashed lines for all your units on the map.




























Here, if you left-click on a unit to select it and press the shift key, only the orders of the selected unit will be displayed.


























On the other hand, if "SHOW ALL ORDERS" is not enabled, no arrows will appear on the map to indicate active orders, but you can select a unit by left-clicking on it and pressing the shift key to display the orders given to that unit.

In the deployment phase, when a large number of units are deployed, the player may forget to give orders to some of them.

If you enable "SHOW ALL ORDERS", you can easily notice that you forgot to give orders to some units, so beginners are recommended to enable this feature.

If "LINE OF SIGHT" (eye-shaped icon) is enabled, left-clicking on a unit will display the line of sight (LoS) of the selected unit.





On the other hand, if " LINE OF SIGHT" (eye-shaped icon) is not enabled, you can display the line of sight (LoS) of the unit selected by left-clicking on it and pressing the C key.

If you don't want to have to press the C key every time you want to check the line of sight of a unit, you can enable "LINE OF SIGHT".

If "OPEN CHAT" (balloon icon) is enabled, the communication interface will be opened.





If "Rules of Engagement Menu" is enabled, the Rules of Engagement panel and the Smart Order panel will open, allowing you to set up automatic actions for your units.







































BEACONS

Below the mini-map in the upper right corner of the screen, there are buttons for placing beacons to communicate various information to your team.

In WARNO, you can place six types of beacons: Help, Attack, Defense, Request fire support, Enemy spotted, and Custome message, as shown in the image below.


















Left-click on any beacon button, then left-click on any point on the map to place a smoke beacon at that point that only your team can see, to inform your team of various information.

HELP BEACON (a speech bubble icon with a + sign inside) is used to place a beacon to ask your team for support.






ATTACK BEACON (aiming icon) is used to place a beacon to indicate an attack point on the map.






DEFENSE BEACON (shield icon) is used to place a beacon to indicate a defensive point on the map.






REQUEST FIRE SUPPORT BEACON (explosion icon) is used to place a beacon that informs your team of a point on the map where you want fire support.






ENEMY SPOTTED beacon (eye icon) is used to place on the map to inform your team of enemy units that you have spotted.






CUSTOM MESSAGE BEACON (keyboard icon) is used to place a beacon with a message you write to inform your team.






You can, for example, place beacons with messages such as "HE bomb" or "Napalm " at the planned bombing sites to alert your team and avoid misfiring on them.

Since these beacons are invisible to the enemy team, you can use them to communicate easily with your team.

TEAM SCORES

The horizontal bars below the beacon buttons show the scores earned by each team, and the victory condition score (2000 PTS in the example below) is shown to its right.










Also, left-clicking on the icon to the left of the horizontal bar (an icon with two human-shaped symbols in a vertical line) will bring up a detailed list of each team.











INCOME POINTS AND COMMAND POINTS

In the upper middle of the game screen, income points and command points are disp












INCOME indicates the income points you will be awarded at the end of the timer.

For example, "1500 + 260" means that the player currently holds "1500" points, and when the timer turns one rotation (that is, after 60 seconds), "+260" income points will be added.

INCOME COUNTDOWN indicates the amount of time remaining until you receive the command points specified by INCOME.

For example, "60" indicates that it will take an additional 60 seconds before the next income point is received.

Finally, for COMMAND POINTS, the value on the left shows the total Command Points secured by the blue team, and the value on the right shows the total Command Points secured by the red team.
The last value indicates the total number of points that exist on the map.

For example, "3 / 2 / 15" means that the total number of command points on the map is 15, of which the blue team has secured 3 and the red team has secured 2.
Appendix III-1: How to Automatically Deploy Units in Deployment Phase
In this section, I will explain how to deploy units.

How to Use Auto Deploy

If you are a beginner and have no idea which units to deploy on the map, you can also left-click "AUTO DEPLOY" in the DEPLOYMENT PHASE panel at the top of the screen and let AI deploy the units for you.










During the automatic deployment of the unit, the message "DEPLOYMENT CURRENTLY ON GOING" will be displayed as shown below.










Below is an example of automatic deployment by AI in WARNO.




















In the image above, normal units are deployed in the deployment area surrounded by solid lines, while recon units are placed forward in the advanced deployment area surrounded by dotted lines.

Other Ways to Deploy Units in Deployment Phase

Of course, you can also deploy units manually from scratch.

Another way is to use AUTO DEPLOY to have AI auto-complete your units if you still have unused requisition points left after manually deploying only the units you want to deploy.

This method is useful, for example, when you know exactly what units you want to deploy for tanks and infantry, but want to leave the deployment of other types of units to AI

The way I recommend is to first let AI deploy the units using AUTO DEPLOY and then right-click on some units to delete and modify them, which will make the unit deployment process much easier.

In the deployment phase, you can select a unit on the map by left-clicking on it, and then move the mouse cursor to another position and left-click on it to reposition the unit there.

How to Cancel the Deployment of a Unit

You can cancel the deployment of the unwanted unit by right-clicking on it.

In the example below, the deployment of M106A2 MORTAR unit is canceled by right-clicking on it.












In this way, you can cancel the deployment of some units and then add new units that you want.

How to manually deploy units will be explained later.

Combat Values

If you are a complete beginner and have no idea about the strength of the units, the color of the triangle at the lower right corner of each unit icon can be helpful.

Each unit's combat value is classified into four categories: A (excellent), B (good), C (mediocre), and D (poor), as shown below.







Each combat value is color-coded with triangles of A (blue), B (green), C (yellow), and D (red) as shown below.














These triangles are displayed in the lower right corner of the unit icons, so even beginners who are not familiar with weapons can figure out at a glance which units are strong and which units are weak.

For beginners, it is recommended to choose units with combat values A (blue) and B (green) as a basic rule, except for some units such as supply units and command units that should avoid fighting the enemy as much as possible.

