Total Conflict: Resistance

Total Conflict: Resistance

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Western Faction Vehicle and Equipment Guide
By BanzaiApe
This guide outlines the vehicles, weapons and equipment available to all the factions of the Western faction. This includes Sambro, Malaga, Bud-Rodach, Benevento, Holstebro, Tunderey, and Arvik. This tech tree also applies to the Tactical Campaign tree (with a few infantry additions).
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Introduction
This guide provides an overview of all the weapons, equipment and vehicles available to the Western faction during the global campaign. Each section will detail the resources required, unlock date/prerequisites (assuming you are playing global) and other pertinent observations.

There are 3 nominal factions in the game: Eastern (Soviet inspired), Western (NATO inspired) and Southern (Eastern European/Blended inspired). The Southern and Eastern factions share a number of elements of the tech tree but the Western factions advance further in the later years getting access to some super cool artillery and tanks.

This guide outlines the vehicles, weapons and equipment available to all the factions of the Western faction - regardless of their ideology. This includes Sambro, Malaga, Bud-Rodach, Benevento, Holstebro, Tunderey, and Arvik. This tech tree also applies to the Tactical Campaign tree (with a few infantry additions).

The Western faction is characterised by expensive but powerful mid-late game vehicles. At the start you may face a firepower overmatch from the Southern faction's quick access to the ZSU-23 and Vulcan cannons, which will shred through your light vehicles. However, the Western faction does have access to a wider roster of aircraft, including the deadly B52 bomber. Their end game tanks are also better than the Southern ones but may face stiff competition from the Eastern faction. Note that this isn't available till much later in the game.
Armour
Armour protection rating was based off me shooting friendlies wearing each armour type at close range in the chest with an M416.

Police
Police
Armour Protection:
4
Resource Cost:
1 cloth
Year Unlock:
2023
Required to Unlock:
-
Notes:
Police must wear this to be counted as police for stability bonuses

Militia
Militia
Armour Protection:
6
Resource Cost:
1 cloth
Year Unlock:
2023
Required to Unlock:
Police
Notes:
Default armour if no other armour is available

Regular
Regular
Armour Protection:
6
Resource Cost:
2 cloth, 1 iron
Year Unlock:
2027
Required to Unlock:
-
Notes:
Your first 'real' armour

SpecOps
SpecOps
Armour Protection:
6
Resource Cost:
3 cloth, 2 iron
Year Unlock:
2027
Required to Unlock:
SpecOps
Notes:
Appears to have same stats as regular

Heavy
Heavy
Armour Protection:
8
Resource Cost:
4 cloth, 3 iron
Year Unlock:
2033
Required to Unlock:
-
Notes:
Provides slightly less protection than Heavy II armour

Heavy II
Heavy II
Armour Protection:
9
Resource Cost:
5 cloth, 4 iron
Year Unlock:
2033
Required to Unlock:
Heavy
Notes:
Best armour in game. Give everyone this
Weapon Accessories
Sights are really just for the player and are personal preference. They don't seem to impact AI.
PG07 is a requirement to unlock the RPG-23M and is automatically equipped on it.

Similarly, suppressors don't appear to have a damage dropoff and don't impact AI detection of your position from what I can see - but the AI isn't exactly razor sharp to start with...

Currently these are identical across factions.

DocSight
DocSight
Compatible Weapons:
Colt 1911, P320, P225, P226, Beretta 92F, Glock 18C, Glock 22, Benelli M3, UMP-45, Famas, M4A1, M16, MK18, M416
Resource Cost:
1 aluminium
Year Unlock:
2023
Required to Unlock:
-

T4
T4
Compatible Weapons:
Benelli M3, UMP-45, Famas, P-90, M4A1, M16, MK18, M416, G36, XM8, AUG
Resource Cost:
1 aluminium
Year Unlock:
2023
Required to Unlock:
DocSight

EOT
EOT
Compatible Weapons:
Kar 98k Mod, L-40, Benelli M3, UMP-45, Famas, P-90, M4A1, M16, MK18, M416, L-96, MK14, G36, XM8, AUG, SA80, L86
Resource Cost:
2 aluminium
Year Unlock:
2023
Required to Unlock:
T4

Vortex
Vortex
Compatible Weapons:
G36, XM8, UMP-45, Famas, M4A1, M16, MK18, M416
Resource Cost:
2 aluminium
Year Unlock:
2026
Required to Unlock:
-

RedDot
RedDot
Compatible Weapons:
UMP-45, Famas, P-90, M4A1, M16, MK18, M416, G36, XM8, AUG, SA80, L86, MK14, L-96
Resource Cost:
2 aluminium
Year Unlock:
2026
Required to Unlock:
Vortex

