Division Descriptions
Division Descriptions
Descriptions
JUNE 1989
WA RNO
TA C T I C A L G U I D E
WAR NO
Division Descriptions
Contents
NATO 4
U.S. 3 r d A r m o r ed D i v isi o n 5
U.S. 8 t h I n fant ry D i v isi o n (M ec h ani z ed ) 9
U.S. 11 t h A r m o r ed C aval ry R egi m ent 13
U.S. 82 nd A i r b o r ne D i v isi o n 17
U.S. 24 t h I n fant ry D i v isi o n (M ec h ani z ed ) 21
W est G e r m an 2. P an z e r g r enadie r -D i v isi o n 25
W est G e r m an 5. P an z e r di v isi o n 29
W est G e r m an T e r r ito r ial k o m m and o S ü d 34
B r itis h 1 st A r m o u r ed D i v isi o n 39
B r itis h 2 nd I n fant ry D i v isi o n 43
B e r lin C o m m and 47
F r enc h 5 e D i v isi o n B lind é e 51
F r enc h 11 e D i v isi o n P a r ac h utiste 55
WARSAW PACT 59
S ov iet 39- ya G va r de ys k aya M oto st r el k ovaya D i v i z i ya 60
S ov iet 79- ya G va r de ys k aya T an k ovaya D i v i z i ya 64
S ov iet 35- ya G va r de ys k aya D esantn o -S h tu r m ovaya B r igada 68
S ov iet 119- ya O dtelni y T an k ov i y P o l k 73
S ov iet 27- ya G va r de ys k aya M oto st r el k ovaya D i v i z i ya 77
S ov iet 6- ya G va r de ys k aya M oto st r el k ovaya B r igada 81
E ast G e r m an 4. M oto r isie rte S c h ü t z endi v isi o n 86
E ast G e r m an 7. P an z e r di v isi o n 91
E ast G e r m an K a m p f g r uppen de r A r b eite r k lasse B e z i r k E r f u rt 96
E ast G e r m an B e r line r G r uppie r ung 101
N ATO
The 3rd Armored Division relies on its prominent tank and anti-tank forces to
dominate the battlefield, fielding not only the advanced M1A1 Abrams but also
the M1A1(HA), one of NATO’s most heavily armored tanks.
The long-range TOW-2 ATGM is present, either part of the M901A1 ITV or
as a dismounted weapon team. While infantry can only deploy as 5- or 6-men
half-sized fireteams, they come in the capable Bradley IFV. Supporting units
include recon M981 FISTV, heavy-duty HEMTT transports, and the M270
MRLS with cluster warheads. Air power is a strong point.
The AH-64A Apache is a potent attack helicopter, while F-111E and F-4E
Phantom II come in various close-air support loadouts. Air superiority can be
handsomely achieved with the state-of-the-art F-15C.
The 3rd Armored Division is the tip of the spear, being a strong, offensively
geared battlegroup with powerful armor, anti-tank, and air forces. With limited
infantry, the formation is best used on the attack.
Gameplay Tips
The U.S. 3rd Armored Division embodies the “Shock & Awe” strategy and
is strongest when using its M1A1 and M1A1(HA) main battle tanks as a mi-
ghty armored fist. Building up such a force takes time; fielding enough of the
very capable but expensive tanks to launch a decisive attack becomes more
viable toward the mid-to-end game. This means the division might be espe-
cially vulnerable to fast and hard-hitting divisions, including airborne forma-
tions, which can derail the 3rd Armored Division in the early game. While the
American battlegroup is versatile enough to alternate attack with defensive
stabilization phases, it is safer to play the 3rd Armored Division methodically:
stabilize the front, build up strength, and have sufficient AA, air, and recon
forces in support. When the time is right, and critical mass in tanks achieved,
counter-attack aggressively using overwhelming firepower.
Opening Moves
A classic opening move for the U.S. 3rd Armored Division is to begin deploy-
ment with a Command M1A1 plus escorts and capture your baseline zones.
Don’t advance too far and be mindful of opposing forces. Allow the enemy to
settle in. Once enough M1A1, Bradley IFVs have been assembled, backed by
M270 MLRS, launch your attack. Use smoke to mask your advance, artillery
to hit suspected ambushes, or recon and ATGM teams. Let your tanks do the
heavy lifting using their superior armor and accuracy. Deploy the F-15C as a
very potent air superiority fighter.
The 8th Infantry Division counts on the excellent Mechanized Infantry in their
M113 APCs, short-range Dragon ATGM-equipped soldiers, Aero Rifles in their
UH-60A Blackhawks, and Ranger squads. Other combat soldiers include a va-
riety of Combat Engineers, Gunner squads, I-TOW, and TOW-2 ATGM teams.
Tanks are still present, though more limited in number and more expensive.
These include the older M60A3 (TTS), early M1 Abrams with 105mm tank
guns, and a handful of 120mm M1A1s. Artillery is potent, ranging from the
M125 mortar carrier to the heavy M110A2 203mm self-propelled howitzer
and M270 MLRS.
The U.S. Air Force provides the modern F-16 Fighting Falcon in various
loadouts. The improved F-111F makes its mark as a tactical bomber, including
fielding a variant equipped with precision laser-guided bombs.
The U.S. 8th Infantry Division (Mechanized) features all-round strong com-
bined arms forces, with mechanized infantry supported by capable artillery
and air units. The division is equally well suited for both offensive and defen-
sive operations across all types of terrain.
Gameplay Tips
The U.S. 8th Infantry Division (Mechanized) excels at combined arms opera-
tions, using its mix of capable infantry, artillery, and tanks to achieve success
on the battlefield. While not fielding the latest armored units, the battlegroup is
still highly proficient in grinding down enemy positions through long-ranged
firepower.
Opening Moves
A commander of the U.S. 8th Infantry Division (Mechanized) might want to
use a projection force of fast-moving units, such as Aero Rifles, special forces
Rangers, Cobra gunships, and F-16 fighters to harass an opponent at the start
of a game. This would restrict an enemy’s mobility out of their baseline zones.
