The Ultimate Guide to World in Conflict – PART 1

World in Conflict is one of the hottest new titles to be released this year, and Intel have worked closely with Massive Entertainment to ensure that their latest game development was fully optimized for Core 2 technology. Sure enough, World in Conflict uses the latest advances in multi-threading to take full advantage of Intel® Core™2 Quad processors.
To help you control the battlefield, Intel Game On and Team Dignitas have teamed up to bring you The Ultimate Guide to World in Conflict.
Clan:
Team Dignitas
Coaches:
Robert "Moyes" Haxton - David "Zaccubus" Treacy - Niklas "Low-Life" Björkendal

ABOUT YOUR COACHES
"Moyes" plays the 'infantry' role in World in Conflict for Team Dignitas, "Zaccubus" the 'Air' role and "Low-Life" the 'Support' role. The clan is on a roll of two consecutive CPL World Tour stops victories and has already clinched an ESL online cup.
The team now has its sights targeted on the all important CPL grand final but first, we persuaded the guys to take time out from boot camp and give the Game On audience some expert coaching.
Part 1 - 11 Steps to victory
1: Infantry - trucks for troops
The infantry class is one of the most versatile roles you can play, capable of responding to all battlefield threats. But one of the drawbacks is the slow movement speed of all infantry units, which is why perfecting the use of trucks to get your troops quickly into battle is a good idea!
Moyes says:
Before I deploy, I like to ensure that for every infantry squad I purchase I also select a truck to transport them. This enables me to rush my units forward in the crucial opening period and secure key areas.
If you go with a greater weight of infantry, your additional numbers can be neutralised by fortified enemy troops, who have had time to occupy a key position due to your slow arrival.
So, once you use your trucks to drop off your first set of troops, you then continually use them to ferry your reinforcements back and forth from the spawn areas into the heart of the battle for the rest of the game!

"I like to ensure that for every infantry squad I purchase I also select a truck to transport them."
2: Infantry - use nukes tactically
The most powerful tactical aid in the game is the nuclear weapon but it is easy to be blinded by its destructive potential.
Moyes says:
Detonating a nuke instantly removes enemy units from the surrounding area but the game is about capturing victory locations, not just destroying enemy units. The prolonged destructive mushroom cloud following a nuclear explosion often means that your unopposed units are left idle, unable to immediately move into a devastated zone.
I recommend detonating nukes slightly further back then your instincts would tell you. Doing so will still remove a substantial number of enemy units and whatever front line units survive will soon fall, along with the points they are guarding, to your advancing army.
Be careful about becoming over reliant on the use of nuclear weapons. It may be the most expensive tactical aid but that doesn't necessarily make it is the best value. In the time it takes to save up points for a nuke you can establish an advantage by using many of the other available tactical aids.

"...the game is about capturing victory locations, not just destroying enemy units."
3: Infantry - think beyond the front line
World in Conflict has several different game modes, and ‘assault’ maps are an intriguing alternative to ‘domination’ maps. The key to being a successful attacker on these maps is to think beyond the set of points immediately in front of you.
Moyes says:
As a defender on assault maps, the natural response is to throw everything into holding the front line. When these points are lost the next set are often barely defended at first, due to defending units and drop-zones being located elsewhere.
A quick-witted attacking team will learn when they are on the verge of taking a set of points. The correct move is then to signal to go onwards towards the next set of points, providing extra vital seconds to get troops moving in the right direction while the enemy is vainly trying to hold onto a point that they've already lost.
If you learn to read the situation correctly, and maybe use tactical aids (such as paratroopers), it is possible to capture several zones ‘on the fly’ before your opposition has got to grips with the rapid mobility of your attack.

"...it is possible to capture several zones ‘on the fly’ before your opposition has got to grips with the rapid mobility of your attack."
4: Infantry - coping with enemy artillery
An infantry player's nemesis is often the opposition artillery but by following these few basic rules you have more potential to keep your units in the game.
Moyes says:
If you are spotted in the open then regularly use the sprint command to escape the blast/shrapnel of any incoming shells. Ideally, there will be an opportunity to either hide inside a forest, or use the cover offered by buildings. But if you take the latter option, beware; even the strongest building won’t last long under a heavy artillery strike.
The good news is that there will come a point where the enemy has to reload and this is when you can seize the opportunity to enter a new, relatively undamaged building, again utilising the sprint command if it is available. In such a fashion your unit will remain alive, continue to exert control over an area, and negate the effect of enemy artillery… to achieve all this, it’s necessary to maintain a close watch on your units!

"...regularly use the sprint command to escape the blast/shrapnel of any incoming shells."
5: Air - be a moving target
Air players are advised not to stay in one spot for long. A team that is weak in the air will often use tactical aid against you and quickly nullify any advantage you hold.
Zaccubus says:
If your enemy sees you in one place for too long then you can expect the air-to-air tactical aid strike to be used against you. This can destroy your helicopters in the blink of an eye, so you must keep moving your units as much as possible.
My medium helicopters can be effective Vs medium tanks but the longer I stay on one spot the easier I become to target. With a simple movement that still allows me to fire on enemy units, I can become almost impossible for them to accurately target.

"With a simple movement that still allows me to fire on enemy units, I can become almost impossible for them to accurately target."
6 Air - coping with stronger opponents
In any even competitive game there will come a time were you’ll be the player who is outnumbered in the air, in which case you must try and utilise your team mates to minimise the impact.
Zaccubus says:
You should never fight a battle that you know you’ll lose. As an air player if I see straight away that I’m outnumbered I always want to have the option of pulling back towards some ground based anti-air. If my opponent follows me they will be in for a nasty surprise and then defence can be quickly turned into attack as your opponent pulls away and you then give chase.

"If my opponent follows me they will be in for a nasty surprise..."

