Go through WARNO's gameplay options once and your units stop deciding things for you: a bomber stays in the air after its bombs are gone, right-click issues a move order instead of a hunt order, and infantry take the route you clicked instead of the nearest tree line. This guide lists the aircraft, right-click, pathfinding and Rules of Engagement values to set, plus the HUD entries worth checking before your first match.
Quick answer
| What | Answer |
|---|---|
| Automatic Winchester | No (change from Yes) |
| Out-of-ammo evacuation | No, so a bomber does not evacuate once its bombs are gone |
| Right-click order | Rules of Engagement Advance, so right-click is Move and not Hunt |
| Motorized pathfind | Short, not Fast |
| On foot pathfind | Short, not Cover |
| Rules of Engagement idle | Auto cover (toggle off with Alt) |
| Out-of-range reaction | Passive |
| Ground missiles | All units |
Recommended WARNO gameplay settings to change first
Control behavior: right-click orders, hunt, and pathfinding
Use move as the predictable right-click order
Choose these WARNO control settings when you want right-click movement to stay predictable during micro.
Right-click behavior Use Rules of Engagement Advance so right-click issues a move order instead of a hunt order. Normal movement is still needed in specific micro situations, so keep Hunt available as a separate shortcut instead of making it the default right-click action.
Motorized pathfinding Set Motorized pathfind to Short. If it is set to Fast, right-click can become a fast-move order, which can cause problems when you need a short path during micro.
On-foot pathfinding Set On foot pathfind to Short instead of Cover. Cover pathfinding can send infantry to a tree line first, then make them advance along tree lines, which means the unit may find its own route instead of taking the route you clicked.
Should hunt be the default right-click order in WARNO?
Keep Hunt on a shortcut if normal movement matters
If you want right-click movement to stay predictable, use a WARNO keybind setup where Hunt is a dedicated shortcut and right-click remains Move. Keep Hunt available as a separate shortcut, because some micro situations need a plain move order.
Rules of Engagement settings for safer unit reactions
HUD and interface readability settings
Audio settings and other preference options
No specific audio values are provided for this settings pass. Prioritize the concrete changes above: Automatic Winchester off, out-of-ammo evacuation off, right-click as Move, short pathfinding, safer Rules of Engagement reactions, and readable interface labels.
Accurate as of 18 March 2025, 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.
In this series
- WARNO Battle Goals, Morale, Squad Cohesion, and EW Plane Uses
- WARNO keybinds and controls
- WARNO Interface Settings and HUD Customization
- WARNO Micro Control Tips for Faster Unit Management
- WARNO Favorable Map Side: How Side Choice Can Matter
- WARNO Deck Copying Tips and Adjustment Guide
- WARNO Infantry Basics: Strengths, Weaknesses, and Terrain Use
- WARNO Infantry Tactics for Towns and Urban Fighting
- WARNO Infantry Forest Tactics for Ambushes and Defense
- WARNO Infantry Choke Points: Holding and Breaking Bottlenecks
- WARNO Deck Archetypes: Division Styles and Play Patterns
- WARNO Army General Basics: Campaign, Formations, and Action Points
Sources
- TOP 10 WARNO Tips, ★10MIN Skiffik
- WARNO BEST Controls & Settings, ★10MIN Skiffik
Frequently asked
Should right-click be a move order or a hunt order in WARNO?
Use Rules of Engagement Advance so right-click issues a move order instead of a hunt order. Keep Hunt available as a dedicated shortcut rather than making it the default right-click action, because some micro situations still need a plain move order.
Why turn Automatic Winchester off in WARNO?
Set Automatic Winchester from Yes to No and set out-of-ammo evacuation to No, so a bomber does not automatically evacuate after it runs out of bombs. That lets you keep it in the air when you still need its anti-air missiles, need it near a helicopter, or want it available for another target.
Which pathfinding settings should I use in WARNO?
Set Motorized pathfind to Short; on Fast, right-click can become a fast-move order, which causes problems when you need a short path during micro. Set On foot pathfind to Short instead of Cover, because Cover pathfinding can send infantry to a tree line first and then advance along tree lines, so the unit finds its own route instead of taking the route you clicked.
Which Rules of Engagement settings stop units charging the enemy?
Set Rules of Engagement idle to Auto cover, which can be toggled off with Alt, and set out-of-range reaction to Passive so units do not charge at the enemy. Set Unarmed Vehicles to fire at will, Ground missiles to all units so they target everything, and turn AI to resell on so transports get sold.
Read next
WARNO Interface Settings and HUD Customization
A walkthrough of WARNO's interface settings screen, with the icon type, label, HUD size and menu value to set on each option. It is for new and returning players who want a readable HUD before they get to the optional visual preferences.
WARNO keybinds and controls
A practical WARNO keybind layout: which controls to change first, which to leave alone, and the audio and video settings worth adjusting. It is for players who still click orders from the command box and want faster micro in practice matches and team games.
WARNO Beginner Deck Guide: Easy Decks and Comparisons for New Players
How to pick a WARNO deck by division rather than by NATO or Pact side, using four playstyle categories to judge how much micro each one demands. It is written for new and mid-level players choosing what to play, and covers which decks to delay at first, why airborne and light spam are harder, and how a reservist-spam deck is meant to be pushed.
WARNO Artillery Micro Tips: Fire Timing, Corrected Shot, and Transports
Three WARNO artillery micro habits: timing howitzer salvos with Return Fire, keeping shots inside the corrected shot circle, and reloading transports. It is for players who already give artillery orders and want the same guns to hit harder, plus a load-and-move queue for towed artillery.