After the opening battles, the 8th Infantry Division can transition toward a
combined arms group with plentiful mechanized infantry, armor, and artillery
units. The 8th Infantry Division requires a good compromise between early
aggressiveness and a more methodical advance later. The tempo of operations
for this division needs to be high, as fighting the enemy is best done in the
mid-game.
The 11th Armored Cavalry Regiment’s recon units are topnotch, from LRS
special forces and M1025 Humvee AGL to West German radar-equipped
Green Archer and light Bundesgrenzschutz units. One of the most impressive
is the M1A1 ACAV recon tank.
Much like its logistical train and supporting arms, the regiment’s mechanized
infantry is expensive to deploy but includes Engineers and Dismounted Troo-
pers. The cavalry’s armor is well represented, with more M1A1 Abrams brin-
ging their heavy tank guns to bear. Attack helicopters can likewise be deployed
cheaply but are limited to the older AH-1F Cobra and the AH-1F C-Nite with
TOW-2 missiles.
Flying top cover is the F-16 Fighting Falcon in various loadouts, including
The 11th Armored Cavalry Regiment prides itself on excellent recon, tank,
and air forces but lacks staying power on the battlefield. This is evident in the
infantry, supporting arms, and logistics. As such, it is best used offensively as
a screening force or in support of other divisions.
Gameplay Tips
The 11th Armored Cavalry Regiment is a hybrid battlegroup with clear strong
points, such as its recon, armor, and helicopter arsenal, and drawbacks, inclu-
ding infantry and logistics. This means it could be used for early aggression
and tank pushes. Although the battlegroup has everything it needs, staking too
much on opening offensive might spell an early demise.
Much like its real-life counterpart, the 11th Armored Cavalry Regiment is best
used for the long fight, not for suicidal charges. Once the battle is committed
and terrain and enemy weaknesses understood, a strong force of M1A1 tanks
backed by potent recon will reign supreme in advancing the frontline.
Any commander of the 11th Armored Cavalry Regiment would be well in-
clined to keep in mind that infantry is particularly precious in this division.
The grunt holds the ground, and no amount of planes or helicopters will be
Opening Moves
Take full advantage of the few M1A1 ACAV recon tanks to deploy ahead
of your main force and deny the enemy positions at the start of a battle.
Meanwhile, take time to build up your screening force. Plenty of recon to spot
enemy attacks should be deployed, not only to check any attacks, but also to
spot any weaknesses on the line.
Once an axis of attack is identified, break the line with strong armor sup-
ported by F-16 and attack helicopters. Be mindful of enemy AA and the 11th
Armored Cavalry’s lack of infantry and logistics, which preclude an extended
stay in the middle of the action.
The light 82nd Airborne Division will be able to Forward Deploy most of its
infantry, crew-served weapons, and vehicles, giving it a significant advantage
early on in battle. Light but highly mobile units are the division’s hallmark,
from CH-47C supply helicopters to AB M1025 TOW units, Airborne squads
with AT-4s, wheeled armored reconnaissance M1047 and the M551 TTS She-
ridan tank.
Anti-air units include AA M998 Avengers and towed M167 Vulcan 20mm.
Gampleay Tips
True to its nature, the 82nd Airborne Division shines in the opening stages of
a battle because of its mass of Forward Deployment-capable units. In the same
measure, the formation also tends to run out of breath quicker than other divi-
sions. In the late game, the American paratroopers are often forced to fight on
the defensive, especially against heavy tanks.
The division’s main deficiency is its air defense: while good enough to keep
enemy attack helicopters at bay, they will not suffice against a determined air
force. The only real counter against enemy aircraft are the F15-C and F-16.
Manage these potent air assets well to establish air superiority. This might not
be to the 82nd Airborne Division’s advantage if the battle drags on. Instead of
attacking head-on, try to gain an advantage by using light units to outflank the
enemy and strike its supply lines.
Opening Moves
It should be no surprise that the 82nd Airborne Division’s opening moves rely
on pure aggressiveness. With almost all infantry having the Forward Deploy-
ment ability, it should be easy to secure most of the disputed command zones
and key positions on the battlefield from the start. The golden rule is to move
and strike fast, fight hard, and dominate!
Grab the initiative and force your opponent to counter-attack rashly and im-
mediately, before they are ready. Fortify whichever position that needs to be
held at all costs.
Falling back when the pressure becomes too much is still acceptable. Leaving
token units to delay the enemy for as long as possible is a valid tactic. The
82nd Airborne Division favors a combination of infantry, helicopters, and
planes to remain in combat. Keeping the few combat vehicles and tanks for
surprise counter-attack or flanking movements is best.
Regular units featured are the tracked M548A2 supply, M1IP Abrams, as well
as large Military Police combat squads. Protecting the skies above, one of the
most advanced jet fighters can be deployed in two variants: the F-15C Eagle
air superiority fighter and the F-15E Strike Eagle with its laser-guided bombs.
The U.S. 24th Infantry Division (Mechanized) features a mix of regular and
reservist National Guard units, with ample access to infantry and armored
forces. While supporting arms are decent, air power is formidable and can
prove decisive.
Gameplay Tips
The 24th Infantry Division is a “heavy” formation, relying on masses of Abrams
main battle tanks and Bradley IFV to crush the enemy. National Guard units
form a third of its arsenal but being less reliable under fire. This drawback is
made up of squads being available cheaply and in large numbers. Furthermore,
boosted by command units and military police means these troops can fight as
well as any other force on the battlefield.
There is not much subtlety to this division: the 24th Infantry Division must
endure long enough to establish a strong and well-led mechanized force. Any
offensive moves need to be carefully planned under the cover of its powerful
air force.
The division relies on methodical combat, grinding its way to success, less
well suited for mad dashes or rash behavior. At the end of a victorious day, a
commander should be able to light a cigar, saying: “I love it when a plan comes
together.”
Opening Moves
Begin the battle with a mixed force. Use cheaper National Guard units to pro-
tect a command unit. A potent starting move would be an M1 Command tank
screened by National Guard Bradley IFVs. There is no need for much bluster,
though. Keep a low profile and build up your units.
