World in Conflict: Soviet Assault

World in Conflict: Soviet Assault

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Kav0K's Guide to WIC
By Kav0K
A general guide to a standard wic game. This guide will not cover any individual units or individual TA strikes in depth.
   
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Command Points
Command Points, or CP's for short, are the life blood for World In Conflict (WIC). This is due to their monopoly over the Domination Bar (the flags at the top). When the match timer hits 0:00, the team with the most domination progress will win. Command points consist of 2 or 3 command circles that change colour based on the status of which team controls the CP. CP's that consist of 4 command circles do exsist, however they are not normally found.

-Capturing
When capturing CP's, it is vital that as many players as possible are used. Each player that assists in the capturing of a CP will recieve 5 Tactical Aid (TA) points. This TA bonus does not stack with units being controlled by the same player. One common tactic used capturing CP's is where each player places a single unit on one of the Command Circles and, once this is complete, a single unit is used to capture the remaining command circles. This must be done with speed and caution however, as leving multiple units on a single command circle is asking for an airstrike.

-Domination Bar Allocation
The domination bar progresses based on the number of command points that each team controls. However they don't hold a uniform influence over the command bar. CP's that consist of 3 circles, will have more "sway" over the Domination Bar as opposed to a CP with 2 command circles. Due to this, CP's that have more than 2 command circles should be given more priority than others, however this must not compromise the integrity of the team. One classic example is the map Space Needle. The 4 point circle closest to the USA spawn looks nice and appetising to the USSR, however attempting to capture this point is fruitless as it requires most of the teams resources to push into a position that is difficult to control and leaves no troops for other CP's.

-Fortifying
When a team captures a CP, they can leave units on the command circles to fortify them. Each command circle has an anti-infantry, ant-tank and anti-air fortification that can be constructed (in that order). Constructing fortifications requires no physical commands on the players behalf, however the player must control the command point as have a unit in the command circle for this to occur. The unit/s inside the command circle will gain experience from fortifying, however, combat will yield much more. Fortifying will yield TA, however much like unit experience, combat and capturing of command points is faster and more reliable. If, as the player, you have a spare, cheap unit (such as the repair jeeps or the infantry transport truck) this can be worth while and will make it more difficult for the enemy to capture the CP using TA unit drops.
Tactical Aid
Tactical Aid or TA for short, is the most improtant element of WIC that needs to be masterd in order for any player to progress up the ranks and be a positive element to their team. TA is organised into 3 groups. Discriminatory strikes, indiscriminatory strikes and aids. Each TA strike can be used up to 3 times at once and infinetly many times during a single match.
Authours Note: This guide will not cover individual TA strikes in depth

-Discriminatory Strikes
This TA class is most commonly used when the destruction of an indivudual unit, individual unit type or small groups of units is required. These strikes are TA that can be dirceted and are by far the most accurate strikes. Some of these strikes can be cast over allied units with litte fear of damaging them, however others can't so ensure that you read the brief description provided before using the strikes. Discriminatory Strikes include but aren't limited to:
  • Tank Busters
  • Air to Air strikes
  • Napalm
  • Laser Guided Bombs
It is important to know the effectiveness of the strike you are using in relation to the target so as not to waste TA. Take Napalm for example, The hellish fire will do little to damage tanks and other armour, however it is effective against support units and lethal against infantry.

-Indiscriminatory Strikes
This TA class is most commonly used when damaging a large group of units or the destruction of a large area is required. These strikes do bulk damage over an area, however they are for the most part innacurate. These strikes include but aren't limited to:
  • Dasy Cutters/Fuel Air Bombs
  • Artillery Barrages
  • Cluster Bombs
  • Tactical Nukes
Much like Discriminatory Strikes, knowledge of each units weakness is required so that the correct TA can be used. For example, a light artillery barrage over medium or heavy tanks will do little but dent them, however a cluster bomb or heavy artillery barrage will be more effective.

-Aids
This TA class does not damage the enemy, but assists your team. These strikes are more commonly used when the capturing of command points, aquisition of vision or repairing of bridges is required. This TA is most noted for its use in aerial drops.

