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Battleplan Strategy Guides

Battleplan Combat Guide: Prepare Attacks and Hold Ground

Plan Battleplan attacks and defence around terrain, scouting, artillery, engineers, mixed forces and reserves, using official developer guidance.

10/13/2026 Launch (2026-10) Last updated: 10/13/2026 5 min read

How should you decide whether to attack now?

Choose an approach based on the mission’s time pressure, the enemy’s preparation and your formation’s condition. The official Offence diary distinguishes quick advances through lighter defences from prepared attacks against stronger positions. Read the briefing, inspect reconnaissance and supply, and identify the ground you must hold before committing the force.

This guide combines the official Offence, Defence and Combined Arms diaries. They predate release; the launch overview confirms those systems were improved. It provides documented planning principles, not a tested mission solution or a guarantee of victory. The current briefing and tooltips govern scenario-specific rules.

What should a prepared attack contain?

A prepared attack needs information about the enemy, support against its positions and a plan for the ground after the breakthrough. The diary’s Complex Attack generates assembly, scouting and barrage preparation, breakthrough activity with reserves, then seizure and holding. Review the generated stages and edit them to fit the task rather than executing blindly.

Stage Purpose Failure to watch for
Assembly Bring the force together before committing Units arrive with unsuitable position or supply.
Reconnaissance Reveal and spot the enemy The attack meets an unexamined strongpoint.
Fire/engineering preparation Address fortifications and mines Troops advance without the relevant specialist.
Breakthrough and reserves Push a route while retaining help Every formation is committed with no response available.
Seize and hold Secure the territory after advancing Mobile troops leave the ground behind them exposed.

Complex Attack and Breakthrough Attack are Timeline-order examples. For drawing areas and selecting zone tactics, use the Zone Orders guide. These are related command choices, not interchangeable names for the same control.

The diary describes a quick Breakthrough Attack followed by Assemble when time is short and the line is lightly defended. Advancing units do not stop to hold all captured ground or mop up every enemy. That limitation matters near a dense or heavily fortified objective.

Why does combined arms matter beyond buying more troops?

Different nearby unit types can provide support effects and specialist capabilities that repeated copies of one type cannot replace. The developer explicitly says same-type support does not multiply simply by adding more copies. Check the force’s missing role and the battlefield obstacle before choosing another company by its frontline strength alone.

Role Documented contribution
Scouts/recon aircraft Discover and spot enemy positions.
Artillery Prepare positions with barrages and help reduce fortifications.
Engineers Clear mines, assist against fortifications and improve field defences.
Infantry Hold ground, including the route behind an advance.
Armour/mechanized troops Provide mobile attacking or reserve forces.
Headquarters Carry command; remain protected from frontline fighting.

The unit roles reference compares those functions. No current support radius, damage percentage or optimal company count has been verified for this guide.

How do you prevent an advance becoming isolated?

Plan a force to hold the ground behind the advance, not only a force to reach the objective. The Supply diary pairs armour breaking through with infantry following to maintain a corridor. Moving and fighting increase demand, so review the supporting depot and headquarters route as the formation pushes forward.

A local gain can become a liability if the corridor closes or delivery falls below consumption. Examine the route before making the next plan more ambitious. The supply and logistics guide explains the diagnosis; relocating a depot also needs protection and time after deployment.

How should you hold a line without spreading everywhere?

Defend the ground the objective actually requires, using terrain and a front your troops can cover. The Defence diary recommends towns, forests and useful elevation, alongside a shorter front when the original line is too broad. Keep mobile troops available as reserves instead of fixing every valuable unit permanently to the frontline.

  1. Read the deployment area and objective in the current briefing.
  2. Inspect terrain and elevation, including the enemy’s approach.
  3. Shorten frontage that the allocated infantry cannot cover.
  4. Retain a mobile reserve able to reach threatened routes.
  5. Protect depots and headquarters behind held ground.

Stationary units entrench in the documented system, and engineers can improve fieldworks. Scenario bunkers and tank traps are pre-built positions; they are not evidence that every structure can be built during a battle. Read officers and command before exposing a headquarters for a skill effect.

What should you inspect after an attack stalls?

Inspect the task, enemy preparation, force roles and supply before assuming the answer is a larger attack. A unit short of supplies or advancing through mines needs a different response from a zone with too few battalions for its frontage. Recheck the current prediction and briefing, then address the specific constraint you identified.

This is an editorial diagnostic checklist derived from official mechanics, not a universal bug fix. Use the beginner guide if deployment or basic plan execution is still uncertain.

Which official explanations support this guide?

Offence describes Timeline attack stages; Defence explains terrain, frontage and reserves; Combined Arms documents specialist support. Supply adds the protected corridor behind an advance. These are official explanations of this game, but their old numerical examples are deliberately omitted until current values can be checked in the release build.

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