Support your Reservist units in the field with either leaders or military police.
As you become more aggressive, be sure to get a grip on the lay of the land
and the enemy’s dispositions. Once enough forces have been assembled, get
ready to unleash the steamroller!
The skies above are protected by a mix of Luftwaffe, Belgian Air Force, and
RAF Germany planes. The West Germans field Phantom F-4F and Tornado
strike aircraft in various configurations, the Belgians F-16s fighters and Mi-
rage 5BA tactical bombers, while the British provide Harrier GR.3, as well as
their Tornado F.3 and GR.1 in air superiority and SEAD variants.
West German division fights comfortably in both offensive and defensive ope-
rations.
Gameplay Tips
As other mechanized infantry formations, the 2. Panzergrenadier-Division
needs time to build its strength. Once sufficient mass of force has been achie-
ved, attacks have to proceed methodically. The presence of a few West Ger-
man Forward Deployable airborne assault troops and Belgian reconnaissance
units means that you can also apply pressure on the enemy from the start.
Opening Moves
The wide range of units available give 2. Panzergrenadier-Division has quite
a bit of flexibility in determining their opening moves. While an aggressive
stance early in the battle might have its appeal, it is better to divide the divi-
sion’s units between a light screen made up of airborne and recon units to delay
(but not attack) the enemy for as long as possible. The second group of units
should form the core of the future offensive force, consisting of Panzergrena-
dier mechanized infantry, tanks, and supporting arms. The stronger this bat-
tlegroup can be built up, the higher the chances of success in the mid-battle.
GA1 tanks, but also the Jaguar 1 and 2 ATGM carriers, modern Leopard 2A3,
and its most heavily armored and advanced variant in the Bundeswehr, the
Leopard 2A4.
Gameplay Tips
The 5. Panzerdivision can be best described as a “heavy” Cold War-era tank
division. Its arsenal is built around the modern Leopard 2A3 main battle tanks
and the few upgraded 2A4 variants. Supporting arms, including mechanized
infantry, serve the armored panzer fist in making their assaults successful on
the battlefield. Unlike other armored divisions, infantry support is not too
restricted.
Early aggressiveness might be difficult to achieve for this division, not easily
done with the more expensive and slower units available. The 5. Panzerdi-
vision is best employed as a steamroller, slowly building up strength before
unleashing the full power and mobility of the Leopard 2. Crush your enemies,
see them driven before you, and hear the lamentations of their women!
Before being able to bring enough armor onto the battlefield, the 5. Panzer-
division needs to play for time. Older units, such as the Sicherungs and
M48A2CGA1 tanks, can be used as a stopgap measure to shore up the line.
Opening Moves
While the 5. Panzer is among the apex predators in the late game, the West
German panzers are much more vulnerable in the early game, especially
against an opposing airborne division or attack helicopters. Play it safe and
keep to a cautious baseline on the battlefield instead of rushing ahead and
losing units while they are still unsupported. Superiority in battle comes not
only from modern technology and hard-hitting, state-of-the-art main battle
tanks but also from numbers.
Begin with a Command variant of the Leopard 2A3, and built around it a
small but efficient praetorian guard of Roland 3 mobile SAMs, Fernspaher re-
con special forces, Panzergrenadiers in Marder IFVs for boots on the ground.
Grow this force and expand it until the time is right to strike.
planes include French Mirage 2000C RDI fighters and American F-111F LGB
variants.
Gameplay Tips
An assortment of different units, Territorialkommando Süd, sees a few elite
troops rubbing shoulders with lots of reserve and militia forces. The lack of
heavy armor means that this mixed second-line formation is better used in the
first half of a battle - before pressure becomes too great. With American Green
Berets, light French air assault troops including Aeromobiles squads, and es-
corted by AMX-10 RC recon tanks, first strikes should be fast.
More numerous but lighter equipped West German infantry, backed by cheap
fire support vehicles, will have to try to keep the enemy under pressure and
off-balance. Gain territory in this phase of the fight, and dig in for likely
onslaught later on. With the older air forces also a mixed bag, what helps
Territorialkommando Süd on the battlefield is its strong logistical base and
capable artillery and anti-air defenses, meaning it will probably never run out
of ammo or resupplies.
Territorialkommando Süd’s tanks are older M48 variants and ill-suited for late
Cold War tank combat, though available cheap and plentiful. They can be used
to push the front, but be warned, any opposing heavy unit will make short
work with these tanks. The French AMX-10R is more modern and faster, but
still fragile. Deploy them to escort friendly forces or establish ambushes on
the flanks. With excellent air defenses and solid artillery forces, later stages of
combat can turn into a battle of attrition, as you use these to chip away at the
enemy’s forces, bit by bit, until victory.
Opening Moves
Despite lacking the high-tech equipment, Territorialkommando Süd has to
play with sufficient aggression at the beginning of a battle if they want to have
a chance of survival later on. Don’t make the mistake of relying only on your
artillery units. Use the fast-moving air assault troops to establish the front, and
if needed, throw the plentiful West German reservists at the enemy until you
plug any holes in the line.
riers Paras and weapon teams are also available. Tank forces include the mo-
dern Challenger I Mk.2 and Mk.3, deployable in large numbers, backed by
older Chieftain tanks in Mk.9 or Mk. 11 variants.
Long-range ATGM carriers, the FV438 Swingfire and FV102 Striker, can be
fielded. Recon contains everything from old Ferret armored cars and FV101
Scorpion to the FV721 Fox, supported by Scout, Sniper, and elite 4-man SAS
Patrol squads.
Supporting arms include the self-propelled FV432 Mortar and FV433 Abbot
105mm howitzer and the anti-air Tracker Rapier. RAF Germany provides air
cover, bringing close air support Harriers and Jaguar GR.1s, as well as Torna-
do F.3 air defense and Tornado GR.1 strike aircraft.
The British 1st Armoured Division is a heavy brawler, best used in hard-hitting
offensives thanks to well-equipped tanks and mechanized forces.
