WARNO
inix40 Jan 24, 2022 @ 1:10pm
Combat Groups tips
I've just fell in love with the Company system right after my first try. I'm still not sure about how to use them to their full potential so i'm eager to find out how do you guys use them?

I created some Companies/Platoons with AP pushing power, some for infantry close combat in towns, support platoons with mixed Arty, supply trucks and AA and also a mixed force of combined arms.

What composition works well for you guys? It doesn't need to be exact units, just some general pointers.

Also how do you command the groups once in the field. For the start i just used Seize Smart command which worked pretty well although it wasn't perfect (some units were faster in the front, while sometimes some of the units got stuck somehow in the back), but it really helped me to focus more on strategy and macro, rather than microing every unit. I'm not the fast-clicking guy so it really gets the gameplay to a whole new level for me.

I'm eager to learn more about this.
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Showing 1-6 of 6 comments
inix40 Jan 25, 2022 @ 7:45am 
Are you guys still feeding the trolls or what? I mean ... 18 pages in discussion about warchat and not a single tip for combat groups? Why am i even asking, right? :lunar2019laughingpig:
crazyfizik Jan 25, 2022 @ 11:35am 
Originally posted by Zloba:
Are you guys still feeding the trolls or what? I mean ... 18 pages in discussion about warchat and not a single tip for combat groups? Why am i even asking, right? :lunar2019laughingpig:

He-he-he, classic :-) Discussion of WarChat is more interesting than discussion of the game, lol

Moreover, the topic dedicated to combat groups and created by a user with the nickname Zloba looks very evil, malicious and dangerous :-) No one ever knows what might happen here :-) And in the discussion of WarChat it is quiet, calm and predictable :-)

So. I tried to create companies as they should be, i.e. 3-4 platoons in each company, and each platoon of 3-4 units, plus a control group from a command and reconnaissance unit, plus and a grenade launcher platoon. Similarly, tank, reconnaissance and similar companies. I'm not sure if I'm using the game correctly :-)

Similarly, I excluded from decks (for both Soviet and American) motorized infantry on armored personnel carriers - now all motorized infantry only on IFV (except engineers), because these are tank divisions (actually, it didn't work out very well). As you can see, I shoot myself in the foot, at every step. But I wanted to get the correct organizational and staff structure. But it seems even a little viable, however It is very expensive to deploy with this approach (by the way, why do BMP-1 and BMP-2 cost the same?). So yes, it would be interesting how people make up their decks and how they use combat groups.

But by the way, I liked the approach with combat groups and it seems to me that it would be better if there were only combat groups in the game instead of squad/team units. Also, now when you press ctrl + digit, a battle group is automatically created. Perhaps the developers even have some kind of cunning plan.

But I noticed a strange feature: if I do something in the battlegroups bookmarks, then all my companies are shuffled randomly. Also, seize order for some reason does not work if only the IFV is selected (which is strange, because this order works for any other armed equipment). Also, after unloading infantry from the IFV, it is not attached to the combat group, which is also strange and it is not very convenient, because I expect that the infantry fighting vehicles and infantry should act as a single unit. But in general, the idea is good: smart orders and battle groups are what should have been done in the RTS 15 years ago (but instead everyone started developing MOBA and Tower Defense).
Last edited by crazyfizik; Jan 25, 2022 @ 11:49am
Ajoor Jan 25, 2022 @ 11:56am 
Originally posted by Zloba:
Are you guys still feeding the trolls or what? I mean ... 18 pages in discussion about warchat and not a single tip for combat groups? Why am i even asking, right? :lunar2019laughingpig:
Yea totaly annoying, how those kind of pointless threads gets too much attention.


anyway i had my own thread about combat groups with some ideas for it: https://steamcommunity.com/app/1611600/discussions/0/3192490350122691193/

As of now for me , sadly combat groups are useless. It is much better to use hotkey groups as there is a a fast way of selecting it --> pressing a num key. For a combat group, you cannot do that. IF you try to hook it to a key, it will just dissolves and becomes a hotkey group, and thus you cann't hot key multiple groups.
inix40 Jan 25, 2022 @ 1:10pm 
I've played some more today and already see the things you've mentioned. Let's discuss the mechanics in your thread while keeping this for tactics? I'll post tomorrow as i'm exhausted right now. Looking forward to it. Maybe we can put together a bigger list of things to give feedback to the devs
inix40 Jan 25, 2022 @ 1:24pm 
My game crashed only once so far on day one and i wasn't using Combat Groups at that time. Didn't touch MultiPlayer yet, just Skirmish though
Vovin (Banned) Jan 25, 2022 @ 1:26pm 
1. You don't have to put all of your units into groups. You can leave some out for incidental deployment.

2. You don't need to load each group with too many units. Just keep it simple to lower cost.

3. Split each of the six companies based on role. So for instance, my first company is infantry for garrison, second is recon, third is tanks, fourth is artillery, and so on.

4. Try to diversify or specialize your groups. For instance, I have two main infantry-type groups where group A has command unit, basic infantry, and scout, and Group B has anti-air, anti-tank, anti-personnel. Other idea is a group with a recon helicopter and attack helicopter together. Another is artillery pieces combined with a supply truck.
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Date Posted: Jan 24, 2022 @ 1:10pm
Posts: 6