March of War

March of War

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March of War - The European Alliance Arsenal
By Pelandes
Well, it's about the European Alliance. Tough tanks, extended range and expensive units in a nutshell. However, knowing only that will get you killed in the battlefield and will dissapont your EA fellow comanders. Want to learn some tactics about the EA units? I'm here to help you with that!

This is a guide which will get you through the vast and varied arsenal available to the Army of the Lion and few tips and strategies with each in-game option. I will cover all units, including the Special Deal's ones and all the Command Cards, both unique to EA and available to all factions. Whatever it takes to give you the upper hand in March of War!
   
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Introduction
Pelandes over here, back again! This is a guide about the European Alliance (EA, for short) units and command cards in the Free-to-Play “March of War” videogame, which I have been playing lately. A guide to help my colleague commanders in the vast EA army to master the uses of each unit in the battlefield and how to use the command cards smartly.

In this guide we’ll take a look to the strengths and weaknesses of the EA faction and how to counteract the latter. After that, an explanation of each and every one of the infantry and vehicles available to the player, including the special ones which can only be obtained through “Special Deals” in the shop. At least you can obtain them grinding enough gold. And finally, the command cards for perfect tie-breakers, also including the special ones.

The aim of this guide is to allow the EA players to use their units the best they can and learn about each usage they may have. Also, give a review of the command cards, which are limited and thus everyone hesitate to use. The special units explanation should also be useful as they are still a big question mark for a lot of people.

And, as I always do, I remember you that I am not a native English speaker. Beware for typos, misspells and others, because there may be some in the lines ahead. Also, in this guide in particular there are some data which I am not very confident about, wherever the reason is. Those will be marked with a (?) sign to indicate that it is an educated guess. Please, correct me in the comments if I happened to be wrong.

I think that about wraps it up. Let’s go!
EA Strenghts
Whether you picked this faction because you live in Europe and it feels like home or because of the perks, you should know each and every aspect you can exploit from your units.

First of all, the EA units are tough. REALLY tough. They can take a lot of hits before dying. There is almost no unit out there which can one-shot your guys. Specialized weapons will take two or more turns to take down their designed target, heavy concussive AoE strikes become a major annoyance rather than a catastrophe… And you can buff your units to be even more resistant. In most 1v1 scenarios, you can take the first hit and still make a comeback. But don’t get too cocky, you are not invincible. And in most matches you are going to be outnumbered (you’ll see the reasons at “EA Weaknesses”), so you will have to rely on your toughness to not get overwhelmed as well.

Next on the list, the EA machinery (tanks and such) are superior to most factions. I already stated in the lines above that they are tough, but also deal great damage and are more versatile. Your only light tank (the Panhard) is not the fastest, not the strongest, not the cheapest, but it is the most balanced of all. Most of your heavy vehicles are not specialized and can handle different situations without breaking a sweat. I mean, their primary attack is always Anti-Armor, but their secondary can vary between Concussive strikes, debuffers, massive AoE attacks… Choose from the menu.

Your infantry is also resistant and can deal a fair amount of damage, but most of them are specialized on something. The true force of your foot soldiers is in the support role, and let the vehicles do the rest of the job. This is show by having a fine amount of not-attacking units focused on buffing, repairing and dealing indirect damage to the enemies. Of course that you have a couple of more than capable infantry units, but they are more useful behind your ironclad wall of tanks, dealing with foes that get too close for comfortable to your armored guys and making sure that the latter are in perfect shape.

Last but not least, all your units have extended range of attack. You can take down enemies from really far away, most of the times from outside their field of view. Your vehicles are the best example of this, having one of the longest ranges in the game. Your infantry can also shoot enemies from farther away than any other faction, but yet again, your tanks are your “snipers” in here. Just be sure to always have vision on your enemies to take advantage of this, because your field of view is also a restriction.
EA Weaknesses
The first and most noticeable weakness is that having overall powerful units is costly. Your guys are much, MUCH more expensive than any other faction, by a long shot. Sure than other people also have expensive units, but they have cheaper ones as well to compensate. You don’t have that advantage, since all your units cost a freakin’ fortune! That translates into fewer soldiers and tanks in the field, and most of the times being outnumbered. Your enemies can flood the map with weaklings and play the “cannon fodder” strategy. You will have to make sure that each and every one of your guys counts. Saving up resources for your big tanks is must-do, but also pay attention that they are not left alone in the battlefield, because as powerful as they may be, again, they are not invincible and will eventually die under concentrated fire.

And we also have to consider that the EA army focuses on vehicles and support infantry. That means that it lacks in both artillery and aircrafts. Of course that you have the Flack 38 as a plausible artillery unit and the Zeppelin if you need help from above, but that’s about it. And the Flack guy is not even real artillery, it’s a heavy machine gun which can only attack in a straight line, not launch a projectile in parabola! How do we counteract this? Well, about the artillery, you can either place the Flack 38 in an open space so he can shoot at any angle (which is not always a possibility) or use your long-range tanks or the Officer secondary as artillery substitutes. In the same field, you also lack snipers, but that shouldn’t be a problem since you can attack by default from really far away. About the air force, there isn’t much you can do. Most of the planes the EA has are used in command cards. Now, don’t get me wrong, the Zeppelin is a great flying unit when it comes to bombarding the enemy positions or maintain a castle in the sky (reference?), but cannot attack other flying units. To cover that you can use either Half-Tracks or the Flack 38: both can take down aircrafts.

You may also want to be aware that all strengths listed in the section before like being tough, have extended range and great tanks are passive to your faction, but it doesn’t mean that other ones don’t have high-health units, or with great range of attack, or good tanks. Keep that rule of thumb in mind.
Infantry pt.1
Volunteers
Deploy: 2 Manpower Price: none, infinite.
Primary: “SMG Burst” (Anti-Personnel) Secondary: none

This is the “cheap” unit in the EA. All factions have one. Really low cost to deploy and unlimited availability. Of course, there are the worst. Slow overall movement, low health (though higher than other factions “cheap” units) and short attack range. Their only attack is “SMG Burst”, an Anti-Personnel short range strike rather effective against other “cheap” units in the initial stages of the game, but you better forget about attacking someone else unless several Volunteers surrounds the target or is just a few HP away from dying.