Gameplay Tips
Like most tank divisions, the 1st Armoured Division is not at its best early in
a battle. The first engagements, while scouting and establishing the frontline,
need to be survived before the British tankmen can flex their muscles. Howe-
ver, the division has plenty of options to control the pace of the combat and
gain the initiative.
It would be wise not to focus too much on fielding only all-Challenger 1 Mk.2
force and its more heavily armored cousin, the Mk.3. Better still is to augment
whatever heavy tank forces you field with cheaper and still capable Chieftains.
Continue to build up forces, but rest assured that most of the combat situations
can be dealt with, including tank warfare over open terrain, more congested
infantry combat, air battles, artillery duels, and more.
The 1st Armoured Division has enough flexibility in its arsenal to deal with in-
fantry, even entrenched in forests or urban terrain. Use Centurion Mk.5 AVRE
as assault guns to blast enemy strong points and dug in soldiers, or deploy
the available self-propelled artillery units. Mobility and firepower can also be
found in the RAF Germany’s fielding of the Harrier and Tornado strike air-
craft, with a preference for close air support loadouts.
Opening Moves
The 1st Armoured Division would be advised to stick to a conservative base-
line, letting the opponent settle. Stabilize the front first before rushing headlong
into an ambush or attack. Once some freedom of maneuver is established and a
margin of action, focus your firepower on weak points in the enemy line.
Although the British division has a sizable number of combat recon units, and
even some Forward Deployment paratroopers, it is risky to be too aggressive
too early. Use these lighter, more mobile troops for skirmishing and harassing
the enemy’s deployment and supply lines instead.
The 2nd Infantry Division relies on speed on the battlefield to make its mark.
Rather than engaging an opponent head-on, its light units are best suited for
fast strikes, raids, and flanking attacks.
Gameplay Tips
The 2nd Infantry Division is a hybrid division combining a light airmobile
element, useful for quick attacks, with enough armor to hold the line. This
makes the formation particularly effective early in a battle, but it tends to go
out of breath during prolonged combat. Difficult to master, the British division
is formidable in the hands of an experienced commander.
for any enemy caught in the path of the 2nd Infantry Division.
Opening Moves
Deploy as many SAS units with Forward Deployment and recon troops as you
can. Reinforce these at the start of the battle with heliborne squads or soldiers
in fast-wheeled transports and make sure to seize as much territory early on.
A 2nd Infantry Division’s commander will also have access to potent artillery,
as well as anti-air defenses and other supporting arms, including air. Keep
pounding the enemy for a quick knock-out, or fall back and finish the battle in
the medium-term as more armor and infantry have been deployed.
Forces available range from American elite PSSE-B recon squads to British
ad-hoc RAF Rifles. The FV432 RARDEN, with its 30mm autocannon, serves
as a repurposed fire support vehicle. The French field the light 53T2 20mm
for local AA, and the towed American M198 howitzer provides field artillery.
Treaty-bound, the West Germans could only deploy police forces, such as SEK
assault squads and Fr. Polizei-Reserve. Heavier armor includes the American
M728 CEV and M1IP Abrams, the British Chieftain Mk.10, with its striking
urban camouflage, and French AMX-13/90 and AMX-30Bs.
Air assets are as varied as the ground forces, including smuggled-in RAF Har-
rier jump jets and state-of-the-art F-117A Nighthawk stealth bombers with
LGB capability. The large, high-speed French Mirage IV provides SEAD and
carpet bombing runs.
Gameplay Tips
As intended for its wartime mission, Berlin Command is geared for urban
combat. The division excels within the warren of buildings and streets, ideal
for ambushes and infantry combat. This multinational battlegroup is less well
suited for any kind of offensive or long-range combat. Keep this in mind when
selecting the terrain you wish to fight on.
Berlin Command lends itself well for a “turtle strategy”: grab a sector or
point that can be defended by infantry, let the enemy break on your defenses,
weather the storm, and slowly but methodically advance when you can. This
means this formation requires patience and a cool head. It performs best in the
late stages of the battle.
Some lighter elements, especially from the French garrison, can be deployed
for the occasional flanking attack or raid. Note that any breakthrough accom-
plished by Berlin Command could find itself isolated without any reinforce-
ment due to the lack of artillery.
While very destructive, air forces need to be managed carefully. The stealthy
F-117 Nighthawk can be easy prey if found out in an AA-dense environment,
and the heavy and fast-moving Mirage IV with its mighty bomb load. If well
commanded, both planes have an excellent use as a pin-point counter to heavy
units, in Nighthawk’s case, or as mass aerial bombardment and anti-air denial
in the Mirage’s example.
Opening Moves
Select and rush an easily defensible position, preferably urban terrain or a
town. Berlin Command has a wide range of potent units, from combat en-
gineers to special forces. The American garrison infantry features the Berlin
Light Rifle (RCL) with its heavy-hitting recoilless rifles. Combined with a
Command vehicle or tank to boost them in the field, plus fire support vehicles,
these soldiers should quickly establish a front-line. Be sure to not deploy them
too far ahead. Their range is lacking and, as such, best used to counter enemy
units assaulting your defensive positions.
Make sure to saturate your front with MANPADs and 20mm AA guns, which
are your sole anti-air defense units. They work best in large numbers and mi-
ght prove enough of a deterrent to keep the Berlin Command safe from the air.
Keep building up, and settle in for the long haul.
The 5e Division Blindée contains the AMX-30B2, the French main battle tank
of the epoch, and while very lightly armored, fast with a powerful tank gun.
One of the latest variants was the AMX-30B2 Brenus with ERA reactive armor.
The 5e Division Blindée fields strong supporting arms, from fast recon AMX-
10RC Surblindé to the modern AMX-AUF1 155mm self-propelled artillery,
anti-air TRM-2000 Tarasque gun trucks and radar-controlled AMX-13 DCA.
Air assets include Mirage 5 F and Jaguar ground attack planes, while Mirage
III E fighters and more modern Mirage F1C-200 contest the skies for air su-
periority.
The 5e Division Blindée is a fast and mobile armored division. It might not
hit the hardest but is well-balanced thanks to the variety of its mechanized,
artillery, and anti-air forces.