Quick Save

Note that you can quicksave by pressing the F5 key at any time during the deployment phase or game play.

While saving, a screen shown below will appear.





























To view your quicksave data, left-click on LOAD in the upper right corner on the initial screen of SOLO.




















You will then see a clipboard-like panel (NUMBER OF SAVES #) with a list of saved data, and the data at the top of the list is the data that was quicksaved.


























Here, please note that there is only one quicksave data, as it is always overwritten by the latest one.

However, quicksaving is a very useful feature, so beginners should make it a habit to quicksave often.

After you have completed the deployment of units in the deployment phase and given movement orders to each unit to prepare for battle, click LAUNCH BATTLE on the DEPLOYMENT PHASE panel in the upper center of the screen to start the game.










The specific placement of units in the Deployment Phase and how to give movement orders will be explained in detail in the WARNO TACTICAL GUIDE in the latter part of this guide.
Appendix III-2: How to Manually Deploy Units in Deployment Phase
In this section, I will explain how to manually deploy units in Deployment Phase.

To deploy units in the Deploy Phase, left-click on one of the following categories in the Deploy menu at the top left of the game screen: " LOG" (Logistics), "INF" (Infantry), "ART" (Artillery), "TNK" (Tanks), "REC" (Reconnaissance), "AA" (Anti-Aircraft), "HEL" (Helicopters), or "AIR" (Airplanes), and the units in the corresponding category of the battlegroup will appear below it.

Then, select the unit you want to deploy from the list of unit cards displayed by left-clicking on it.

In the example below, "INF" is selected in the deployment menu, and the unit card of "MECH. RIFLES LDR." is selected from the list of infantry unit cards displayed below it.












In the upper right corner of each unit card, you can see the requisition points for that unit.

When you place a unit on the map, its requisition points will be deducted from the income points in the upper center of the game screen.

In the example above, the ENGENEER LDR. has 160 points, so if this unit is requisitioned, the remaining income points will be 180-160 = 20 pts.

If the requisition points are more than the current income points, the unit card will be grayed out and cannot be selected for requisition.

In this case, to requisition a unit that is grayed out due to lack of requisition points, you must wait for the timer to count for another 60 seconds to get new income points.

Also, if RESALE is enabled for a transport vehicle, its requisition points will be refunded when the transport vehicle returns off-map via the reinforcement route.

Left-click on a unit card to select it, then left-click on any point on the map to place the unit at that point.






































How to Deploy Multiple Units Using Shift Key

By the way, when selecting a unit card in the deployment menu, left-clicking on a unit card while holding down the Shift key will increase the number of units that can be placed by the number of clicks (but only up to the maximum number of units shown on the unit card).


























Also, if you left-click a unit card to select it, and then left-click any point on the map while holding down the shift key, you can place any number of the same unit on the map at the point you clicked (but only up to the maximum number of units shown on the unit card)



























These methods of deploying units using the shift key are very useful when you want to deploy multiple units of the same unit card, so it is a good idea to keep them in mind.

Pre-Ordering the Movement of Units in the Deployment Phase

In the Deployment Phase, units can only be placed in a given deployment area ( Recon units can also be placed in the Advanced Deployment Area).

In WARNO, however, you can give units the order to move to a predetermined point outside the deployment area even before the game begins.

To give a unit a move order, first select the unit by left-clicking on it.






































Once the unit is deployed, next, move the mouse cursor to the point where you plan to move the unit.

Note that infantry units are very vulnerable to outside attacks on open areas, so they should be placed in buildings or forests where they can receive a high cover bonus.

You can determine which terrain provides cover by the color of the cursor when you hover the mouse over the terrain.

If you hover the mouse over a building that provides a 90% cover bonus, the cursor will turn green.
















If you hover the mouse over a forest that provides a 50% cover bonus, the cursor will turn yellow.












Therefore, as much as possible, try to place your infantry units in buildings where the cursor turns green, or in forests where the cursor turns yellow.

Then, when you have decided where you want to move an infantry unit, you can reserve the Unload at Position command (Y key) for the transport vehicle.

By doing this, the transport vehicle will automatically unload the infantry at the destination after a fast road move.

Below is an example of giving the Unload at Position order to a transport vehicle to unload its infantry unit in an urban area.





























Note that the instructions reserved are indicated by arrows of various colors.


























In the example above, the unloading point for an infantry unit is indicated by a small circle.

Just by keeping this in mind, the survival rate of your infantry units will improve dramatically!

How to Deploy a Platoon

You can also left-click on "GROUPS" in the upper left corner of the game screen to display the deployment menu for the combat group that was organized during battlegroup creation.





















Left-click on any "COMPANY" in the combat group's deployment menu to select it, and the "PLATOON" belonging to that "COMPANY" will be displayed below it.





















Left-click on a PLATOON to select it, and then left-click on any point on the map to place it.


















For all units belonging to a platoon, you may treat them as if they were a single unit and give movement and attack orders to the platoon as if it were a single unit.

After the game is launched, units will begin to move according to the orders given in the Deployment Phase.
Appendix III-3: How to Call Reinforcement Units
In this section, I will explain how to call in reinforcement units after the game starts.

If you want to call in reinforcements after the game has started, left-click on the unit card in the deployment menu at the top left of the game screen to select the unit you want, then left-click to place it on the map, the procedure is the same as for deploying units in Deployment Phase.

Select a unit in the deployment menu on the screen, and left-click on any point on the map, and a white virtual image of that unit will appear at the mouse cursor position.

Also, as shown below, a white arrow will appear from a land corridor (white arrow at the edge of the map) that the unit will pass through when it enters the map to the indicated point.






































If there are multiple land corridors where the reinforcement unit can pass, the closest land corridor to the indicated point will be automatically selected.

Note that the shortest route to the indicated point is automatically selected, so in some cases, reinforcement units may pass through areas with enemy units along the way.