In anything higher than “Easy” difficulty, the Volunteers become a waste of resources unless there are used as the initial deploy to take the first checkpoints. After that, deploying more is counterproductive. You can use the remaining ones as explorers to make the enemy reveal their positions as they shoot them or to sneak past the battlefront by making them move twice all turns across the edges of the map and capture some flags behind the enemy lines and thus deploy “surprise” troops right under their noses. Worst case scenario, they will get themselves killed by an enemy who just happened to have the same idea and that will serve as a flanking warning for the rest of your troops.

Notice that I am mentioning flags a lot? That is because these guys are near the opposite end of “useful” in both Blitz and Siege mode. I personally use them as kamikaze explorers in some Siege matches so my long-range guys can pinpoint the enemy easier, but I don’t really see any other use.


Regulars
Deploy: 3 Manpower Price: 1,000 gold
Primary: “LMG Burst” (Anti-Personnel) Secondary: “Fire Discipline” (Anti-Personnel)

Now, this is your average infantry vs. infantry unit. Significantly faster than the Volunteers, double the amount of health and a more than satisfactory Anti-Personnel “LMG Burst” attack which will deal a lot of damage to the enemy infantry at a relatively long range (being non-sniper infantry). You already have 8 of these guys when first joining the EA and you probably won’t have to buy any more unless you see a lot of frontline enemy infantry. Their “Fire Discipline” skill allows them to split fire into two targets, each of them receiving half the “LMG Burst” damage, great when there are two enemy squads with low health.

This is frontline infantry, which should advance in conjunction with your main tanks in order to shoot any Anti-Armor infantry against which your vehicles are not very effective. They can also deal a fair amount of damage to non-armored vehicles such as Technicals. And all that only adding 1 Manpower to the Volunteers.


Grenadiers
Deploy: 3 Manpower Price: 1,000 gold
Primary: “AT Grenades” (Anti-Armor) Secondary: “Shields Up” (own buff)

These are your main anti-tank infantry. While considerably more resistant that other factions Anti-Armor footmen, they have a terrible flaw: their range of attack is very short, they literally need to be right next to the enemy they are targeting. Although it has a reward: their “AT Grenades” are devastating for any kind of vehicle they were attacking at, even one-shooting some light-armored ones. You get 6 Grenadiers for free just for joining the EA, and again, I don’t think that you should buy any more, especially as you unlock the most advanced tanks.

After doing the appropriate research, your Grenadiers will be able to use the “Shields Up” buffer, which slightly increase their range and defense in exchange of a movement action for that turn and a movement speed reduction for as long as the skill is active (can be disabled at any moment is exchange of another movement action). Adding the fact that most vehicles are not very effective against infantry and that this unit has high defense by default and thus can counteract any enemy infantry attempt to stop them, you get yourself a great armor hunter if you can get up close enough. However, watch out for Anti-Personnel specialized vehicles, such as the Flack Tank. Those can be a serious threat for your Grenadiers even with “Shields up” active.


Storm Troopers
Deploy: 4 Manpower Price: 1,500 gold
Primary: “LMG Burst” (Anti-Personnel) Secondary: “Deploy” (own buff, allows “Full Auto”)

A variation of the Regulars. Deal more damage and have more health than its counterparts in exchange of a little bit of range and movement speed reduction. They are also more expensive. Their “LMG Burst” attack works pretty much the like the Regulars one, but they have a buffer called “Deploy” which will double their range of attack and increase their primary damage, though prevents the Storm Troopers from moving. This buff also allows the usage of “Full Auto”, an AoE Anti-Personnel attack which deals less damage per unit than “LMG Burst” but grants that all infantry affected is going to be suppressed and thus reduce their attack damage and their movement. Great for crowd control. Deactivating “Deploy” consumes one movement action of that turn.

This is a unit that is designed for defense rather than offense. They work wonders at Siege, with “Deploy” active and spamming “Full Auto”. In other game types, they can hold a line, preventing the enemy from advancing or help pushing if they are given enough time to get there. However, when it comes to Assault or Blitz, if you have enough resources, better deploy two Regulars instead than a Storm Trooper.


French Grenadiers
Deploy: 4 Manpower Price: 1,500 gold
Primary: “Nail Bombs” (Anti-Personnel) Secondary: “Shields Up” (own buff)

A variation of the standard Grenadiers. These guys are specialized on infantry vs. infantry rather than in vehicle destruction, having their primary “Nail Bombs” been Anti-Personnel. They are 1 Manpower more expensive than their counterparts, and have pretty much the same stats save the fact of a different specialization and a range of attack slightly longer that the standard Grenadier. And they also have the “Shields Up” secondary to boost their defense and their range of attack in exchange of a movement action of that turn and reduced speed movement for as long as it is active.

This unit is the best in the rank of clearing capture points of infantry, followed up by a deployed Storm Trooper. Use “Shields Up” to boost the defense and range, and then charge with two squads of French Grenadiers into a flag with lots of infantry. As soon as you enter the circle, they won’t be able to deploy anyone else. Doesn’t matter if you had to move twice and not attack to get there, they won’t be able to flush you out that easy. After that, attack to all infantry inside the circle and claim it for yourself.


Unfortunately, Steam Guides doesn't allow too long sections. Continues in the next section...
Infantry pt.2
Officer
Deploy: 1 Manpower, 3 Command Price: 2,500 gold
Primary: “Direct” (reset ally action) Secondary: “Mortar Strike” (AoE Concussive)

Please, note: this is a picture of an older version of the Officer, it is different in the current version of the game, and I just couldn’t find an updated one.

This is a unit who cannot attack directly, but instead resets the attack action of other infantry so it can act twice. It works as the following: ally attacks (whenever they moved first or not) and his role is done, he cannot do anything more in the current turn. But then Officer uses “Direct” in that unit and the affected ally can now attack or use an offensive skill (such as “Fire Discipline”, but it won’t work with buffs like “Shields Up”) again, though he can’t move. The Officer can do this only with infantry who are inside his range (quite short) once per turn. He also has a “Mortar Strike” secondary which he can use to deal AoE Concussive damage at a great distance. This skill is rather powerful and can be used as an artillery substitute, though needs 2 turns of cool down and is very imprecise; be sure not to hit your friends!

