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WARNO Battle Goals, Morale, Squad Cohesion, and EW Plane Uses

WARNO battle goals, morale scoring, squad cohesion and EW plane uses, with the point costs, percentages and named units behind each. It is written for players who already play skirmish or Army General and want to know why a low-cohesion squad stops shooting, which aircraft can spot enemy planes, and when splitting infantry is worth the extra micro.

Intermediate 10 min read 20 viewsUpdated 3 days agoby LongBeam
Adapted from Army General Campaigns Tutorial 2025: Understanding the Strategic Campaign Map

This hub pulls together the four systems that decide a WARNO fight: how a campaign battle is actually won, what a destroyed unit is worth in morale, why squad size changes damage output, and what EW planes and air optics really do. By the end you can name both win routes, work out whether two 500-cohesion squads beat one large squad for the same points, and fly an EW plane ahead of a bomber so enemy radar AA loses 20% weapon accuracy.

Quick answer

WhatAnswer
Victory point target2,500 victory points from capture points
Morale values shown228 and 240
Cohesion per squad500 cohesion mana, whether 4 men or 40 men
Accuracy at low cohesionReduced by three quarters
Exceptional air opticsSu-27 and the SEAD plane
Normal air opticsSu-24M
EW plane circle-20% radar AA weapon accuracy
EW plane veterancyTwo veterancy except the Prowler, for +8% evasive maneuvers

Overview: how WARNO battle goals connect across systems

Screenshot: Dr. Hippie (PhD)

In the shown tactical battle, you can click tactical battle to enter the map, and the AI deploys its units. The material then covers capture-point victory points, morale loss from destroyed units, infantry cohesion, aircraft air optics, and EW support.

Battle goals and campaign win conditions

Takeaway

WARNO campaign scoring in the shown tactical battle has two win routes: reach 2,500 victory points with capture points, or bring the enemy team morale down. WARNO battle values explained starts with unit destruction, because a unit’s cost is also its morale value when destroyed. When you kill an enemy unit, the game shows how many points it was worth above it.

Morale scoring and destroyed-unit value

WARNO morale system values depend on maximum morale, how many formations each side has, and what state those formations are in. In the shown battle, the two sides have morale values of 228 and 240, and that makes killing 240 points worth of units another way to win. Destroying infantry removes one morale point from the enemy, while the example tank formation is worth four points.

Action points, formations, and battlefield setup

Squad cohesion and infantry damage output

WARNO squad cohesion is fixed at 500 cohesion mana for every squad and vehicle, whether the squad has four men or 40 men. Low cohesion makes units do much less damage, with lowest cohesion described as about 10% damage, and low cohesion also described as about 15% of original damage. Accuracy is reduced by three quarters at low cohesion, which means reload time and aim time also become worse. In the WARNO squad damage comparison test, target switching happens automatically when a squad reaches lowest cohesion, and a squad that has lost half its cohesion is not shooting effectively.

Large squads versus split squads

Squad optionWhat it gives you
One large squadThere are situations where the bigger squad will be more useful, such as when it runs into one smaller squad first, kills it, and then fights the next one. One example costs 90 points for 16 men, and larger squads are generally priced linearly, about twice the price of two smaller squads.
Multiple smaller squadsWARNO small squads vs large squads favors the split option when you can use two separate cohesion pools, because 500 cohesion mana on one massive squad is less useful than 1,000 cohesion mana across two smaller squads. The smaller squads can also stand in two different places, and an IFV or tank usually only hits one of them.
Transport cost checkTransports can change the comparison, because one squad comes in a 20-point transport. A truck-borne USMC AT4 comparison can be 100 points for 13 men including the truck, while Motostrelki can be 120 points for 14 men including the trucks.

Infantry squad size and cost effectiveness

How to choose

Choose infantry by total output, not body count alone

Choose smaller squads when the WARNO infantry squad size comparison gives you more total bodies, more anti-tank weapons, or more separate cohesion pools for the same points. Two Motor Strelki BMP squads cost 80 points for 14 men, two machine guns, and 12 rockets, while USMC rifleman AT4 costs 80 points for 13 men, three good machine guns, six rockets of 17 penetration, and Resolute.

