War Front strategy guide - unit analysis

Allied Forces
Air Power
Motto: “Death From Above”
Most Appropriate For: Novice to Intermediate Skill Levels

MG Infantry
Cost: $100
Army Points: 1
Hit Points: 60

The basic foot soldier of the Allied forces can be produced cheaply and fairly quickly. MG Infantry are effective against enemy infantry and light vehicles.

Pros: With the “Capture Buildings” ability upgrade, you can use MG Infantry to seize both buildings and vehicles.

Cons: Highly vulnerable to any type of weapon-bearing vehicle, and it’s a good thing they can capture buildings: Their lack of firepower means it takes them quite a while to bring down any enemy structures.

Bottom Line: One of the few Tech Level 1 units you’ll still be producing at the end of the game because of its Capture Buildings skill.

Bazooka Trooper
Cost: $185
Army Points:
Hit Points: 80

The firepower wielded by Bazooka Troopers allows them to take out both installations and lightly armored enemy vehicles.

Pros: They can be produced and deployed rapidly, and when several are combined for a massed assault they can quickly destroy tanks or demolish buildings.

Cons: The advantages of a massed attack are offset by their vulnerability to artillery and tank fire when they’re packed into a tight group.

Bottom Line: Decent preliminary defense against light armor. Probably most effective when dropped behind enemy lines to destroy unprotected buildings.

Cost: $300
Army Points: 2
Hit Points: 75

Rangers are the Allied army’s elite foot soldiers, equal to any enemy troops they might face.

Pros: They either kill or heavily wound enemies with a single shot, have a much longer firing range than other U.S. infantry, and their High Explosives ability allows them to destroy buildings with satchel charges.

Cons: Considerably more expensive than MG Infantry or Bazooka Troopers, and they’re susceptible to enemy fire when placing bombs at a target.

Bottom Line: If a building lacks enough protection to prevent a Ranger from planting High Explosives, you could probably use cheaper MF Infantry to capture it. But their long range makes them ideal for protecting a base against enemies attempting sneak attacks to destroy or capture your buildings.

Cost: $800
Army Points: 2
Hit Points: 210

This speedy truck serves double-duty: It can carry up to 12 soldiers, and wields a machine gun that can take out infantry and light armor.

Pros: Cheap and rapidly produced, the Halftrack’s speed and high rate of machine-gun fire makes it a good choice for patrol duty or to eliminate lightly armored mobile artillery units like the Katyusha or Wurfrahmen.

Cons: Its speed comes at a price: just a couple of hits from even the lightest enemy tanks will cost you the vehicle.

Bottom Line: Excellent for rushing to trouble spots, especially if the threat is infantry or AA vehicles — but watch out if it faces anything firing explosive shells.

Cost: $600
Army Points: 2
Hit Points: 200

Bofors was one of the first names in anti-aircraft weaponry—so much so that AA guns in general were called Bofors even when they were produced by another manufacturer. Used by both sides during World War II.

Pros: The fastest, cheapest way to gain protection against enemy aircraft either at a base or as part of a mobile force. Can also target paratroopers as they descend toward the gun.

Cons: Unlike AA guns, they count toward your army limit, and on their own they’re defenseless against any enemy ground forces.

Bottom Line: Not quite as effective as its Russian and German counterparts, but it’s still the unit of choice for guarding armor and infantry from airborne attacks as they advance on targets.

Cost: $500
Army Points: 3
Hit Points: 200

The main tank of the British army at the outbreak of World War II came in several variations, with the Matilda II playing a key role in the North African campaign. As newer German tanks were produced, however, the Matilda proved much less of a threat, and it was phased out of service by 1943.

Pros: Luckily, this Matilda is considerably speedier than its real-life counterpart, and it packs more single-shot firepower than the Halftrack.

Cons: It can hold its own against other nations’ light tanks, but that’s about it. And its low rate of fire makes it less effective against infantry than the Halftrack—which just happens to have 10 more Hit Points to boot.

Bottom Line: You probably won’t build too many of these light tanks once you reach Tech Level 2 unless you’re running low on resources and can’t afford something better.

Cost: $1020
Army Points: 3
Hit Points: 300

First used in Operation Torch, the Allied invasion of North Africa in November, 1942, the M4 Sherman was the WWII equivalent of the Chrysler K car: It could be manufactured quickly and easily, was reliable in the field, simple to service, and its chassis served as the basis for thousands of other armored vehicles. Early-model Shermans could be easily “brewed up” by German Panther and Tiger tanks, quickly earning them nicknames like “Tommycookers” and “Ronsons” (after the cigarette lighter guaranteed to light up on the first attempt). In War Front, the Sherman is still inferior to its Russian and German counterparts, but not to that extent.

Pros: Its firepower is isn’t top-notch, but it can roll with the punches thrown by enemy tanks. Once the Sherman is available, you’ll probably never click on the Matilda icon again.

Cons: None

Bottom Line: Could be better…but it could be a lot worse.

Calliope Sherman
Cost: $1562
Army Points: 5
Hit Points: 300

By mounting a rack containing 60 4.5” rockets atop a Sherman, the Allies transformed an infantry support tank into a self-propelled artillery piece, dubbed the “Rocket Launcher T34 Calliope.” The shock effect of this many rockets hitting an enemy location is hard to underestimate, and the Calliope played an important part in the breakthrough in the Po Valley in Italy.

Pros: Unlike the standard Sherman, it can lob rockets onto any specified location, be it a spot on the ground or an enemy building.

Cons: It might be built on the same chassis as the Sherman, but the Calliope takes a lot more damage from enemy fire. What do you think would happen if an HE round hit that rack of rockets?

Bottom Line: One of the coolest-looking units in the game, but you can produce two Priests for less money and get similar results—and at the cost of only one more Army Point.

Cost: $1617
Army Points: 6
Hit Points: 450

Officially known as the T26 and called the “Pershing,” this was originally designed as a heavy tank and did not reach the battlefield in Europe until near the end of the fighting, in February 1945. Its much more powerful gun made it clearly superior to even “upgunned” Shermans, and it could go toe-to-toe with the German Tiger I and Panthers it faced. It eventually saw service in the Korean Conflict, where it chalked up admirable kill rates against Russian-made T-34/85s deployed by the North Koreans.

Pros: You can’t deploy a heavier hitter than the Pershing, and it looks like even better when you compared it to the price of the Calliope (even if it doesn’t have artillery capability).

Cons: Long production time, can only be made at Tech Level 3, and still not a match for the super-tanks wielded by the Russians and Germans.

Bottom Line: Dollar for dollar, it’s your best card in the tank game—why not play it?

Cost: $700
Army Points: 3
Hit Points: 200

This American-made self-propelled artillery piece was designated the M7, but the British dubbed because the ring surrounding its .50-caliber machine gun resembled a pulpit (and also because it replaced the “Bishop”).

Pros: Unlike tanks, the Priest can be ordered to bombard a specific spot—and it doesn’t need to have line of sight to do it. It has the longest range of any Tech Level 1 or 2 vehicle in the Allied arsenal.

Cons: Because of its arcing trajectory, the Priest is vulnerable to fast-moving tanks: the target could have already moved by the time the Priest’s shell reaches its destination.

Bottom Line: Great for demolishing buildings or raining fire on a particular spot, but it doesn’t deliver quite the “oomph” you’d like when hitting armored vehicles. You’ll want to keep tanks like the Sherman or Pershing around it for protection as it does its work.

Cost: $1254
Army Points: 5
Hit Points: 350

Packing a 155mm gun, the M40 self-propelled artillery vehicle actually saw very little action in World War II, but it was used by Allied forces in Korea and was adapted for later use by the British. It was officially known as the “155mm Gun Motor Carriage M40,” which would probably have been shortened to a catchy nickname like “Priest” or “Bishop” if it had seen more action.

Pros: Longer range than the Priest, and with nearly double the armor it can take a lot more abuse than the cheaper artillery unit.

Cons: Unavailable until you reach Tech Level 3, and it takes twice as long to produce as a Priest.

Bottom Line: By the point in a battle where you can build both Priests and M40s, the latter’s battlefield durability and greater firepower give it the edge even considering its greater cost in resources and AP points.


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