War Footing features over 180 equipment types spanning infantry kits, anti-tank systems, armored fighting vehicles, artillery, aircraft, and logistical support assets. Sourcing this hardware requires balancing domestic industrial capacity, weekly treasury budgets, and diplomatic relations with foreign suppliers across Western, Eastern, and Neutral blocs.

Whether you acquire hardware through direct market orders, multi-turn arms deals, or domestic production lines determines your unit readiness before an invasion begins. Below is the verified breakdown of equipment types, stats, and procurement methods documented across developer updates and gameplay testing.

How Equipment Procurement Works in War Footing

Weapons and vehicles in War Footing are supplied through eight foreign nations divided into three geopolitical blocs:

  • Western Bloc: United States, Germany, Sweden, United Kingdom, France
  • Eastern Bloc: Russia, China
  • Neutral Bloc: Brazil, Israel

Securing equipment depends on diplomatic relations. Maintaining a 100% relationship provides standard market pricing, while poor standing incurs price markups (such as 113% or 125%). High-tier hardware often enforces strict diplomatic thresholds; for instance, purchasing the T-14 Armata requires a relationship value of 90 or higher with Russia.

You have three distinct avenues for outfitting your military formations:

  1. Direct Market Purchases: Units are paid for upfront and delivered directly into your national depot, subject to supplier inventory limits.
  2. Arms Deals: Bilateral purchase agreements spread deliveries over scheduled turns at a discount (such as a 15% discount over 15 turns, or accelerated 5-week contracts). Purchasing weapons also increases diplomatic relations with the exporting nation.
  3. Domestic Licensed Production: After paying a one-time licensing fee to the parent country, items can be manufactured locally. Manufacturing requires unassigned domestic industrial capacity (which begins at 400 points per turn in scenarios like Force Modernization and can be expanded for 1 million per 10 points) plus ongoing turn-by-turn maintenance fees.

Small Arms and Infantry Combat Kits

Infantry battalions and garrison forces require one small-arms kit per soldier. While top-tier equipment provides enhanced performance, community testing shows that basic and standard kits offer far superior volume per industrial point when defending against massive enemy numbers.

Equipment NameOriginSoft AttackHard AttackIndustrial PointsMaintenance Cost
Eastern / PLA Surplus KitEastern Bloc400.6$2 / turn
Standard US Service KitUnited States61UnconfirmedUnconfirmed
Enhanced US Combat KitUnited States721.7Unconfirmed
Elite US Combat SystemUnited States932.0$10 / turn
Elite British Combat KitUnited KingdomBalanced in v0.8.0UnconfirmedUnconfirmedUnconfirmed
Israeli Infantry KitIsraelUnconfirmedUnconfirmedUnconfirmedUnconfirmed

The Enhanced US Combat Kit requires a 220,000 licensing fee to manufacture locally. In player runs, producing 200 kits required 340 industrial capacity points. While the Elite US Combat System offers the highest raw infantry parameters in the game (9 Soft Attack / 3 Hard Attack), forum testers point out that its 2.0 production cost and $10 maintenance mean you can field more than three Eastern surplus kits for the price of one elite kit.

Anti-Tank Weapons and Artillery Systems

Formations require integrated anti-tank weapons (typically one launcher per 20 personnel in an infantry brigade) and artillery batteries to repel mechanized pushes.

Infantry Anti-Tank Launchers

  • TOW (USA): Features an attack rating of approximately 77. Sits as a mid-tier staple with reasonable domestic production requirements.
  • NLAW (UK / Sweden): Holds a 63 attack value, costing roughly 8,000 with a 32-point manufacturing burden.
  • FGM-148 Javelin (USA): Delivers an 86 attack rating. While lethality is very high, it carries an intensive 55 production effort and an initial demo market price around 14,400.
  • 9M113 Konkurs & RPG variants (Eastern Bloc): Sourced from Eastern stockpiles or acquired through Russian agreements, widely fielded on garrison lines.