Reflex x4
Reflex x4
Compatible Weapons:
UMP-45, Famas, P-90, M4A1, M16, MK18, M416, G36, XM8, AUG, SA80, L86, MK14, L-96
Resource Cost:
3 aluminium
Year Unlock:
2026
Required to Unlock:
RedDot
Notes:
Significantly greater zoom when used

M233 25x56
M233 25x56
Compatible Weapons:
Kar 98k Mod, L-40, M4A1, M16, MK18, M416, AUG, SA80, L86, L-96, MK14
Resource Cost:
4 aluminium
Year Unlock:
2028
Required to Unlock:
-
Notes:
Simple crosshair

D300 25x56
D300 25x56
Compatible Weapons:
Kar 98k Mod, L-40, M4A1, M16, MK18, M416, AUG, SA80, L86, L-96, MK14
Resource Cost:
5 aluminium
Year Unlock:
2028
Required to Unlock:
-

PG07
PG07
Compatible Weapons:
RPG-23M
Resource Cost:
2 aluminium
Year Unlock:
2026
Required to Unlock:
-

Suppressor M2
Suppressor M2
Compatible Weapons:
Colt 1911, P320, P225, P226, Beretta 92F, Glock 18C, Glock 22
Resource Cost:
2 aluminium
Year Unlock:
2025
Required to Unlock:
-

Suppressor D20
Suppressor D20
Compatible Weapons:
Benelli M3, UMP-45, Famas, P-90, M4A1, M16, MK18, M416
Resource Cost:
2 aluminium
Year Unlock:
2025
Required to Unlock:
Suppressor M2

Suppressor Mk18
Suppressor Mk18
Compatible Weapons:
G36, XM8, AUG, SA80, L86
Resource Cost:
2 aluminium
Year Unlock:
2025
Required to Unlock:
-

Suppressor VTR
Suppressor VTR
Compatible Weapons:
Kar 98k Mod, L-40, L-96, MK14
Resource Cost:
2 aluminium
Year Unlock:
2025
Required to Unlock:
-
Pistols
All the pistols are equally garbage. There is no reason to even bother researching them - get your dudes equipped with rifles ASAP! Whilst there doesn't seem to be a way of equipping pistols as a secondary in the squad editor, I have seen troops deploy with them so it's not an absolute waste if you keep instead of selling the ones you loot but I definitely wouldn't waste a factory to manufacture these.

Colt 1911
Fire Mode:
Semi
Magazine Size:
8
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
Default
Required to Unlock:
-

P320
Fire Mode:
Semi
Magazine Size:
13
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
Default
Required to Unlock:
-

P225
P225
Fire Mode:
Semi
Magazine Size:
12
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
2023
Required to Unlock:
-

P226
P226
Fire Mode:
Semi
Magazine Size:
12
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
2023
Required to Unlock:
P225

Beretta 92F
Beretta 92F
Fire Mode:
Semi
Magazine Size:
15
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
2023
Required to Unlock:
-

Glock 18C
Glock 18C
Fire Mode:
Semi
Magazine Size:
15
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
2023
Required to Unlock:
Beretta 92F

Glock 22
Glock 22
Fire Mode:
Semi
Magazine Size:
15
Ammo Type:
Pistol
Attachments:
Doc Sight, Silencer D20
Resource Cost:
1 iron
Year Unlock:
2023
Required to Unlock:
Glock 22
Launchers
RPGs are a must to defeat enemy armour - at least until you get tanks. As you progress you can amass enough resources to give everyone an RPG if you want. Unfortunately the AI's use of it can be a bit trigger happy - rather than saving them for armoured targets, they will start lobbing them at infantry like it's going out of fashion.

The main upgrade of the RPG-23M is a better sight. RPGs are able to one-shot most tanks and IFVs except for the very late game ones with ERA.

RPG-7
RPG-7
Fire Mode:
Single
Magazine Size:
1
Ammo Type:
Shells (Light)
Attachments:
-
Resource Cost:
1 iron
Year Unlock:
Default
Required to Unlock:
Shells (Light)
Notes:
-

RPG-23M
RPG-23M
Fire Mode:
Single
Magazine Size:
1
Ammo Type:
Shells (Medium)
Attachments:
PG07
Resource Cost:
3 iron
Year Unlock:
2026
Required to Unlock:
PG07
Notes:
Comes with PG07 pre-equipped even if you haven’t manufactured any of it
Bolt Action Rifles
At the start your troops will be equipped with bolt action rifles and pistols primarily. These rifles are pretty deadly in the hands of the AI, but the slow fire rate and painful reload make them ineffective beyond the early game. Whilst it might be tempting to equip squads with a sniper carrying a L-96, in my experience the AI is just as effective using the starting rifles.