In the worst-case scenario, the reinforcement units may be forced to engage enemy units on the way, failing to reach their destination and causing the front line to collapse.

In order to avoid such a situation, you need to designate a point where no enemy units are present as a temporary destination for the reinforcement units, and then give them orders to move from there to their original destination.

Another thing to keep in mind is that if the unit you call in for reinforcements is a transport vehicle carrying infantry, it is necessary to give it a separate unload order.

Infantry in a transport vehicle cannot shoot and are very vulnerable to enemy fire, so be sure to left-click on the transport vehicle called for reinforcements and give the unload at position order (Y key) to the transport vehicle.

How to Call an Aircraft Unit

If you select an aircraft unit card, the selected aircraft unit will be placed in the AIR WING panel in the lower-left corner of the game screen as shown below, but it cannot be deployed on the map during the Deployment Phase.









After launching the game, left-click to select an aircraft unit placed in the AIR WING panel, then left-click on any point on the map to deploy the aircraft unit.

Please note, however, that before the game is launched, you will not be able to call up an aircraft by clicking on the AIR WING panel.

















Then the aircraft will fly to the indicated point through the air corridor.

If there is more than one air corridor, the aircraft will take the nearest air corridor to the indicated point.


























Please note that in WARNO, the aircraft may not arrive on the map immediately after you call them.

This is because aircraft have time to travel from the time they are called up to the time they arrive at the battlefield (i.e. the air corridor on the map).

For example, the A-10A THUNDERBOLT II has time to travel of 19 seconds ( see TRAJECTORY below).














































Therefore, when you call A-10A THUNDERBOLT II, it will not come immediately, but 19 seconds later, it will enter the map through AIR CORRIDOR.

On the other hand, the F-15C EAGLE's travel time is only one second (see "TRAJECTORY" below).














































The reason for this time difference is that the aircraft come from airbases far away from the battlefield, and the speed of a slow attack aircraft like A-10A and a fast fighter like F-15C is very different.

Therefore, be sure to check the Time to Travel of your unit cards in advance before calling out slow attack planes or bombers.
Appendix IV: Some Useful Tips for Complete Beginners
In WARNO, several useful features have been implemented for complete beginners who are not familiar with RTS operations.

In this Appendix, I'll show you how to practice playing WARNO for such complete beginners.

DEATH ROW (1v1) is the best map for beginners to practice their play.






























The DEATH ROW (1v1) map is ideal for beginner practice because the command zones are arranged in a straight line, as shown below.







































Also, change the AI from Medium to Very Easy.






















Next, in the deployment phase screen, select AUTO DEPLOY.
















After designating where you want to move your units and pressing the LAUNCH BATTLE button to start play, press the ACTIVE PAUSE button in the upper right corner of the screen to pause play, or press the SLOW button to slow down play and practice operating your units.
















These buttons were implemented by Eugen Systems for beginners' practice, and they recommend that beginners become familiar with the operation using these buttons.

Of course, you can not only slow down the progression of time, but you can also speed up the progression of time up to three times faster.























Also, check the mini-map in the upper right corner of the screen while playing.
























This mini-map is very useful because it not only tells you the location of enemies in sight, but also notifies you with a warning mark when there is an incident.
























As soon as you see the warning symbol above, press the pause button ("P" key) to stop playing.
Left-clicking on the center of the warning symbol on the minimap will move the camera to the location where the problem occurred. You can also press the space bar to move the camera to the last location where the problem occurred.

How to Use the Mini-Map

When your command unit captures a command zone, a green circle icon appears in the minimap and a green message appears on the left side of the minimap, as shown below.



On the other hand, when an enemy command unit captures a command zone, a red circle icon appears in the minimap and a red message appears on the left side of the minimap, as shown below.



When your unit contacts an enemy unit, a blue triangle icon appears in the minimap and a blue message appears on the left side of the minimap, as shown below.



When an enemy unit is destroyed, a yellow triangle icon appears in the minimap and a yellow message appears on the left side of the minimap, as shown below.



When your unit is attacked by an enemy unit, a white circle icon will appear in the minimap and a white message will appear on the left side of the minimap, as shown below.



Of the above, the information that is important to you is that your unit has made contact with an enemy unit and that your unit is under attack by an enemy unit.

In particular, if you see a white message, click on that message. The map will then instantly move to the location of your unit that is under attack by an enemy unit, so you will know immediately which unit to give orders to. This is very useful when used in conjunction with the pause command ("P" key).





Also, after you are done playing, be sure to watch the replay to check your play.

For example, if you didn't have an anti-air unit with your forces and your forces were destroyed by enemy attack helicopters, make sure to have an anti-air unit behind your forces so you don't make the same mistake again next time.

Then, once you can beat the Very Easy AI at normal speed without pausing in play, you can practice the same against the Easy AI.

And when you can win against Medium AI at normal speed without pausing in play, you're a full-fledged new commander of WARNO!
Appendix V: Where to Place Units on the Map in the First Move
By the way, there are probably many beginners in WARNO who don't know where to place their units on the map in the first move.

To sum up, it is appropriate to place infantry units in the urban area near the center of the map to form a battle line, and place tanks and other vehicle units in the forest behind the battle line to support the infantry units.

And it is even best to place anti-air units and attack helicopters behind the vehicle units, and artillery units behind them.

As you can see in the image below, when you hover the mouse cursor over a building and the color of the cursor changes to green, that is exactly where an infantry unit can get a 90% protection bonus.


















Similarly, as shown in the image below, if you place the mouse cursor over a forest and the color of the cursor changes to yellow, that is exactly where the infantry unit will get a 50% protection bonus.















On the other hand, if the color of the mouse cursor does not change, the infantry unit will not get the protection bonus, even if it is in urban areas or in forests.

