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WARNO Infantry Basics: Strengths, Weaknesses, and Terrain Use

A practical look at WARNO infantry: what its low cost, building access and short range mean in play, and which ground makes it useful. It is written for players who want infantry working as a screen and spotter for their tanks and recon rather than as their main source of damage.

Beginner 7 min read 4 viewsUpdated 3 days agoby LongBeam
Adapted from WARNO Unit Guide: How to Use Infantry

This guide sets out what WARNO infantry is actually good at — a reservist squad for 35 points, the only unit type that can enter buildings, decent stealth and optics, and the staying power that comes from rarely being killed in one shot — and what it cannot do at 24 km/h with 1,250 m of reach even when it carries ATGMs. From that you get a repeatable way to use it: send it ahead as a screen, keep tanks, infantry vehicles and recon behind it to act on what it finds, and choose deliberately between buildings, cover, flank positions and quiet side areas. Read the table below first if you only want the numbers.

Quick answer

WhatAnswer
Reservist infantry cost35 points
Infantry speed24 km/h
Longest infantry range1,250 m, and only with ATGMs
Shots to kill a squadUsually a couple; no side armor to rotate
Only infantry canEnter buildings
Primary roleForward screen and spotter for tanks, infantry vehicles, recon and fire support
Flank duty unitInfantry with the security trait and an AT weapon
Thin side areasOne or two infantry units where nothing else fits

What infantry is for in WARNO

Infantry is the most common unit type on the battlefield and the biggest shared category between divisions. Use these WARNO infantry basics around three limits: infantry is cheap and numerous, it can take positions other units cannot enter, and it needs the right ground before it can affect the fight.

Infantry usually serves a supporting role. It spots, holds, screens, and buys time so that tanks, vehicles, recon, and other fire support can do the killing. Its value comes from being harder to remove than many exposed vehicles, not from having high killing power in every situation.

Infantry strengths: cost, buildings, stealth, and staying power

Screenshot: SD League
Infantry traitWhat it means in play
Cheap and numerousWARNO infantry strengths start with availability and price. Infantry is more numerous and cheaper than most other categories, and a reservist infantry unit costs 35 points. That makes infantry a practical unit to send forward before more valuable or more vulnerable pieces.
Buildings, stealth, and opticsInfantry can enter buildings, unlike other unit types. It also has decent stealth and optics compared with other units, so it can use concealment to get closer and can usually see things that are shooting at it.
Staying power under fireInfantry cannot be one-shot as easily because it has no side armor and most attacks do not instantly kill it. It usually takes a couple of shots to destroy an infantry unit, which gives you time to react. You also do not need to rotate infantry to protect side armor.

Infantry weaknesses you have to plan around

Watch out

Position infantry before the fight starts

WARNO infantry weaknesses come from low speed, short range, and no armor. Infantry moves at 24 km/h, and even infantry with ATGMs only reaches 1,250 m, so many enemy units can shoot from farther away or kite it.

Infantry has to use stealth to reach engagement range. It usually fights other infantry unless the fight happens in terrain where enemy vehicles cannot safely keep distance. Nearly everything can shoot infantry, stun it, and kill it, so the combination of low speed and low range means infantry must already be in the right spot to have impact.

Core infantry tactics: scout first, then support with firepower

How to cross open ground with infantry

Terrain use: buildings, cover, choke points, and flank security

How to choose

Where to place infantry

Choose buildings when you need a position only infantry can occupy. Infantry can enter buildings, and that gives it uses other unit types cannot fill.

Choose cover when infantry is scouting ahead. Infantry is best used close to cover so it can disengage when needed, especially while spotting for more valuable units.

Choose flank positions when you need time and warning. WARNO infantry terrain use includes flank protection, especially with infantry that has the security trait and an AT weapon. Normal infantry can also fill this role.

Choose thin side areas when nothing else fits well. Place one or two infantry units in areas where you cannot effectively put other units. Infantry on rest position can stay still, spot enemies, and only engage when you want it to.

Choose hold fire when the squad should stay hidden until needed. Infantry can be held on hold fire, buying time because it survives a bit longer when shot at. A sideline infantry unit can force the enemy to come around and deal with it, helping stop side shots and deal with recon cost efficiently while the rest of your force focuses elsewhere.

Accurate as of 19 April 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

Sources

Frequently asked

Is infantry meant to do the killing in WARNO?

No. Infantry usually serves a supporting role: it spots, holds, screens and buys time so tanks, vehicles, recon and other fire support can do the killing. Its value is being harder to remove than an exposed vehicle, not high killing power.

How much does infantry cost in WARNO?

Infantry is more numerous and cheaper than most other categories, and a reservist infantry unit costs 35 points. That price is why it is a practical unit to send forward ahead of more valuable or more vulnerable pieces.

Why does my infantry die before it can shoot anything?

Infantry moves at 24 km/h and even infantry with ATGMs only reaches 1,250 m, so many enemy units can shoot from farther away or kite it. Because of that low speed and short range, infantry has to already be in the right spot and use stealth to reach engagement range.

How do I move infantry across open ground?

Start the move from cover where you can, and use smoke grenades if the squad has them. Move the infantry across first with fire support and infantry vehicles held behind it, let it reveal the threats, then answer with the supporting units and pull the infantry back toward cover if it has to disengage.

ATGMsReconSmoke grenadesStealthTerrainWARNObuildingsinfantry

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