If you're playing in direct control you may feel differently about that and prefer an L-96, at least until you can get a DMR...

Kar 98k
Kar 98k
Type:
Bolt action rifle
Fire Mode:
Semi
Magazine Size:
5
Ammo Type:
Cartridges (Rifle)
Attachments:
Silencer, Compensator
Resource Cost:
2 iron
Year Unlock:
2023
Required to Unlock:
-
Notes:
No option for a sight. Manually reload one round at a time

Kar 98k Mod
Kar 98k Mod
Type:
Bolt action rifle
Fire Mode:
Semi
Magazine Size:
5
Ammo Type:
Cartridges (Rifle)
Attachments:
Vortex, EOT, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
2 iron
Year Unlock:
2023
Required to Unlock:
Kar 98k
Notes:
Manually reload one round at a time

L-40
L-40
Type:
Bolt action rifle
Fire Mode:
Semi
Magazine Size:
5
Ammo Type:
Cartridges (Rifle)
Attachments:
Vortex, EOT, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2023
Required to Unlock:
Kar 98k Mod
Notes:
Manually reload one round at a time

L-96
L-96
Type:
Bolt action rifle
Fire Mode:
Semi
Magazine Size:
5
Ammo Type:
Cartridges (Rifle)
Attachments:
EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2029
Required to Unlock:
-
Notes:
Has a reloadable magazine
Shotguns and SMGs
Shotguns and SMGs are of limited utility once you get your hands on assault rifles. Engagements tend to be at distance, and both these weapons perform poorly beyond close range, either due to recoil management or limited magazine and shell spread. I recommend skipping these entirely and focusing on assault rifles.

Whilst I'd class the P90 as an SMG, the game treats it as an assault rifle.

Benelli M3
Benelli M3
Type:
Shotgun
Fire Mode:
Semi
Magazine Size:
8
Ammo Type:
Cartridges (Hunting)
Attachments:
Docsight, T4, EOT, Silencer, Compensator
Resource Cost:
2 iron
Year Unlock:
2023
Required to Unlock:
-
Notes:
Fires as quickly as you can pull the trigger. Must reload one round at a time

UMP-45
UMP-45
Type:
SMG
Fire Mode:
Full/Semi
Magazine Size:
25
Ammo Type:
Cartridges (Pistol)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, Silencer, Compensator
Resource Cost:
2 iron
Year Unlock:
2023
Required to Unlock:
Benelli M3
Notes:
Slow fire rate and bouncy
Assault Rifles I
Assault rifles are the bread and butter of the Western army. Most of them tend to perform quite similarly, and on realistic difficulty it will only take 1-2 shots to down an enemy regardless of which rifle you are using on realistic. If you are strapped for resources or time, I suggest just focusing on one rifle and equipping everyone with that - at least until the end game when other weapons become available. There isn't a significant amount of benefit/difference between the M16/M4A1 etc.

Famas
Famas
Type:
Assault Rifle
Fire Mode:
Semi/3 round burst
Magazine Size:
25
Ammo:
Cartridges (Intermediate)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2026
Required to Unlock:
-
Notes:
Your first assault rifle

P-90
P-90
Type:
Assault Rifle
Fire Mode:
Auto
Magazine Size:
50
Ammo Type:
Cartridges (Intermediate)
Attachments:
T4, EOT, RedDot, Reflex x4, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2026
Required to Unlock:
Famas
Notes:
Better than Famas

M4A1
M4A1
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30
Ammo Type:
Cartridges (Intermediate)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2027
Required to Unlock:
-
Notes:
Recoil manageable in semi-auto mode. Customisable butt, handle, and magazine (cosmetic).

M16
M16
Type:
Assault Rifle
Fire Mode:
Semi/3 round burst
Magazine Size:
30
Ammo Type:
Cartridges (Intermediate)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2027
Required to Unlock:
M4A1
Notes:
High recoil in burst mode; likely worse than M4A1. Customisable butt, handle, and magazine (cosmetic).

MK18
MK18
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30 (20 with SCAR magazine)
Ammo Type:
Cartridges (Intermediate)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2028
Required to Unlock:
-
Notes:
Good handling in semi-auto mode. Customisable butt, handle, and magazine (non-cosmetic).

M416
M416
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30
Ammo Type:
Cartridges (Intermediate)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2028
Required to Unlock:
MK18
Notes:
Good handling in semi-auto mode. Customisable butt, handle, and magazine (cosmetic).
Assault Rifles II
When you exit the 'M' family of rifles, you start to get some better weapons with larger magazines (with the exception of the Scar).