Gameplay Tips
Perhaps one of the lightest of all the armored divisions, the 5e Division Blin-
dée follows the French armored warfare doctrine to a T. Expect a high pro-
portion of wheeled armored vehicles, emphasizing speed. This division is so
mobile it can compete with Forward Deployed airborne divisions in early ag-
gressiveness. The mobility has its drawbacks, especially in terms of battlefield
survivability. The inability to stand their ground against a significant enemy
armored push could be considered a big challenge for this division.
flank attacks. Fall back if needed, but not too much, or this French division
will have a hard time in the late game.
Opening Moves
The 5e Division Blindée’s crown jewel is the fast AMX-10RC recon tank.
Combined with Commandos, they allow you to the fight fast and aggressive -
ideally as far away from the division’s deployment zone as possible. Hamper
the enemy’s advance, halt their deployment, and disrupt their supply lines.
Apart from striking the enemy hard, the main objective is for the 5e Division
Blindée to gain as much space on the battlefield, which then can be traded for
survival in later stages of the battle.
This light and mobile vanguard must be reinforced double time with AMX-
30B2, the “heaviest” French armor, and capable AMX-10P-borne infantry
squads. Keep the enemy under pressure to prevent them from gaining the ini-
tiative and momentum. Be wary of armored or mechanized counter-attacks.
French materiel clearly focuses on speed over armor, with such examples as
the VBL armored car, light ERC-90 Sagaie wheeled tank, recon AML-90, and
VLRA Milan.
The Armée de l’Air provides powerful air forces, from ground attack planes
such as the Mirage 5F and Jaguar in a variety of configurations, to SEAD and
cluster bombers. Fighters include Mirage 2000C RDI and Mirage F1C-200,
plus the latter F1 CT variant with laser-guided bombs.
The 11e Division Parachutiste relies on hard-hitting recon and airmobile in-
fantry with Forward Deployment. Air power backs the otherwise light divi-
sion, making it best suited to lightning-fast attacks and flanking operations.
Gameplay Tips
The 11e Division Parachutiste is a pure airborne division with a wide range of
excellent infantry but lacking armor, heavy artillery, or potent anti-air units.
Much like similar formations, it is best used to strike fast and hard in order to
overwhelm the enemy and win the battle before it has even started. The longer
combat continues, the more difficult it will become to win. This division is
Infiltrate as many soldiers as possible into enemy territory and keep the op-
ponent off balance. With Commandos and Chasseurs-Paras fighting for every
house and every stretch of forest, enemy forces need to disperse. They will be
too busy mopping up instead of focusing on pushing the rest of the front - and
your troops - back. The closer to the enemy deployment zone and reinforce-
ment routes, the better, especially if taken unsuspectingly.
Opening Moves
The 11e Division Parachutiste plays on being aggressive. When dealing with a
competent enemy commander, they will probably know your intention and act
accordingly. Vary the opening game with a mobile strike force of Sagaie, VBL,
and truck-borne 20mm AA, supported by a combination of Gazelle helicopters
and Jaguar light strike aircraft. Alternatively, you can opt to saturate the front
with Legionnaires, Chasseurs-Paras, mobile MILAN jeeps, backed by airmo-
bile infantry and helicopters, to deal with any prospective counter-attacks.
As a motorized rifle division, the 39th Guards was to break through heavily
Artillery and anti-air forces feature several self-propelled units, from the
2S3M Akatsiya and BM-27 Urugan MLRS to the 9K33M3 OSA-AKM and
2K12 Kub SAM systems. Helicopter support is powerful with a complement
of rocket Mi-8 and well-armed Mi-24 gunships. Air cover is likewise potent,
from the slow-flying but armored Su-25 to Su-24 strike aircraft, East Ger-
man Su-22M4, and MiG-23MF tactical bombers, MiG-27K equipped with la-
Gameplay Tips
The 39th Guards Motorized Rifle Division is the paragon of the Soviet Army’s
mechanized infantry formation. It is the perfect combined arms battlegroup,
with a strong showing in all its categories, from infantry to helicopter, ar-
tillery, tank, and air forces. Although it lacks high-end units, the division is
well-rounded and has no obvious flaws. The 39th Guards can bring a counter
to any threat, and flexibility is the name of the game for its battlefield conduct.
The Soviets can go through the early game swimmingly, even against ultra-ag-
gressive formations such as enemy airborne divisions. The 39th Guards shines
in the mid-game, where it can field strong combined arms battlegroups. Re-
member that the lack of the most modern units will impact its usability on the
field in the late game. The 39th Guards is the perfect Warsaw Pact battlegroup
for beginners.
Opening Moves
Not needing to be very aggressive from the start, a safe bet for an opening
move with the 39th Guards is a command tank supported by BMP-transported
Motostrelki squads. Make sure to bring AA defenses, such as a self-propelled
anti-air gun, to anchor the frontline and defend against the first enemy attacks.
Build your strength, and scout for weak points and potential enemy build-ups.
There are other ways. The 39th Guards can also depend on good helicopter
support, decent recon forces, and armored Su-25 air cover, which makes it
possible to open the battle with a much more aggressive stance. If, by any
chance, urban terrain or heavy forests are picked as the chosen battlefield,
bring a healthy mix of infantry, including Saperi assault squads and helicopter
gunships.
The 79th Guards Tank Division calls on the mobility, armor, and firepower of
the latest series of Soviet main battle tanks. As such, it deploys the T-80BV
with reactive armor, including a distinct variant with a supercharged engine,
backed by earlier T-80Bs.
The Soviet Air Forces deploy in force. The Su-25 comes in a variety of close-
air support loadouts bolstered by Su-24M tactical bombers, MiG-27K SEAD
planes, MiG-23ML and MiG-29 fighters for air superiority missions.
Gameplay Tips
The 79th Guards Tank Division can be equated to a Soviet steamroller. This
formation is at its best in the late game when it has been given enough time to
deploy its sizable armored forces. For the best chance of success - and survival
- the plentiful self-propelled artillery and anti-air forces need not be forgotten.