The Officer is a great support units who literally doubles the efficiency of one infantry squad or make bombs rain on your enemies… sparingly. They are useful in every game mode (especially Siege) and pairing them with Regulars, Storm Troopers or Flacks 38 end up with the enemy infantry annihilated, tough any other pair up will result in benefits as well. And since he moves pretty much as the same speed as the average EA infantry, he will never be left behind. Just remember that he is quite fragile, so don’t expose him to the enemy fire.


Engineer
Deploy: 2 Manpower, 2 Command Price: 4,000 gold
Primary: “Repair” (heals ally) Secondary: “Barricade” (spawns entity)
Passive: “Superior Engineering” (buff allies)

This is quite the EA tie breaker and one of the reasons of why we trust our tanks that much. The Engineer, very expensive to get in the store once you unlock it (and it’s going to take a while…), though not hard to deploy in the battlefield. The perfect example of “support infantry” for itself. Hope you already guessed it, this unit repairs vehicles, and the EA is the only one with Engineers. The United Republic (EEUU) does have the Medic to heal infantry, and we have this guy. Other faction does have special skills that allow their units to heal themselves, but that would consume their turn. Here, we can repair our tanks so they last longer and are more effective in the battlefield, but they can still move and attack the same turn they are healed!

This unit’s primary “Repair” allows healing an adjacent (like Melee attacks) vehicle for about 80 – 120 HP (random). Their secondary “Barricade” spawns a Barricade, obviously; which contains both friend and foe until destroyed, those cannot attack and give a continuous defensive buff to any nearby ally infantry because of their passive “Cover” skill; needs a 1 turn cool down. The Engineer’s passive, “Superior Engineering” gives a 150 HP boost to any ally vehicle inside a short range (represented by an always visible white aura around this unit), which adds to the maximum health for the benefited tanks.

This guy works just fine in Assault mode by keeping vehicles operational and boosted as the same time he blocks alleys and corridors with Barricades; will give you a massive upper hand in Blitz mode as they repair non-stop the Command Vehicle and keep it buffed (no real point in building Barricades here); but what makes them absolutely broken are Siege mode, because, aside from tank maintenance and Barricades on secondary paths, they can repair the Command Centre! And we are the one and only faction which can do that. Suck on that, attackers!

Now, some side notes on the guy: he can repair all the terrestrial vehicles, his own Barricades and the Command Centre. Cannot attack and has relatively low HP Maximum, so keep an eye on that. His buffs do not stack with other boosts, but instead the highest one overwrites the lowest. Also remember that we can repair our tanks as much as we like, but we can’t heal our infantry in any way, so that’s another reason for keeping the vehicles in front and infantry just behind them. Oh, and be very careful with the Barricade positioning, once it’s there, it can’t be undone. And since it blocks your units as well, you can easily trap someone in a bad position. You can destroy your own Barricades with AoE friendly fire, though it is a waste of actions and firepower which could be attacking someone else instead of destroying a badly placed Barricade.


Spy
Deploy: 2 Manpower, 1 Command Price: 2,500 gold
Primary: “Demo-Trap” (spawns entity) Secondary: “Mark Target” (enemy debuff)

Another “support infantry” unit. Quite the fast one, if I may say so. With great movement speed and a large field of view, this unit does use “hit and run” strategies and indirect damage to mess with the enemies. Her primary attack “Demo-Trap” spawns a remote-bomb-like case which can be detonated at will from the next turn it is placed and onward. When detonated (or destroyed by the enemy), it explodes and causes massive Concussive damage in all friends or foes standing in a short range from it, though it is more effective against non-armored. This action also allows an extra movement for the Spy after the Demo-Trap is placed, mainly to avoid having it explode in your face. Her secondary “Mark Target” sets a big defensive debuff on an enemy for the current turn inside medium range, so it takes more damage from any source. Absolutely lethal. This action gives extra movement as well, twice the amount this time.

So, it’s “hit and run” tactics. This unit is fragile, but keeping it away from the Primary battlefront shouldn’t be a problem as she can move again after her actions. Place a Demo-Trap and retreat to a safe distance. Debuff an enemy and run like the wind! Considering that she moves fast by herself and can see from really far away, she shouldn’t be surprised by a sneaky enemy. In Assault mode, you can use her to take far flags and Demo-Trap camp them to avoid capture from the enemy. In Siege, deploy her at base and transform the land around the Command Centre into a minefield with Demo-Traps (be sure that they are spaced out from each other to avoid a chain reaction) and debuff any enemy who gets too close so it’s easier for your defenses to take them out.

However, this unit is designed to be used creatively. Let’s see what you can come up with!
Infantry pt.3
Flack 38
Deploy: 6 Manpower Price: 3,500 gold
Primary: “Deploy” (Allows attack) Secondary: “Autocannon Burst”, “AA Fire” (Rending)

The only artillery available for the EA, and it doesn’t even work like real artillery, but something else entirely. Instead of launching projectiles blindly creating huge chunks of destroyed terrain, being devastating but at the same time imprecise and dangerous when it comes to friendly fire; the EA “kind of” counterpart focuses in area denial, delivering precise machine gun barrages which do not harm allies. Like all artillery, it requires to be deployed first, which will prevent any movement but allow attacking. You can use “Autocannon Burst” to deal heavy AoE Rending damage which will wreck any infantry and light vehicles inside the target area (do not affect allies). In the other hand, if there are enemy flyers on duty, you can also use the other attack “AA Fire” to hit dead on flying units.

Like all artillery, they move slow and require “Deploy” to attack, which has to be undone to move again and that is going to consume a movement action. However, the similarities with real artillery end there. The Flack 38 does not attack in parabola, but instead requires a clear line to fire. Can still fire blindly from really far away with “Autocannon Fire” if the above conditions are met, but its AoE is quite small and is better when used accurately (though if you know where enemies spawn in Siege mode, you can give a blind try, if you reach). The restriction of a obstacle-clear line to fire causes this unit to be ineffective in urban combat (“AA Fire” don’t require that conditions, but you are going to be using mainly “Autocannon Fire” with the Flack 38), BUT you can pretty much hold an area with a F38 and an Officer if you find a bottleneck you can exploit, or do “trick shots” if you manage to make your AoE attack to go around corners by shooting just in the point where your target selection disappears, most liking picking off someone peeking out that corner. Anyway, this unit is better used in open areas for max efficiency; but if that isn’t possible, use the terrain in your favor or just focus in shooting down flies.


