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NATO symbols

As a reference to know which NATO symbols you should use, you can use this website:
http://www.niehorster.org/000_admin/009_symbols.html

And for planes etc:
https://niehorster.org/000_admin/009_symbols_af.html

By the way, the symbols used usually in wargames, like this game, are not stricly NATO symbols  but probably older US army symbols or somewhat of a made-up symbols, the symbols that appear in the website I linked, I think they're also not NATO (APP-6) symbols but older US symbols used in ww2.

TOE models

TOE in the military context stands for Table of Organization and Equipment. It outlines the structure and personnel required for a military unit, detailing its organizational framework and equipment needs.

Download the TOE template here.

Anyways, starting with the explanation of the TOE models...

The full list, (the green dots means the ones added by me, so if they are bad, unbalanced or not meta, you know who has the fault... The rest are from the dev)

1

2

>Supreme HQ

ohayo

The same as army but I changed the name so it doesn't gets named as "1st Army" because the Supreme HQ is cooler as Supreme HQ/SHQ. Also as a note, maybe in late game you don't need staff in the SHQ because you moved all to frontline HQs and just use these kind of rear HQs as storage/logistics. Remember to check "AUTOSTAFF" on every HQ so the staff automatically distributes to ensure 100% staff use.

>Army

ohayo

This a HQ that you place in a road and sends supplies with trains, this should be under the SHQ, and is the unit that is supossed to order the more mobile Corps HQ. So the herarchy: SHQ>Army HQ>Corps HQ. In terms of WW2: "War Department (Washington) → Supreme Headquarters Allied Expeditionary Force (SHAEF) (Eisenhower) → 12th Army Group (Bradley) → 1st U.S. Army (Hodges) → VII Corps (Collins) → 1st Infantry Division"
But due to scale of the map, is simplified... And probably the SHQ can occupy the role of the Army HQ... Let's say your SHQ is on the west and there's too much distance to your other front in the east, then you should build a Army HQ to cover the east front and place it on a city or safe spot, to make sure the train logistics on that zone work properly, and then just use Corps HQ for the actual frontlines. 

>Corps

ohayo

This is more for the frontlines, that's why it has trucks, to allow mobility to stay near the frontlines to keep all that staff bonuses working. Remember, if possible to place it on a road so the others HQs can send supplies and reinforcements properly using your train network.

>Engineer

ohayo

I think 40 is a good number for getting the points quickly to build fortifications and you also get enough points for building a bunch of roads in the same turn. It has horses, but if you're rich you can motorize them or something. Also you can use smaller units of 20 or 30, depending on waht do you want... But I like it this way, because maybe 20 are way too weak... this dudes are supossed to be near the frontlines. If needed, you can also add some machinegun or mortar.

>Assault Engineer

ohayo

The point of  this unit is to use them for amphibious operations, that's why they're 60, to ensure points to build the port as quickly as possible. They are somewhat heavily armed, because is vital they survive until they build the port the next turn after the landing, so they need some defensive capabilities. After the port, they can keep building roads or help in the offensive to make a stable beachhead.

>Labor

ohayo

This is somewhat of a placeholder unit, but the point is to have a cheaper engineer meant for rearguard building, to upgrade your resources or building roads in your safe rear. That's why they don't need fancy things, because there's no hurry for moving quickly (they can just use strategic transfer from your HQ).

>Infantry

ohayo

The backbone of your army. Is self explanatory. You can even create a more expensive variant with trucks.

>Assault

ohayo

This one is infantry for a more offensive role, that's why they have 3 infantry guns, to destroy enemy infantry. Also remember that if you upgrade the Infantry Guns, they gain a small range, so you can use the infantry guns to support offensives in nearby hexes.

>Mechanized Infantry

ohayo

Very expensive, but very powerfull. Basically a Panzergrenadier unit with the Sd.Kfz. 231/234 family (the armored car) and the Opel Blitz... if you're rich you can change the trucks for half-trucks for the Sd.Kfz. 251 experience. Very good unit for all your combined arms deals.