G36
G36
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30
Ammo Type:
Cartridges (Intermediate)
Attachments:
T4, EOT, RedDot, Reflex x4, Vortex, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2030
Required to Unlock:
-
Notes:
Predictable recoil pattern in auto

XM8
XM8
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30 (10 with VSS magazine)
Ammo Type:
Cartridges (Intermediate)
Attachments:
T4, EOT, RedDot, Reflex x4, Vortex, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2030
Required to Unlock:
G36
Notes:
Very stable in semi-auto mode. Customisable magazine (non-cosmetic).

AUG
AUG
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30
Ammo Type:
Cartridges (Intermediate)
Attachments:
T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
3 iron
Year Unlock:
2031
Required to Unlock:
-
Notes:
Solid weapon

Scar
Scar
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
20
Ammo Type:
Cartridges (Rifle)
Attachments:
T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
4 iron
Year Unlock:
2031
Required to Unlock:
AUG
Notes:
Only 20 rounds. Customisable handle (cosmetic).

SA80
SA80
Type:
Assault Rifle
Fire Mode:
Full/Semi
Magazine Size:
30
Ammo Type:
Cartridges (Intermediate)
Attachments:
T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
4 iron
Year Unlock:
2034
Required to Unlock:
-
Notes:
Another solid rifle in full and semi-auto mode. Customisable handle and magazine (cosmetic).
DMRs and LMGs
Unlike the South, the Western and Eastern factions get access to LMGs and DMRs. Arguably this is where the best weapons are. Despite the small magazine size of the MK14, it is a very manageable weapon and accurate at range.

Interestingly the M249 can be fired in semi-auto mode with a silencer. Combined with a 100-round magazine, it probably makes it the best all-round weapon, although the MK14 edges out the other two IMO because it has a greater variety of scopes available – which is really only a consideration in direct control.

MK14
MK14
Type:
DMR
Fire Mode:
Semi
Magazine Size:
20
Ammo Type:
Cartridges (Rifle)
Attachments:
T4, EOT, RedDot, Reflex x4, Vortex, M233 25x56, D300 25x56, Silencer, Compensator
Resource Cost:
4 iron
Year Unlock:
2029
Required to Unlock:
L-96
Notes:
Solid DMR, fires as fast as you can pull the trigger. Customisable butt, handle, and magazine (cosmetic).

L86
L86
Type:
LMG
Fire Mode:
Full/Semi
Magazine Size:
95 (30 with SA80 magazine)
Ammo Type:
Cartridges (Intermediate)
Attachments:
Docsight, T4, EOT, RedDot, Reflex x4, Vortex, Silencer, Compensator
Resource Cost:
4 iron
Year Unlock:
2034
Required to Unlock:
SA80
Notes:
Hard to control in full auto but good in semi-auto. Customisable handle and magazine (non-cosmetic).

M249
M249
Type:
LMG
Fire Mode:
Full/Semi
Magazine Size:
100
Ammo Type:
Cartridges (Intermediate)
Attachments:
EOT, Vortex, T4, Silencer
Resource Cost:
5 iron
Year Unlock:
2034
Required to Unlock:
L86
Notes:
A machine gun with a silencer. Hard to control in full auto but excellent in semi-auto. Best end-game ‘rifle’ option.
Trucks and Jeeps
The first vehicles you unlock have limited utility in the global campaign – you may as well save up and get APCs. The white-fleet vehicles are useless, but the jeeps can come in handy if the enemy doesn't have any vehicles.

Unlike the Eastern/Southern factions, many of these vehicles are quite average and you may find yourself outclassed by their truck-mounted AA.

Van
Van
Type:
Truck
Weapons:
N/A
Magazine:
N/A
Ammunition:
N/A
Health:
1,000
Capacity (Driver + Crew + Passengers):
1 + 1
Resource Cost:
2
Year Unlock:
Default
Required to Unlock:
-

SUV
SUV
Type:
Truck
Weapons:
N/A
Magazine:
N/A
Ammunition:
N/A
Health:
1,000
Capacity (Driver + Crew + Passengers):
1 + 3
Resource Cost:
5 iron, 2 aluminium
Year Unlock:
Default
Required to Unlock:
-

M923
M923
Type:
Truck
Weapons:
N/A
Magazine:
N/A
Ammunition:
N/A
Health:
1,800
Capacity (Driver + Crew + Passengers):
1 + 9
Resource Cost:
10 iron, 2 aluminium
Year Unlock:
2023
Required to Unlock:
-

Humvee
Humvee
Type:
Jeep
Weapons:
M2HB 12.7mm HMG
Magazine:
100/2000
Ammunition:
Cartridges (Heavy)
Health:
2,200
Capacity (Driver + Crew + Passengers):
1 + 1 + 3
Resource Cost:
10 iron, 5 aluminium, 2 copper
Year Unlock:
2023
Required to Unlock:
-
Notes:
Small protection for gunner

