Category:Units

From Rogue Assault Wiki
Jump to navigation Jump to search
Three Abrams M1A1s, five S-13s and one Humvee in action.

Units are a major gameplay element in War Commander:Rogue Assault

General Information

  • Units, depending on their behavior, are used in varying capacities, primarily to either attack a base or to aid in defense.
  • The game categorizes all units into five different classes.
    • Infantry, Light Vehicles, and Heavy Vehicles are considered GROUND units.
    • Fixed-Wing Aircraft and Helicopters are considered AIR units.
  • To produce or promote a unit, its blueprint must be unlocked, and the respective production building needs to meet its requirements. Once a unit is built, it can't be scrapped and will stay with that account forever. This does not apply to units related to FOBs, as the player has no control over them and therefore wouldn't pay their normal build costs.
    • Early game unit blueprints are either player level locked or avaliable by default. Anything else are generally obtained in events.
    • Promoting a unit generally increases its stats, and in some cases, unlock Equipment slots.
      • Equipment are upgraded independently and also provide various bonuses to a unit.
      • Some equipment are immediately avaliable when its slot is unlocked, and others must be first secured in events.
      • Installed equipment will apply their bonuses. Its important to note that installed equipment cannot be removed, and a unit will stick with them forever. In the case if a unit has multiple options for any slot, each slot only accommodates one, and additional restrictions may be present on certain units.
      • Normally, all instances of the same unit will share one equipment loadout. Elite and Legendary Subscribers however have additional options:
        • Offensive Loadout applies to units in Platoon Alpha/Bravo/Charlie. For players without Elite/Leendary Subscriptions, this is their universal loadout.
        • Defensive Loadout applies to units in Defender Platoons exclusive to the Airfield/Garage/War Factory/Helipad/Barracks.
        • FOB Loadout only applies to reinforcement units spawned by FOBs.
      • All equipment bonuses are separated by tiers (colloquially referred to as MKs), which can be unlocked sequentially. When any equipment is unlocked, MKI becomes avaliable. Most have up to two additional tiers (MKII and MKIII), but there are also a number of outliers, ranging from having 1-2 tiers or a fourth one (MKIV).

Platoons

  • Each player may have up to eight platoons, three of which are used for offense and the remaining ones are tied to a specific unit production building. Each unit has a different Capacity, indicating the amount of room it takes in the whole platoon, which are expanded with upgrades.
    • Each platoon contains a slot for a Squad, which in turn consists of a single specific unit and limits a player's formation alongside its capacity. Each Squad can be directed independently. If multiple units are in a Squad, they tend to assume a formation, and generally will not to clip into or collide with other friendly units. However, multiple Squads can overlap, leaving them vulnerable to splash damage.
      • Most units have a specific value for Max per Squad, which determines how many of it can fit in one slot if the Platoon's capacity allows for it. For example, this number is 3 for Abrams M1A1 so each slot can have only up to three of them.
      • Certain units instead have a Max per Platoon restriction, which works similarly but extends to the whole platoon, rather than a squad, but both limits can also coexist. For example, this number is 1 for Hammerhead, so only one can fit in any single platoon. In the case of Hurricane, the player can only have two in a platoon, and they will both take one slot each.
        • The five Mega Units have more sophisticated constraints. A player may only have no more than one instance of a specific unit, and only up to two different ones. If an Overlord is the only Mega Unit present, it is possible to add a Valkyrie or a Phantom, but not both, nor a second Overlord.
    • Platoon Alpha/Bravo/Charlie are the Offensive Platoons. They have two squads for Fixed-Wing Aircraft (Air), and five for everything else (Ground). These will be the Platoons a player would use to attack their opponents.
      • These platoons are upgraded sequentially, but all share the same max level, and Platoon Alpha has specific requirements. For example, Platoon Bravo cannot be upgraded beyond level 12 if Platoon Alpha is also 12, even if Platoon Alpha can reach level 13.
      • If any units are damaged or destroyed in any of these platoons, the player cannot edit that particular platoon until they pay a repair fee valued in Oil. The five unit categories are arranged in increasing order of oil repair costs, and the more damage they take, the more oil they require.
      • All units in the Ground section can be commanded around manually, save for payload units spawned through manual deployment or destruction of their carrier. By default, all are directed by AI, but the player has manual control of their own units and can disable/enable the AI at will.
        • Directing a unit to a structure or unit it can target causes it to move and attack with its primary weapons. Otherwise, if they are only given a destination, they will just move there. A number of units' primary/secondary weapons can benefit from this, as they can attack on the move and return fire.
      • Fixed-Wing Aircraft behave differently. See details at their own page.
    • Platoons associated with unit production buildings share a similar nomenclature, with the name of said building being followed by the prefix "Defenders", which is also the colloquialism for units they spawn. For example, Airfield's platoon will be named "Defenders Airfield".
      • Each of these platoons can only accommodate certain types of units, depending on their speciality:
        • The War Factory can accommodate all Heavy Vehicles, as well as all Light Vehicles that are at T7 (Grizzly/Terminator) and below.
        • The Airfield can accommodate all Fixed-Wing Aircraft.
        • The Garage can accommodate all Light Vehicles.
        • The Helipad can accommodate all Helicopters.
        • The Barracks can accommodate all Infantry.
      • Some units are Locked For Platoon, meaning a player can only use them in the aforementioned Offensive Platoons.
      • Defender Platoons possess notably fewer slots, and take a certain amount of time to spawn Defending units. Should they be destroyed before the timer expires, the units are not spawned at all. Unlike as with a player's Offensive Platoons or Minefields, they are fully restored without charge in-between battles.
      • Through upgrades, Defender Platoons can gain more slots and at higher levels, percentage-based deployment time reduction. Additionally, certain units have lower deployment times at Elite Levels.
      • Units spawned by Defender Platoons have infinite tracking range and are automatically directed by the AI. As with FOB units, their target preferences are derived from their primary weapons, and if they cannot find any targets, they will spawn and stay still. This is unlike pre-placed units in NPC bases such as FOBs, Campaign bases, Event maps and Strongholds, which have a limited pursuit range. Any payload units will also spawn upon the carrier's destruction.
        • For example, a Humvee with the FIM-43 Redeye Missile equipment will not chase Fixed-Wing Aircraft actively, but said weapon can still hit them should they come within its range.

Subcategories

This category has the following 3 subcategories, out of 3 total.

A

G

Pages in category "Units"

The following 14 pages are in this category, out of 14 total.