World in Conflict: Soviet Assault

World in Conflict: Soviet Assault

Not enough ratings
World In Conflict unit guide. (WIP)
By VirgoCompany
A quick [Work in progress] guide on the units of World In Conflict, going over the various land and air units available as well as their various abilities, functions, and roles.
   
Award
Favorite
Favorited
Unfavorite
Roles
To quote the booklet manual that comes with the CD version of WiC; All the units available in the game are divided between four different roles. You can only play one role at a time, and you will have to rely on your teammates to cover your back when you need it. Even though some of the units are available across the role borders, commanders of each roles do have specific responsibilities toward their teammates.

  • Armor
    The Armor role is for anyone who likes to keep it simple. With unparalleled armor protection and firepower, the Armor role is a powerful presence on ground. Heavy tanks shred lighter vehicles with their offensive abilities, while Armored Transports rip apart infantry and threaten helicopters with their autocannons. Keep your armored units facing towards the enemy and they can take considerable amounts of punishment, while seeking to hit the enemy on their flanks.
    (Guide author's note: investing in a couple jeeps will help keep your units alive by providing repairs if there are no Support players on your team, no more than two are necessary but try to keep at least two around so they can provide mutual repairs to one another.)

  • Air
    The Air role is all about fast assaults and hitting the enemy where it hurts. The Transport and Scout Helicopters give Air commanders the benefit of larger vision range and the ability to see hidden infantry among the buildings and forests, as well as the mobility to quickly deploy infantry squads around the battlefield. Although the Air role is a powerful offensive force, it lacks the ability to capture Command Points, so either invest in tactical aid in the form of airdropped jeeps and Light Tanks, or clear the way for your allies.
    (Guide author's note: Helicopters are a little tricky to repair and need to hover really close to repair units. AA units and emplacements will make quick work of your helicopters, use the Heavy Helicopter offensive ability to launch an ATGM at these units first, then focus on transport units as their autocannons and machineguns can engage your airborne units.)

  • Infantry
    The Infantry role leans more towards a defensive playstyle in cramped environments such as forests and urban areas, where infantry squads may take cover and hide among foliage and buildings to initiate ambushes against the enemy and hold ground. The Infantry role is given exclusive use of Anti-Tank Squads, Troop Transport trucks, and Amphibious Transports. Demolition Squads can destroy structures and deny the enemy infantry their use, while snipers can remain hidden to pick off enemy infantry. It's best to let your allied armor commanders to assault and take open ground, and move up your infantry to hold the ground that was taken.
    (Guide author's note: Be on alert for enemy airstrikes, as napalm and nerve gas will annihilate your squads and destroy their cover.)

  • Support
    The Support role may not be the most glamorous, but it is no less critical. Support commanders gain access to Heavy Artillery and Heavy Anti-Air units, as well as a discount on Tactical Aid and Repair Tanks. Artillery can severely weaken enemy defensive positions and engage in counter-artillery fire, while anti-air units provide cover against enemy helicopters and air strikes, and your repair tanks can help keep your vehicles and allies alive. The Support role can be hard to master, but it is an essential role for a strong army.
    (Guide author's note: don't bunch up your artillery in one spot, and keep your artillery on the move to minimize risk of incoming counter-artillery fire from either enemy tactical strikes and/or artillery units.)
Armor
All units in this category share the Defensive Ability Smoke Screen, which hides units in a cloud of smoke cutting off Line Of Sight (LOS), can hide nearby units as well. Be warned that using this ability works both ways; Aside from Scout Helicopters using an ability, units cannot see in or out of the smoke alone. Units are not invincible in the smoke and can still be killed if hit by stray fire from tactical strikes or attack-ground fire. The Armor Role gets the biggest discount on Armored Transports, Amphibious Transports, and Medium Tanks, as well as exclusive use to Heavy Tanks and Light Tanks in the reinforcement menu.