The combination of 2K22 Tunguska SPAAGs and MiG-29 fighters will help
protect the Soviet tankman on the ground from any aerial attacks.
The more armor deployed, the more strength can be built up. The 79th Guards
Tank Division will be nearly unstoppable when the critical mass is reached.
One of the distinctive features of the later-generation main battle tanks used by
the Soviet Army was their capability to fire ATGMs through their gun barrels.
This includes the T-80 and their Kobra missile rounds. This gives the Soviet
main battle tank a long-range “first-to-fire” ability and can mean all the diffe-
rence in obliterating opposing tanks from a great distance before they are able
to close the range and fire their own guns.
Patience is a virtue with this Soviet tank division, and you should keep an eye
out on your flanks and secure them. The enemy might try to maneuver around
your potent combat groups and strike where they are the most vulnerable.
Opening Moves
As with most Soviet armored or mechanized divisions, the best place to start
is a combat group made up of a Command tank with BMP infantry in support.
A SPAAG will do wonders to stave off any early helicopter or airplane opener.
From this opening combat formation, build up your forces to expand your
deployment of tanks. Like many things in the Soviet Army, power comes in
numbers.
Keep in mind not to push too early and make sure to recon the frontline well.
Instead, let the enemy make the first push and bleed themselves dry on your
division before going for the kill in the later stages of the battle.
The 35th Guards Air Assault features a mix of trained Desantniki, veteran Af-
gantsy, and Spetsnaz squads with Forward Deployment and follow-up infantry
deploying in Mi-2 and Mi-8T helicopters.
Tanks are non-existent, with most of the supporting arms made up of light and
specialized units, ranging from 2B9 Vasilek automatic mortar and self-pro-
pelled 2S9 Nona, to the BM-21V Grad-V MRLS, towed ZU-23-2 23mm, and
D-44 85mm anti-tank guns.
The 35th Guards Air Assault Brigade excels in fast-moving operations and
aggressive opening attacks, relying on a host of well-trained airborne troops
and special vehicles.
Gameplay Tips
What sets 35th Gds. Air Assault Brigade, apart from other airborne battle-
groups, is a high ratio of mechanized units, making it “heavier” in direct com-
parison to similar paratrooper divisions. While there are quite a few APC, IFV,
and fire support vehicles, there are no actual tanks, meaning that sustained
armored firepower on the battlefield is lacking.
As a true airborne division, the 35th Gds. Air Assault Brigade shines in ag-
gressive attacking play, especially at the beginning of a battle. More so than
other divisions, its heavy helicopters and array of supporting arms units let it
last longer in the mid-game than its NATO counterparts. However, when up
against an armored division, care is best taken to trade space for time. This
division relies more on close combat and ambushes than being decimated by
long-range combined arms or air forces.
Opening Moves
Aggression is the name of the game, and it preferable to start with a sizable
force of Forward Deployed infantry and Spetsnaz squads in their BMD vehicles,
backed by a strong escort of Mi-24V and Ka-50 attack helicopters. This will
immediately grab your opponent by their throat; if you push aggressively and
hard enough. As your VDV units are better armored and armed compared to
enemy airborne divisions, use this to your advantage. You won’t be able to
deploy as many during your deployment phase, so make sure to manage the
limited numbers well on the battlefield.
Mechanized forces can reinforce the plentiful infantry in the field. Fortify and
defend the territory taken well. The lightly armored vehicles, supported by
your substantial air forces, can try to keep up the attack. But keep in mind that
your mechanized units are fragile and won’t last long in a head-on encounter
with enemy tank forces.
The 119th Independent Tank regiment calls on the most fearsome and advanced
Soviet main battle tanks: the heavily armored T-80UD and a few of the earlier
T-80U. The T-80BVK command tanks provide local leadership, while TO-55
flamethrower tanks and Rapira towed anti-tank guns add extra firepower. The
The Soviet armored force might be formidable, but its supporting arms - from
logistics to infantry - are limited. Infantry consists of a handful of Spetsnaz
special forces and Saperi combat engineers.
Artillery and anti-air units are likewise constrained, with only a few self-pro-
pelled 2S1 Gvozdika and 2A65 Msta-B 152mm towed howitzers, modern
2K22 Tugunska and older MT-LB Strela-10 SAM units. Helicopter and air
forces are capable, with a good deal of Mi-24V attack helicopters backed by
MiG-29 and Su-27S fighters. Su-24M strike aircraft with various loadouts,
including the LGB variant, can also be fielded.
The 119th Independent Tank Regiment is the tip of the spear in high-intensity
armored offensive warfare, with a clear focus on advanced heavy tank and air
forces.
Gameplay Tips
The heavy armor of the 119th Independent Tank Regiment is clearly task-
oriented. As this formation was amalgamated and meant to be used only tem-
porarily, its equipment and soldier ratio is somewhat unbalanced. While the
division can field some incredibly powerful tanks, it hardly has any infantry
to back it up.
This lopsided tactical composition is so great that the formation is best used
for long-range tank warfare. Stay away from built-up urban terrain where even
the mightiest of armors can easily fall prey to ambushes.
The 119th Independent Tank Regiment is brutal on the battlefield and lacks
finesse. Its purpose is singular: to crush the enemy under the tracks of its
T-80U and UD variants. Everything else is a distraction. More than any other
armored formation, it needs time to build its presence. If the opponent is lag-
ging in getting the initiative or dominating the map in the mid-game, it will
only spell disaster for them in the late game.
Keep in mind not to commit your forces piecemeal, as the tank force of the
119th Independent Tank Regiment is best used in force. Once on the attack,
don’t overcommit, and allow plenty of space to avoid falling prey to enemy air
attacks. Towns and forests should be taken by your combat engineers. Deploy
your air force fighters, either MiG-29 or Su-27, to establish air superiority.
Opening Moves
While it might be tempting to deploy to the battle with the (almost) invulne-
rable T-80U or UD from the start, it will be a severe drain on your resources.