Artillery and Rocket Systems

  • Starting Mortars: Baseline fire support providing 45 Soft Attack and 5 Hard Attack at a minimal 15,000 cost.
  • American Towed Howitzers / M777: Upgraded tube artillery delivering 180 Soft Attack and 33 Hard Attack, priced around 55,000 each. Licensing pays off after manufacturing roughly eight howitzers locally compared to outright imports.
  • PzH 2000 (Germany): Self-propelled armored howitzer that can be purchased in batches to equip fire support battalions.
  • M109 Paladin (USA): Mobile armored artillery piece.
  • HIMARS (USA): Mobile rocket artillery system. Player testing notes it requires careful stat evaluation against self-propelled tube artillery like the Paladin.
  • Soltam Systems (Israel): Available through neutral trade channels for budget mortar and howitzer configurations.

Armored Fighting Vehicles, Tanks, and IFVs

Armored vehicles absorb damage and heavily mitigate infantry casualties during ground combat phases. Developer balance patches (v0.8.0 through v0.9.6) specifically boosted armor penetration calculations and increased vehicle protection against enemy soft attack.

Main Battle Tanks

  • M1 Abrams (USA): Provides high armor and a hard attack stat around 147–149. Proven in player tests to suffer minimal attrition against enemy armor waves.
  • Leopard 2A6 (Germany): Excellent combat values and heavy armor, though requiring substantial production capacity.
  • Leopard 2A4 (Germany): Features comparable hard attack to the 2A6 but reduced armor protection; offset by significantly lower manufacturing effort.
  • Leopard 1A5 & M60 Patton: Budget tanks. While the Leopard 1A5 features respectable soft attack against infantry, its low armor rating makes it vulnerable in dedicated tank-on-tank battles.
  • Challenger II (UK): Noted on the Steam community for having near-impenetrable armor defense, balanced by steep logistical maintenance demands and heavy breakdown frequencies.
  • Chieftain (UK): Heavy armor option added in official update v0.9.5.
  • Type 96A & Type 15 (China): Viable domestic production options when playing scenarios with high Eastern industrial bases.
  • Strv 103 (Sweden) & Magach 7 (Israel): Specialized combat vehicles added in update v0.9.5.
  • T-55 & T-72: Common Eastern armor assets frequently encountered in enemy assault echelons.

Infantry Fighting Vehicles and Armored Personnel Carriers

  • Marder 1A3 (Germany): Mid-range IFV providing 45 Hard Attack, 50 Armor, and a manageable 35 production effort, costing approximately 500,000.
  • M2 Bradley (USA): Upgraded platform offering 55 Armor and stronger offensive firepower, priced around 800,000 with higher industrial complexity.
  • CV90 (Sweden): High-end IFV featuring exceptional soft attack and strong hard attack, though expensive to license.
  • Lynx (Germany): High unit cost paired with low industrial effort, but offers less armor than the Bradley or Marder.
  • M113 (USA): Low-cost APC option. Community tests highlight that under-armored carriers suffer high loss rates during armored assault phases.
  • Cougar MRAP (USA): Wheeled vehicle offering defensive protection but negligible offensive attack.
  • BMP Series (BMP-1, BMP-2, BMP-3) & BTR-80: Eastern vehicles with high offensive weapon stats and low upkeep, balanced by lower survivability ratings.
  • FV510 Warrior (UK): British mechanized platform requiring extensive industrial capacity to outfit full brigades.
  • AMX-10P (France): Added in update v0.8.0 to replace the VBCI platform.
  • Namer (Israel): High survivability APC with minimal weapon damage output.

Fixed-Wing Aircraft, Helicopters, and Air Defense

Air assets operate across operational sectors, carrying out air-to-air interception or direct ground support strikes even on turns when ground forces do not clash.