  • Heavy Tank
      Cost-
    • Armor: 1,200
    • Air: N/A
    • Infantry: N/A
    • Support: N/A
    Heavy Tanks are the biggest baddest units on the ground, packing the heaviest armor and health pool, as well as fearsome cannons, while being almost as fast as any other tank, as such they make great spearheads for an armored assault, and will chew up most other light vehicles. They're also rather costly, and while they have large health pools they are NOT invincible, requiring proper support against infantry and especially helicopters, since they have no anti-aircraft capability. All three faction variants share the Offensive Ability HEAT Shell (High Explosive Anti Tank), which deals bonus damage against light vehicles and defensive emplacements, but isn't as effective against Medium Tanks or other Heavy Tanks.

  • Medium Tank
      Cost-
    • Armor: 800
    • Air: 1,200
    • Infantry: 1,000
    • Support: 1,200
    Medium Tanks are a sort of in-between unit with Light and Heavy Tanks, packing fair health and armor as well as a decent cannon. Medium Tanks are cheaper than Heavy tanks, but still more expensive than Light Tanks, but while the other tank variants prefer dealing with vehicles and defensive positions, the Medium tank actually fares a little better against infantry due to it's Offensive Ability. USA and NATO Medium Tanks fire a White Phosphorous Shell which creates a relatively small burning cloud of smoke at the targeted location, while USSR Medium Tanks fire a Frag-HE Shell that simply explodes and sends shrapnel flying in a small area. Both Offensive Abilities are equally as deadly when used against infantry in the open, however the WP Shell may fare better when used against infantry in a forest or building to cause a possible fire. Medium Tanks can be used by all four Roles.

  • Light Tank
      Cost-
    • Armor: 600
    • Air: N/A
    • Infantry: N/A
    • Support: N/A
    Light Tanks are cheap, lightly armored vehicles, that trade durability for a respectably high speed in comparison to heavier armored units and a cheap cost. They are the cheapest of the tanks, actually slightly cheaper than an Armored Transport, and as such their shear numbers can make them rather dangerous against other vehicle groups. Their Offensive Abilities involve a Shillelagh Missile for the USA, an AT-5 Spandrel Missile for the USSR, and a HESH Round (High Explosive Squash Head) for NATO. These abilities enable Light Tanks to punch above their weight, even Heavy Tanks need to be wary due to these offensive abilities dealing almost half a health bar's worth of damage, killing a Heavy Tank in two or possibly three hits. Just, make sure kill that Heavy Tank quickly, because it only takes maybe three shots AT BEST to kill a Light Tank, TWO if it uses a HEAT round.

    What's more, Light Tanks can be called in as a Tactical Aid, 6 points for an Armor player, 10 for everyone else, which means you can save on reinforcement points, but are still rather expensive and take nearly half a minute to be airlifted onto the marker via helicopter. Despite this, they are still a welcome addition to the other Roles, as a cheap alternative to using reinforcement points on a more expensive Medium Tank.

  • Armored Transport
      Cost-
    • Armor: 750
    • Air: 1,100
    • Infantry: 1,000
    • Support: 1,100
    Armored Transports are possibly the most versatile unit in the Armor category, packing an autocannon for dealing with infantry and helicopters, an offensive ability for dealing heavy damage to vehicles, and carrying capacity for a squad of infantry, all at the cost of 750 points. However, for all this, they are still at their core, transports, they are made to ferry soldiers from point A to point B, and provide fire support if/when needed. While they are armored, they're only as beefy as other Light Tanks, and while they have an autocannon that shreds infantry and light vehicles, they tend to struggle a little more against heavier armor, even with their Offensive Abilities. That said, it pays well to have one or two around in your armor group to act as a light screen against helicopters, but don't expect them to completely repel an airborne assault on their own as they will still go down with a quick rocket barrage and an airborne ATGM. Still, it's better than nothing. Their Offensive Abilities are a TOW Missile for the USA, and am AT-5 Spandrel Missile for the USSR, both of which act the same as the Light Tank's point-and-click targeting ability for a quick instant punch against enemy armor and defensive structures. NATO however has a different Offensive Ability, using Armor Piercing Rounds as seen on the Troop Transport, though dealing slightly more damage while firing and only marginally better when facing heavier armor. Armored Transports can be used by all four Roles.