M-ATV
M-ATV
Type:
Jeep
Weapons:
M2HB 12.7mm HMG
Magazine:
100/2000
Ammunition:
Cartridges (Heavy)
Health:
2,500
Capacity (Driver + Crew + Passengers):
1 + 3
Resource Cost:
15 iron, 5 aluminium, 2 copper
Year Unlock:
2023
Required to Unlock:
Humvee
Notes:
Automated turret
APCs
The Western faction can somewhat hold their own early game thanks to the M163 with its 20mm chaingun and ability to carry a full squad. This is a winner and usable into the mid-game until later IFVs are unlocked. It’s excellent against infantry and light vehicles. The rest are pretty average and only useful as a pathway to the M163 – I wouldn't bother progressing beyond that.

Armoured Personnel Carriers (APCs), or 'battle taxis', are designed to transport troops to the edge of the battlefield and provide limited fire support. Their lack of armour means that anything larger than small arms (12.7mm) can cause significant damage – an autocannon will shred most APCs in seconds.

Note that most of these APCs can't fit a full squad inside – any troops riding on the outside will quickly get shot.

M113
M113
Type:
APC
Weapons:
M2HB 12.7mm HMG
Magazine:
100/2000
Ammunition:
Cartridges (Heavy)
Health:
3,500
Capacity (Driver + Crew + Passengers):
1 + 1 + 8
Resource Cost:
30 iron, 5 aluminium, 2 copper
Year Unlock:
2023
Required to Unlock:
-
Notes:
Gunner has no protection. 4 pax will be on the outside but can technically carry a full squad

M113A1
M113A1
Type:
APC
Weapons:
M2HB 12.7mm HMG
Magazine:
100/2000
Ammunition:
Cartridges (Heavy)
Health:
4,000
Capacity (Driver + Crew + Passengers):
1 + 1 + 8
Resource Cost:
30 iron, 5 aluminium, 2 copper
Year Unlock:
2023
Required to Unlock:
M113
Notes:
Gunner is protected. 4 pax will be on the outside but can technically carry a full squad

M163
M163
Type:
APC/AA
Weapons:
20mm Vulcan
Magazine:
200/2000
Ammunition:
Shells (Light)
Health:
3,500
Capacity (Driver + Crew + Passengers):
1 + 1 + 8
Resource Cost:
30 iron, 5 aluminium, 3 copper
Year Unlock:
2023
Required to Unlock:
-
Notes:
Gunner has limited protection. 20mm gun is a major improvement over previous APCs. NATO icon shows AA role but doesn't appear to shoot down aircraft

M117
M117
Type:
APC
Weapons:
Mk19 40mm<br>M2HB 12.7mm HMG
Magazine:
40/3200<br>100/2000
Ammunition:
Shells (Light)<br>Cartridges (Heavy)
Health:
3,400
Capacity (Driver + Crew + Passengers):
1 + 1 + 2
Resource Cost:
35 iron, 10 aluminium, 10 copper
Year Unlock:
2023
Required to Unlock:
M163
Notes:
Mk19 grenade launcher has poor firing range. Can't carry a full squad. Has smoke launchers
IFVs
An Infantry Fighting Vehicle (IFV) is a vehicle capable of deploying troops in combat while remaining in the fight and providing direct fire support. IFVs have more armour than APCs and heavier weapons, some mounting autocannons and anti-tank missiles. While they can fight tanks, most early IFVs can still be one-shot by guns over 105mm.

The Marder, Rosomak, and M2A2 are top picks for a mechanised army. With the Western Marine Corps DLC, the EFV is a strong contender early on, making the AAV-7 skippable.

M1126
M1126
Type:
IFV
Weapons:
M2HB 12.7mm HMG
Magazine:
100/2000
Ammunition:
Cartridges (Heavy)
Health:
4,000
Capacity (Driver + Crew + Passengers):
1+1+8
Resource Cost:
30 iron, 10 aluminium, 2 copper
Year Unlock:
2027
Required to Unlock:
-
Notes:
2 pax ride outside; automated turret; smoke launcher

LAV25
LAV25
Type:
IFV
Weapons:
M242 25mm, M420C 7.62mm
Magazine:
50/1000, 100/2000
Ammunition:
Shells (Light), Cartridges (Rifle)
Health:
4,000
Capacity (Driver + Crew + Passengers):
1+1+6
Resource Cost:
35 iron, 20 aluminium, 10 copper
Year Unlock:
2027
Required to Unlock:
M1126
Notes:
Can't fit full squad; smoke launcher