-Gaining TA
TA can be gained by enemy damage, command point capture, ally repair or command point fortifying. Rates differ depending on the type of action.

-Common TA Combinations
One typical use of TA is the capturing of command points. Correctly timing cluster bombs and unit drops can make an easy capture for a poorly defended CP.

-Common Faults
TA whoring. Saving TA can be the death of many many units in a game of WIC. This is most commonly seen in low level games. A player saving TA for a larger strike such as a carpet bomb, or more commonly tactical nukes, will almost never get to cast a TA strike during the game. The reason for this is that the enemy is unimpeeded in capturing command points in the way of TA untill said player has finished saving for their often useless strike. This has a 100% success rate when pissing off the more experienced players.

Nuking. Tactical nuclear strikes, while devistating, often do more harm then good (as you would expect). While the blast radius of such a device is comparitively small to that of a real life, conventional nuclear warhead, the blast will kill any scouts that your team has in the back lines of the enemy. This is terrible for 2 reasons. The first is the obvious death of the units. The second however, is that the death of these units, apart from giving the nuker a negative net score from the strike, makes it impossible for the players to see anything happening outside their own lines. This will result in squishy support units being hidden from relatively blind tanks and the enemy will gain the advantage. While the nuclear strike will disrupt the enemy for a short while by eliminating their control of command points, the enemy will gain 5 TA multiplied by the number of players assisting in the CP captures. When this is across 3 or 4 CP's it is possible for the enemy to gain 3 times that of what was spent on the strike. More often than not, a team that launces a nuclear strike without any real grounds to do so will end up losing the game. This all comes down to 1 line. TACTICAL NUKES SHOULD ONLY BE USED WHEN THE ENEMY HAS OVERRUN YOUR SPAWN AND THERE ARE NO OTHER OPTIONS.
Armour
Armour is the backbone of any WIC game and is the easiest role to play.

-Initial Spawn
When spawning, the most common unit selection is 3 heavy tanks. This is due to the relative uselesness of the other units in the class. APC's and other units of its equivalent cost simply don't have enough health to stand up against another armour player. You should always try to assist in the capture of as many CP's as possible as this will level up your tanks and make them fire and move faster.

-During Game
Targeting Support units is the most important thing an armour player can do. This will provide freedom of movement for air players and this in turn will see the destruction of their armour. Having a scout helicopter should always be a priority as the tanks can't see anything.....like literally, they need to be next to something to see it. Spawning tanks in individually should be avoided where possible. Armour players shouldn't venture anywhere without the protection of a support player providing anti-air. With the exception of APC's, tanks can't defend themselves against helicopters and will go down quickly without protection against them.

-Armour Weaknesses
Air is the most obvious, most common death of armour. They move fast and hit hard. Armour players should keep an eye out for helicopters and smoke up their tanks as soon as the threat presents itself. Infantry can also be brutal against tanks, especially when anti-tank infantry is garrisoned in a forest or buildings. TA also spells death. It is very tempting to leave high level tanks in a good firing position, however this makes them easy targets, and for most players, tanks are the primary target of TA strikes.
Air
Air is fast and lethal, however they can't capture command points

-Initial Spawn
The most common initial selection is 3 heavies and a scout. It can be tempting to spawn in nothing but heavy helicopters, however when the enemy tanks smoke, which they will, you will have to rely on the ground fire command and memory. This will also make it impossible to cast any of the units special abillities on targets.

-During Game
Air has the second most important job in a WIC game, eliminating deep scouts to ensure security for the support players. Never underestimate the power of Line-Of-Sight and its importance in battles. Don't be scared of anti-air. 2,3 and sometimes even 4 grouped anti-air units can be defeated quickly with clever use of flares, thermal scanners and hellfire missles. Never go anywhere without a scout helicopter, 4 heavy helicopters are scary, but 4 heavy helicopters that you can't hide from, now thats terrifying. Be alert for pings from players, the phrase "naked armour" means that there are heavy tanks without AA support and may as well be moving coffins. Be cautious when moving to engage these, or any targets though. Good support players are masters at hiding AA and it can quickly be your death if you encounter a large group spread out.