  • Amphibious Transport
      Cost-
    • Armor: 650
    • Air: 900 (USA) / 1,000 (USSR & NATO)
    • Infantry: 750 (USA) / 850 (USSR & NATO)
    • Support: 900 (USA) / 1,000 (USSR & NATO)
    Amphibious Transports are exactly that, transports that can cross bodies of water. The USA version is less expensive than an Armored Transport, while NATO and the USSR are more expensive. These units are more about marine operations when all the bridges have been blown apart and calling in helicopters is inadvisable. Honestly these are rather rare, as the other transport options are both all faster and not every map demands a river crossing, but they at least make up for their shortcomings with heavy automatic weapons and potency against enemy infantry. They CAN engage helicopters but are not particularly effective at it, they'll most likely die first so take it's best to avoid engaging helicopters if it can be helped. Their Offensive Abilities involve HE-I (High Explosive-Incendiary) Rounds for the USSR and NATO, which serves as even more potent infantry-killing power for their autocannons (NATO) and heavy machineguns (USSR). The USA transport has a heavy machinegun like the USSR transport, but uses a MK-19 Grenade Launcher Offensive Ability instead of HE-I Rounds, that works by targeting an area and bombarding it with a burst of grenades. Amphibious Transports can be used by all four Roles.
Air
All units in this category share the Defensive Ability Drop Flares, which gives a high chance for helicopters to divert incoming hostile missiles. Does not affect machinegun or autocannon fire, also does not give a 100% guarantee to divert missiles.




Infantry
All units aside from the transports in this category share the Defensive Ability Sprint, which makes infantry move at double their normal speed, but also prevents them from engaging enemies for the duration of the ability. Best used when approaching cover such as a building or forest where you need to either seek cover quickly, or retreat from an unfavorable engagement. Or moving across open ground when you know there are no enemies around, though it's probably best to load into a transport at this point...


  • Anti-Tank Infantry Squad
      Cost-
    • Armor: N/A
    • Air: N/A
    • Infantry: 800
    • Support: N/A
    Anti-Tank Infantry come in a squad of five soldiers per squad, with three missile carrying units, one Squad Leader armed with a rifle, and one rifle-armed Medic that can heal the squad outside of combat. As the name indicates, this squad specializes in attacking enemy vehicles, but despite having a couple rifles available to the group they are woefully inadequate when faced against enemy infantry. It's best to keep this squad hidden in a building along a narrow street and opening fire on the enemy flanks, or on the edge of a forest where they can initiate the first strike. They do not have an offensive ability, are unable to engage helicopters with their launchers, and are only available to the Infantry Role.
    USA: M16A2, M203, M2CG
    USSR: AK-74M, GP-30, RPG-7
    NATO: FAMAS, M203, M136 AT4

  • [h1Infantry Squad[/h1]
      Cost-
    • Armor: 1,000
    • Air: 1,000
    • Infantry: 650
    • Support: 850
    The standard issue Infantry Squad is the most versatile infantry unit available, armed with a Squad Leader and Medic both armed with assault rifles and grenade launchers, one anti-tank missile carrying soldier, one anti-aircraft missile carrying soldier, and one soldier armed with a light machinegun. The basic Infantry Squad may be versatile and adept at combating enemy infantry units, it is at it's most powerful when garrisoned inside a building where the squad is immune to almost all forms of damage, save for fire and chemical attacks and the building collapsing in on itself. What's more, while it has a single launcher and a heavy machinegun, it won't be as effective against vehicles like the Anti-Tank Infantry Squad, and is only moderately effective against helicopters when in cover and inside buildings. Combining Anti-Tank and regular Infantry Squads make for an overall solid group, especially in urban environments. The rifle carriers in the squad have the Offensive Ability Grenade Barrage, launching 40mm grenades in a target area dealing heavy damage against infantry and light damage against light vehicles and structures.
    USA: M16A2, M203, M249, M2CG, FIM-92 Stinger
    USSR: AK-47, GP-30, PKM, RPG-7, 9K310 Igla-1
    NATO: FAMAS, M203, FN MAG, M136 AT4, FIM-92 Stinger

