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ASSAULT TEAM IDENTIFIERS
Friendly
AssaultTeam Infantry friendly
Enemy
AssaultTeam Infantry enemy
Player
AssaultTeam Infantry player
Delegate
AssaultTeam Infantry delegate

Assault Teams are the smallest group of players in the game. Creating and joining an assault team is the easiest way for players to play together with friends.

Only Assault Teams are able to initiate attacks, whereas Strategic Commands are used for logistic purposes. Reserve Units (like men and tanks) are assigned directly to the assault team and used in combat. The assault teams have a limit to its size depending on its type.

Assault Teams are categorized into strict types that gives access to different specializations allowing use of special weapons and vehicles.

When an Assault Team is attacked, all friendly players can join the battle. They will need to have a character that fits the Assault Team's specialization though.


Joining an Assault Team[ | ]

When a player joins a mission he is assigned to the assault team conducting the mission. The player can then choose a character class to play from the available character slots dictated by the type of Assault Team. If he have a character that fits any of the slots (like a machinegunner) he can choose his own character instead of the default one.

Creating an Assault Team[ | ]

All players can create an assault team when they have the required funds and an available slot. The Assault Team is 'under formation' (inactive) until it have received army-resources from it's superior command. New assault teams are deployed close to the team's capital.

Moving Assault Teams[ | ]

Ground based Assault Teams are moved between battlefields on the campaign map following the supplylines. Airborne Assault Teams can only move from airfields to airfields but move quickly and in a direct line.

Attacking[ | ]

Ground based Assault Teams attack by moving up to a battlefield and initiating an assault. Airborne Assault Teams can attack any visible enemy assault team/transport within their range. When all units are killed in the assault team, the team respawns at HQ.

Assault Team Delegation[ | ]

You can allow other players to control your Assault Team(s) when you are offline by delegating command of the Assault Team. If you have been delegated command of another players Assault Team, it will show up in your Assault Team list marked with a special color.

Assault Team Icon[ | ]

OUTDATED

AssaultTeam Icon

The icon shows several characteristics of the assault team.

  • Type Symbol: Shows the type of assault team.
  • Size: The size of the Assault Team defines the number of players that can join the assault team in combat. There is room for 1 size ** or 2 size * on each Access Point.
  • Strength: The current strength of the Assault Team. Infantry AT's are counted by men and Armor/Airforce by fighting vehicles.
  • Insignia: This is a simplified version of the Assault Teams Insignia.
  • Abbreviation: A short-name of the Assault Team.
  • Level: The current level (0-4) of the Assault Team. Levels is gained through combat.


Assault Team Progression[ | ]

Assault Teams can be upgraded to enable more advanced weapons and vehicles.

ASSAULT TEAM PROGRESSION
AssaultTeamProgression
AssaultTeamProgression2


Assault Team Battle Rewarding[ | ]

Each assault team that participates in a battle is rewarded with certain amount of warfunds. The basic formula for this is

f(r) = p + v
where,
p is the participation bonus for the team from the table below, and
v is the victory bonus (only if the team was on the winning side, otherwise v = 0)


The table below gives values for these participation and victory bonuses depending on the Assault Team type.

Rewards are calculated the same way for played battles as for auto-resolved battles.

However, Veteran (premium) membership significantly improves the reward values.


Your AT's income for a given battle is the difference between battle rewards and the cost of deployment. Your income will fall somewhere in between two scenarios:

  • Worst Case Income : Do not win the battle, lose all units. Your AT needs to be fully resupplied.
  • Best Case Income : Win the battle and lose only 1% resources (1% is an approximation — your AT has to lose at least one soldier to be considered as having fought in a battle). You only need to resupply for 1% of the total cost.


Battle Rewards by Assault Team Type [1][ | ]

All values are in warfunds unless otherwise indicated.

Assault Team Type Full Reinforcement Cost (Warfunds) Full Reinforcement Cost (Gold) Participation Bonus Victory Bonus Worst Case Income Best Case Income
Guard (US) 1260 7 400 150 - 550
Guard (GE) 1260 7 400 150 - 550
Motorized Guard (US) 4079 - 1900 150 - 2050
Motorized Guard (GE) 4079 - 1900 150 - 2050
Anti-Tank Infantry (US) 1620 - 400 150 - 550
Anti-Tank Infantry (GE) 1620 - 400 150 - 550
Motorized Anti-Tank Infantry (US) 4079 - 1900 150 - 2050
Motorized Anti-Tank Infantry (GE) 4079 - 1900 150 - 2050
Recon (US) 2200 - 0 860 - 860
Recon (GE) 2200 - 0 860 - 860
Motorized Recon (US) 2621 - 0 2430 - 2430
Motorized Recon (GE) 2621 - 0 2430 - 2430
Infantry (US) 2520 - 800 150 - 950
Infantry (GE) 2520 - 800 150 - 950
Mot. Infantry (US) 8100 - 3800 150 - 3950
Mot. Infantry (GE) 8100 - 3800 150 - 3950
Mech. Infantry (US) 7800 - 4800 150 - 4950
Mech. Infantry (GE) 7800 - 4800 150 - 4950
Paratroopers (US) 42400 - 0 2300 - 2330
Paratroopers (GE) 42400 - 0 2300 - 2330
Commando Unit 1260 106 800 630 -460 1417.4
Light Armor (US) 27600 - 0 2205 - 2205
Light Armor (GE) 27600 - 0 2205 - 2205
Medium Armor (US) 36840 408 1800 33491 -35040 34922.6
Medium Armor (GE) 36840 408 1800 33491 -35040 34922.6
Heavy Armor (US) 82872 1200 5400 66298 -77472 70869.28
Heavy Armor (GE) 56045 812 5400 48735 -50644.8 53574.552
Medium Tank Destroyer (US) 35120 311 1800 31927 -33320 33375.8
Medium Tank Destroyer (GE) 35120 311 1800 31927 -33320 33375.8
Fighter Squadron (US) 9744 110 2500 4872 -7244 7274.56
Fighter Squadron (GE) 9744 110 2500 4872 -7244 7274.56


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