Cycle Infantry
Deploy: 4 Manpower Price: Special Deals (may vary)
Primary: “Rifle Volley” (Anti-Personnel) Secondary: “Recon” (clear FoW)

Recon Infantry, for short. They have slightly more health than Regulars and its attack is also stronger, but where they really shine are at movement speed, being almost as fast as the Bike Bombers when moving twice. Its main attack “Rifle Volley” allow to easily kill insolated infantrymen in their way, while their skill “Recon” mimic the Panhard secondary by cleaning the surrounding Fog of War (FoW) in an ample area, thus viewing enemies and the current state of capture points. This is a special unit that you will have to get through a Special Deal, and they are not cheap (though you usually get a couple of three Cycle Infantry at once).

While the Cycle Infantry can perfectly work as Regular substitutes, they are better outside the line of fire covering great distances in few turns, preferable on the edges of the maps, capturing flags behind the enemy and after that attacking from behind. The use of “Recon” can tell if the coast is clear for you to advance stealthily or just provide Intel as a regular Panhard if close to the battlefront. If you find out that an enemy had the same idea as you and it is trying to flank or capture the flag you were aiming at, you can sweep them out with “Rifle Volley” if the aforementioned were infantry or a non-Anti-Personnel light vehicle. Because if they were, indeed, infantry-specialized killers, then you have a problem and you better bail out immediately taking advantage of your fast movement speed.


Cossacks
Deploy: 4 Manpower Price: Special Deals (may vary)
Primary: “Lances” (Hunting, melee) Secondary: “Like the Wind” (own buff)

Even greater mobility than the Cycle Infantry, these guys can literally fly through the battlefield creating a big headache to the enemy. Their main attack “Lances” cause a LOT of damage to any organic enemy (infantry, beasts…), though it has to be used in melee fashion (right next to the enemy you are targeting). Attacking any other unit type, including light-armored vehicles, will result in doing very little damage. The “Like the Wind” secondary allows extra movement and makes you invisible for one turn, which helps avoiding enemy attacks

The Cossacks are tough infantry units which are going to take a lot of firepower to kill and can deal a lot of damage in return as long as the enemy meet certain criteria (organic). Against any other enemy type, you better run. Use their high speed to capture far flags in few turns, using “Like the Wind” when you think that there may be enemies nearby to have the surprise factor with you. Once their mission is done, you can pretty much throw them into a firefight with enemy infantry. Win-win!
Light-Armored Vehicles
Panhard
Deploy: 3 Engineering Price: 2,500 gold
Primary: “Cannon Shot” (Anti-Armor) Secondary: “Recon Scan” (clear FoW)

While most of the EA tanks come with a great deal of armor, this also makes them slow as heck. If this issue torments you, then the Panhard is your solution! This light tank sacrifices a large amount of his armor in exchange of a greater speed, becoming one of the EA fastest standard vehicles. The “Cannon Shot” primary is obviously weaker than any other tank, but still provides quite the amount of damage to enemy tanks and light vehicles. And, to top it all, when not attacking, the Panhard can take advantage of his “Recon Scan” skill, which clears the FoW in a large area around him, providing useful information about the enemy whereabouts. It is also the cheapest of the EA vehicles, ideal for both initial and advanced stages of a match. You get 3 for free when joining the EA for the first time, and getting some extras is always a good idea.

This tank’s ability to move fast allow hit and run tactics, being able to deal a fair amount of damage to the enemy vehicles, then retreat or stay there soaking hits, because being an EA tank means that it has high HP values; it is at your choice what tactic you are going to follow. When not attacking, you can use the “Recon Scan” secondary to harvest Intel on the opponent, moving forward once and then using it. And its high movement speed allows you to contest flags in order to avoid capture until your infantry arrives. But keep in mind that this is still a light tank and it has less resistance that your average EA vehicle, so be sure that your speed doesn’t left behind your support Engineers.


Half-Truck
Deploy: 4 Engineering Price: 3,000 gold
Primary: “HMG Burst” (Rending) Secondary: “Suppressive Fire” (AoE Anti-Personnel)

This is a hybrid unit that you are going to love. It has a slightly longer range of attack and speed movement than the Panhard, but its multiple specializations allow target variety. It can deal with infantry, light vehicles and aircrafts. The “HMG Burst” will pretty much tear through any of said options, one at a time, while the “Suppressive Fire” secondary allows targeting a small are to deal a little bit less of the standard damage to all enemies inside it, also halving the movement speed and attack power of any rival infantry involved (cannot attack flyers with the secondary). Has a 1 turn cool down.

This is a must-have in any EA army, and you already have 2 in your very first set up, though I recommend buying one or two more as your army grows. You will like this guy in the second line (he is a light vehicle, after all), picking off any of his favorite targets that are dumb enough to get inside his range, preferably infantry. However, if choppers start to pop up, then you might want leave the ground targets to your companions and focus on them, especially if there are not deployed Flack 38s nearby. Also note that the secondary attack of the Half-Truck is of great use in Siege mode, to prevent infantry crowds rushing the Command Centre.


Command Half-Truck
Deploy: 1 Engineering, 3 Command Price: Special Deal (may vary)
Primary: “Direct” (reset ally action) Secondary: “Mortar Strike” (AoE Concussive)

Pretty much an Officer, Half-Truck version. His “Direct” primary allow any ally vehicle to attack again (not move or use a non-offensive skill) in a short range. The secondary “Mortar Strike” mimics the Officer’s own “Mortar Strike”: same range, attack damage, cool down and imprecision, tough still an artillery substitute.

Not much to say here, as this unit is practically the resultant cocktail of an Officer and a Half-Truck in a shaker. This guy can be of great utility to gift your tanks with even more effectiveness than usual and give some cover fire into enemy crowds when there isn’t ally armor around. It has the speed of a Half-Truck (faster that the Officer’s) and considerable more health than its counterpart, though the weak spot has changed: he is no longer vulnerable to Anti-Personnel weaponry, though Anti-Armor can cause some serious damage. Be sure to keep this guy in the battlefront, but in the second line.
Heavy-Armored Vehicles pt.1
Churchill Tank
Deploy: 4 Engineering Price: 5,000 gold
Primary: “Cannon Shot” (Anti-Armor) Secondary: “HE Shell” (AoE Concussive)

I like to call this a “medium” tank rather than a “heavy” one. As all tanks, his “Cannon Shot” is an Anti-Armor single target attack, and it certainly deals more damage than the Panhard, which was a “light” tank, but is the Heavy-Armored Vehicle with the least damage per projectile when it comes to the primary attack. However, this tank’s strength is his secondary “HE Shell” which will deal a great amount of AoE Concussive damage to both infantry and vehicles, being a great artillery substitute, and also precise and with long range… if it didn’t need such a long cool down.

