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Heroes & Generals Wiki
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Heroes War School
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Heroes War School
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==“Rock-paper-scissors” Units== Although a lot of the unit types can do good against any other unit types if used well, some work better against others. On both a strategic and tactical level, keep in mind that different unit types perform differently in different types of terrain, different weather and against different types of enemies. A tank division can smash infantry in the open, but if tanks get stuck in rough terrain or urban terrain with all sorts of sneaky spots with AT infantry lying in wait, it can be the other way around. Let’s look at some general uses: === Infantry: === Infantry is extremely versatile as they have access to equipment, weapons, accessories and vehicles, enabling them to fight at close, medium and long range against other infantry, vehicles and even planes depending on the situation. Often most infantry will have rifles and grenades, but some carry SMGs, MGs, snipers, AT equipment and so on. This means the capability of the infantry often varies, as for example well-entrenched infantry fighting tanks won’t do as good without their own AT equipment. Generally speaking, as long as the infantry has available cover, concealment and various equipment they can take on anything. If they are in the open or don’t have the necessary equipment to deal with tanks and to some degree infantry, they can be in a lot of trouble fairly quickly. === Paratrooper: === The paratroopers carry less equipment than regular infantry, has a smaller selection of equipment, has AT equipment more seldom and has no vehicles and are thusly more specialized. The paratroopers can however utilize their ability to appear suddenly practically anywhere on the map, like behind enemy lines, on top of objectives and rooftops. Most often they carry SMGs, but the rifles and the MG for the German paratroopers add some flexibility. Because of the nature of the paratroopers, it means they can fight infantry, recon and light vehicles well up close, but if they are forced into long range battles or are up against heavy firepower and armor, they are in trouble. Paratroopers can like everyone else scavenge, meaning they can in that way become more well- equipped. === Recon: === The snipers are equipped for long range combat, but can carry some additional gear to deal with infantry or vehicles closer up. These can be used against practically anything under the right circumstance, as they can properly pepper infantry, paratrooper and other recon from afar, as well as take accurate shots at exposed chauffeurs and drivers in light vehicles, tanks and even at cocky pilots. They can also use their equipment to be in a good position to observe and provide information to the rest of the team. However, facing infantry or paratroopers at close range or any skilled vehicle crew means they can get overrun fast if not supported. In CQB maps and areas, and with anything else causing poor visibility such as fog and night, their performance tends to decrease. === Light vehicles: === This encompasses any jeeps, motorcycles, trucks, halftracks and scout cars. These have good maneuverability and can add quick and decent firepower, but can’t take too much of a beating. They have enough firepower to kill infantry and harass or damage vehicles depending on the type, and they also have the speed and maneuverability to transport foot soldiers quickly to objectives and around flanks. Against heavier vehicles they can often at minimum harass, and carrying AT crates or AT infantry they can use their speed to get around and cause more havoc. === Tanks: === Light tanks have speed, maneuverability and little firepower, medium tanks has less speed, less maneuverability but more firepower and heavy tanks have the least speed, least maneuverability but the most firepower. Therefore various tanks are best employed in different ways. Tanks tend to do well if they have a lot of space to move around in and avoid too much rough terrain, but still should have some cover and concealment to use themselves to be harder to spot and hit for enemy AT infantry, tanks and planes. Tanks have poor visibility apart from the option to zoom in with their cannons, so enemies can easily creep up on them if they’re not careful or being helped by their team to spot and warn. They should combine their firepower and speed by combining finding good spots and outmaneuvering the enemy. === Tank destroyers: === Tank destroyers like the hellcat can use their speed to outmaneuver their enemy- so essentially a light tank with a good cannon - , while the Stug and Hetzer have good firepower, armor and low profile which means they can do a lot of damage and should try to get into good positions where they are hard targets and out of range; since these two have no turret, it’s harder for them to deal with anything outmaneuvering them up close. Otherwise they practically operate similarly to tanks. === Planes: === The planes are good for using their MGs/cannons and bombs against other planes, tanks and groups of enemies. They can fight singular infantrymen, but that’s arguably a big waste. On open maps or in open areas particularly against slow enemies, they can do a considerably amount of damage by coming in for fast attack- and bombing runs. AA guns, MGs and even skilled marksmen can take out planes, but in the hands of a skilled pilot the pilot has a lot of the initiative; just remember that flying slow and too low means even the least equipped opponent can do some degree of damage.
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