Based on AP damage to morale patch (V 12.10.08.950000069)
Someone asked me to make the old guides again (see the signature for infantry and logistics) and I thought that support was the way to restart. I might eventually cover all units except the tanks (Not my forte).
So here is a quick guide with a rough description of each and every NATO support units, by category. As a reminder, these are mainly my opinions, they are bound to change, and can be flawed, but I'd be happy to correct myself if proven wrong. For the PACT guide, check HERE
First, we will review Anti-Air (AA). There are Two main types of NATO AA:Autocanon AA
Autocanon AA are generally cheap, short range AA systems. Their main advantages are a rather cheap cost, the ability to stun, the possibility of shooting at ground targets, and little need for supplies. The main drawback is lack of range, causing other issues. Note that all autocanons have a range of 1226m against ground targets, like HMGs, whatever their listed range is. ! Do not mistake Autocanon AA with AAA. AAA means anti-air artillery !Missile AA
Missile-armed AA are generally costly medium to long range AA systems. For NATO, most of the time two hits will be needed to take down a target as most of them have 10HP. They generally need to have supply trucks just by them in order to keep firing, and generally have trouble at countering spam.NOTE: To look for AA infantry, have a look at the NATO INFANTRY GUIDE in the signature.
Then we'll review artillery:
A quick note on vehicles:
Wheeled vehicles all go at the same speed on roads. All tracked vehicles go at the same speed on roads. Tracked vehicles are slower on roads than wheeled ones. Wheeled vehicles have trouble managing difficult terrains (hedges, forests, etc...) and go very slowly in them.
Short range AA systems, the Autocanon AA are to be used to defend missile AA from enemy helicopters that could overwhelm them, and protect forests from suicide helicopters that would want to fly over them.FLAKPANZER M42A1
(Tracked, armoured, low operational range, 15pts)
Cheap at 15 points, it is only good at defending command vehicles due to its horrendous fuel consumption. It's not really efficient but for the cost you can afford several of them to cover tour command vehicles. A low rate of fire means they have trouble stunning targets. Not ideal, but the cheapest AA available that can still do the job.FLAKPANZER GEPARD
(Tracked, armoured, low operational range, 40pts)
With a long range for an autocanon, the GUEPARD is a decent tool, with a good operational range making it ideal as a guard for your columns. The only drawback is that for 10 points more, the GUEPARD A1 is just flat out better at it, and that the accuracy is rather low for a 40 points unit.FLAKPANZER GEPARD
(Tracked, armoured, low operational range, 50pts)
With a long range for an autocanon, the GUEPARD A1 is a good tool, with a good operational range making it ideal as a guard for your columns. This version also has stabilizers, further increasing its efficiency when guarding mobile forces. It also has a rather good accuracy.M163 VULCAN
(Tracked, slow, poor operational range, 25pts)
Rather cheap at 25 points, it is good at defending command vehicles, but not reccomended at other tasks due to the really short range and bad mobility. With its huge rate of fire, most targets will be instantly stunned when shot at. Just remember to keep a supply truck around as it just shoots its ammo really fast. For added accuracy, think about buying a few levels of veterancy: They are cheap anyway.M163A2 VULCAN
Rather cheap at 30 points, its increased speed an operational range give it the possibility to be used with mobile forces, though its short shooting range means it's still better at ambushing helicopters over forests, so its unecessary most of the time. Keep the basic version over this one. Just remember to keep a supply truck around as it just shoots its ammo really fast.M163 PIVADS
An upgrade for the VULCAN A2, it is more accurate. It is a certain kill unit, but costs a lot an there is no certainty that the opponent will ever be in range. Generally speaking, two Vulcans do the job better than a PIVADS simply because they can shoot at more targets, stunning them, and therefore defend positions much better, even if they are not certain to kill the target. Just remember to keep a supply truck around as it just shoots its ammo really fast.
PERSONAL NOTE: I favour GEPARD a bit more because they have a better range, and the first version is really cheap while doing its defensive job quite well, but they also cost more overall. Vulcans and PIVADS are great dissuasion tools though, as most of the time the helicopters won't manage to even have time to shoot before being stunned. It's a matter of taste.