Don’t get me wrong, I like the Churchill. Once you scrap out of your head the concept of “heavy” tank for this unit, then you’ll realize its potential. For starters, even if it is expensive at stores, it is easy to deploy. It does cost 4 Engineering, which is the same as a Half-Truck and one gear more than the Panhard, and that is definitely cheap. Of course, this guy is slow and you have to comply a minimal range beyond which you cannot attack (pretty much the same as the Half-Truck’s), but its extended maximum range and the “HE Shell” secondary certainly pay off. This skill is very useful to clear enemy concentrations whatever they are infantrymen or vehicles, or at least make life easier for your soldiers in order to eliminate them by knocking down their health considerably. Only problem is that it takes 3 turns to reload, an eternity! Be sure that it is worth it, and after that wreck some vehicles with the primary until it cools down.


Heavy Tank
Deploy: 5 Engineering Price: 6,000 gold
Primary: “Cannon Shot” (Anti-Armor) Secondary: “Shock Shell” (Anti-Armor, enemy debuff)

And now we arrive to the “heavy” category, starting off with the Heavy Tank (they definitely squeezed their brains to name this guy). Business-as-usual, the “Cannon Shot” can wreck an enemy vehicle, this time for good (does one-shot some light vehicles), though his “Shock Shell” is where things start to get interesting. Can only target vehicles, and will cause less damage, though it will always reduce their movement speed, and there is a 50% chance their attack will be disabled as well. Both debuffs last 1 turn, and there is no cool down.

This tank can really soak up some damage. And he better does, because it is expensive to deploy (though not crazy-like expensive), he is slow, and like most vehicles, does not get on well with infantry. Now, weaknesses aside, the Heavy Tank can really pack a punch to enemy vehicles and confront head-on the bigger ones. His “Shock Shell” debuff is useful to chill out powerful tanks, or, if used smartly, can slow down light vehicles like the Bike Bombers against which you are not effective, but the debuff still applies because they are a vehicle and thus lose their high-speed factor.


Siege Tank
Deploy: 5 Engineering, 4 Command Price: 12,000 gold (Thanks to GoldenGnu)
Primary: “Siege Cannon Shot” (AoE Concussive)
Secondary: “Supercharged Shot” (AoE Concussive)

This isn’t a tank. It is THE tank. The flagship of the EA army. It is tough, it has a powerful attack, it has great range… and it is slow as hell. Both the main attack and his skill are AoE, but the secondary has a bigger area of impact and deals more damage, though it will disable all weapons for the Siege Tank for the next turn. Take advantage of this to move twice in said moment since you cannot attack in any way. Also note that their strikes are classified as “Concussive”, not “Anti-Armor”, meaning that any infantry who happened to be in the area of impact is going to receive quite the amount of damage as well.

You’ll probably have to save up resources to deploy the Siege Tank, but once it is inbound, it is going to soak up damage better than anything you have seen before (just remember that it is not invincible, keep Engineers close). It is also big, REALLY big, so check the map around for routes it can follow because it is very likely to get stuck somewhere and have to search alternative paths, and that is a waste of time. To top it all off, both attacks are AoE. Aim for big crowds, always saving up the “Supercharged Shot” until it is really worth it, because you are going to stand around doing nothing but moving in the next turn.


Sonic Tank
Deploy: 6 Engineering, 6 Command Price: 15,000 gold (Thanks to GoldenGnu)
Primary: “Sonic Wave” (AoE Sonic) Secondary: “Sonic Boom” (AoE Sonic)

This tank focuses more in dealing damage than actually sustaining it, though this isn’t a crystal cannon as it can still take some damage (it is EA’s, after all). This guy features a rare damage type called “Sonic” damage, which basically deals more damage the heavier the armor he finds. The main attack called “Sonic Wave” uses a railgun-type area of impact, in which the closer the enemy is of the Sonic Tank, the more damage is going to take. In the other hand, the “Sonic Boom”... (very poorly sung) If you are strong / you can fly / you can reach the other side / of the rainboooow… yeah, that was really bad; couldn’t resist it XD ...reuses the old school circular AoE attack, dealing way more damage that the primary but ultimately covering less area of impact and requiring 3 turns of cool down. Pretty much the same shoot ratio than the Churchill’s “HE Shell”.

So it is a giant killer. Aim for the big guys with your Sonic Tank, that is: Heavy Tanks, Heavy Flyers… but preferably not Heavy Organics (like War Overlords) because those will take fewer damage. Using a railgun AoE means that you can latterly camp this guy in one side of a corridor and blast it all turns, granted that you will be a “mildly” inconvenience for your enemy, switching to the “Sonic Boom” (I promise I'm not going to sing again...) if you see big baddies coming to maximize the pain. But summoning this guy is going to require some serious savings; just look at the deploy costs…


Crocodile Tank
Deploy: 4 Engineering, 2 Command Price: Special Deal (may vary)
Primary: “Cannon Shot” (Anti-Armor) Secondary: “Flame Burst” (Fire)

To put it simple, this is a Churchill tank to which the EA engineers stuck a flamethrower in the front bit. Maintains the basic stats of his counterpart, though it is a little bit slower, his primary is pretty much the same though is deals a little bit less of damage, and it is slightly more expensive to deploy (similar to the Churchill Tank, but also requires 2 Command). The big change comes with a short range “Fire” based attack which actually makes this Heavy-Armored Tank effective against infantry! Any organic unit right in front of you is going to have a bad day…

This isn’t a tank for open areas, in which the enemy can escape in any direction leaving you behind due to your slow movement speed. Use it in urban combat to surprise enemy soldiers as they peek put out corners. They won’t see you until it is late, and you would already know where they are because of… hello? Panhards.
Heavy-Armored Vehicles pt.2
Sturmtiger
Deploy: 6 Engineering, 2 Command Price: Special Deal (may vary)
Primary: “Howitzer Shot” (AoE Concussive) Secondary: “Seismic Shell” (AoE Force)

Its modus opperanti is very similar to the Siege Tank one, moving slowly and delivering AoE strikes at great distances. Being slightly smaller makes him more likely to follow paths that the Siege behemoth couldn’t because they were too narrow. About his attacks, the “Howitzer Shot” is about the same as the “Siege Cannon Shot”, causing less damage per unit but having a bigger area of impact. The “Seismic Shell” strike introduces yet another rare damage type called “Force” damage. And here I would be supposed to go through the whole Damage Types Board to tell you each and every percentage, but I’m going to go ahead and save us all some time by saying that everything that isn’t light organic (infantry) is going to take a hell lot of damage.

