Special Forces
“ | Special forces infantry trained in rugged terrain and counter-insurgency missions. These elite warriors are the first on the ground and will not wait to occupy territory - instead moving on to their next kill. - Radar Signature Size: NONE. | ” |
Special Forces Infantry are specifically trained in rugged terrain and in counter-insurgency missions. These elite warriors are always first on the ground and will not wait to occupy territory, instead moving on to their next kill. In terms of damage, Special Forces have the highest hit Points attributed to an infantry unit due to their efficiency and stealth. They are absolutely invisible if they are not fighting, and being stealthy themselves, they have the capacity to reveal other stealthy units. Enemy bunkers? What enemy bunkers? Walls do not dissuade Special Forces troops, the only thing that may slow them down is a Weapon of Mass Destruction, but even then, they have some protection. And as versatile as they are, they can be strategically relocated to any location around the globe via air assault. After upgrading to tier 2 you can train them in Amphibious warfare training, allowing them to embark/disembark on provinces without harbors.
It can be very useful in sabotages[1]. It is debatably the most horrifying non-seasonal and non-ranged ground unit of the game.
Western doctrine
Real life equivalent
Rangers of USA
Eastern doctrine
Real life equivalent
Spetnaz of post-soviet states and russia
European doctrine
Tier 1: Basic SAS
Upgrades
- Basic SAS: starting research on the special forces(day 5)
- Portable air defense: Better anti-air(day 8)
Abillities
- Cannot conquer land
- Stealth
- C-160 airlift
- Scouting
- Reveal stealth
- ground units
- Storm position
- NBC protection
- Can deploy armanent
- Unmaned ground vehicle
- Capacity: 1
- Reload: 18 hours
- Elite loitering munitions
- Capacity: 1
- Reload: 12 hours
- Unmaned ground vehicle
- Air assault
Terrain
Type | Open ground | Mountains | Forest | City | Suburban | Jungle | Tundra | desert | High seas | costal waters |
---|---|---|---|---|---|---|---|---|---|---|
Attack buffs and debuffs | +50% | +50% | ||||||||
Defense buffs and debuffs | +25% | +25% | ||||||||
Speed | 1.30 | 0.86 | 0.65 | 0.86 | 1.30 | 2.50 | 1.30 | |||
HP | 15 | 12 | ||||||||
Sight | 40 | 50 | 40 | 25 |
Tier 2: Advanced SAS
Upgrades
3. Advanced SAS: tier 2 starting research(day 15)
4. Amphibious warfare training: can do amphibious attacks(day 20)
Abillities
- Cannot conquer land
- Stealth
- KC-390 airlift
- Scouting
- Reveal stealth
- ground units
- Storm position
- NBC protection
- Can deploy armanent
- Unmaned ground vehicle
- Capacity: 1
- Reload: 12 hours
- Elite loitering munitions
- Capacity: 1
- Reload: 8 hours
- Unmaned ground vehicle
- Air assault
- Amphibious(after level 4)
Terrain
Type | Open ground | Mountains | Forest | City | Suburban | Jungle | Tundra | desert | High seas | costal waters |
---|---|---|---|---|---|---|---|---|---|---|
Attack buffs and debuffs | +50% | +50% | ||||||||
Defense buffs and debuffs | +25% | +25% | ||||||||
Speed | 1.50 | 0.99 | 0.75 | 0.99 | 1.50 | 2.51 | 1.30 | |||
HP | 20 | 12 | ||||||||
Sight | 40 | 50 | 40 | 25 |
Tier 3: Modern SAS
Research
5. Modern Advanced: Starting research for tier 3, day 27
Abillities
- Cannot conquer land
- Stealth
- A400M airlift
- Scouting
- Reveal stealth
- ground units
- Storm position
- NBC protection
- Can deploy armanent
- Unmaned ground vehicle
- Capacity: 1
- Reload: 6 hours
- Elite loitering munitions
- Capacity: 1
- Reload: 6 hours
- Unmaned ground vehicle
- Air assault
- Amphibious
Real life equivalent
SAS of england
Tatics
Stack them together to give a deadly punch to enemies. Since it can't capture land, use it for sabotage for elite enemy units[1] or stack with other infantry(altough this is sort of a waste)
External links
https://en.wikipedia.org/wiki/Special_forces: special forces, real life
https://wiki.conflictnations.com/Special_Forces: official encyclopedia