>Irregulars

ohayo

Irregulars/Conscripts....This is a meme unit... you can delete it... the 1 staff is simulating the political commisariar that will shoot them on the back if they retreat... But maybe you can create a unit that is a middle term between the garrison and a stronger unit... Also a plain rifles unit  (remove the 1 staff) MAYBE can be useful if you are broke and need something just to hold some parts of the front and you can't afford to use a normal infantry unit because that means to spread your small machineguns/mortar production... So with this, in times of need you can hold a bit more I guess.... If you're china, just use militias, but for other players, you can think of this as some sort of Militia unit. If you add some bazookas/panzerfausts maybe you can stop a bit the enemy tanks for that last desesperate defense of Berlin.


>Garrison

ohayo

Cheap unit to defend less important places of the frontline or places in your rearguard... Like coastal areas to avoid enemy landings or towns, cities, bridges or any other strategical points of the rear to have some sort of defense against enemy paratroopers, guerillas or to hold those points in case of an unexpected enemy breaktrought.

>Calvary

ohayo

For those with polish soul.

>Armored Recon

ohayo

The calvary of modern times. The king of the early game, slayer of infantry (and of your oil reserves). Also is called "Recon" because armored cards are very good units for recon.

>Panzer

ohayoohayoohayo

Tonks. The other two are the same but medium and heavy tonks. Notice how they have a black line on the left side, that means "heavier", and the heavy tonk black line is bigger than the medium tonk one. In NATO symbols the black line means "heavy".

>Anti-Tank

ohayo

Static anti-tonk defense. Remember that there's tank destroyers too in this game, so you can also deploy some Jagdpanzers or m18 hellcats as a mobile alternative. You can also use trucks to carry the AT guns, this one has horses.

>105 Artillery

ohayo

The queen of the battlefield. Lowers the "readiness" of units. You can also make a variant with trucks to make them more mobile and able to keep up with the speed of your motorized offensives.

>155 Artillery

ohayo

Have more range, but this one is more for sieges, and causing structural damage.

>Flak

ohayo

Ground AA unit. They're not flak 88s, but you can use them as AT guns too.

>Fighter

ohayo

The ASF plane.

>Divebomber

ohayo

The Stukas, or the IL-2's. For you CAS needs.... If you don't have torpedo planes you can use this ones too.

>Torpedo

ohayo

Plane against ships. Simple as. Remember that all the planes of this TOE are ground planes, for carriers you should make carrier variants of planes.

>Bomber

ohayo

The levelbombers are good against infantry. Remember to check the "Strategy Manual" for more info about planes and units.

>Strat Bomber

ohayo

For destroying your enemy production.

>Air Cargo

ohayo

You can transport units (any unit), parachute paratroopers behind enemy lines and drop supplies. If you have troops encircled, like the sixth army in Stalingrad, this can be their only way to survive, but I hope, unlike Goering, you can fulfill the task.

>Airborne

ohayo

The paratroppers in question... If you want to recreate Marketgarden.

>Transport

ohayo

The trains of the sea. Put them on port HQs to deliver production and supplies. Also they carry units across the seas, very weak ships.

>Submarine

ohayo

If you always liked Karl Donitz and his U-boat warfare. Symbol is SS

>Cruiser

ohayo

A armored Cruiser. Symbol is CA

>Destroyer

ohayo

Cheap ships, useful to escort the carriers. Symbol is DD

>Battleship

ohayo

The queen of the seas. Symbol is BB

>Carrier

ohayo

The actual queen of the seas. After all, all naval warfare is based on escorting the CV, and the CV is the one who does actual damage, just look the history of the USS Enterprise or the IJN Zuikaku. Treat her carefully, remember she is a cute anime shipgirl. Symbol is CV.

>Marines

ohayo

Placeholder unit, meant for naval invasions... You can just use normal infantry.... But for the inmersion is cooler having a unit with a different name and a cool marine symbol. If you play anglosaxons you can use Rangers to make them some sort of elite unit.

 

 

cunny