Fighter and Strike Aircraft

  • F-15C Eagle (USA): The premier air-superiority platform in the game, featuring 12,000 Air Attack.
  • Eurofighter Typhoon (Germany / UK): Comparable multirole fighter providing 11,500 Air Attack with secondary ground-attack conversion utility.
  • JAS 39 Gripen (Sweden): Multirole aircraft costing around 10 million on the open market. Capable of intercepting MiG-21s and executing anti-armor ground runs.
  • F/A-18 Hornet (USA): Standard multirole aircraft provided in starting scenario inventories.
  • A-10 Thunderbolt II (USA): Dedicated close air support attack jet carrying heavy ground attack damage against enemy vehicle formations.
  • AJ 37 Viggen (Sweden) & Tornado IDS (Germany / UK): Dedicated ground-strike airframes.
  • Tornado F3 (UK) & F-4 Phantom (Germany): Interceptor variants added in update v0.9.3.
  • Alpha Jet (Germany) & Q-5 (China): Budget ground-attack aircraft providing high cost efficiency.
  • Mirage 2000 (France): Modern multirole jet introduced in update v0.9.5.
  • MiG-21bis & MiG-29 Fulcrum: Standard Eastern fighters deployed by opposing forces or purchased via Eastern procurement.

Rotary-Wing Aircraft

  • AH-64 Apache (USA): Heavy attack helicopter offering exceptional anti-tank ground attack, balanced by steep procurement and production costs.
  • Warrior Light Attack Helo: Budget anti-armor helicopter providing roughly 40% of the Apache's ground attack value at under one-third of the production burden.
  • UH-60 Blackhawk (USA): Dedicated transport and air ambulance helicopter.
  • Mi-24 Hind & Mi-28 Havoc: Heavily armed Eastern gunships capable of independent strike missions.

Air Defense Systems

  • Starstreak (UK): High-performance surface-to-air missile platform.
  • MIM-104 Patriot (USA) & S-400 (Russia): Long-range strategic SAM complexes rebalanced in v0.8.0.
  • RBS 70 (Sweden): Man-portable / light air defense missile system.
  • 9K38 Igla / Igla-S: Eastern MANPADS utilized by garrisons to provide basic anti-air coverage.

Logistics, Maintenance, and Support Hardware

Unit effectiveness degrades rapidly without active logistical supply and field maintenance. Units placed on the frontline without support suffer readiness drops and vehicle breakdowns.

  • Ural Support Trucks: Starting logistics vehicles with a transport capacity of 12 per unit (scenarios often start with a baseline fleet of 140 trucks).
  • Transport Companies: Supplying roughly 600 to 1,000 transport capacity per company depending on truck types, needed to satisfy the roughly 300 transport demand of an active infantry battalion.
  • Recovery Vehicles: Require 32 industrial points to manufacture and 800 maintenance per turn. Forward-deployed maintenance platoons prevent permanent vehicle write-offs when armor breaks down.
  • Medevac Units: Outfitted using utility trucks or transport helicopters (such as the UH-60 Blackhawk). Adequate medevac capacity prevents combat casualties from causing severe hits to your national government stability.

Frequently Asked Questions

Is it cheaper to license equipment or buy directly from the market?

Licensing requires paying a one-time fee and spending ongoing industrial capacity points each turn, but cuts unit equipment costs to roughly half of the open market rate. For small orders (under 8 to 10 heavy vehicles or artillery pieces), direct purchase or scheduled arms deals avoid industrial bottlenecks. For bulk equipment like infantry kits, trucks, and baseline anti-tank launchers, domestic licensing provides substantial long-term savings.

Why do IFVs suffer high loss rates in combat?

In the current combat resolution engine, APCs and IFVs participate directly in the armored clash phase. Lightly armored carriers (such as M113s, Marders, or early BMPs) face incoming hard attack from enemy tanks and ATGMs. Dedicated main battle tanks (such as the M1 Abrams or Challenger II) absorb these strikes with significantly fewer casualties.

Do helicopters require maintenance hangar capacity?

As of patch v0.8.0, maintenance hangar complexity limits and airbase capacity thresholds apply exclusively to fixed-wing aircraft. Rotary-wing helicopters operate without consuming fixed-wing airbase hangar limits.