WARNO BASIC GUIDE FOR COMPLETE BEGINNERS

WARNO BASIC GUIDE FOR COMPLETE BEGINNERS

Chapter 1: Controls


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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 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 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.

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, which are often most heavily armored on their front.

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 by the enemy, 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 battlefield before being considered safe and out of play.

Chapter 2: Unit Vision And Scouting


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Unit Vision and ScoutingThis 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 a unit's field of vision, and what they can see, select a unit and activate the “Line of Sight" tool (shaped like an eye} in the bottom right of the interface.

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.

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

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.

Chapter 3: Stress And Suppression


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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 generates under the name SUPPRESSION:

The stress received by the unit depends on its armor. Because an unprotected soldier receives more stress than a crew in a heavily armored tank. Here is the rule

• 1 level of armor absorbs 5% of the stress power. So an armor 10 will absorb 1 0*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.

• High: +25% movement speed

• strong : no effect

• mediocre : -25 % rate of fire and -25% of movement speed

• low: -50% 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.

• units have a suppress gauge of 1000

• the suppression is naturally reduced by 1 point per seconds and 10 points after 10s if it has not increased since.

• each 10% damage loss (or soldier loss) costs 100 pts

• each shell or shot received adds as many suppression points as the value indicated in the weapon's panel.

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 panel.

• the stun is reduced naturally by 1 point per sec and 10 pts after 10s if it has not increased

• when stun gauge gets 150 pts it empties and the unit get stunned

Routing

When Cohesion drops dangerously low, a unit is likely to Rout. The unit then 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


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Infantry forces are cheap and highly flexible units, capable of fighting many different 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.

Weapons

The Unit Information panel ("I" key while in-game) displays the 3 main weapons of an Infantry Squad.

Note, a squad can feature fewer main weapons, as well as the same weapon multiple times. The specific amount a weapon type carried is displayed next to the weapon's name (x4 or x7, for instance). 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.

Assault Rifle

The standard firearm of the modern soldier, the assault rifle is effective up to intermediate ranges. Assault Rifles most often shoot lighter 5.56mm rounds. 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.

Submachine Gun

Submachine guns are close-quarters battle sacrificing range and firepower for the rate of fire and ease of handling. Submachine Guns most often shoot lighter 5.56mm rounds. 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 is frequently a light machine gun or squad automatic weapon, providing additional firepower to an Infantry unit.

This type of weapon most often shoots lighter S.S6mm rounds. 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 heavier cousin of the Light Support Weapon, with greater firepower and suppression. 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.

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).

Anti-Tank Rocket Launcher

An Anti-Tank Rocket Launcher is a shoulder-fired weapon able to engage armor. These are short-range weapons, operated by a single soldier, and can be fired on the move (Motion). 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, more effective against enemy armored vehicles thanks to their shaped charge.

Incendiary Rocket Launcher

The Incendiary Rocket Launcher is a specialized shoulder-fired weapon capable of firing thermal warheads. These short-range weapons, operated by a single soldier, can be fired on the move (Motion). Most often resembling a ranged flamethrower (Napalm), an Incendiary Rocket Launcher is best used against enemy infantry squads or unarmored targets.

Ground-to-Ground Missile

The Ground-to-Ground Missile is a crew-served weapon designed to take out 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, more effective against enemy armored vehicles thanks to their shaped charge.

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 90% reduction in damage.

Chapter 5: Tanks

This section covers combat involving armored vehicles, such as tanks.

This includes kinetic shells, armor penetration, accuracy and damage calculation.

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 t o 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. 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.

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

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) 12 + 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 Motion icon means the weapon can be fired while on the move. This applies to both Infantry and Vehicle weapons.

• The Stationary 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 an 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.

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.

Use of HEAT shells

Some shells (more generally rockets or missiles) use shaped-charged explosive warheads, called HEAT for High-Explosive Anti-Tank, which 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. In other words, the shell does not lose power with distance.

Damages

The calculation is exactly the same as for AP shells:

• ( AP Value - Armor ) / 2 + 1

Anti-tank missiles

There are two main elements to know when using an anti-tank missile.

The first thing is to know what is the targeting system of the missile and the second what is the guidance system of the missile once it has been fired.

Targeting system

Most missiles use targeting systems that require the vehicle to be stationary. More advanced missiles can be fired in motion.

Guidance system

Manual or semi-automatic:

The missile is guided and operated manually or semi-automatically. The missile after launch requires the constant intervention and control input of the operator.

Semi-active radar:

the firing control is carried out thanks to the electronics of the vehicle or aircraft which fired the missile. This means that the unit does not need to be stopped during the flight of the missile. This means that the unit can only fire one missile at a time.

Fire and forget:

Fire-and-forget Missile. After launching, the guidance of the missile no longer requires the active intervention of the operator. This means that the unit can fire another missile a few seconds after the first one has left.

Missile installation time

The time to fire the missile is one thing and the time to reload is another. On some vehicles, reloading the missile(s} can take several minutes in reality, On other vehicles, the missiles are placed on a rack and ready to be fired one after the other.

It is therefore wise to look at the vehicle and see how many missiles can be fired before they have to be reloaded.

Chapter 6: Artillery

Artillery represents a very strong mode of combat on the battlefield.

Because artillery allows to project firepower anywhere on the battlefield. Indeed, it does not have any problem of vision or distance.

In practice, there are different types of artillery

Mortars

Mortars are small units capable of firing quickly at short range targets.

Mortar f ire is characterized by excellent accuracy at its medium range and optimal aiming and firing time. However, as soon as it is necessary to fire beyond its average range, its accuracy becomes increasingly poor.

The mortar can generally fire smoke

Howitzer

The howitzer's fire remains extremely accurate all along its course and allows to hit targets at very large distances. Unfortunately, its aiming time is particularly long. The howitzer can generally fire smoke

The MLRS

This artillery is a multiple rocket launcher. These launchers are particularly slow to aim and to fire. Their precision is poor (the platform starts to move after the launch of the first rockets) . Note that they are however perfectly capable of saturating large areas. Finally, a rather notable difference with the other available artillery pieces lies in the flexibility with which you can compose the rockets: HE, incendiary or anti-tank ammunition.

Chapter 7: Aircrafts

The aircrafts are accessible from the air call interface. Their number is limited to 9 at the same time. To call a plane, simply left click on one of the planes and then left click on the terrain. The plane will immediately take off and join the combat zone through the corridor indicated by the arrow "air corridor". To reach the combat zone, the aircraft will take a

time indicated in its information panel. The time depends on its speed.

Once on the ground, the plane has a certain amount of fuel that allows it to stay for a certain time to carry out missions. Once its fuel is exhausted, the aircraft leaves the combat zone immediately and returns to its base.

Once at the airport, the aircraft will fly back, refuel and perform all refueling actions once there. The aircraft will also make any necessary repairs before it can be operational again.

Particularity of the aircraft

• ECM: electronic countermeasures are intended to occult or deceive radar or other enemy search or pointing sensors. The value indicated reduces the accuracy of enemy missiles.

• Turn radius: The minimum radius the aircraft can turn.

• Travel time: The time it takes the aircraft to travel from the airport to the combat zone.

Clearing out of the area

At any time we can order our aircraft to evacuate the combat zone and return to the airport. The evacuation time is not immediate and the aircraft, once ordered, becomes uncontrollable.

The planes evacuate automatically when they have no more ammunition.

Different types of aircraft

What distinguishes aircraft from each other is both their flight characteristics, the power of the engine, but also all the electronics on board, but in practice, we distinguish the different types of aircraft according to the missions they can be assigned.

Interceptors

Armed with long or short-range missiles, these aircraft have the task of intercepting anything that flies into the combat zone. These aircraft have the advantage of being very fast and can therefore be used very quickly. Long-range missiles are generally much faster and less maneuverable and are fired from a distance, while the agility of short-range missiles allows them to reach targets making tight movements.

Bombers

These planes are capable of carrying a very large bomb tonnage under their wings. The bomber's mission is to drop all its bombs at the indicated position and to leave the area immediately afterwards.

We note that the bombers can be loaded with several types of bombs:

HE, napalm or cluster in anti-tank mode.

Ground attack aircraft

These aircraft are specialized in supporting ground troops. These aircraft fly at very low speed and are able to make very short turns in order to make a maximum of passes over the battlefield.

They can be equipped with rockets, anti-tank missiles and short-range anti-aircraft missiles to hunt down helicopters. It should also be noted that these aircraft are often equipped with a destructive nose gun.

Anti-radar aircraft:

These aircraft are specialized in the Suppression of Enemy Air Defenses (SEAD). this mission consists in actions to suppress enemy surface-based air defenses, including surface-to-air missiles (SAMs) and anti-aircraft artillery. These aircraft are generally equipped with a very important ECM capacity

Multipurpose aircraft

The last type of aircraft in the list is the multipurpose aircraft. A plane capable of doing everything, it is generally less specialized.

Chapter 8: Logistics & Command


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Command units and Command zones

Command units

The command units represent the officers on the battlefield. These units are identifiable in-game by the symbol (Star shape in a circle) and are mainly used to control tactical zones on the field.

However, these units have a command influence in an area around them equivalent to the addition of one point of veteranship to all around units.

Finally, there are two types of command units: non-combatant units that are left in the rear and combatant command units.

Zone Capture

to capture a zone the command unit must move anywhere inside the zone. The zone is captured only if it is neutral. When the zone is captured, its color changes and takes the color of the side that captured it.

Contestation when capturing a zone

If the command zone belongs to the enemy, sending a command unit inside will allow to contest the zone. The contested zone does not belong to any side and thus doesn't give to anyone any advantage.

Reinforcement

Commanders can call for reinforcements during the battle and use airbases. Reinforcements are only accessible when there is at least one command zone with access to reinforcements controlled. These zones are indicated by an arrow.

To call for ground reinforcements, simply click on the top left of the interface and choose from the available units. Once the reinforcement is chosen, you just have to define a point on the battlefield where you want the reinforcement to arrive. The reinforcement will then automatically arrive via the nearest reinforcement point.

Unit resale

It is possible to order transport units to return to the rear. When the unit receives this order, it will move to the command area with the nearest reinforcement arrow. Once at the destination, the unit's command point value is returned.

Points

Each command zone yields the number of points indicated next to its 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: in destruction mode, the battle is won by the destruction caused to the enemy. In this case, the command zones yield command points that can be used to buy reinforcements.

Appendix I: Some Useful Tips For Complete Beginners


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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 is the best map for beginners to practice their play.

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.

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.

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 are able to 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 II: Where To Place Units On The Map In The First Move


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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.

This Guide Is Still A Work In Progress


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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.

Published on January 24, 2022

Written by OTAKUPAPA

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2727549821					

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