M1128
M1128
Type:
IFV
Weapons:
M68A2 105mm
Magazine:
1/49
Ammunition:
Shells (Medium)
Health:
4,200
Capacity (Driver + Crew + Passengers):
1+1+6
Resource Cost:
40 iron, 20 aluminium, 25 copper, 1 gold
Year Unlock:
2027
Required to Unlock:
LAV25
Notes:
Can't fit full squad; smoke launcher

Marder IFV
Marder IFV
Type:
IFV
Weapons:
RH202 20mm, MG3 7.62mm, TOW
Magazine:
50/1000, 100/2000, 1/1
Ammunition:
Shells (Light), Cartridges (Rifle)
Health:
5,000
Capacity:
1+1+7
Resource Cost:
40 iron, 15 aluminium, 10 copper
Year Unlock:
2028
Required to Unlock:
-
Notes:
1 short of full squad; smoke; coax MG; 1 ATGM

Rosomak
Rosomak
Type:
IFV
Weapons:
Mk44 30mm, UKM-2000C 7.62mm
Magazine:
50/1000, 100/2000
Ammunition:
Shells (Light), Cartridges (Rifle)
Health:
4,000
Capacity:
1+1+8
Resource Cost:
35 iron, 10 aluminium, 10 copper
Year Unlock:
2029
Required to Unlock:
-
Notes:
Full squad; smoke launcher; coax MG

M2A2
M2A2
Type:
IFV
Weapons:
M242 25mm, M240C 7.62mm, TOW
Magazine:
50/1000, 100/2000, 2/2
Ammunition:
Shells (Light), Cartridges (Rifle)
Health:
5,000
Capacity:
1+1+7
Resource Cost:
45 iron, 20 aluminium, 15 copper
Year Unlock:
2029
Required to Unlock:
Rosomak
Notes:
Improved Marder; 2 ATGMs; larger gun; coax MG

AAV-7*
AAV-7
Type:
IFV
Weapons:
Mk19 40mm, M2HB 12.7mm
Magazine:
40/320, 100/2000
Ammunition:
Shells (Light), Cartridges (Heavy)
Health:
4,500
Capacity:
1+1+8
Resource Cost:
40 iron, 20 aluminium, 15 copper
Year Unlock:
2023
Required to Unlock:
-
Notes:
Mk19 has large drop; coax 12.7mm; full squad; requires Western Marine Corps DLC

EFV*
EFV
Type:
IFV
Weapons:
30mm, M240, M2HB 12.7mm
Magazine:
50/1000, 100/2000
Ammunition:
Shells (Light), Cartridges (Rifle)
Health:
5,000
Capacity:
1+1+8
Resource Cost:
40 iron, 15 aluminium, 10 copper
Year Unlock:
2023
Required to Unlock:
AAV-7
Notes:
Coax 12.7mm; full squad; requires Western Marine Corps DLC
Tanks
Western tanks are solid and better than their Island counterparts in health and weapons. The K2 and AbramsX are the best in the game. RPGs remain a threat to all but the heaviest tanks, one-shotting them until ERA is available on Heavy Tanks.

With the Western Marine Corps DLC (2023 start), the Sheridan is a decent early tank, but its light armour means it gets quickly outclassed by mid-game MBTs and even IFVs.

M551 Sheridan*
M551 Sheridan
Type:
Light Tank
Weapons:
M81E1 152mm, M73 7.62mm (x2)
Magazine:
1/30, 100/2000, 30/500
Ammunition:
Shells (Heavy), Cartridges (Rifle)
Health:
3,500
Capacity:
1+1
Resource Cost:
25 iron, 40 aluminium, 35 copper, 1 gold
Year Unlock:
2023
Required to Unlock:
EFV
Notes:
1 co-axle 7.62mm, 1 auto turret; smoke launchers; requires Western Marine Corps DLC

M10 Booker
M10 Booker
Type:
MBT
Weapons:
M35 105mm, M2HB 12.7mm HMG
Magazine:
1/55, 100/1000
Ammunition:
Shells (Medium), Cartridges (Heavy)
Health:
6,500
Capacity:
1+1
Resource Cost:
55 iron, 25 aluminium, 25 copper, 1 gold
Year Unlock:
2028
Required to Unlock:
Marder IFV
Notes:
Smoke launchers; co-axle MG

M1A1
M1A1
Type:
MBT
Weapons:
M256 120mm, M240 7.62mm, M2HB 12.7mm HMG
Magazine:
1/60, 150/2000, 100/500
Ammunition:
Shells (Heavy), Cartridges (Rifle)
Health:
8,500
Capacity:
1+1
Resource Cost:
80 iron, 40 aluminium, 35 copper, 1 gold
Year Unlock:
2031
Required to Unlock:
-
Notes:
Remote 12.7mm turret; smoke launchers