The important point here is that in order to place infantry units in the urban area, you should always give the Unload at Position orders ("Y" key) to transport vehicles with high road speed to unload infantry units in the urban area near the center of the map.


















































If an infantry unit is covered by a building, the tactical icon frame indicating the infantry unit will change to a dashed line, as shown in the image below.





















Also, if a unit is not visible to the enemy, it will blink as shown in the images above and below.
























If a unit is visible to the enemy, it is in danger of being attacked by artillery or bombing, so constantly check to see if the unit is no longer blinking and visible to the enemy.
How to Practice Playing WARNO for Complete Beginners 1
It is recommended that complete beginners follow the steps below to practice playing WARNO.

Step 1. Finish all tutorials
You can learn all the basics you need to play WARNO in the TUTORIALS.



Step 2. Rebuild your deck based on the automatically created deck
It is quite difficult for complete beginners who do not know the characteristics of WARNO units to build a useful deck from scratch. So here is how to rebuild your own deck based on the deck automatically created by AUTO FILL.

On the initial screen after starting WARNO, click on "ARMORY" and then on "BATTLEGROUPS" at the bottom of the screen to see a list of battlegroups, as shown in the figure below.







The battlegroups with yellow names are PreMade battlegroups by Eugen.

In the list above, note A, B, and C ratings, which are one of the categories for each battle group. The meanings of these ratings are as follows.
  • A indicates an armored division-based battlegroup, especially excellent for an offense.
  • B indicates an infantry or mechanized infantry division-based battlegroup, good for both offense and defense.
  • C indicates an infantry division-based battlegroup, especially excellent for defense.
Depending on your style of play, you may choose the battlegroup of your choice.

Then click SELECT at the bottom of the screen.



This will bring up a screen to create a new battlegroup for the selected division.



Click on AUTO FILL at the top of the screen.



The confirmation screen titled AUTO FILL A BATTLEGROUP will appear, and click AUTO FILL.



You will then see a screen where a new battlegroup has been automatically created. Give this deck a new name and save it.

The deck automatically created in this way will be rebuilt into a deck optimized for your style of play according to the OODA loop described below.

Step 3. Practice controlling units in SKIRMISH
Then, practice using SKIRMISH to familiarize yourself with how to control WARNO's units.



In the SKIRMISH settings screen, select the deck you just created and close the slot for the enemy AI deck.





This way, you can practice controlling your units at your own pace and as much as you like without anyone interrupting you.
It is recommended that you choose a small 1v1 or 2v2 map to practice on.

In DEPLOYMENT PHASE, click AUTO DEPLOY to automatically deploy the units of your deck on the map.





Step 4. Play against AI in Skirmish
OPERATIONS and ARMY GENERAL are difficult for complete beginners. They are intended for players who are somewhat familiar with WARNO and are not recommended for complete beginners to play at first.

Therefore, it is recommended that beginners first play Skirmish against the AI and follow the OODA Loop procedure described below to learn the basics of how to fight in WARNO.

WARNO's AI, although not as smart as human players, has been improving more and more since the former Wargeme series. From how to form units based on Combined Arms to the best places to deploy ATGMs, tanks, and anti-aircraft guns, the AI plays better with WARNO's mechanics than you, a complete beginner. Playing with the AI is also one good way to understand and test the basic game mechanics of WARNO.

Settings for Skirmish
Skirmish has two game modes: CONQUEST and DESTRUCTION. CONQUEST is very busy and is intended for players who are somewhat familiar with controlling units, as the player has to race against the enemy to capture predetermined command zones. Therefore, it is recommended that you practice playing in DESTRUCTION where you do not have to worry about holding the command zones and can concentrate only on destroying enemy units.

Next, choose a [4P] (2v2) map. DEATH ROW is recommended for beginners because it is a long and narrow map and you can fight without worrying too much about defending your flanks.



As shown in the figure below, set up Skirmish so that you and the HARD AI jointly fight the enemy VERY EASY AI.







In a joint battle with an AI, you are to support HARD AI. If you feel that the enemy AI is too weak, increase the difficulty level of the enemy AI.

Now, when you click on AUTO DEPLOY, your units and those of the friendly AI are automatically deployed on the map, as shown in the figure below.



However, you may wish to deploy your units elsewhere, such as in the center of the map, to practice fighting in different situations. In such a case, as soon as you enter the DEPLOYMENT PHASE screen, click on ACTIVE PAUSE (P key) in the upper right corner of the screen to stop the game's progress.



Then click on ATTACK BEACON under the mini-map in the upper right corner of the screen and click on the location where you want to deploy your unit.



After placing the beacons on the map, click ACTIVE PAUSE again to release the pause state, and the AI units will automatically be deployed, avoiding the locations where the beacons are placed, as shown in the figure below.



In this way, you can deploy your units anywhere you wish to play.
How to Practice Playing WARNO for Complete Beginners 2
Basic Style of Play in WARNO

The basic style of play in WARNO is to keep the camera zoomed out to a bird's-eye view of the map so that you can always see the entire battlefield.



As you can see from the WARNO videos on Youtube, etc., veteran WARNO players basically play from a bird's eye view. It is not often that they zoom the camera in on the battlefield so much that individual units can be identified. If they did, they would not be able to instantly grasp what is happening everywhere on the battlefield.

If you want to enjoy the battle scenes, you can watch as many cinematic, realistic, and powerful battle scenes from the perspective of individual units in the replay after the battle.

When playing from a bird's-eye view, you click on the unit's tag to give orders, because the unit's model is too small to be detected visually.

If you feel that the game is progressing too quickly, you can slow down the game by clicking on the SLOW in the upper right corner of the screen. Even if it is slow at first, you will get used to it, and eventually you will be able to play at normal speed.



If something goes wrong with a unit during play, a warning will appear on the mini-map in the upper right corner of the screen and an audio alert will also let you know.



This minimap is useful if you want to spot enemy units that have sneakily infiltrated your area since it allows you to see at a glance the overall movement of units on the map. Therefore, it is a good habit to check the minimap from time to time during play.

Clicking on the point on the minimap where the alert occurred will instantly move the viewpoint to that location. It is also convenient to press the space key to instantly move to the point where the problem most recently occurred.

If you are not familiar with controlling your units, you may pause the game by clicking on the Active Pause (P key) in the upper right corner of the screen to give orders to your units. Then click Active Pause (P key) again to resume the game.



OODA Loop in WARNO

Next, follow the steps of the OODA Loop to reconstruct your initial deck, which is based on the PreMade deck, into a deck that fits your style of play.

The OODA Loop is an acronym for Observe - Orient - Decide - Act. The OODA Loop is a decision-making model developed by military strategist and US Air Force Colonel John Boyd. Colonel Boyd applied this concept to the combat operations process, often at the operational level during military campaigns. This approach can be applied to WARNO.

Observe: Watch replays of Skirmish and observe how the battle was going
All battles played in Skirmish are automatically saved and can be viewed in replays.
Click LOAD on the right side of the SOLO screen, then click the REPLAYS tab in the lower right corner of the screen to see a list of saved battles.



Click on the battle you just played in Skirmish to watch it. You will notice many things that you may not have noticed while playing because you were very busy controlling your units.

The default replay setting for WARNO is NEUTORAL, which indicates that the replay can be viewed with no "fog of war", i.e., with every unit on the map visible.



When you select your profile name, you can watch the replay from your unit's viewpoint. In other words, enemy units that are not visible to your units or your allied units are not displayed on the map.

I strongly recommend that you watch the replay from the enemy's (AI Very Easy) viewpoint, because you will notice many new things that you did not notice when viewing it from your unit's or your allied unit's viewpoint.



Orient: Watch the replay and analyze the battle situation
The replay will teach you many important lessons.

From the replay, you will discover a variety of issues that need to be improved, such as whether your units were well hidden in cover, at what point your units were visible by enemy recon units, where on the battlefield the enemy was hiding his command units, and why you did not notice enemy units sneaking in from the flanks of the battlefield.

Analyze what was good or bad about your play, and use the results of your feedback for the next battle.

Decide: Make your next strategy and rebuild your deck
Next, based on what you noticed in the replay, make your next strategy and rebuild your deck according to that strategy.

Remove units from your deck that were useless in the last battle and replace them with other units to rebuild your deck.



For example, in the figure above, there are two M109A2 slots in the initial deck automatically created by AUTO FILL. However, after analyzing the replay, you found that four howitzer units are excessive. So one of those slots is replaced by an M106A2 MORTAR. Mortar units are less expensive than howitzer units and have the advantage of being able to quickly provide fire support and smoke screens to front-line forces.



In this way, improve your deck by feeding back the results of your replay analysis.
Which units are useful in battle depends on your play style and division. You may find unexpected discoveries when you use units that you thought did not fit your play style.

Act: Play Skirmish again
After rebuilding the deck, play Skirmish again. Practice on the same side of the same map as much as possible, and when you get used to it, practice on the other side of the same map.

Each map has key terrain that can give you an advantage over your opponent if you hold that position quickly. Experienced WARNO players know all the key terrain on each map. Watch replays carefully to learn where to best defend.

Summary
  • Observe: Watch the Skirmish replay.
  • Orient: Analyze the battle situation.
  • Decide: Plan the next strategy and rebuild your deck.
  • Act: Replay again Skirmish.
The key to improving your WARNO playing skills is to repeat the OODA loop over and over, feeding back the results of your observations from the replays and rebuilding your deck to reflect your playing style.

If you find it too easy to fight against the enemy AI together with the Hard AI, try to fight one-on-one against the enemy Very Easy AI. If you can win a one-on-one fight against an enemy Hard AI, you are no longer a complete beginner.
WARNO Tactical Guide 1
1. Combined Arms
WARNO may seem complicated at first glance, but the basic principle is the same as "rock-paper-scissors" principle. For example, no matter how strong a tank is, if it is attacked from above by an attack helicopter that specializes in tank hunting, it will be beaten unilaterally.
  • Attack helicopters beat tanks
On the other hand, an attack helicopter would be beaten unilaterally if attacked by anti-aircraft guns that specialize in anti-aircraft combat.
  • Anti-aircraft guns beat attack helicopters
However, an anti-aircraft gun is beaten unilaterally when it is attacked by a tank.
  • Tanks beat AA guns
Thus, as in rock-paper-scissors, the basis of WARNO's battle is to counter an enemy unit with a counter unit that specializes in destroying that enemy unit.

In practice, however, it is too late and completely useless to identify the type of enemy unit and then call for reinforcements of counter units against it. This is because it takes more than a few minutes at the earliest for ground units called in as reinforcements to reach the front lines.



Therefore, it is advisable to have various units deployed on the battlefield in advance so that you can counter whatever units the enemy puts on the battlefield as shown in the figure below.


In the figure above, each unit has the following roles.
  • Abrams tank ---> the key unit to your force's striking power
  • AA ---> to counter enemy attack helicopters
  • Bradley recon ---> to provide visibility for your force and counter enemy tank missiles
  • Infantry ---> to secure the visibility of your force and counter enemy flanking attacks
Thus, in WARNO, it is important to form tactical formations based on Combined Arms, which consist of various units that can support each other. This allows one to counter whatever units the enemy puts on the battlefield!

This is the concept of Combined Arms.

2. Combined Arms Formations
In a Combined Arms formation, it is very important to place each unit in the appropriate position according to its characteristics. As shown in the examples below, the appropriate location of each unit comprising the Combined Arms Formation should be determined based on the unit's characteristics, such as range, armor value, and stealth.

Units with lower armor values should be placed behind units with higher armor values.

Formation 1-1:
(Forward)
  • Heavy tanks
  • Medium tanks
  • Light tanks
  • Armored vehicles
  • Unarmored Trucks
(Rear)

Formation 1-2:
(Forward)
  • Tanks
  • Anti-Air units
(Rear)



By forming such a formation, the more vulnerable armored tanks and vehicles are protected from enemy attacks since the heavily armored tanks absorb enemy anti-tank attacks.

Also, units with longer ranges should be placed behind units with shorter ranges.

Formation 2-2:
(Forward)
  • Tanks
  • ATGM vehicles
(Rear)



Formation 2-2:
(Forward)
  • Infantry
  • IFVs and Tanks
(Rear)



Formation 2-3:
(Forward)
  • Infantry
  • Attack helicopters
(Rear)



By forming such a formation, long-range units such as ATGM vehicles and attack helicopters can take advantage of their long-range to fight the enemy to their advantage. This formation also has the advantage of allowing vulnerable long-range units to quickly retreat out of enemy range if they are damaged by enemy fire.

Non-combat units should be placed behind combat units.

Formation 3-1:
(Forward)
  • Anti-air units
  • Supply vehicles
(Rear)



Formation 3-2:
(Forward)
  • Infantry
  • Unarmed command vehicle
(Rear)

Units with lower stealth are placed behind units with higher stealth.

Formation 4-1:
(Forward)
  • AA infantry
  • AA vehicles
(Rear)

Formation 4-2:
(Forward)
  • Supply vehicles
  • Supply helicopters
(Rear)

In this way, by placing each unit in the appropriate position according to its characteristics, the mutual support between the units in the formation can cover the weaknesses of each unit and allow it to maximize its characteristics.
WARNO Tactical Guide 2
1. Why is mutual support of units important in WARNO?
It is generally known that in modern combat using firepower, the combat power of a force is proportional to the square of the sum of all the firepower of the units it has.
  • The combat power of a force is proportional to the square of the sum of all the firepower of the units it has.
This is called "Lanchester's Square Law".

For example, if a force consisting of three units attacks an enemy unit, the combat power of that force will be three squared, or nine times greater than if a force consisting of only one unit attacks an enemy unit.

The following is an example of the initial deployment of units in WARNO's first operation, Black Horse's Last Stand (BHLS).



Against enemy units advancing on the center road, the crossfires of three units (a tank, an ATGM vehicle, and an infantry unit) can smash the enemy units one after the other, as shown in the figure below.



Against enemy units advancing on the leftmost road, two units (a tank unit, and an infantry unit) can crossfire on the enemy units, as shown in the figure below.



While the infantry unit is holding back the enemy units' advance, you can move the tank unit in the center to the left to form a crossfire against the enemy units in mutual support with the infantry unit. In this way, you can be sure to prevent enemy units from infiltrating through the leftmost road.

But what if enemy units advance from the central road in the meantime? In that case, as shown in the figure below, a crossfire consisting of two units (an ATGM vehicle unit and an infantry unit) can deal with enemy units advancing on the center road.



Also, if enemy attack helicopter units come to the support of ground units, we can counterattack with two Anti-aircraft units.



By deploying each unit in such a way that two or more units can mutually support each other, the horrible rush of the Soviet forces in the BHLS can be easily prevented.

2. Position each unit with some distance between them
The key to mutual support is to position each unit with some distance between them so that the two units form a crossfire against the attack target. Why? There are the following three advantages to this placement.

The first advantage is that the deployment of units at some distance from each other prevents those units from getting within the blast area of the enemy's cluster bombs and artillery fire and being wiped out in a single hit.

The second advantage is that if two units at some distance apart attack one enemy unit, that enemy unit can only fire back at one of those two units. This is because in WARNO a unit can only fire at one target in one direction at a time. Therefore, the other unit that is not the target of an enemy unit's attack can attack that enemy unit unilaterally without receiving any counterattack from the enemy unit.

A third advantage is that if your two tank units crossfire from two directions perpendicular to the enemy tank unit, the enemy tank unit will turn its front against one of the two tank units to counterattack, but expose its vulnerable flank to the other tank unit.


As a result, the other tank unit can easily destroy the enemy tank unit with side shots.

3. Practice controlling a pair of units first
If you are not very good at controlling units, you may find it very difficult to move many units at the same time so that they support each other.

Then it is recommended that you first practice controlling two units so that they can mutually support each other. For example, you should try to operate two tank units in pairs .

According to Lanchester's square law, even two mutually supporting units will have four times the combat power of a single unit fighting alone.

The proof of the pudding is in the eating.

If you play a pair of tank units to mutually support each other, you will realize that the pair can deliver far more damage to enemy units than if you operate two individual tank units separately.
WARNO Tactical Guide 3
Cover and Concealment
In WARNO, units in open areas are easily spotted by the enemy and become targets for artillery fire and bombing, and once units in open areas are attacked, they are vulnerable and quickly destroyed.

Infantry is particularly vulnerable to high explosive (HE) damage; infantry deployed in open areas are unprotected, and one HE damage can kill one soldier in an infantry squad.

In other words, nothing is more vulnerable than units in open areas.

For this reason, all your units must be placed in covers such as buildings, forests, or tree lines, as shown in the figure below.



In WARNO, placing infantry units in cover provides the following cover bonuses.
  • Buildings: Infantry units take 70% less damage when inside a building.
  • Forests: Infantry units take 50% less damage when in a forest.
  • Ruins: Infantry units take 25% less damage when in ruins.
So, do not deploy infantry units in open areas, but put them inside buildings or forests as much as possible to increase their survivability.

Unlike the previous Wargame series, even if a building is destroyed and left in ruins, infantry units within the ruins still receive a 25% cover bonus in WARNO.

Note, however, that the above cover bonuses are limited to infantry units only, and vehicle units do not receive the above cover bonuses.

All ground units in forests and infantry units in buildings and ruins receive a stealth bonus, making them less likely to be detected by the enemy.
  • Forests: All ground units in a forest are 2.75 times more stealthy.
  • Buildings: Infantry units in a building are 3.75 times more stealthy.
  • Ruins: Infantry units in ruins are 3.75 times more stealthy
Vehicle units cannot enter buildings or ruins, but they receive a stealth bonus in the forest, making them less likely to be detected by the enemy.
  • Infantry units receive cover bonuses and stealth bonuses in buildings, forests, and ruins
  • Vehicle units receive a stealth bonus in forests
So, it is better to place all units inside buildings, forests, and ruins, because they receive a cover bonus and/or stealth bonus.

Note that when the mouse cursor is over a building, the color of the cursor turns green.
(Note that the figure below shows the protection bonus as "90%," but the actual figure has been revised to "70%".)



When the mouse cursor is over a forest, the cursor turns yellow.



Note that when the mouse cursor is over ruins, the color of the cursor turns green.



Tree lines are often overlooked, but they are useful covers for concealing recon units, AA units, etc. Tree lines are the same as forests, but it is difficult to visually determine if a unit is in a tree line.



So, when moving a unit into a tree line, be sure to designate the location where the mouse cursor turns yellow.
WARNO Tactical Guide 4
Stealth and Concealment
In WARNO, a unit in a concealed state has its unit label blinking as shown in the figure below.





And when a unit is visible to the enemy, its unit label stops blinking. In other words, when the unit label is not blinking, the unit has been detected by the enemy.

So, if you find a unit whose unit label is not blinking, you should hide it in or behind cover, or move it away from the enemy's visual range.

The unit label also stops blinking for a certain time immediately after the unit fires.



This is because when a unit fires at an enemy, the enemy can see the firing flame and hear the sound of the firing, thereby identifying its location to the enemy.

If you want to prevent your unit from firing on an enemy within sight and preventing the enemy from locating your unit, you can turn off your unit's weapon (the "H" key) or turn on Return Fire (the "Z" key).

For example, a lightly armed recon infantry unit equipped with only small arms has no advantage in engaging the enemy and should concentrate on recon activities without being detected by the enemy as much as possible, so it is better to turn off its weapons as shown in the figure below.



Basically, it is best to place recon units on the flanks of your forces rather than in front of them, as shown in the figure below.



There are two reasons for this. The first reason is that recon units, which can quickly detect the approach of enemy forces, are the enemy's highest-priority attack targets. Therefore, it is best to avoid placing recon units in front of your forces as much as possible, as they are more likely to be spotted by the enemy and to be involved in a battle with the enemy.
The second reason is that the placement of recon units on the flanks of your forces will make it easier to spot enemy units that are attempting to move around the flanks of your forces.

When all of your units are properly placed in covers, the enemy will not be able to see your units. The two figures below show the placement of your units from your perspective and from the enemy's perspective.





In the above figure, an enemy recon vehicle is approaching your position, but none of your units have been spotted.

Advantages of Concealing All Your Units in Covers
What would be the advantage of concealing all your units in covers?

Sun Tzu's Art of War, an ancient Chinese book on military strategy written some 2,500 years ago, states that even a small army can defeat a large army by concealing its position and dispersing enemy forces.

Sun Tzu (544-496 B.C.) was a Chinese military strategist, philosopher, and author. Sun Tzu's "Art of War" has been described as the premier Eastern book on tactics, comparable to Carl von Clausewitz's famous "On War" in the West. General Colin Powell, the commander of the U.S. Army in 1989 when the battles of WARNO took place, is known to have been an avid student of Sun Tzu's Art of War.



"A skillful commander will let the enemy forces reveal their positions while his forces remain hidden. He concentrates his forces without anxiety since the enemy's positions are known to him. On the other hand, the enemy disperses its forces, trying to be prepared for all possibilities, since the positions of the skillful commander's forces are unknown to them.

Since the enemy cannot predict the point where the skillful commander's forces will attempt to fight with all their strength, the number of points where the enemy has to deploy his forces will increase. As the number of points where the enemy deploys its forces increases, the enemy's forces will become insufficient.

That is, if the enemy commander deploys his forces to the front to prepare for a battle on the front, the enemy will lack forces in the rear; if he deploys his forces to the left to prepare for a battle on the left, the enemy will lack forces on the right; and if he deploys his forces on all sides to prepare for a battle on all sides, the enemy will lack forces on all sides."

Sun Tzu's Art of War, Chapter 6, Weaknesses and Strengths


Applying Sun Tzu's explanation above to modern warfare, it goes as follows.

Suppose all of your units are visible to the enemy. In this case, the enemy can send units into the battlefield that can counter the units you have deployed. In addition, the enemy can safely concentrate his numerous units toward the weakest part of your defensive lines.

Remember Lanchester's square law. According to it, if a large number of enemy units attack your units in mutual support, their combat power will increase significantly in proportion to the square of the number of units. As a result, your defense line will quickly collapse because it cannot withstand the concentrated attacks of the enemy.

On the other hand, suppose all your units are concealed in covers and not visible to the enemy? In this case, the enemy has no idea whether your main force is in the center of the map, on the right, or the left. In such a situation, if the enemy concentrates all his units in the center of the map, there is a risk that his units will be surrounded by yours from the left and right.

On the other hand, if the enemy concentrates his units on either side of the map, there is a risk that your units will break through the center of the map. Since he does not know where your units are located, the enemy will be forced to spread their units all over the map to be prepared for all possibilities.

This is the main advantage of concealing all your units in covers.

This is because the essence of WARNO's tactics is to overwhelm the enemy forces with increased combat power based on Lanchester's square law by concentrating your units in mutual support. However, the enemy cannot use such a concentrated attack tactic based on Lanchester's square law, because he does not know where your main force will come from, resulting in a dispersed deployment of his units to be prepared for all possibilities, as Sun Tzu teaches.

In other words, the psychological factor of not knowing where your forces are prevents the enemy forces from concentrating. This is the tactical effect of concealment, one of the key principles of the tactic by which you can defeat a large enemy force with a small force.
WARNO Tactical Guide 5
Line of Sight
The Line of Sight (LoS) tool (C key) is very useful when placing units.
Left-click on a unit to select it, then press the C key to display the area where the unit is visible.



In the figure above, areas that cannot be seen from the selected unit are indicated by white opaque areas; these areas are either blocked by obstacles such as buildings, deep forests, and mountains or are not visible due to a preset visibility distance limit (3.5 km).

The range of LoS in the urban area is predetermined for each block.
Thus, when deploying units in an urban area, you must carefully determine which block you should place your infantry units in by holding down C key and checking the LoS of each block.

This is a common mistake many beginners make, but you may be tempted to place infantry units in buildings where the infantry units can see all the way to the end of the street, as shown in the figure below.



However, placing infantry units in such buildings is the worst decision in WARNO.
This is because if the enemy force is accompanied by recon units with excellent optics, your infantry units in the building may be detected by the enemy recon units from a distance and attacked by enemy forces from positions beyond the range of your infantry units' weapons. As a result, your infantry units will be destroyed in vain, unable to return even a single shot to the enemy force.

To avoid such a situation, it is better to place your infantry units in buildings where the range of LoS is limited to within the range of your infantry unit's weapons, as shown in the figure below.



In this way, your infantry units will not be in danger of being spotted and attacked by enemy units from positions outside the range of their weapons. Furthermore, your infantry units can catch enemy units moving along the road within range of their anti-tank rocket launchers and ambush the enemy units from the flank.

Specifically, first, identify the roads (Avenues of Approach) that are likely to be used by enemy units and then place your infantry units in buildings where the range of LoS is limited so that the roads are within range of your infantry units' weapons.

On the other hand, you should avoid placing your infantry units in buildings where the LoS is wide enough to include roads out of range of your infantry units' weapons.

However, suppose your infantry units are in buildings away from the enemy Avenues of Approach, as shown in the figure below. In that case, your infantry units are unlikely to be spotted by enemy units using these roads.



In particular, recon infantry units have excellent stealth, and by turning off their weapons, as shown in the figure above, the risk of being spotted by the enemy is much lower.

Thus, not all urban areas with good visibility are NG, so there is no problem with placing your infantry units in urban areas away from the enemy's Avenues of Approach.

Furthermore, as shown in the figure below, check the LoS of your supply units and carefully place them so that the enemy's Avenues of Approach do not fall within the range of LoS of your supply units.



When placing your supply unit in the forest, try to place it at the very front edge of the forest so that the range of LoS of the supply unit is largely limited by the forest, as shown in the figure below.



In addition, do not forget mutual support. According to Lanchester's square law, if two units mutually support each other, their combat power increases four times, and the effect is enormous.
After placing an infantry unit in a building, you should place another unit in a position where it can mutually support that infantry unit.
This Guide Is Still a Work in Progress




















There doesn't seem to be a decent guide for WARNO at the moment, so I created one.

The purpose of this guide is to prevent newbies from dropping out of WARNO, which has a steep learning curve, and to eventually get the number of concurrent users to over 10,000, which will allow for healthy and proper matchmaking in multiplayer matches.

The purpose of this guide is to prevent newbies from dropping out of WARNO, which has a steep learning curve, and to eventually get the number of concurrent users to over 10,000 so that we can have healthy and proper matchmaking in multiplayer matches.

The fact that Eugen Systems had an in-game manual for WARNO was a big surprise to me, but I think it is still lacking.

Honestly, I think it would take at least 200 pages of detail to explain the profound game mechanics of WARNO.

Therefore, if there is any demand for this guide, I will try to update this guide based on information from the Eugen Systems Devblog and other sources.

Please note that this guide was created for my own study of the WARNO game mechanics, and if Eugen Systems ever creates a more complete guide for beginners, I will leave it un-updated.

Future Plans

I'm currently working on a WARNO Basic Guide that will cover the bare minimum knowledge needed to play WARNO in just over 100 pages.

In the second 100 pages, I plan to introduce a WARNO Tactical Guide that will help complete beginners to be able to beat WARNO's Very Hard AI on a regular basis.

Then, I believe you will be able to achieve the results shown below, just like me.





































Of course, even against the Hardest AI, which uses a powerful Soviet tank division, I can easily defeat it with a US infantry division without powerful tanks, as shown below.
















By learning the various techniques presented in the WARNO TACTICAL GUIDE, you will be able to deal with the Hardest AI spam attacks with ease.

Published on January 24, 2022
Updated on March 7, 2022
Written by OTAKUPAPA
80 Comments
Ghost4point0 16 Jul @ 4:44pm 
This is by far the single best guide I have ever seen, regardless that it is for a game - you sir should be commended for you dedication, clarity, patience, knowledge and willingness to share. The WARNO credits should include your name.
DrGNOLA 13 Jul @ 10:17am 
Excellent work. thank you for this!
Captainslow 4 Jul @ 4:28pm 
Insanely good. Seriously, this is a superb bit of work. Thanks for making the effort for the WARNO community. :steamthumbsup:
Benassen 27 Jun @ 10:46am 
Fantastic guide. Thanks you
Koof 9 Jun @ 2:08pm 
thanks man
AlexisFR 4 Jun @ 9:58am 
Thank you !
Silvercourage 25 May @ 8:16am 
Complete beginner here! Thank you!
RZU147 24 May @ 10:45pm 
please add "how to use IFV" things die so fast
Coolbreeze 16 Apr @ 5:58am 
Awesome work dude, so usefull for newbee like me !!
SuicidalBanana 29 Mar @ 7:38am 
please set the guide as english in steam, it doesnt appear to people who filter by language (default)