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Tips & tricks

Community-sourced tips, collected over the years. Add your own in the Discord.

Anti-tank & disabling armour

  • Aim the tracks to disable a tank. One precise track hit can force a BMP, Bradley, T-55 — even a T-72/T-90 — crew to bail. Hit the lower part of the track; a closer track hit on the hull may not do enough. RPG-18 disables a BMP/T-55 in one hit; an M1A2/TUSK usually takes ~2 track hits.
  • Don't use TOW on tripods or HMMWVs — weak (~480 damage, 3–4 shots on a T-90). Bradley / Stryker / EASA-heli TOW deal ~850 (often a 1–2 shot — more than a Javelin). TOW-1 is the gun-bag, TOW-2 is for OA vehicles; both great early and on Takistan, but lack Metis's range/speed against mid-game MBT spam.
  • Killing a TUSK: avoid the engine slat (it soaks damage into the hull); hit the rear of a forward-facing turret to reach the engine — one well-placed shot. Avoid ERA/slat on TUSK and Warrior; they have very low pass-through HP.
  • Suppressive fire works on AI infantry, and is good against random pilots/gunners. The M107 / AS50 / KSVK can punch through light vehicles to decrew a Resistance BRDM/M113.

Helicopters & air

  • Helicopters have weak spots vulnerable to bullets — best with .50 / 12.7 mm (the AS-50, 5-round mag, is strongest). The turbofan can be killed in 1–2 bursts, but the exact weak spot differs per heli (the Apache's is on the opposite side from the Cobra's). The Mi-24 is well protected — its engines are shielded by sheet metal.
  • Scripted missiles are nearly unflareable even at 2.5–3 km. To dodge: turn ~90° from the missile's direction, spam flares, and keep your energy up — you need a lot of speed. High-aspect shots rarely hit.
  • There's a 3000 m rocket range limit — fly above 3000 m over the ground and you're almost unkillable by AA.
  • A chopper can lift a vehicle with a player gunner inside (e.g. a Linebacker), then drop it where you need it.

Vehicle actions you might miss

Many vehicle helpers appear as contextual action-menu options.

  • Airlift: compatible aircraft can get lift actions after the Airlift upgrade. In the current mission source this action is attached when the vehicle initializes, so helicopters built before the upgrade may not always gain it retroactively.
  • Repair trucks: repair/build actions appear when the vehicle is valid and usable.
  • Low gear: tanks and cars can use low gear for steep climbs or awkward terrain.
  • Boats: some boats can be pushed when stuck.
  • Transport aircraft: air transports can expose HALO or cargo-eject actions.
  • Planes: some planes can use taxi reverse.

If an action is missing, check the vehicle type, upgrade state, driver/crew position, and whether the vehicle was created before the relevant upgrade was unlocked.

Towns & economy

  • After capturing a town, leave a few soldiers near the center — otherwise unnoticed defenders can pop out and retake it.
  • Take towns with armour: buy engineers in the barracks and put them in your tanks — they'll repair the vehicle without driving all the way back.
  • Service Points (S on the map): repair and rearm vehicles without money — especially useful for air.
  • Salvage for cash: play as an engineer and salvage destroyed vehicles (mouse-wheel → "salvage") — sometimes worth more than the vehicle's base value. Or buy a salvage truck at the Light Factory, drive to a wreck and salvage it (wrecks disappear ~60 s after destruction).
  • If you're not the commander, ask them to assign you extra buy slots.
  • Supply runs are a real trade-off. One player leaves the fight, but a safe truck route can boost the team economy hard. Roads and terrain control matter.
  • Intercept enemy supply trucks. If a loaded enemy supply vehicle is destroyed in transit, your team earns 25% of its cargo value in supply — a direct hit on their economy and a gain for yours. Watch for trucks on roads between towns and the enemy Command Center.
  • Support pilots can run supplies by air once the commander has purchased Supply upgrade level 2 or higher. At level 2, light helicopters (BLUFOR: UH-60; OPFOR: Mi-17) become eligible and carry 1.5× the cargo of a truck run from the same town. At level 3, heavy helicopters (BLUFOR: CH-47) unlock with 2× cargo. Air runs are faster on long routes and harder to intercept, but the pilot earns a larger reward too — check with your commander whether the upgrade is active before buying a heli for a supply run.