-Air weaknesses
Anti-air is brutal, if you don't have flares ready to go and you come across even 2 AA units, you can lose half your forces. Helicopters are fragile and will go down easy to large groups of APC's, however good use of TA can help in this situation. On that note you should be wary of the Air-to-Air TA strike, it has an average cast time but can hit many helicopters at once. So keep on the move and dont hover over one target for an extended period of time. The main downside of this strike however, is that it can be avoided using flares.
Support
Support is the silent protector of WIC. They seem useless, however a good support player will almost always top the score board.

-Initial spawn
NEVER SPAWN MORE THAN ONE HEAVY ARTILLERY UNIT. Heavy artillery is an easy target worth lots of points. You may think you are safe on the back lines, but once your shells start hitting their mark (which isn't often) the wrath of the gods will be embodied and hit you in the face. Not just from the game but from players on your team as well. It is also easy to identify the location of the NATO and USA artillery by the smoke trails left after firing.The most common spawn is 3 heavy AA and a repair tank.

-During Game
Fixing air and protecting armour is the most important job a support player will do. Armour will love you for eliminating their biggest threat and air will thank you for keeping their higher levelled helicopters alive. All while you get to sit back and rake in the TA. You must be cautious to stay behind the armour players though, as enemy heat shells will make short work of your units. Smoke is also your ally here. Dont think you are free from helicopters because you have AA. Any good air player knows how to bring down groups of AA quickly and as such you must keep your units hidden and spread out. Heavy artillery can be useful, but no more than 1 should be on the map at any one time. High level players will use heavy artillery to keep their units concealed under a thick blanket of smoke and to eliminate dug in infantry. Medium artillery will really get on the nerve of infantry players as well. When phospuropus rounds start to burn up all their cover and units they will not be happy, however this is only a recommended tactic when lots of forest is present (such as the maps Hometown and Riverbed). And as always, keep moving. TA isn't frendly

-Support Weaknesses
Air and Armour can give you a hard time, however armour is the main threat. Keep out of their sight, they will make short work of your squishy units. On that note artillery TA can be deadly when casted correctly, keep on the move to avoid this. The nature of support is thats it's squishy, anything that does lots of damage will kill your stuff quickly.
Infantry
Infantry is the most versatile and difficult to play role in the game. It can be very powerfull when used correctly but is easy to kill.

-Initial Spawn
There is no common spawn for infantry. Due to its versatility the map is often the determining factor here.

-During game
Regardless of the map the most important role of infantry and the most important job in the game is to provide vision for the team. This makes the support an easy target for armour, the air easy to counter, their tanks TA targets and their infantry easy to eliminate. The most common way of doing this is by placing aerial infantry drops into small forests and setting them to cease fire. This makes them almost invisible and they can see almost as much as a scout helicopter. The main advantage of infantry is the "resupply squad" option. This will heal the squad, however the squad becomes immobile for the duration and resets the units rank.

-Infantry Weaknesses
Everything. Yep that's right, everything. They are squishy and easy to kill, even scout helicopters can do some damage in numbers. Good infantry commanders will keep on the move. The main advntage of infantry is that they can go almost anywhere. Stealth is the best option here. Buildings and forests are your biggest ally. Don't stay stationary once there though. Gas, napalm, player controlled artillery, and almost any TA will make short work of your units.
6 Comments
White and Sticky 30 Oct, 2015 @ 2:41am 
R.I.P World In conflict the best damn strategy game this world will ever have
noles97 4 Apr, 2014 @ 8:03am 
Good job on this
Cyber_Wizard 28 Mar, 2014 @ 10:37pm 
Nice, good guide
Daltonfaya 25 Oct, 2013 @ 5:55am 
il y a un français
Daltonfaya 25 Oct, 2013 @ 5:54am 
salu
olivepants 13 Jul, 2013 @ 9:59am 
Awesome guide! This is such an underrated game