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This page will serve as a basic how to play guide for Armored Brigade.

Basic gameplay[]

Deployment Zones and Objectives[]

In the setup phase you can place your formations to the desired positions, unless they're locked by the scenario designer. The recon units can be placed to the 'no man's land' between the main setup zones.

Depending on the scenario type, the goal is to defend or occupy the objective locations and to cause maximum casualties to the enemy.

The battle ends when one side runs out of 'victory points'. The victory levels are shown as the bars in the screen top, but may be partially hidden by the fog of war.


Elevation Map[]

The elevation mode shows the color-coded height map.

It's possible to change the colors in the hotkey options.

ISO View[]

The ISO mode shows an isometric view of the battlefield.

The elevation scale can be adjusted to get a better idea of the height differences.



In the orders menu you can give commands to the selected formations and units. If you have selected a single unit then only the available orders are enabled.

HQ units and the 'player character' unit can use the 'HQ CAS' order to call on-map helicopters for help.

The 'REATTACH' order attaches a detached unit back to the formation structure.

Formations and Individual Units[]

'Formations' in the game can be companies, platoons or sections. They are represented by the flag icons.

When you give an order to a formation it controls automatically all its attached sub-units.

When you give an order to an individual unit it becomes detached from its formation. To reattach it back you should select 'ORDERS'->'REATTACH'.

When you command individual units they have a longer command delay than when commanding higher level formations.

Formation Type and Spacing[]

The formation options control the preferred formation shape.

If the units should not reorganize between waypoints then the 'FREE' formation should be used.

For road marches, the 'MARCH' options should be used.

'REGROUP' moves the attached units in formation back to their default positions.

Standard Operating Procedure[]

Standard operating procedure (SOP) has unit behaviour options. Some of them are subject to the command delay.

Pathfinding controls the preferred path for the unit. If the unit moves in a formation then the formation pathfinding options are used instead.

Special unit types[]

Headquarters Units[]

In general, the headquarters (HQ) units represent company HQs.

They reduce the friendly unit command delay and improve morale inside the HQ radius circle.

HQ units can act as artillery and mortar spotters and can call on-map helicopters for help ('ORDERS'->'HQ CAS').

Recon Units[]

Recon units can start in the 'no man's land' between the main setup zones. They cannot occupy objectives. In the setup phase, if their starting position is not locked by the scenario designer, they can use the 'INFILTRATE' capability to try to start in the enemy setup zone.

Player Character[]

The 'player character' unit represents you on the battlefield. If the unit is lost the scenario ends in defeat.

Your 'ears' follow the player unit's position and orientation and you hear every sound on the battlefield, if the sound is close enough and loud enough. The player unit has no command delay and has a static morale value. It can act as an artillery observer and can call HQ CAS (helicopters) for help.

In the setup phase, you can assign yourself to a different unit. The scenario designer may have locked the player character unit, so it cannot be reassigned.

Tips and tricks[]

  • You can ambush enemies or save ammunition by limiting the maximum engagement ranges.

See also[]