Choose a squad for WARNO squad cost effectiveness only after checking transport cost, AT quality, and how many separate squads you must manage. Arm rifles cost 40 points for two machine guns per squad, but their AT is worse because they get the M72 LAW, while Belgian mech fusiliers get three machine guns per squad and worse AT.

When split squads are worth the micro

How to choose

Split only when you can manage the extra units

Choose WARNO split squad benefits when your micro can handle managing twice as many units. If that condition is met, the approach is to prefer smaller squads, because each squad has its own 500 cohesion mana and can occupy a different position.

Avoid relying only on WARNO squad cost efficiency if you cannot control the extra squads under pressure. Later in the game, cost efficiency matters a little less because the battlefield is full of units, and if an opponent does not flank and kill your small number of expensive units, you can grind the game.

Air optics and enemy aircraft spotting

WARNO air optics spotting is the aircraft-detection layer for seeing what planes the enemy has spawned or is using. The Su-24M has normal air optics, while the Su-27 and the SEAD plane have exceptional air optics. Exceptional air optics let planes spot enemy aircraft from far away. For spotting enemy aircraft WARNO divisions without long-range AA, decide which plane provides long-range air detection before you rely on ground AA.

Choosing aircraft optics for air superiority

How to choose

Pick optics for detection, not complete defense

Normal air optics are described as very bad for long-range air detection. The Su-24M is the named example with normal air optics.

Use exceptional air optics when WARNO air optics guide planning depends on seeing enemy aircraft from far away. The Su-27 and the SEAD plane are named examples with exceptional air optics.

For WARNO air superiority tips, treat very good or exceptional optics as the safer detection choice if your division lacks long-range AA. Air optics help reveal planes, but the material does not make them a complete air-defense solution.

EW plane basics and radar-AA suppression

For warnos ew plane uses, treat the aircraft as a SEAD plane without the missile: it spots enemy radar AA but does not shoot back at it. Its large circle reduces radar AA weapon accuracy by 20% if that radar AA is inside the circle, which makes it a warnos radar aa counter for bomber support and radar-AA scouting. EW planes are generally cheaper than other options, most come at two veterancy except the Prowler, and two veterancy gives an additional 8% evasive maneuvers. One stated way to think about that protection is approximately 70% effective ECM instead of 60%.

Using EW planes to escort bombers

EW recon, artillery spotting, and late-game pressure

Guides in this series

Sources

Accurate as of 9 July 2026, the upload date of the most recent WARNO video this guide draws on. Balance patches move unit costs, ranges and menu options, so check anything decisive in your own game.

Frequently asked

How do you win a WARNO campaign battle?

There are two routes: reach 2,500 victory points by holding capture points, or bring the enemy team morale down. A unit's cost is also its morale value when destroyed, and the game shows how many points a kill was worth above the unit.

Are big squads or small squads better in WARNO?

Every squad and vehicle gets the same 500 cohesion mana, so two smaller squads give you 1,000 cohesion across two pools and can stand in two different places, where an IFV or tank usually only hits one of them. One large squad still wins when it meets smaller squads one at a time, and larger squads are priced roughly linearly - one example is 90 points for 16 men, about twice the price of two smaller squads.

What does low cohesion do to a squad?

Damage falls to roughly 10-15% of the original, accuracy is cut by three quarters, and reload and aim time get worse with it. At lowest cohesion target switching happens automatically, and a squad that has lost half its cohesion is not shooting effectively.

What is an EW plane used for in WARNO?

Treat it as a SEAD plane without the missile: it spots enemy radar AA but never shoots back. Its large circle cuts the weapon accuracy of any radar AA inside it by 20%, so it works as a screen flown just ahead of a bomber, and it can recon radar AA for your artillery without forcing the AA to fire and give itself away.

Air OpticsArmy GeneralEW PlanesMoraleRadar AASquad CohesionVictory PointsWARNO

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