  • Sniper
      Cost-
    • Armor: N/A
    • Air: N/A
    • Infantry: 500
    • Support: N/A
    Armed with a scoped sniper rifle, this unit can see the battlefield from a far, safe distance. The range of the sniper is long, allowing him to help the Support Role in placing artillery strikes or tactical aid. The sniper is also stealthier than other infantry units. The Sniper's disadvantages are numerous: He can't kill any unit other than infantry, for one sniper he takes up the space of a transport, he is very slow, and his only ability is to Sprint just like the other infantry units.
    USA: M24 SWS
    USSR: Dragunov SVD
    NATO: PSG-1

    • Cost-
    • Armor: 1,200
    • Air: N/A
    • Infantry: N/A
    • Support: N/A

    USA: M16A2, M203
    USSR: AK-47, GP-30
    NATO: FAMAS, M203

    • Cost-
    • Armor: 1,200
    • Air: N/A
    • Infantry: N/A
    • Support: N/A
Support
Only the Heavy Anti-Air Vehicle has the Smoke Screen Defensive Ability in this category, and the Repair Tank has a self-healing ability. The rest of the units do not have Defensive Abilities.













Structures
Non-Destructive Tactical Aid
Here is a list of the Tactical Aid units of the Non-Destructive section, complete with what the strike does and the vehicles involved.

  • Aerial Recon - "Reveals enemy units in the area and exposes hidden infantry."
    Mostly regarded as a waste of points, as special forces behind enemy lines and helicopters offer more view and last much longer, but the strike will do in an emergency. Sometimes. We never actually get to see the aircraft. Could be an AWACS, could be a biplane, could be Rainbow Dash with a pair of binoculars for all we know.
    USSR: callsign Zvezda
    USA: callsign Primer
    NATO: callsign Magic

  • Troop Transport (Unit Drop) - "Drops a Troop Transport at the target area."
    Select a target and a jeep will be delivered via helicopter. They operate just the same as regular Troop Transports. Support players may call in these units at a discount.
    USSR: UAZ-469 (delivery by Mi-26 Halo, callsign Chaika)
    USA: HMMVW (delivery by CH-53E Super Stallion, callsign Empire)
    NATO: D90 (delivery by CH-47 Chinook, callsign Walnut)

  • Airborne Infantry (Unit Drop) - "A squad of airborne infantry parachutes into the target area. The squad leader has the ability to call in artillery strikes on targets within range."
    Dropping these guys into a forested area and holding their fire is a nifty way of keeping an eye on the enemy, just be careful not to get too close or else they'll be spotted via proximity detection just like any other unit in the woods. The artillery strike is only a couple shells, enough to destroy infantry and some transports but not quite enough to take out defensive structures in one go, takes a little while to recharge and you need to get a little close to the target. These units are slightly weaker than basic riflemen, and lack any anti-tank or anti-air rockets, so try to keep them out of the fight if you can.
    USSR: Spetsnaz/VDV (delivery by Il-76 Candid, callsign Chaika)
    USA: Airborne Rangers (delivery by C-141 Starlifter, callsign Empire)
    NATO: French Foreign Legion (fr. Légion étrangère) (delivery by Transall C-160, callsign Walnut)

  • Light Tank (Unit Drop) - "Drops a Light Tank at the target area."
    Same principle as with the air dropped Troop Transport. Great for if you wanna give your infantry a little extra mobile firepower, or give your helicopter squadrons some ground presence to capture points. Unlike the transports, they are not called in at a discount.
    USSR: PT-76 (delivery by Mi-26 Halo, callsign Chaika)
    USA: M551 Sheridan (delivery by CH-53E Super Stallion, callsign Empire)
    NATO: FV101 Scorpion (delivery by CH-47 Chinook, callsign Walnut)

