Vehicle Loadouts
Ground vehicles translate infantry map control into speed, firepower, and ticket pressure. ULA fields the Hare light assault vehicle, Velius mech, Turtle IFV, Sturm gunship, and Partisan tank; AIA equivalents include Silverback, Gheist, Basta, Locust, and Dhaka. Each hull uses its own loadout slots for weapons, armor modules, and countermeasures. Spawning a vehicle consumes a team slot and often tickets on death — misconfigured builds die fast to anti-armor infantry or Rapier strafes. This guide outlines role-appropriate modules, crew expectations, and map pairings for version 1.0.
Light assault vehicles (Hare / Silverback)
Scout and harass roles. Prioritize speed and recon optics over heavy armor. Effective on Errah flanks and Darsalaam ridge lines. Avoid head-on tank fights.
Module tips: light armor, anti-infantry weapon, smoke or ECM if available. Travel with a gunner when possible for 360 coverage.
IFVs (Turtle / Basta)
Squad transport under fire. Balance armor and passenger capacity. Best on Territories maps where rotating five flags wins games.
Arm anti-air if expecting fighter phases soon. Support-rank crew repairs between caps extend IFV lifetime dramatically.
Mechs (Velius / Gheist)
Breakthrough anchors for urban and mixed terrain on Fortress and Yin Tao Shan. Heavy weapons punish grouped infantry; slower than LAVs.
Invest in leg armor modules and stabilization if firing on the move. Mechs draw anti-armor — coordinate with infantry to clear launchers before pushing.
Tanks (Partisan / Dhaka)
Lane holders on open maps like Irega. Prioritize front armor and main gun upgrades. Avoid narrow streets where CQB infantry ambush sides.
Command-mark priority targets for your gunner. One tank death can swing Territories tickets — retreat for repairs instead of dying for one flag.
Gunships (Sturm / Locust)
Atmospheric fire support between pure ground and fighter phases. Rocket pods delete clusters but expose you to interceptors and shoulder-fired AA.
Run countermeasures and stay near friendly AA during Incursion transitions. Gunships win when infantry mark targets first.
Crew coordination
Driver and gunner should voice roles before leaving spawn: driver controls angle and smoke, gunner focuses marked threats. Solo drivers in Partisan tanks lose to paired anti-armor on Irega every time.
IFV passengers must watch sides — Turtle and Basta drivers cannot see CQB infantry hugging blind spots on Darsalaam ramps. Disembark together at caps rather than trickling out one by one.
When fighters appear, ground vehicles should hug cover or retreat to friendly AA. A Locust rocket run is worthless if you feed the enemy interceptor an easy kill on open desert.
Module priority by hull
Hare/Silverback: engine and recon first — speed is your armor. Partisan/Dhaka: front plate and main gun stabilization before cosmetic slots.
Turtle/Basta: passenger protection modules before driver luxuries — empty IFVs die to one dedicated anti-armor player on Irega.
Velius/Gheist: leg armor and stabilization for urban Fortress — mechs without leg modules lose duels to cheap launchers.
Sturm/Locust: countermeasures and rocket capacity before extra cosmetic hardpoints — gunships live or die on first fighter pass.
Counter-play and retreats
When enemy Velius mechs push Fortress alleys, spawn Hare teams to harass rear armor modules while infantry mark for Sturm rockets from friendly gunships.
Partisan duels on Irega are won by angle, not face-tanking — reverse into cover when front plate dips yellow and call Support repair before re-peeking.
Gunships should break line of sight after one rocket salvo — hovering for style invites Rapier strafes that delete Locust crews before second volley.
If your vehicle spawn is camped at hangar, despawn and spawn infantry to clear campers instead of feeding two tickets in a loop.
Spawn timing by mode
Territories: spawn IFV when two flags need simultaneous pressure — not when one flag is already 5–0 secured.
Incursion ground: spawn tank only when infantry marks enemy armor stack; otherwise you donate Partisan to launchers.
Incursion air transition: abandon ground hull before hangar phase locks — half a phase in wrong domain loses more than one vehicle death.