Men of War: Assault Squad 2

Men of War: Assault Squad 2

MiKye200 Mar 3, 2015 @ 11:48am
Special units costs and limits
I'm fairly new to MOW AS2.
I notice that the standard units have a CP(command points) and MP(manpower points) cost; CP being the limit to the number of units on the field at any time and MP being the overall limit to your manpower in the battle.

Special units are different.
Special units have a SP(special units) cost, with a limit to the number of SP to spend in battle I presume, and a CP cost; but there is no Manpower point cost.

Does this mean that Special units used are a bonus on top of the Manpower Point limits?
So, If a player is running low on manpower, the special units will still be available?
Last edited by MiKye200; Mar 3, 2015 @ 11:49am
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Showing 1-14 of 14 comments
Simers Mar 3, 2015 @ 11:53am 
yes you are exactly correct. SP are in addition to MP. SP need to be planned more carefully though as once you spend them you do not get them back (unless your playing frontlines).

There are 10 per game.
MiKye200 Mar 3, 2015 @ 11:56am 
Ah, thanks.
I'll have to use them in future; been wondering why my opponents always seem to have extra troops :)
Simers Mar 3, 2015 @ 12:36pm 
yep - if your not using them than you will find it very hard to keep up. You will find a nice balance and plan of action with them. For ex:
Germ typical SP buy lineup is
1pt Vet Sniper,
2pt Brandens,
7pt is Vet Tiger.

USA -
1pt 30cal,
2pt Marines x 2 (or 2x more 30 cal, or 1x Devils Brigade,
2x 3pt Croc's (or 7pt 76 Jumbo if 1 less 30 cal)

Every faction has strengths with hero's - if your playing assault zones and you aren't buying these than you have little chance to win.

The biggest difference between skirmish and assault zones mplay is hero points (you always can tell who doesnt have a clue on what their doing if at the end of the game they spent 0 hero points and you ask why, and they are lost).
Last edited by Simers; Mar 3, 2015 @ 1:46pm
MiKye200 Mar 3, 2015 @ 1:01pm 
Originally posted by Simers:
yep - if your not using them than you will find it very hard to keep up. You will find a nice balance and plan of action with them. For ex:
Germ typical SP buy lineup is
1pt Vet Sniper,
2pt Brandens,
7pt is Vet Tiger.

USA -
1pt 30cal,
2pt Marines x 2 (or 2x more 30 cal, or 1x Devils Brigade,
2x 3pt Croc's (or 7pt 76 Jumbo if 1 less 30 cal)

Every faction has strengths with hero's - if your playing assault zones and you aren't buying these than you have little chance to win.

The biggest difference between skirmish and assault zones mplay is hero points (you always can tell who has a clue on what their doing if at the end of the game they spent 0 hero points and you ask why, and they are lost).

Ok, thanks.
Just been playing around with a Radio Operator and found a tutorial on the unit
https://www.youtube.com/watch?v=MwBBXNq5aHg

How does one "track" a tank, setting it up for the radio operator; and why did the radio operator in the tutorial need to approach the Tiger so closely, when he could have laid a flare on the Tiger from long range?

Also, if the radio operator is killed, can one of his two squad members equip the radio and flare gun?
Last edited by MiKye200; Mar 3, 2015 @ 1:05pm
Simers Mar 3, 2015 @ 1:19pm 
First off - great start - watch all tutorials by strat - they are great!

Second - you can track vehicles by using a tank to track another tank by aiming at its tracks (for example, if you have a lighter tank and can't really take the heavier tank head on, you can "track" it so that it must repair its tracks and can't move, and than use your radio operator to shoot flares on it for an artillery strike.) The radio operator shoots flares and the enemy team can see them, so if the tank is mobile and not tracked, it will likely try to move if the opponent is paying attention.

The radio operator only has about a 50meter range.... so you can't long range anything.

Yes - any unit can use the radio operator flare gun and ammo, you need to make sure to pick the gun up from the ground if he falls. (some tricky people will even switch the flare gun/ammo with another soldier such as a ranger or some stealth unit to fool other players).


TBH I would suggest watching all Strats tutorials, and than in game watch all the tutorials in the game under bonus content. Also, than i would load test mode and simply play around with a ton of units. You can get very familiar with ranges, inventory etc...

Judska, Simers, DasWombat, etc etc many youtube videos and even tutorials out there. You could ask a thousand questions on the forum :)
Last edited by Simers; Mar 3, 2015 @ 1:47pm
Simers Mar 3, 2015 @ 1:21pm 
but honestly playing the game more and more you will learn... a lot of units have special things about them... so its hard to put a full list together.

you can also click the informational guide in game and it will tell you a lot about units. Once again something to do in test mode as you usually don't have much time in game.

Also if youd like i can run through some units with you and do's and don'ts to get you a headstart on playing the game. this would be for assault zones, not skirmish or combat as I do not play those modes regularly.
Last edited by Simers; Mar 3, 2015 @ 1:23pm
MiKye200 Mar 3, 2015 @ 1:43pm 
Originally posted by Simers:
First off - great start - watch all tutorials by strat - they are great!

Second - you can track vehicles by using a tank to track another tank by aiming at its tracks (for example, if you have a lighter tank and can't really take the heavier tank head on, you can "track" it so that it must repair its tracks and can't move, and than use your radio operator to shoot flares on it for an artillery strike.) The radio operator shoots flares and the enemy team can see them, so if the tank is mobile and not tracked, it will likely try to move if the opponent is paying attention.