Instead, delay building your “T-80 death ball” and instead focus on using your
Spetsnaz and Mi-24. Afterward, build up your close-knit combat group of
heavy tanks boosted by command armor and SPAAGs. This should be your
primary focus.
The 27th Guards Motor Rifle Division has access to some of the latest hard-
ware to be deployed in the Soviet Army. Motostrelki and Saperi squads feature
The wheeled BRDM-2 Konkurs-M and the hard-hitting but short-ranged towed
2A45M Sprut-B provide additional anti-tank firepower. Artillery units are mo-
dern, from the 2S12 120mm mortar to the wheeled 2S23 Nona-SVK, towed
2A36 Giatsint-B 152mm howitzer, and precision-guided equipped variant of
the 2S3M1 Akatsiya.
Anti-air is likewise potent, but best used at medium distances, including the
Strela-10M3 and 9K330 Tor systems. The Soviet Air Forces deploy the Su-
17M4 attack aircraft, MiG-23MLD and MiG-29 fighters, plus the next-genera-
tion close support plane, the T-8M bristling with its Vikhr anti-tank missiles.
The 27th Guards Motor Rifle Division is a well-balanced combined arms for-
mation with the latest Soviet Army equipment at its disposal. It depends less
on numerical superiority, instead relying on its advanced arsenal to make the
difference on the battlefield.
Gameplay Tips
Like other mechanized divisions, the 27th Guards Motor Rifle Division is at its
peak in the mid-phase of a battle. Unlike others, such as a comparable standard
motor rifle division, the 39th Guards, it doesn’t depend on saturating the ene-
my with many average units. Instead, the 27th Guards relies on more powerful,
With only a few Forward Deployment-capable units, the 27th Guards can’t
be that aggressive in a battle’s early stages. In this period, the battlegroup is
vulnerable to light and airborne divisions. While its tanks are no better than
comparable formations, the 27th Guards’ true strength lies in its numerous,
upgraded IFV variants and the infantry squads they can carry and support in
battle. These, including the BMP-3, should be at the heart of your combat
groups.
Your units are backed by modern artillery, more accurate than usual, and
long-distance ATGM, chiefly the Konkurs-M. The division performs equally
well in offenses and defenses, with a preference for a battlefield with access to
cover, such as forests and towns.
Opening Moves
The standard opening move of a Soviet command tank, backed by BMP-trans-
ported infantry and SPAAG combo, will work well. This mechanized force
should be powerful enough to establish a solid defensive line or at least be a
flexible counter to any opponent’s starting tactics. Once a cohesive line has
been established, beef up this combat group with a helicopter or more infantry.
The key is not to forget to deploy your recon forces to keep tabs on the batt-
lefield.
Several special forces and paratrooper squads are also available, including
East German Luftsturm-Jäger squads transportable in armed Mi-2 and Mi-8
helicopters, and the KGB’s elite Spetsgruppa “A” saboteur squads in their
civilian attire.
The capable T-64 tanks, including its upgraded T-64B variant, can be wielded.
A wide range of artillery and supporting arms are encountered in the 6th
Guards arsenal.
This far from the front, patrolling the skies against enemy intruders and bom-
bers rests on the shoulders of the Soviet Air Defence Forces’ long-range MiG-
31M interceptor. Other aircraft include the L-39ZO trainer, which can double
up as a light bomber.
The Soviet 6th Guards Separate Motor Rifle Brigade is flexible in the units it
can deploy, thanks to its wide range of infantry and supporting arms. Urban
warfare remains one of its specialties, excelling in hard-hitting offenses in
congested territory.
Gameplay Tips
Like other Soviet motorized rifle divisions, the 6th Guards Separate Motor
Rifle Brigade is a combined arms battlegroup with a penchant for urban com-
bat. Fielding a wide array of units, its infantry counts include special forces
and Forward Deployable paratroopers. Due to the symbolic significance of
operating in East Berlin, some of the Soviet soldier squads are highly trained
and motivated, including elite Spetsgruppa “A” saboteur squads.
The 6th Guards’ preference is the urban battlefield. It’s best to use this So-
viet formation in terrain with sufficient cover. The capable T-64 is a credible
deterrence and can be utilized in long-range armored warfare if required.
Thanks to its varied mix of troops, both aggressive openings and controlling
the mid-game are valid strategies.
Opening Moves
Once again, having a standard opening move of Soviet command tank sup-
ported by BMP-mounted squads, plus some AA, would work wonders. As the
6th Guards focuses on urban warfare, make sure to choose the terrain where
you will do battle carefully. The forces on offer are flexible enough to counter
aggressive airborne battlegroups, but this division comes into its own in a bat-
tle’s early to mid stages.
The 4th Motorized Rifle Division used either domestic equipment or export
versions of Soviet Army materiel. This means older tanks, such as the T-55,
upgraded T-55AM2 and T-55AM2B with its 9M117 Bastion gun-tube-fired
guided missile.
These saboteur squads, being dressed as NATO troops, can perform False Flag
operations. Helicopter forces are highly capable, with the Mi-8 and Mi-24
available in a range of rocket-pod, anti-tank, or gunship variants.
The 4th Motorized Rifle Division performs well in any combined arms opera-
tions with its mix of elite airborne troops, infantry, and heavy helicopter and
air support.
Gameplay Tips
The East German 4th Motorized Rifle Division is lighter than other mecha-
nized formations. With its attached special forces paratroopers and helicopter
support, it plays more like an airborne battlegroup than a Warsaw Pact-deriva-
tive motorized rifle division. This is especially true as no 120mm gun-equip-
ped tank can be deployed, limiting the available armor support.
The East Germans need play with plenty of aggression from the start, using
numbers and steel resolve to push as fast and hard as possible. Establish a
frontline, conquering as much terrain as needed, as most of the fight will be
drawing back in staggered intervals. The 4th Motorized Rifle Division has a
lot of cheap troops, more resilient against suppression thanks to their indoctri-
nation. Despite fielding older equipment, the advantage for these rifle squads
is clearly in numbers.