  • Repair Bridge - "Deploys a military girder bridge over a destroyed bridge, allowing ground vehicles to cross."
    Honestly this may not see that much use when compared to artillery or air strikes, but if you don't have anything to cross the water like an Amphibious Transport, or fly over it with a Transport Helicopter, then this may be your only option for getting infantry across a river. Support players can deploy this at a discount. (Also, these three air units are a busy trio aren't they?)
    USSR: callsign Chaika
    USA: callsign Empire
    NATO: callsign Walnut
Selective Strikes Tactical Aid
Here is a list of the Tactical Aid units of the Selective Strikes section, complete with what the strike does and the vehicles involved.

  • Napalm Strike - "An airplane swoops in and drops napalm bombs over a corridor-shaped target area. The flames linger for a while, causing damage to any unit traveling though. Most useful against infantry and weakly armored units and clears forests very effectively."
    This is the best tool for clearing out forests where you think the enemy may be hiding. If you aren't using infantry yourself, might as well call in a bombing run and clear it out to prevent the enemy from using the forest to hide infantry. Bear in mind the enemy could just as easily do the same to you as well. The fire and smoke also obscures LOS for both sides of the fight.
    USSR: MiG-27 Flogger-D, callsign Varon
    USA: F-15E Strike Eagle, callsign Stoker
    NATO: Mirage 2000, callsign Cognac

  • Chemical Strike - "An airplane swoops in and drops gas canisters over a large area, covering it in gas clouds that are lethal to infantry. The gas lingers for a relatively long time, effectively suppressing the area."
    What napalm does for forests, chemicals do for cities. It won't be as effective against vehicles, and infantry can just run away, but it will force them to either leave the buildings or die. Not so good in forests though.
    USSR: Su-25 Frogfoot, callsign Lisa
    USA: F-15E Strike Eagle, callsign Silencer
    NATO: Harrier GR.5, callsign Raider

  • Tank Buster - "An airplane sweeps down and unleashes its 30mm Gatling gun, destroying any ground units in the corridor-shaped target area. It does not differentiate between hostile and allied units."
    Best used against an enemy firing line or along urban streets where you suspect enemy armor is going through, does some pretty nasty damage to defensive structures as well. BRRRRRRRRRRRRRRRRRT
    USSR: Su-25 Frogfoot, callsign Ohotnik
    USA: A-10 Thunderbolt II, callsign Hunter
    NATO: Harrier GR.5, callsign Ghost

  • Laser-Guided Bomb "Very accurate and powerful munitions are deployed at the target area. Primarily intended to destroy reinforced structures, it is of limited use against other targets."
    It can one-shot almost any structure it hits, drop a few on a control point where the defensive structures spawn to make sure they're destroyed before you push up. They have a small blast radius so don't try to attack units with it when they're on the move. Support players can deploy this strike at a discount, so call on them to blow a bridge and keep it down. Still costs more to repair the bridge but it gets the job done quick. Though when dealing with infantry, it's still well worth the full price to LGB the building.
    USSR: MiG-27 Flogger-D, callsign Volk
    USA: F-15E Strike Eagle, callsign Wolverine
    NATO: Tornado IDS, callsign Anvil

  • Air-to-Air Strike - "A fighter jet flies through the target area, engaging and destroying any hostile helicopters in range with air-to-air missiles. The area of effect is relatively large and gives players a fair chance to hit the fast-moving helicopters."
    If you don't have enough anti-air on the field, call in a fighter and clear the air. Helicopters may not be around for long and may be spread out, but you may take out a few of them if you're lucky.
    USSR: MiG-23B Flogger-F, callsign Sokol
    USA: F-16C Fighting Falcon, callsign Joker
    NATO: Mirage 2000, callsign Chevalier