Challenger II
Challenger II
Type:
MBT
Weapons:
L30E4 120mm, L94A1 7.62mm
Magazine:
1/60, 150/2000
Ammunition:
Shells (Heavy), Cartridges (Rifle)
Health:
9,000
Capacity:
1+1
Resource Cost:
85 iron, 40 aluminium, 35 copper, 1 gold
Year Unlock:
2031
Required to Unlock:
M1A1
Notes:
Co-axle MG; smoke launchers

K2 (Black Panther)
K2 (Black Panther)
Type:
Heavy Tank
Weapons:
CN08 120mm, MG 3i 7.62mm, 12.7mm HMG
Magazine:
1/60, 200/2000, 100/500
Ammunition:
Shells (Heavy), Cartridges (Rifle)
Health:
10,000
Capacity:
1+1
Resource Cost:
85 iron, 45 aluminium, 40 copper, 2 gold
Year Unlock:
2035
Required to Unlock:
-
Notes:
Remote 12.7mm turret; smoke launchers; ERA

AbramsX
AbramsX
Type:
Heavy Tank
Weapons:
XM360 120mm, M240 7.62mm, 12.7mm HMG
Magazine:
1/60, 150/2000, 100/500
Ammunition:
Shells (Heavy), Cartridges (Rifle)
Health:
10,000
Capacity:
1+1
Resource Cost:
80 iron, 45 aluminium, 35 copper, 2 gold
Year Unlock:
2035
Required to Unlock:
K2
Notes:
Remote 12.7mm turret; smoke launchers; ERA
Artillery
All factions get access to artillery in the same year. Eastern/Southern MLRS is slightly better than their Western counterparts due to having over 3 times as many tubes for less cost.

Artillery—king of the battlefield—is a game changer once unlocked. Rocket artillery is significantly more deadly but has a major ammunition tradeoff.

Although it can be manually fired, there is no targeting computer—good luck hitting anything blind. A video online suggests directing artillery via binoculars in first person mode, but I couldn’t get it to work. Otherwise, artillery will independently fire on its own.

M109
M109
Type:
Artillery
Weapons:
M284 155mm
Magazine:
1/65, 100/500
Ammunition:
Shells (Heavy)
Health:
5,000
Capacity:
1+1
Resource Cost:
70 iron, 35 aluminium, 35 copper, 1 gold
Year Unlock:
2033
Required to Unlock:
-
Notes:
Turret is separately mounted and appears remotely fired

M142-HIMARS
M142-HIMARS
Type:
MLRS
Weapons:
M26 227mm
Magazine:
6/0
Ammunition:
Shells (MLRS)
Health:
1,600
Capacity:
1+2
Resource Cost:
35 iron, 20 aluminium, 30 copper, 1 gold
Year Unlock:
2033
Required to Unlock:
M109
Notes:
Rockets are deadly

M270
M270
Type:
MLRS
Weapons:
M26 227mm
Magazine:
12/0
Ammunition:
Shells (MLRS)
Health:
3,000
Capacity:
1+1
Resource Cost:
40 iron, 20 aluminium, 50 copper, 2 gold
Year Unlock:
2033
Required to Unlock:
M142-HIMARS
Notes:
Rockets are deadly
Naval
Currently the only naval vehicle is the LCM-8 which you will need to have in order to transport your troops over water on the global map. Each carries a full squad (including vehicles) and you can only embark and disembark at a port.

There are currently other naval units in the tree but they are locked pending future release. I'll update this section when they become available.

LCM-8
LCM-8
Type:
Landing Craft
Weapons:
N/A
Magazine:
N/A
Ammunition:
N/A
Health:
N/A
Capacity (Driver + Crew + Passengers):
N/A
Resource Cost:
10 iron, 15 aluminium, 20 wood
Year Unlock:
2023
Required to Unlock:
-
Notes:
Can only be used on global map to transport troops over oceans
Aircraft
The Western faction has a significantly better roster of aircraft in comparison to the other factions in terms of number and versatility. You have cheap and expensive options - with the B52 bomber packing the heaviest payload in the game, but at some cost.

Aircraft (and anti-aircraft) mechanics are still under development at the time of writing; however, aircraft can be used to provide a significant boost to combat power and don't count against the 10 max deployed units in battle (with the exception of paratroops).

Air wings are formed from an airport. There is currently no way of determining the order they appear in the ORBAT - if you want to customise the order of your air support in battle you'll have to send aircraft away and then back as you build the wing.

Aircraft can be called in using the appropriate hotkeys during battle. You can simultaneously call in helicopters and aircraft. Currently there doesn't seem to be a way to determine a direction of attack but I haven't seen any aircraft fly towards your troops during a bombing run (which is good).