The radio operator only has about a 50meter range.... so you can't long range anything.

Yes - any unit can use the radio operator flare gun and ammo, you need to make sure to pick the gun up from the ground if he falls. (some tricky people will even switch the flare gun/ammo with another soldier such as a rander or some stealth unit to fool other players).


TBH I would suggest watching all Strats tutorials, and than in game watch all the tutorials in the game under bonus content. Also, than i would load test mode and simply play around with a ton of units. You can get very familiar with ranges, inventory etc...

Judska, Simers, DasWombat, etc etc many youtube videos and even tutorials out there. You could ask a thousand questions on the forum :)

Ah, so that's what Strat29 meant by "tracking" - damaging the tracks to immobilize the tank.

Yes, I just tried another test game in LAN multiplayer against no opponent and tried the Radio Operator again.
You are right, anyone can pick up the radio and flare gun(and the flare gun is on the ground beside the radio operator's body).

I'll check out Strats29's other videos...thanks.

An entire battle could revolve around the Radio Operator, lol.
MiKye200 Mar 3, 2015 @ 1:47pm 
Originally posted by Simers:
but honestly playing the game more and more you will learn... a lot of units have special things about them... so its hard to put a full list together.

you can also click the informational guide in game and it will tell you a lot about units. Once again something to do in test mode as you usually don't have much time in game.

Also if youd like i can run through some units with you and do's and don'ts to get you a headstart on playing the game. this would be for assault zones, not skirmish or combat as I do not play those modes regularly.

Sure, as I go through the various units, I might have more questions; thanks again.
The Black Watch seem a very cost effective Commonwealth unit @ 1 SP each; though without anti-tank capabilities; excellent cheap defensive infantry; and twice as many extra Special units as ANZACS would provide.
Simers Mar 3, 2015 @ 1:53pm 
ahh yes its funny to see if a radio operator goes down... you will see the both teams trying to fight to get to his gun/ammo. Keep in mind he only has about 30 flares or so (i think) maybe 35 so you can only fire 6 or 7 five flare clips.... so you want make each flare worth it.... also as you progress in the game, there are so many tricks which make this game so awesome.... you can slightly tap to shoot 1 or 2 flares behind a tank than shoot 2 or 3 much closer to trap the enemys tank!

black watch is good, basically same as 30cal squad for USA. No anti tank, but rifles and a MG.
Simers Mar 3, 2015 @ 1:55pm 
just add me as friend and we can TS/mumble/steam voice in a game session - would be easiest way to help. Once you understand the basics of the game, los, infantry flow, angling, mp/cp and hero point, purchasing, timing, dc, infantry how to's, countering... than its easy and you can find your own style of playing.... :)
MiKye200 Mar 3, 2015 @ 1:56pm 
Originally posted by Simers:
just add me as friend and we can TS/mumble/steam voice in a game session - would be easiest way to help. Once you understand the basics of the game, los, infantry flow, angling, mp/cp and hero point, purchasing, timing, dc, infantry how to's, countering... than its easy and you can find your own style of playing.... :)

OK, will do, thanks.
Deb [29th ID] Jul 3, 2016 @ 3:04pm 
Originally posted by Simers:
yep - if your not using them than you will find it very hard to keep up. You will find a nice balance and plan of action with them. For ex:
Germ typical SP buy lineup is
1pt Vet Sniper,
2pt Brandens,
7pt is Vet Tiger.

USA -
1pt 30cal,
2pt Marines x 2 (or 2x more 30 cal, or 1x Devils Brigade,
2x 3pt Croc's (or 7pt 76 Jumbo if 1 less 30 cal)

Every faction has strengths with hero's - if your playing assault zones and you aren't buying these than you have little chance to win.

The biggest difference between skirmish and assault zones mplay is hero points (you always can tell who doesnt have a clue on what their doing if at the end of the game they spent 0 hero points and you ask why, and they are lost).

Is there a way to up your SP in a hosted match?
Deb [29th ID] Jul 3, 2016 @ 3:04pm 
♥♥♥♥♥♥♥♥♥ this was a year ago...
Fireandsteel Jul 3, 2016 @ 3:30pm 
Originally posted by DEB:
Originally posted by Simers:
yep - if your not using them than you will find it very hard to keep up. You will find a nice balance and plan of action with them. For ex:
Germ typical SP buy lineup is
1pt Vet Sniper,
2pt Brandens,
7pt is Vet Tiger.

USA -
1pt 30cal,
2pt Marines x 2 (or 2x more 30 cal, or 1x Devils Brigade,
2x 3pt Croc's (or 7pt 76 Jumbo if 1 less 30 cal)

Every faction has strengths with hero's - if your playing assault zones and you aren't buying these than you have little chance to win.

The biggest difference between skirmish and assault zones mplay is hero points (you always can tell who doesnt have a clue on what their doing if at the end of the game they spent 0 hero points and you ask why, and they are lost).

Is there a way to up your SP in a hosted match?
Test mode gives you 1000.


Originally posted by DEB:
♥♥♥♥♥♥♥♥♥ this was a year ago...
Yes.
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Date Posted: Mar 3, 2015 @ 11:48am
Posts: 14