On larger maps, this speed difference is exaggerated greatly. During the "opener", the first engagement after the deployment phase has ended, the player with wheeled transports will generally arrive a few seconds earlier than the player with tracked transports, enabling them to set up a defensive line that the tracked player will then have to attack. When deciding on wheeled or tracked transports for your troops, it is also worth considering when you are going to bring them out in a game. This means that troops in wheeled transports can reach the front line signficantly faster than their counterparts in tracked transports. Wheeled transports are significantly faster than tracked transports, having a 150km/h road speed and an off-road speed usually around 70-100km/h. The armour on the IFV will also ensure that the squad stays relatively safe should they come under enemy fire before disembarking the transport. Whilst this will make the squad more expensive to deploy, it will also greatly increase their combat effectiveness as the infantry supports the IFV and the IFV supports the infantry. Likewise, you might want to consider taking your offensive infantry in an expensive, well-armoured and well-armed IFV. Taking them in a cheap APC would help keep the cost of the AA team down as well as ensuring you don't waste IFVs on infantry that don't need them. AA teams are also quite costly (between 20 and 30 points) and therefore it makes little sense to take an expensive IFV with heavy armour, as this would be a waste of resources. For AA teams, this is usually slightly behind your lines, where the risk of enemy contact is quite low. When choosing a transport, consider where the infantry that they are carrying is likely to be used on the battlefield. However, if I choose to take the same Mot.-Shutzen in the SPz BMP-2/c (a 20 point tracked IFV armed with an autocannon and an ATGM launcher), I will only be able to deploy 16 per card at Hardened veterancy. For example, a single card of Mot.-Schutzen in an MZTM MT-LB (5 point tracked APC) will allow me to deploy 18 of them at Hardened veterancy. Transports also limit the amount of infantry available per card. Therefore, it's usually a good idea to take your infantry in a variety of transports, as not only does this give you flexibility on the battlefield, it also prevents you from running out of transports when you build your deck. Cheap APCs tend to have the highest availability (usually around 7 or 9) whilst high-end IFVs have the lowest (between 1 and 3). Like all cards, transports have an availability, meaning you can only assign a certain amount of them to carry infantry. Furthermore, most APCs are wheeled, whereas most IFVs are tracked. ![]() They tend to have more armour and are usually more expensive than APCs. IFVs, on the other hand, tend to have much heavier armament, such as autocannons, ATGMs, and even tank guns. Generally, APCs tend to carry a light machine gun or even no armament at all, and therefore their primary role is simply to get the infantry where they need to be. The game distinguishes these as IFVs (Infantry Fighting Vehicles) and APCs (Armoured Personnel Carriers). ![]() ![]() Broadly speaking, transports in Wargame are split between two types: ones that can fight, and ones that can't. Therefore, it is important that you keep in mind the role of the infantry and assign them a suitable transport. All infantry in Wargame require a vehicle to transport them on to the battlefield, and the cost of this vehicle is added to the cost of the infantry when you buy them from your deployment menu in-game. Your next decision should be what transport to bring them in. OK, so you've chosen what infantry you'd like to bring in your deck.
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