Build 89 introduced a squad micro-layer (SML) — a set of individual-soldier behaviors that run on top of the AI commander's existing order loop during town assaults. These are transparent to players but shape what you see enemy and friendly AI squads doing around contested towns.
This guide explains each behavior so you know what to expect and how to work with it.
Camp-split (SML-1)
What it does: when a squad arrives at a town and 2 or more strongpoint camps are still unheld, the foot infantry split into two sub-groups. Each sub-group moves directly to a different camp instead of queuing at one.
Why it matters: prior to this change, whole squads would pile onto one camp, capturing it slowly while other camps stayed empty. Camp-split means contested towns now see simultaneous multi-camp pressure. If you are defending, you will need to cover more camps at once.
Watchdog: if the split stalls (leader killed, squad disbanded, new order received, or 240 seconds elapsed), units automatically rejoin the group. You will not see permanently orphaned soldiers on the map.
Dismounts (SML-2)
What it does: when a squad is assaulting in APCs or IFVs, the cargo infantry now dismount and advance on foot while the crew stays inside and provides fire support.
Why it matters: previously, infantry stayed buttoned up and advanced with the vehicle, which meant the APC had to park at the camp for infantry to dismount. Now you will see infantry advancing on foot into buildings and camp zones while their transport provides overwatch from a distance. Engage the vehicle and the infantry separately.
Graceful retreats (SML-3)
What it does: individual soldiers who take heavy damage (by default, more than 50% health loss) during a town assault pull back roughly 80 m from the town center. Healthy squad-mates continue fighting.
Why it matters: mauled soldiers no longer stand in the open getting killed. They retreat, recover briefly, then rejoin when the watchdog clears. A squad assault will not stall because one badly wounded unit is drawing fire in the middle of town.
AT overwatch (SML-4)
What it does: squad members equipped with anti-tank launchers hold a fire-support overwatch position rather than charging into close-range contact with vehicles or fortified positions.
Why it matters: AT soldiers are now used correctly — they stand off and engage vehicles rather than closing to point-blank range where launchers are useless. If you are defending with vehicles, the AT soldiers in an assaulting squad will hold outside your expected kill zones and engage from range.
Surgical unstuck (SML-5)
What it does: when an individual soldier gets stuck (on terrain, a fence, or a building corner), only that unit receives a targeted movement recovery order. The rest of the squad continues normally.
Prior behavior: a stuck unit could cause the whole team's task to stall while the order loop waited for everyone to complete movement.
What you see now: assaults do not freeze on single stuck units. If a soldier is hung up on geometry, you will see them briefly pause, receive a recovery command, and resume — while the rest of the squad continues the capture.
Stuck-vehicle field repair
This is separate from the SML behaviors but related. When an AI squad's lead vehicle becomes immobilized (shot-out track, wheel, or engine), the crew waits for a safe distance window, then repairs the vehicle in place using field tools. The team does not abandon the vehicle or wait for a repair truck. This means immobilized AI vehicles that survive the initial ambush will often recover and rejoin the assault within a short delay.
What this means for players
Defending: spread your defenses across camps rather than concentrating at one. Expect enemy AT soldiers to stay at range rather than rushing your armour. Expect infantry to dismount earlier and approach on foot.
Attacking: AI squads now clear towns more reliably on their own at lower player counts. You can push with fewer babysitting players and trust that the AI will finish camps it started on.
As commander: the SML behaviors run automatically — you do not need to issue any extra orders. Your normal town-capture commands still work the same way; SML runs underneath them.
See also
- Commanding for base defense rules and the threat gate.
- Commander strategy for the AI Commander's broader behavior.
- General information for the full mission overview.