This guy is the perfect artillery substitute for those who don’t have Siege Tanks or are sick of them getting stuck in random narrow paths. This unit is also 4 Command cheaper than the behemoth by itself. A pro tip would be pairing him up with a Half-Truck or escort him with several infantrymen to avoid enemy Anti-Armor foot soldiers to rush the Sturmtiger.


V2 Launcher
Deploy: 6 Engineering, 6 Command Price: Special Deal (may vary)
Primary: “V2 Missile Launch” (AoE Concussive) Secondary: "Volatile" (death effect)

A Siege Tank transformed into a mobile big-badass-missile launcher with great range and heluva lot of damage upon impact. Enough said. The “V2 Missile Launch”, an attack in which we are all interested in, launches a big-fat-boy V2 missile on a distant area, literally eviscerating enemy tanks and infantry alike… but with a cool down period, or course. The "Volatile" secondary is a death effect, meaning that the secondary only happens when the V2 Launcher dies. And an explosion happens. A really big one causing damage to both friends and foes. Floor it in your enemies' direction if you feels that he is going to die! Thanks to Masked Death to point that out for me.

I actually never had this one myself, but I checked some info about it in the wiki and You Tube. As far as I can tell, it has been modified several times in order to make it less OP, because just launching the primary every time you get the chance annihilates any enemy force in front of you, and it isn’t easy to take down because it has a similar amount of HP than a Siege Tank. Getting stuck somewhere shouldn’t be a problem because you can still attack over obstacles. I even saw a video in which, in a PvP battle against soviets, the enemy commander surrendered the next turn the V2 Launcher showed up even though he had an impressive army and a chance to fight back. It must have the terror factor involved.


Vancer (mercenary)
Deploy: 6 Engineering, 4 Command Price: Special Deal (may vary)
Primary: “Cannon Shot” (Anti-Armor) Secondary: “Double Shot” (Anti-Armor)

Vancer is a mercenary who owns a tank built with several spare parts from multiple vehicles across all factions, and thus can be hired by any of the six. His main attack “Cannon Shot” behaves more or less like a Conqueror Tank’s, but the secondary allows shooting twice doing a little bit less of damage per impact, though still inflicting more overall destruction. Most of his stats emulate the alliance’s Heavy Tank, save an increased attack range but also a considerably bigger minimum range to comply with.

Vancer is the rarest of all special units, and that counts for all factions. Finding him in the special deals page is pretty much hitting jackpot, and even if his price loops up and down depending on the current sale it is never going to be cheap. There is also a limitation of one single Vancer per player, just so you know.
Aircraft
Zeppelin
Deploy: 6 Engineering, 4 Command Price: 12,000 gold (Thanks, Dj - Her3Aft3r)
Primary: “Bombs Away”, “Stuka Call-in” (AoE Concussive)
Secondary: “Brace for Impact” (own buff)

A flying fortress, that’s the best way to describe it. This behemoth is specially designed to deal death to any poor living thing bellow him, using “Bombs Away” to inflict heavy damage to an area right under the Zeppelin or “Stuka Call-in” to cause less damage in a zone far away from him (this last one has a 1 turn cool down). So you choose which primary is best for you in each occasion. The Zeppelin’s skill “Brace for Impact” buffs up his defense and movement speed, but doesn’t allow attacking until disabled.

This is the only EA flying unit, and it is quite peculiar. It was designed to attack via air-land, but it cannot defend himself against enemy aircraft, for which you’ll need Flacks 38 or Half-Trucks. The Zeppelin can move in the same turn it is deployed, though it starts with “Brace for Impact” activated, and must be cancelled afterwards in order to strike. Like all EA units, it is extremely tough, and even more if buffed, meaning that the enemy is going to have a hard time taking it down, while they try to dance around to dodge the incoming bombardment. That said, be prepare to empty you pockets because, yet again, this is an EA unit.
Command Cards pt.1
Intelligence
Usage: 3 Command Price: 200 gold / use Action: clears FoW

Even if it is one of the initial Command Cards the EA have access to, and thus not very powerful, this card has quickly became one of my favorites. One of the reasons why I like it is because it is cheap to buy and use, granting that probably you won’t have to wait to save up Command currency in order to activate it and that it is really easy to restock if you didn’t got it as a random reward at the end of a match. What this card does is clearing the FoW around a big area (much larger than the Panhard’s or Cycle Infantry do) and thus reveal enemies and current state of the capture points in the area. Its effect is immediate and lasts for 2 turns (pretty much like the “Recon” skill of the listed above), disappearing at the end of your next turn after activation.

However, the main reason why I always have a bunch of this cards in storage no matter what is the massive upper hand they give you in pretty much every match you use them. Remember that the EA has units who enjoy passive extended range, but they are still limitated by your own field of view? You can still fire some AoE strikes blindly, but having vision on the enemy is way better. That’s what Panhards, Cycle Infantry and Intelligence (the best of the bunch) stand for. Pro tip: use it as your second turn in Blitz mode begins, as the enemy will most likely be right outside your vision range already, thus letting you see most, if not all, of their army and very likely spotting their Commanding Vehicle. Now you can easily decimate the enemy before they even have the chance to see you coming.


Bunker Drop
Usage: 5 Command Price: 400 gold / use Action: spawns entity

Deploys a Bunker anywhere in the map, though you cannot drop it right over flags. This unit cannot move at all but does have a “Machine Gun” primary which deals a fair amount of Rending damage to all enemies in a short range around it. Does not harm allies inside the affected area. It can also spawn a Volunteers squad as its secondary skill, though it has a 6 turn cool down (wow, that’s long!) so you may as well spawn those right away to make sure that you will get another chance unless it is too dangerous to go outside.