  • Heavy Air Support - "Several waves of aircraft enter the specified area, using guided missiles to engage all enemy ground vehicles and helicopters in range while leaving friendly units alone. New eaves arrive long enough for the Tactical Aid to have a suppressive effect, giving friendly units freedom to act in the area."
    This is a rather expensive tactical aid, but if your units are in close and you don't want to risk hitting your allies, call in the fighter-bombers and wipe out the enemy.
    USSR: Su-25 Frogfoot/MiG-23B Flogger-F, callsign Skorpion
    USA: A-10 Thunderbolt II/F-16C Fighting Falcon, callsign Pheonix
    NATO: Harrier GR.5/Mirage 2000, callsign Sovereign
Indiscriminate Attacks Tactical Aid
Here is a list of the Tactical Aid units of the Indiscriminate Attacks section, complete with what the strike does and the vehicles involved.


  • Light Artillery Barrage - “Off-map artillery units deliver several mortar shells, spread out randomly in the medium-sized target area. While the mortar rounds are highly effective against infantry and lightly armored vehicles, direct hits can never be guaranteed. The bombardment lasts long enough to have a suppressive effect on enemy and friendly units alike.
    Mortars which shell a medium-sized circle. Great against infantry, especially if several squads are clustered together. For this reason, infantry players should not group their squads into a small area or will risk being wiped out by this cheap tactical aid. Dunno what the mortar unit may be, could be an infantry mortar or vehicle mounted, nobody knows. Maybe it's Medium Artillery parked off-map.
    USSR: callsign Molot
    USA: callsign Zulu 9
    NATO: callsign Union

  • Heavy Artillery Barrage - “Similar to the Light Artillery Barrage, but bigger and nastier, this Tactical Aid delivers high-caliber artillery fire in a large area. While the impacts are spread out enough to never guarantee a kill, any group of units in the target area is likely to sustain losses if they remain in the area once the barrage commences.
    Heavy artillery shells hit a large area, dealing heavy damage to enemy units. While heavy tanks can usually weather the barrage, this tactical aid is quite lethal to support players and their lightly-armored AA vehicles. If the support player's AA is wiped out by the barrage, the leftover tanks become easy prey for helicopters. Might be towed artillery in a firebase somewhere off the battlefield, since it's all howitzer shells unlike the USA and NATO Heavy Artillery which uses rockets.
    USSR: callsign Molot
    USA: callsign Zulu 9
    NATO: callsign Union

  • Precision Artillery - “Off-map artillery units deliver a precise and devastating barrage in a small target area. It is, however, rather expensive.
    This is an artillery barrage that impacts a small strike zone radius. It delivers a volley of devastating shells that obliterate infantry units and seriously damages armored vehicles both in the designated area and outskirts. A major advantage of this tactical aid is its small deployment time, allowing the commander to decimate strategic enemy forces swiftly. Probably more towed artillery, set up and firing for precision over raw firepower. Think these guys may also be the ones being radioed by the Airborne Infantry when they use their Offensive Ability, who knows.
    USSR: callsign Molot
    USA: callsign Zulu 9
    NATO: callsign Union

  • Air Strike - “A ground-attack aircraft flies in and drops cluster munitions over a medium-sized target area. Any ground units caught in the area will be at least seriously damaged.
    A cluster bomb strike destroys or heavily damages everything in the target area, including heavy tanks and even helicopters. A relatively inexpensive tactical aid, but is undermined by its long deployment time. However, you can often catch enemy units sitting on command points as they try to fortify them and wipe out a number of tanks or anti-air vehicles. Can also be used on your own points if you are about to be overrun, clear out the zone before a counter-attack.
    USSR: MiG-27 Flogger-D, callsign Orel
    USA: F-16C Fighting Falcon, callsign Iceman (in the campaign the air strike is delivered by an F-15E, however)
    NATO: Harrier GR.5, callsign Shadow

  • Carpet Bombing - “A single bomber flies in over the target area and unleashes dozens of high-yield gravity bombs, creating a trail of destruction several hundred meters long.
    Carpet bombing is extremely effective against a large column of enemy ground vehicles and infantry, but is pretty spendy. Still good for clearing out an urban area and leveling objective points right quick.
    USSR: Tu-95 Bear, callsign Groza
    USA: B-52G Stratofortress, callsign Preacher
    NATO: Tornado IDS, callsign Inquisitor (It doesn't use gravity bombs though, it uses MW-1, a cluster munition.)

