Komandosi
Polish Special Forces Infantry
GUIDE > RTS > WGRD > UNIT
by
Pijove
Posted on May 30, 2021
Stats
Stats for Komandosi (Fig.).
General Stats
- Strength: 15, max possible, most SF are 10. Effects primary weapon handling too.
- Speed: 30km/h, fastest infantry can go. The standard for elite, a few shock infantry are this value.
- Year: 1975, ERA decks have access
- Prototype: not prototyped
Weapons
AKS-74U
The AKS-74U is a compact version of the AKS-74 assault rifle. Its development commenced in the mid-1970s. It was intended for airborne troops and special forces. In-game (Fig.) it is classified as a carbine, so performs like an assault rifle with slightly higher RoF, and also has the same CQC bonus as an SMG (80% ACC).
RPG-19D
It was developed in 1968 and adopted by the Soviet Army in 1970 for special operation teams and the Soviet airborne troops (VDV). These were deployed during the Soviet-Afghan War in 1979-1989 and saw service in several battles in that theatre. The RPG-16 (Fig.) is an improved, more accurate version of the famous RPG-7, intended for paratrooper and special operations use. Contrary to popular belief, RPG does not stand for Rocket Propelled Grenade but for Ruchnoy Protivotankovvy Granatomyot (Russian for hand-held anti-tank grenade launcher).
In-game stats:
- Accuracy; 60% is a very good value
- Range; 875m is the longest possible for non-guided AT projectiles.
- Rate of Fire: 10 is a standard value
- AP: 15 is very low
RPK
Intended to complement the AKM assault rifle with heavier automatic fire support, the RPK (Fig.) is a highly successful and reliable weapon that has seen action in numerous conflicts with many countries.
Comparison
Anti-infantry
Anti-infantry combat has many factors:
- Weapons used
- Training type
- Veterancy
- Distance
- Morale
Carbines rank well (Fig.) due to their versatility well in wargame, having the same bonus as SMGs in CQC, whilst maintaining assault rifle properties. Note ‘training’ (elite, shock, line, militia) of equal strength (10 or 15) will perform better than all types of weapons of lower training. Komandosi uses a carbine (Elite, 15), which is the best possible primary if you omit the G11 is only used by one unit: Fallschirmjager ‘90.
Note DLC Machine guns are not on the list (Fig.). Think for the MG I put all veterancy as ‘elite’. If CQC is eligible is the same as 35m value. RPK is ranked 2nd best Redfor MG, and 6th overall.
[MG source outdated]
When ranking elite infantry effectiveness against infantry, both the main weapon and machine gun need to be considered (Fig.). The main weapon has higher DPS output than the MG. Komandosi ranks 2nd overall.
For context, a full table (Fig.) displays the launcher used by the elite infantry listed.
Anti-Tank
For the context of what a ‘low’ AP value is. 13 is the lowest value for elite infantry, 26 is the maximum and 19 being the average. In the table (Fig.), I’ve partitioned units into common armour value ranges. Transports generally have a max of 2 armour, the RPG-19D causes 9HP of damage, this is important to note as it cannot one-shot these units. However, it’s not too bad as IFV’s would require 2 shots anyway. Problems arise when meeting tanks frontally, ‘light’ tanks require 3-4 hits, Anything will armour value of 15 or higher takes 10 hits!
Tactics
Hit & run Skirmishes
One of my favourite tactics using Komandoski is multiple small hit & run skirmishes. Combined arms are not required but are helpful. A logistics truck is necessary to rearm and repair. This can be in a forest or a city. Small skirmishes take advantage of multiple factors.
- Speed is key, to engaging and disengaging from combat when you choose to. And to escape enemy bomber planes or artillery fire.
- Having few units in combat won’t attract as much artillery.
- Movement, constant pushes and pulling back can wear down the enemy. If you appear static enemy be more likely to use artillery and bombs.
- Common enemies are infantry and transports/IFVs. This suits the Komandoski
- Minimise exposure time; destroy a unit move on. The longer you are exposed, the more attention it attracts.
Infiltration
Elite recon infantry is naturally more suited for this role, but if the path is majority forest there is no harm in sending in a unit of Komandoski as the line of sight is poor and combat that may occur will be short-ranged. If the Komandoski manages to breach the frontline it may be able to attack artillery or Heavy AA units.
City fighting
Komandoski excels at city fighting due to the CQC bonus for the carbine and high DPS it can output against an enemy. 15 strength also makes the unit resilient against attacks. Although weak AP, it is unusual to see highly armour units so the long-range AT launcher can be effective at destroying fire support and transports.
Cost-effectiveness?
To determine cost-effectiveness, you should consider what role are you using them for? Note costs of infantry: elite (25-35pts), shock (15-25pts), Line (10-15pts), Militia (5-10pts). Example Komandoski are not cost-effective to spam/grind with as cost per unit is too high and availability is too low. If the environment allows it, a single Komandoski (35pts) could be overwhelmed by multiple units (2x shock / 3x line) for a similar cost.
Don’t get bogged down
It may seem amazing that they are throwing militia and transports at you. Be cautious as the enemy be doing this on purpose as brute force recon to figure out what units you have and where they are. The cheap spam may be used to distract you from their goal, for example, they may be plotting to keep you static, to be attacked by artillery or bombs or to stall you so they can retreat vulnerable units.
Highly armoured units
Being against highly armoured units is a situation you don’t want to be in. If you use a single Komandoski unit, retreat as the tank can always pivot and face its front armour towards you. I like to use 2x AT units for the simple reason if you surround the tank, the tank cannot simultaneously direct its front armour at both AT units. The tank will expose side or rear armour to one of the attacking AT units. The RPG-16D has a RoF of 10, so that means it is 6s between shots. Use the time between shots to move to a better position (Fig.), then stop and fire. For flanking, the angle relative to armour is more important than distance. However shorter distance means the tank must pivot more. Tanks cannot move sideways, they must move forward or backwards. Use this fact to your advantage.
Ingame
I enjoy using Komandosi (Fig.), as it is effective against infantry. It still has AP launcher so it can still take out armoured units, unlike Spetsnaz which has a HE launcher. If I expect heavy armour presence, since Komandosi has poor AT capabilities, to overcome this, I usually combine Komandosi with another unit with high AP. I have destroyed heavy tanks, but it is rare. In one game I think a pair Komandosi got isolated and managed to ambush 2 damaged challengers 2’s within a short period of time. Fighting against Israel can be irritating with the sheer number of MG boxes and occasionally bumping into a grenade launcher tank that can transport infantry.
Summary
Good unit. The low AP value reduces the unit’s overall versatility shifting the emphasis towards anti-infantry capabilities. Komandosi is suited to urban fighting when they are less likely to encounter enemy armour. Cost-effectiveness is a consideration as it is expensive and has low availability when compared to units of different training.
I don’t fully understand all the underlying mechanisms of infantry combat, so there may be errors.
Data/formula used is from Hidden stats spreadsheet, & Armoury Tool.
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