I think the bombers provide the best bang for buck, but are very expensive. I can't quite tell the difference between F15E/F18C/Typhoon in terms of payload.

I haven't seen any aircraft/helos shot down by enemy AA but they will try to shoot at it. Also note that all strikes are quite inaccurate - you probably won't have much success using an air strike to take out a lone tank, for example, but they are very effective against troops in the open.

There are currently other transport aircraft units in the tree but they are locked pending future release. I'll update this section when they become available.

UH640A
UH640A
Type:
Transport Helicopter
Weapons:
N/A
Resource Cost:
8 iron, 40 aluminium, 10 copper, 1 gold
Year Unlock:
2026
Required to Unlock:
-
Notes:
Unarmed but can be used to parachute a squad into combat. Each helo holds 10 pax.

AH64D
AH64D
Type:
Attack Helicopter
Weapons:
Rockets
Resource Cost:
6 iron, 50 aluminium, 20 copper, 2 gold
Year Unlock:
2026
Required to Unlock:
UH60A
Notes:
Fires 4 rockets from a high angle

B2
B2
Type:
Bomber
Weapons:
Bombs
Resource Cost:
10 iron, 75 aluminium, 40 copper, 3 gold
Year Unlock:
2028
Required to Unlock:
-
Notes:
Flies in and drops a string of 8 bombs in 4 pairs

B52H
B52H
Type:
Bomber
Weapons:
Bombs
Resource Cost:
20 iron, 85 aluminium, 50 copper, 4 gold
Year Unlock:
2028
Required to Unlock:
B2
Notes:
Flies in and drops a denser string of 10 bombs in 5 pairs

F15E
F15E
Type:
Ground attack
Weapons:
Rockets
Resource Cost:
4 iron, 35 aluminium, 20 copper, 2 gold
Year Unlock:
2028
Required to Unlock:
-
Notes:
Rocket run with 4 rockets and spread out

F18C
F18C
Type:
Ground attack
Weapons:
Bombs
Resource Cost:
5 iron, 35 aluminium, 25 copper, 2 gold
Year Unlock:
2028
Required to Unlock:
F15E
Notes:
Fires 4 rockets

Typhoon
Typhoon
Type:
Ground attack
Weapons:
Rockets
Resource Cost:
5 iron, 40 aluminium, 35 copper, 2 gold
Year Unlock:
2028
Required to Unlock:
F18C
Notes:
Rocket run similar to AH64 but with 8 rockets

A10*
A10
Type:
Ground attack
Weapons:
Guns and Rockets
Resource Cost:
10 iron, 35 aluminium, 15 copper, 2 gold
Year Unlock:
2023
Required to Unlock:
Requires Western Marine Corps DLC
Notes:
Gun and rocket run. Not very accurate despite being a dedicated ground attack aircraft IRL

B1B*
B1B
Type:
Bomber
Weapons:
Bombs
Resource Cost:
10 iron, 75 aluminium, 40 copper, 3 gold
Year Unlock:
2023
Required to Unlock:
Requires Western Marine Corps DLC
Notes:
Bomb run of 8 bombs in 4 pairs
Conclusion
Hopefully this guide has provided sufficient information to explain the myriad of units and equipment available - without you having to trial and error your way through production.

I'll update this as more units are released. If you spot any errors, let me know and I'll update accordingly.

If interested. you can find a link to my other faction guides below:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3529905336
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535540745
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538429014
5 Comments
mattattackj1029 4 Sep @ 3:47pm 
This series is absolutely amazing. I should mention, though, the Stryker is a lot closer to an APC than an IFV in real life (technically an "ICV"). Also, the A-10 being inaccurate is actually pretty historical. It's a designated ground attack aircraft, but infamously has poor visibility.
slesovoy 29 Jul @ 12:36pm 
I saw how in a mixed squad of M416s and L-40s, only the latter fired when the enemy was far enough away. Perhaps the scopes didn't have an impact, but the rifles definitely had different ranges.
BanzaiApe  [author] 29 Jul @ 5:03am 
Ok so it's becoming apparent that it is neither geography nor ideology that determines the tech tree so I'm just going to arbitrarily rename them and go from there
The Rach 28 Jul @ 8:01pm 
Okay so very well made but you've got the "Islands" wrong

There is western themed forces, communist themed forces, and then a hybrid one which used soviet swedish and german equipment.

Rekvik and Bearish use communist equipment not western as is displayed here.

Sambro, Malaga, Arvik, Holstebro and a few others use this table of equipment you made here
Nash_Bridges 25 Jul @ 10:19pm 
Extremely useful :cupup: