Warden Light Infantry Tactics

This guide will focus on the light infantry role, which is characterized by minimalist gear and opportunistic plays. The impact of quality light infantry is felt heavily on any battlefield. Your primary target is other infantry. Carry only what is strictly necessary, since the more you carry, the slower you become, and also lose more supplies in the event of your death. 2 extra clip is sufficient for most purposes, since you can loot more ammo from your victims. A bandage is always necesssary and will save your life.

Two types of primary weapons are viable. The rifle and SMG.

SMGs


Sub-machine guns have a high rate of fire and large ammo capacity at the expense of range, accuracy, and individual bullet damage. The Wardens have two types of SMGs available: Fiddler and Liar.
The Fiddler is especially great for running and gunning. Use it during nighttime and flank enemy lines to surprise them, and dart back into the shadows before they have a chance to retaliate.
 

The Liar is not meant to be fired on the move. Rather, use it like a light machine gun, as it needs a stable surface to be effective. When prone or against a ledge, like trenches, andbags, or inside pillboxes, the Liar will reliably take out targets even at max range. However, this makes the Liar ill suited for flankers or skirmishers, unless you take advantage of natural terrain.

Rifles




Wardens have a plethora of rifles to choose from, which may confuse even establihed players. The Blakerow is probably the best weapon for staying flexible and prepared all-around in your mission. It fires rapidly and each clip contains 3 more bullets at the expense of range, accuracy, and bullet damage. Almost like a middle-ground between an SMG and a standard Loughcaster rifle. Only the Sampo rifle fires faster, but the Blakerow has one huge advantage: the attachment slot for bayonets (and grenade launchers, but that's another story). The Clancy Cinder is a wonderful weapon when you are specifically trying to outrange colonial aregenti riflemen from max range. The rifle is itself very long, and gives bayonets a small extra range. However, dont expect it to respond to unexpected flanks as well as a Blakerow or even a Loughcaster, because of its slower aim time. The Loughcaster iteslf is a solid rifle that has good range and aim, but it is much heavier than the Blakerow and fires slower. When the max range of Loughcaster provides value, such as big open fields where enemies can see you from a mile away, take the Loughcaster. The one-hit kill ability of the Hangman is great, but you become way too slow when equipped, so it is not viable for skirmishing.

With the Blakerow, you can take on multiple targets at the same time, provided you're in a safe position. Similar to how a full-auto weapon sprays bullets to stop a mammon rush or sticky group in its tracks, a series of well aimed carbine shots will do the same. And unlike an SMG, you can duel enemy SMG infantry from max range, and also stab enemies that get too close. Though Blakerow takes 3 hits to kill at medium to long range, the first hit slows the enemy, and makes follow shots very easy.

In the end, all Warden 7.62mm rifles more or less function in a similar way, apart from the trade offs in speed, ROF, damage, range, and accuracy. If you are capable in one rifle, you can easily learn to make do with others when needed. The Sampo is an outlier because it is the one and only full auto 7.62mm rifle in the game, and also doesn't take any attachments. That makes it a tricky weapon to use, unless you turn it into a regular carbine by switching on the Semi Auto mode (F). With the Sampo, you will notice the ammo runs out very quickly, and it is advisable to carry 3 extra clips. Even then, you will need to reload almost after every kill, even at half clip, since running out of ammo mid-fight is a death sentence, and it is very easy to miss all 6 shots even at medium range. Constantly scavenge for more 7.62mm on bodies to replenish your ammo. All these downsides aside, the Sampo is incredibly good for dueling, since just 2 hits will knock out an enemy, and makes the time to kill very short at close-to-mid range.

This image shows how the Fiddler, Blakerow, and Loughcaster compare in their most effective ranges. Fiddler is the champion when it comes to medium close-to-medium range, but at point blank, its shots can miss and any rifle with bayonet will reign supreme. The Blakerow can both snipe long distances to defeat an SMG gunner and rapid fire at medium distances to outperform slower-firing rifles, but is disadvantaged at max range. A smart blakerowman will keep an enemy SMG gunner at a good distance, unless you can rush into melee range. Against longer range rifles, you can even the playing field by simply taking cover at a closer range. The loughcaster rifleman does have the eldge in range, but is much more limited in dealing with close-medium range enemies. Skilled players use a tactic called "shadowdancing", in which you dark from side to side and take potshots at the enemy. While undoubtedly effective, it relies on RNG, and is more of a stopgap meaure to make up for the rifle's weaknesses in the weak zone. The key is to always amplify your strengths and downplay your weakness, while doing the reverse for your enemy. Use natural surroundings to your advantage, and force the opponent to play your game, on your terms, rather than the other way around.

Moving while crouched allows you to gain an advantage over rapid-firing enemies by maintaining max-accuracy even during movement, when using slow-firing weapons like the loughcaster.

Everyone has their unique style of play, and this is by no means an exhaustive guide to infantry. I hope this knowledge the videos and the write-up provides serves you well. See you on the front, Foxholers!

-Mountedantman


Comments