_________________________________________________________________________________________________________________________________________Missile AAAMX-30 ROLAND
(Tracked, HE 4, 40pts)
Just read the line above. Yes, you read well: HE 4. That means that at least 3 hits will be needed to take down the average PACT helicopter, and 2 for the lowest ones. Ignore this vehicle's existence, it's not worth the bucks.AMX-30 ROLAND 2
(Tracked, HE 5, 60pts)
Really accurate, and shooting twice before reloading, this AA system is really good. Its only downside is an average range, and the fact the MARDER ROLAND 2 is much better for 5 points more.MARDER ROLAND 2
(Tracked, HE 5, 65pts)
Really accurate, and shooting twice before reloading, this AA system is really good. Its only downside is an average range. In perfect conditions, it has enough missiles to take down 5 helicopters before needing supplies. It is rather fast, and has better armour, meaning it can survive autocanon and rockets. It has a tendency to be overwhelmed when reloading though, as it shoots two times at short intervals and then reloads for ages. Protect it with autocanons.M48 CHAPPARAL
(Tracked, unarmoured, long range, 25 points, inaccurate)
For 10 points less than it's upgrade, the M48 suffers from a reduced range and accuracy. Easier to add veterancy to, it's still extremely fragile, and a bit too close to helicopter's Rockets range for comfort.M48A1 CHAPPARAL
(Tracked, unarmoured, very long range, 35 points, inaccurate)
If it wasn't the only 4200m NATO missile platform, I'd say its complete rubbish. But as we don't have a choice, I'll have to praise that pile of crap. First thing: It need to be bought with veterancy. I get mine at vet 4 so it can actually hit something that isn't the size of the moon. That raises its cost to the level of a BUK... Second: It has HE 7. Great, it still needs two missiles against most PACT targets. Third (first good point... Or is it?) it has a great rate of fire! Meaning that there are always at least two missiles flying... So that if you eventually hit and kill the target, one of the missiles will be lost. When you see it only has 4 missiles, it requires supply trucks around. 4rth point: No armour and 5HP (yes...) mean that if the opponent even sneezes at it, it's goner. Artillery is its bane, and if you use HEMMTs as your supply trucks, its position will be easy to pinpoint... Well, that's a lot of text to say that this is crap, but that's all you got, so deal with it! A solution can be to buy two instead of one, but that means even more missiles to outer space, and an horrendous drain on supplies.
HE 5, 100pts, very accurate.
A very accurate artillery piece. If using corrected fire, it is the most accurate artillery in the game, same as the DANA. Its "good" armour make it good at working closer to the front, and the ammo consumption is affordable, meaning that they don't need to stay near a FOB to shoot.FV 433 Abbot
HE 4, 40pts
Used to be terrible, but became a decent mortar alternative with good range and acceptable rate of fire.M109
HE 5, 40pts
A decent piece of cheap medium range artillery. Does its job when in numbers.M109A2
HE 5, 55pts
Better accuracy and range, it can be interesting instead of the basic M109.M109A6 PALADIN
HE 5, 85pts
Even more accurate, a better range, shooting slightly faster, more mobile, and way tougher it's kind of a waste of points actually. Good but costs a lot more due to not so useful improvements. Better use more of the lesser variants.M110 & M110 RA
HE 7, 65pts
One of the most powerful artillery in game, the M110 has a terrible accuracy, eats through supplies really fast and is overshadowed by its upgrade, the M110A2.M110A2 & M110A2 RA
HE 7, 65pts
One of the most powerful artillery in game, the M110A2 has a better accuracy and range than the older version, eats through supplies really fast, and is still quite inaccurate. Not a good deck choice, though if it hits the HE 7 has quite an effect.M125A1 (mortars)
HE 3, 20pts, short range
An annoying little tool, it requires a lot of supplies to keep going as its fuel consumption is enormous, and the short range forces it to approach. Still a good cheap tool to reduce Burratino accuracy. Don't expect miracles though.M106A1 (mortars)
HE 4, 35pts, poor range
An annoying little tool, it requires a lot of supplies to keep going as its fuel consumption is enormous, and the short range forces it to approach. Still a good cheap tool to reduce Burratino accuracy. With HE of 4, it starts getting interesting against ATGM jeeps and for continuous fire on known positions where you want to attack: They won't cause much damage, but stun and panic units. Rumor has it that it's cheaper to buy new ones than to refill their ammo with trucks.M106A2 (mortars)
HE 4, 45pts, poor range
A mobility upgrade for the M106A1. It might be too much a price increase though, prefer the M106A1 version.Quick note about the AML 60 (Mortar) available in the Vehicle section: It will be covered in the Vehicles guide. It is really cheap and HE 3 and can work as a replacement for the M125A1 with similar firing stats, though its amount of ammo is really low, allowing for only a few salvo, and it really costs a lot just to refill its ammuntion stock.M270 MLRS
HE 5, 125pts
Only MLRS sytem available to NATO, the MLRS (Doh) isn't extremely powerful, but can be great to counter infantry spam. Best used in pairs, the MLRS will wreck havoc on poorly armoured targets if you can predict the trajectory and have recon to correct the shots, while stunning bigger targets. Rarely directly bring back their cost back, if timed well before an attack they can still cause massive morale damage.PzH M109G
HE 5, 50pts
A decent piece of cheap medium range artillery. Does its job when in numbers. A middle ground between the M109 and the M109A2.