The strategy here is simple: it is your classic deploy-behind-the-lines command card to capture points right under the enemy noses and then attack from behind. However, the enemy is warned of this card activation and may dispatch some troops to cut off your attempt. The Bunker toughness may force those reinforcements to stay there longer dealing with it, but the fact that you have to sacrifice an attack turn to deploy the Volunteers and that you cannot move them until the next turn also slows you down and may very well end very bad for your little guys. It’s up to you. You can also play smart and spawn the Bunker really far away to the actual battlefront so the enemy would have to either pull away a portion of his main forces to deal with your reinforcements or deploy some more in a nearby owned flag (if he has any) and thus preventing or at least reducing the amount of new troops he can deploy to help in the actual frontline. Or you can just send your Bunker right over a lane you are struggling to push forward into to start pummeling the enemy ranks with the AoE primary.

Oh, and here is a little cheesy trick with the Bunker Drop card: when selecting where you want to deploy it, it won’t allow you to do that if there are enemy troops right under the point you want to drop the Bunker, thus allowing you to “scan” the FoWed map and get and an approximate idea of where are you rival’s guys by checking when the area selection becomes red. This, however, does not specify which enemy type is it nor how many of them are there, not to talk about the fact that this feels a little bit like cheating. If you want to go with the “Know Thy Enemy” strategy, better use some Intelligence; those are faster, more precise and cheaper.


Carpet Bombing
Usage: 5 Command Price: 400 gold / use Action: AoE Concussive damage

The description says something like “delivers a payload of bombs in an area”, and that’s pretty accurate. There is a bunch of units in the EA with AoE attacks, though most of them are designed to be precise, and thus the affected terrain of those is often small. Are you in need of more firepower? Then you can call a Carpet Bombing and deal heavy Concussive damage to all enemies in an extensive area. However, this is expensive, so be sure that there are a lot of foes packed together where you are aiming for, in order to maximize damage.

Oh, and BTW, you can totally hit your own guys in the process. Despite the toughness of your soldiers, having Carpet Bombing friendly fire is probably something you don’t want to happen. Pull your people out before doing something stupid!


Seismic Bomb
Deploy: 5 Command Price: 400 gold / use (?) Action: AoE Force damage, suppresses

Also works pretty much like the Carpet Bombing, delivering AoE damage in an extensive damage, but instead of Concussive damage, it is Force damage with what we are dealing here. If you remembered the Sturmtiger analysis, you will be able to tell that the Force attacks cause great damage to all enemy types except infantry, who are going to be mostly spared. Well, same deal here, EXCEPT for this little detail: all infantrymen inside the affected area are indeed going to receive next to no damage, but they are going to be suppressed, granted, for 1 turn. This mean that their attack and movement speed is cut in half for said period of time, effectively making them an easy prey or at least less of a problem during the next turn.

Keep in mind that this card does also have friendly fire “on”, so beware that. However, having to hit some ally infantry is not that bad altogether, as the worst thing that could occur is them being suppressed. Of all things that could have happened, just a debuff in attack and movement for a turn is not as bad as it may sound.


V2 Strike
Deploy: 6 Command (?) Price: 600 gold / use (?) Action: AoE Concussive damage

Causes one hell of a mess in an extensive area with three V2 rockets. Basically an improved version of the Carpet Bombing which hits three times, each one of them dealing heavy AoE concussive damage. This works like the “Mortar Strike” from the Command Centre in Siege Mode, which drops three random located projectiles inside an area, each one dealing individual damage, meaning that you can hit someone outside the selected area or have someone inside spared.

Being that imprecise, you shouldn’t call it near your troops, ESPECIALLY if they are JUST RIGHT OUTSIDE the affected area. The idea here is dropping the hammer over distant enemies who look a little bit too much threatening.


Veteran Heavy Tank
Deploy: 5 Command Price: Special Deal (may vary) Action: spawns entity

Deploys an upgraded version of the Heavy Tank, which is essentially a little bit slower but with more powerful attacks. If your standard Heavy Tank isn’t enough, then this guy may do the trick.
However, I may remind you that this is a Command Card and not a unit that you can buy and stays there forever even if it is destroyed, being available at the next battle without further cost. This is a rare one-use-card that you shouldn’t waste in an already won / lost battle for the lols, or just because you felt like it. Use it only for tie-breakers when the victory depends in just a little bit more of firepower.
Command Cards pt.2
Elite Heavy Tank
Deploy: 7 Command Price: Special Deal (may vary) Action: spawns entity

For those whose Veteran Heavy Tank wasn’t enough, here comes the maxed-out variation. It deals even more damage than its counterpart, and has more health; though the slower movement speed remains.

And once again, use it only when extremely necessary. It is even rarer and more expensive than the Veteran version but can perfectly be destroyed by the enemy if he starts taking way too many hits. I know I would focus fire it if the enemy spawned one. The trick is keeping him alive as long as possible to maximize the impact it can have in the enemy.


Saturation Bombing
Deploy: 8 Command Price: N/A (random reward) Action: AoE Concussive damage

An improved version of the Carpet Bombing command card, though this one isn’t attached to the EA and thus can be obtained by any of the six factions. The only actual way to get this card is as a match victory random reward.

It has a very similar effect than the actual Carpet Bombing, but being far more powerful and expensive. However, it isn’t that rare to get in the random rewards and you’ll probably stock a couple of them without realizing. The thing is that it is way more expensive than its counterpart and it is going to require some save up. But, if you can afford it and you find yourself in a situation where a Carpet Bombing is required, but you have the feeling that it isn’t going to be enough. Well, it’s Saturation Bombing time!


Tactical Nuke
Deploy: 12 Command (?) Price: Special Deal (may vary) Action: AoE Concussive damage

A very rare command card available to all factions which literally obliterates a third of the map with a massive AoE Concussive strike and leaves a radiation cloud behind for a couple of turns just in case something survived or attempts to enter the affected zone right afterwards. The DoT doesn’t stick to the unit if it leaves the radiation cloud alive.

This card doesn’t have a direct effect, but instead drops in the turn after its activation, all match participants being forewarned of the incoming strike. When aiming it, consider that you are literally giving up the attempt of capture of the flags in the affected area because of the radiation, so be sure that you select the target smartly.

That said, you shouldn’t say ever again the phrase “we are going to need a freakin’ nuke to win here” because you actually have that option… if you are lucky enough.


Nuke Truck Call-in
Deploy: 8 Command Price: Special Deal (may vary) Action: spawns entity

Spawns a mercenary truck carrying… a nuke. That is terrifying to watch. Once again, being a mercenary, this is available to all factions. Also a one-use-spawn which acts as a radical tie-breaker, but instead of deploying it wherever you like with 1 turn setup (Tactical Nuke), you instead spawn a unit which carries the nuke around and you detonate it at will when your turn arrives. Being destroyed by the enemy makes it explode too.

So, it’s cheaper than the tactical nuke and less expensive in the Special Deals it comes in, but the thing is that it forces you to go through a critical phase: carrying the “hot potato” from A to B without being blown to smithereens in the process. Because having it destroyed will detonate the bomb and kill any living thing around it, including you. A smart enemy who sees it coming can destroy it from afar if he is giving the chance and thus use the Nuke Truck against you if he is able to catch your guys in the explosion, which is very likely to happen if you are not the one choosing the when and the where to detonate. Even blind AoE strikes from the enemy pose a threat if he nails the target just once, since this is a unit with low HP. You have been warned.


Sabotage
Deploy: 4 Command (?) Price: Special Deal (?) Action: AoE Concussive damage (?)

I have literally no idea of what this card does, it was in the wiki but it didn’t contained any info besides that it is a rare command card available to all six factions. Someone in the wiki’s comments said that it was worth 4 Command to deploy.

I have never seen it in-game and I am not even sure if it exists anymore or if it has being removed.
So, seems like I’m stuck with this one. Any help in the comments will be appreciated.
Damage Types
And here, if you want to, you can check the exact damage you are actually doing with your guys. The column in the left is the damage type you are using, and the row on top is your target’s type. To get the actual damage you are going to do, you have to calculate the indicated percentage of the damage stat in your unit stats (i.e.: 100 of Anti-Armor attack on a Light Armor enemy. Percentage 70%, meaning that the actual damage in your enemy will be around 70 HP)

Community Section
As always in my guides, here is a spare spot for you guys to fill up! Add your own knowledge to this guide by writing in the comment section everything you can come up with about the EA military! If I missed something in a guide’s existing section, I’ll do a minor update there (with full credit, of course); but if someone drops a great strategy or tip down there, you’ll get yourself an honor place in this particular section. Thank you for your collaboration!

[UNIT 001] Masked Death pointed out in the comments about pairing up a Heavy Tank with a long-range sight like a Spy or a unit with the "Recon" secondary (i.e. Panhard) to make up for the Heavy Tank's poor field of view and maxamize the latter's long-range attack. It effectively becomes an armored AT Sniper!
He also commented about the V2 Launcher being a great unit when it comes to AoE damage from REALLY far away. Placing one in the middle of the map practically means that you should reach for everywhere on the match and putting it on a corner still gives you half of the map covered. The area of effect of his primary is slightly bigger than a flag dropzone, meaning that if you know that your enemy has just deployed some guys in an in-range flag, you can aim for the centre of the area and get everyone with a single blow, heavily crippling any living thing there.
More Guides
Hope you guys enjoyed the guide! This is my third work in the Steam Community and if you are interested, you can go and read any of my other guides by clicking in the links bellow. Unless you actually came here from another of my guides, in which case… hello again!

If you need a FTL guide about all the weapons, drones or augmentations available, you can go here:
FTL Reference: Weapons, Drones and Augmentations

If you play DayZ but you are sick of getting sick (no pun intended) or want to become your team doctor, check this one out: The Doctor's Handbook: health and medicine in DayZ

A detailed breakdown of all infantry and tanks in Valkyria Chronicles. Mostly spoiler free:
Valkyria Chronicles - A Word in Classes

I decided to write another "Reference" guide. This time about Invisible Inc, a game with a FTL-ly feel. All weapons, gadgets, augmentations and enemies are listed and explained. Enjoy!
Invisible Inc Reference - Weapons, Gadgets, Augmentations and Enemies
Last Word
Well, that was fun to write. As always, I hope that you enjoyed and learn something new and once again I encourage you to post your opinions in the comment section. I also hope that this helps the EA commanders to push forward and conquer the world being fully aware of which instruments they can use for that. Let’s get them!

It was a pleasure, until next time. Pelandes, signing out!
20 Comments
(LTN)SIR LAMK Oct 2, 2017 @ 3:11pm 
hola buenas tardes desde hace un tiempo a la fecha no permite jugar por que me dice que no encuentra o no se enlaza con los servidores de march ogf war alguien sabe sobre este tema gracias asi mismo dejo en mi perfil la foto de pantralla del mensaje que me sale
gracias y buenas tardes
Rick Astley Jul 25, 2015 @ 12:10am 
i find the nuke truck funny, just put into the game chat "ahallah ackbar" one turn before blowing it up right infront of the enemy :P
shiby Jul 21, 2015 @ 5:33am 
Good Work.STREETSAINT From European Alliance.I like this it helps really!
Honzaczech Jul 18, 2015 @ 2:52am 
this is made, so far i read from Beta testing, prices were there like this.. and some things about units too.
Her3Aft3r May 19, 2015 @ 1:09pm 
Command half-track resets full movement of 2 friendly vechiles, it does not reset action points it also costs 1E 4C to deploy instead of 1E 3C. the siege tank costs 5E and 5C to deploy instead of 5E 4C. Zeppelin no longer has ''Brace for Impact'' it has ''Reinforced'' that gives the zeppelin 10% armor boost. the sabotage bomb looks and behaves much like the spy's demo-trap (don't ask me why i split all this in 3 different comments)
Her3Aft3r May 19, 2015 @ 12:57pm 
Not sure if that is just after you have them, also sabotage bomb is 400 / each
Her3Aft3r May 19, 2015 @ 12:56pm 
You are actually able to buy ''Saturation bombing'' for 600 / each
Her3Aft3r May 18, 2015 @ 7:29am 
War Zeppelin is 12.000
GoldenGnu Dec 16, 2014 @ 3:20am 
Sonic Tank cost 15.000 credits (not 14.000)
GoldenGnu Dec 13, 2014 @ 6:02am 
btw, if you rename the guide "European Alliance Units" (Removing "The", and changing "Arsenal" to "Units") - you may get more people reading and the guide deserves that tbh.