  • Daisy Cutter - “A large military cargo plane flies by and drops a 17,000-pound conventional bomb, creating a massive blast and a large smoke cloud. While extremely effective at clearing forests and destroying infantry and weaker ground vehicles, its powerful shockwave is less effective against larger buildings and heavily armored units.
    The BLU-82 "Daisy Cutter" bomb (USA and NATO only) has been developed to destroy lush forests in Vietnam. In World in Conflict, the bomb can of course be used against any group of enemy units and even buildings, which are eradicated by the blast wave of the bomb.
    USA: C-130 Hercules, callsign Angel
    NATO: Transall C-160, callsign Devil

  • Fuel Air Bomb - “An SU-25 aircraft flies by and drops thermobaric munitions that create a vapor cloud of highly explosive fuel which then ignites, creating a massive blast and a large smoke cloud. While extremely effective at clearing out forests and destroying infantry and weaker ground vehicles, its powerful shockwave is less effective against larger buildings and heavily armored units.
    The fuel air bomb (USSR only) is one of the most powerful types of ordnance after nuclear weapons. It has a different visual explosion, but has the same capability. As it is dropped and detonates over an enemy force much faster than the daisy cutter, it is harder for enemy units to escape.
    USSR: Su-25 Frogfoot, callsign Serp

  • Tactical Nuke - “For desperate situations when nothing else seems to stop the enemy, there is the tactical nuclear warhead. Delivered by a cruise missile launched from a bomber plane, this Tactical Aid leaves a large part of the map in complete desolation, turning the ground and everything on it into ashes. Left in its wake is a massive mushroom cloud and a lingering cloud of deadly radiation, which inflicts serious damage on any unit that approaches ground zero.
    The resultant radiation damages vehicles at a rate of 20 hp per second, regardless of vehicle type. For example; a Heavy Tank takes as much damage as a Light Tank, but will survive for longer because it has more hit points. Good luck on that 25-killstreak, camper.
    USA: AGM-129 ACM
    USSR: unknown
    NATO: unknown
Misc. Units
And here goes a list of "units" that show up in the campaign.
Sources
Here's a very, very short list of sources used in providing this information.

  • World In Conflict fan-made wiki.[worldinconflict.fandom.com]
  • World In Conflict: Soviet Assault booklet manual that came with the disc version of the game.
  • Personal experience playing the game and contemplative thoughts on the subject.
Guide Author's Note;
Yeah yeah, this game can't be bought on Steam anymore, and odds are if you're reading this guide you probably already know the game inside and out and don't really need it, but I thought I'd add to the list of guides so we could have something OTHER than multiple guides on how to fix this game. But in any case, if you lot wish to add some input on the units, such as their name and designation, or add in stuff that hasn't been put in here, you're welcome to do so in the comments.
4 Comments
knmc 4 Jan @ 6:03am 
Very sad to see that the game is completely dead. I wish there were some communities keeping the multipayer alive but thats unlikey
Noire 14 Dec, 2024 @ 1:49pm 
Am gonna try Broken Arrow, just redownloaded WIC for quick revision
VirgoCompany  [author] 12 Dec, 2024 @ 3:48pm 
Good god I forgot about this guide entirely.

Yeah, I might not get back into putting this guide together, haven't played the game in quite some time and haven't had motivation to get back into it or the guide. Still, nice to see it's been appreciated.
Commissar BS 12 Dec, 2024 @ 1:32pm 
I appreciated it, I haven't played since it came out, and this convinced me to re-download