AI, spotting & map awareness

  • AI spotting matters. Player-controlled AI can report targets with surprising accuracy if they have line of sight. Put spotters near likely enemy approaches, base-hunting routes, and captured towns.
  • Spotters are best near firebases and likely attack lanes. They are weak alone, but strong as early warning.
  • If AI are stuck, use the manual recovery action from the Warfare menu before giving up on them.
  • If you are not commanding, ask for a job. Extra buy slots, town defence, supply runs, and spotting all help more than wandering.

Base building (player)

  • Wall your HQ properly: Wall (Long Tall) ×4, then 4× H-Barrier Large in the corners, small bunkers double-layered around it, and a camo net on top.
  • Base location: high and flat, with no enemy-base line of sight; think A (defend) / B (counter the enemy base) / C (cap towns). Building on low ground has a use (next to roads for supply runs) but tracked vehicles get a big uphill penalty, so usually you want the high-ground advantage.
  • Factories need foot access. Do not seal production buildings completely.
  • Do not stack base structures. Separate walls and structures so they are legal and repairable.

Artillery rounds

  • D-30 / US artillery have multiple round types: WP (white phosphorus), SADARM (armour-seeking smart round), illumination, smoke, and laser-guided (select the laser-designator round, then mark with a Laser Marker). A common combo: 2 arty on SADARM, 2 on HE, 2 on WP, then push the town.
  • Laser-guided artillery needs a laser mark. Select the right round, then use a Laser Marker so the shot knows what to chase.
  • SADARM is for armour-heavy areas. It is strongest when enemy vehicles are packed around a town, base approach, or repair area.

Team Menu V2 (Build 89)

The WF team menu now includes several quality-of-life features:

  • Gear presets. Save your current loadout (weapons, magazines, backpack, clothing) into one of four preset slots. On respawn, open the team menu and rebuy the saved preset in one click rather than re-selecting every item manually. Preset tier badges ([T0][T4]) show the highest-tier item in each slot.
  • Rebuy button. Rebuys your last purchased loadout without navigating through the full buy menu. Useful after a quick death at a contested town.
  • Squad order actions. Team-menu squad controls allow you to order your AI squad without opening the map — move, defend, follow — directly from the menu panel.
  • Out-of-fuel hint. Units in low-fuel vehicles are marked in the unit list so you notice before sending them on a long patrol.

Notable-kill feed (Build 89)

When a player or AI on your team kills an enemy vehicle, pilot, or commander, a side-wide message appears in the lower part of the screen. The feed includes the side, weapon, and approximate distance. Use it to track enemy vehicle losses in real time and adjust your push timing.

A spam guard limits one message per 10 seconds per side to keep the feed readable.

Spotter marks (Build 89)

When a Sniper class uses the spot action on an enemy contact, a timed map marker appears on every friendly player's map. The marker starts as SPOTTED in red, changes to orange with an age indicator at 60 seconds, then yellow at 120 seconds, and deletes automatically at 180 seconds. Mark contacts before calling them in voice chat so the whole team sees the position.

Misc

  • Night play: NVIDIA Control Panel → Adjust desktop colorGamma 1.5–1.7 (or raise gamma/contrast in-game). Build 89 defaults to permanent daytime so this is less needed, but night matches are still possible.
  • Lock yourself into a fresh heli/jet (wheel menu) so you don't accidentally eject.
  • If tab-locking a ground vehicle fails, check stealth. Some vehicles cannot be locked while in stealth state; use the reveal/target option from controls or the interaction menu where available.
  • RPG-7s can be picked up from dead insurgents and are useful early, especially before stronger launchers are unlocked.
  • UAV: adjust altitude with Q/E. Avoid the OPFOR UAV — it's poor and locks your view.
  • Turn-out to stop your tank's turret swinging side-to-side while driving through forest (saves the trees and your aim).
  • The community WASP tech-tree reference chart is pinned in the Discord — handy for planning upgrade order.