Opening Moves
The 4th Motorized Rifle Division begs to be played aggressively. Use your
elite and Forward Deployable Fallschirmjäger, including recon squads, to esta-
The 7th Armored Division counts on well-trained soldiers but has to make do
with older, less sophisticated equipment. The core of the formation’s firepower
is formed around the basic T-72 “mobilization tank”, backed by the more ca-
pable T-72M and T-72M1. First-generation T-55 tanks and SPW-40P2 Konkurs
ATGM carriers complement this armored fist.
Supporting infantry are limited in number, ranging from Pioneer combat en-
gineers with flamethrowers, PKM, and automatic grenade launcher weapon
teams to Motorisierte Schützen deployable in either SPW-70 APCs or BMP-1
IFVs.
Recon forces range from [Link]. BRM-1s, elite Specialaufklarer squads, and
nimble Mi-2 helicopters.
The East German air force brings to bear a mix of older and lighter MiG-21Bis,
including two different air-to-air variants, and more modern MiG-23MF in
either close air support and air defense and Su-22M4 strike aircraft.
Gameplay Tips
The East German 7th Armored Division can’t be seen as an unstoppable
steamroller, even if enough tanks have been gathered. Instead, it plays more
like a well-armed mechanized force, with its best tank being the ubiquitous but
older T-72 series. Its units can be fielded in great numbers and rather cheap,
meaning that the name of the game for the East Germans is firepower through
numbers.
Opening Moves
An aggressive attitude in the opening stages is advised. Don’t focus too much
on a single point, like other armored divisions, but instead spread out across a
broad front.
Your tanks, as numerous as they can be, are still vulnerable bunched up, so it
will be a tricky game of providing mutual support without descending into a
chaotic, ill-maneuvering deathball. Attack and push the frontline as much as
possible while reserving your best units for the inevitable enemy counter-at-
tack.
K.d.A. Bezirk Erfurt calls on especially large KdA militia squads, fielding
aged small arms, with additional Sicherungs, Militarstreifen, and Soviet
Zagradotryad military police, as well as Reservisten deployable in BTR-152
The divisional logistical base is generous, including the heavy M-26 supply
helicopter. Artillery is well-regarded, from M-46 130mm howitzers to the su-
per-heavy 2S7M Malka. Various MLRS systems can also unleash their devas-
tating rocket payloads, such as the venerable BM-24M, the BM-21 MLRS with
its napalm warheads, and the cluster-equipped BM-30 Smerch.
Heavy anti-air units include the ZSU-57-2 SPAAG and long-range 9K37
Buk-M1. With much of the division’s equipment being old or even obsolete,
armored forces have to make do with T-54Bs and a smattering of T-62s, PT-76s
including recon version, and museum-worthy T-34/85M tanks.
Fixed-wing air support is divided between Soviet and East German air forces,
from rocket-wielding MiG-21bis to anti-tank MiG-27M, the SEAD Su-24MP,
plus MiG-23MF fighters.
The K.d.A. Bezirk Erfurt is a battlegroup geared for defensive operations, best
used in supporting other formations with its numerous cheap infantry, heavy
artillery, and AA forces.
Gameplay Tips
The K.d.A. Bezirk Erfurt is best described as a support division with ample
access to logistical assets, artillery, and anti-air defenses. It plays the best
on the long run, trying to exhaust its opponents through attrition and ranged
firepower. While other divisions rely on positional warfare, including a large
amount of aggressiveness and mobility, the K.d.A. Bezirk Erfurt is the op-
posite. It fights like it is stuck in World War I, with equipment one can argue
stretches almost as far back, with all-out entrenched defense, massive artillery
barrages, and controlling the battlefield by throwing bodies at the problem.
Much like during the Great War, a commander of this division shouldn’t be too
fussed about losses. Artillery use should be sumptuous, and repeated human
wave attacks can be the deciding factor if your defensive line is being threate-
ned. The K.d.A. Bezirk Erfurt is one of the most difficult divisions to handle
when facing off against a singular opponent, but in team battles, it becomes a
very useful support battlegroup. You can always opt to take a Forward Opera-
ting Base with you when you deploy.
Opening Moves
It would be a challenge to start aggressively, with only a few recon troops
with Forward Deployment, who might find themselves isolated quickly. The
best way to open a battle is across a broad front with plentiful cheap troops.
Hammer any spotted movement with as much artillery as you can. Don’t care
about your losses; your opponent will probably have difficulty recouping their
forces. Always be careful to cover your FOB and heavy artillery with a strong
concentration of anti-air units.
squads range from specialized Motorisierte Schützen to KdA militia and elite
Stasi Wachschutzen.
The division contains a wide range of older equipment, from T-55A tanks to
the timeless T-34/85 and light ZiS-2 57mm AT gun. Artillery is well repre-
sented with a range of heavy guns, from 120mm mortars to SFL-H 2S1 122mm
and D-20 152mm howitzers.
Not letting any piece of equipment go to waste, the dual-purpose World War
II-era ZiS-3 and M-30 get a second lease of life. Anti-air defenses are formi-
dable with plentiful Strela MANPAD teams, Fla-Sfl 23-4 Shilka, and long-
range 2K12 Kub.
Air support focuses on ground support aircraft fitted out with rocket and na-
palm payloads. These include capable Su-22M4, MiG-21Bis light bombers,
and cheap L-39ZO trainers. This far behind the front fighter cover is limited to
MiG-23ML fighters.
to the battlefield.
Gameplay Tips
The Berliner Gruppierung might not be the flashiest of divisions, but what
it does, it does extremely well: urban combat. Following the doctrine of
overwhelming artillery firepower, this mixed formation is geared towards pro-
viding its plentiful assault infantry with a heavy dose of direct and indirect fire
support. In order to save the city, it becomes necessary to destroy it. Rounding
out the obsolete equipment is a capable air force with a strong focus on close
air support.
Opening Moves
The Berliner Gruppierung shines in its flexibility, with not one particular way
of playing the division. There is not a set opening move, but choose the ter-
rain you will do battle on carefully. With its plentiful infantry but with older
weapons, it is best to start the fight using the cover of cities or forests.