Wargame AirLand Battle

(Credit for this guide goes to iwancoppa from the official forums)

Learn when to pull an attack.

If you believe that you must continue an assault regardless of the cost, you'll soon find yourself losing battle after battle. Knowing when to pull back when attacking is a key to playing the points game effectively.

Obvious, derp example: If your forces have just wiped out all the defences at an enemy sector for very little losses and your opponent starts to panicmode(spamming EVERYTHING) and is spawning right in the sector through tunnels/map edge etc, Pull back.

Slightly more advanced example: Send in some fast units to draw ATGM fire from T-80U, T-72B etc. Wait for the ATGM to fire, then quickly pull out of range. repeat this once or twice and some PACT tanks will run out of ATGMs. Most high-end PACT tanks have 3-4 ATGMs, some only have two. If you can make each tank waste 2 of its precious ATGMs, I guarentee your heavy tanks will take less losses. This doesn't work against people who can use logi trucks

Also equally important is splitting your tank units, Especially High-tier tanks. Make it a habit that before a large attack, you group your meatshields and high-ends, then split Every unit. You'll still be able to control them but the enemy will have a psychological breakdown when they see 80 red markers instead of 20.

yet ANOTHER important thing to do: Don't bunch up tanks in an attack. What you want to do, assuming a linear attack, move your units into a line preferably 1 or 2 ranks deep. Meatshields in front, heavies in back. Then, when you go to attack, give the same line move order except where you want your tanks to advance to. You'll now have a nice line of advancing tanks that will not all get stunned by 1 mortar battery. It's also VERY important to do this with your heavy tanks so 2 attack planes don't cluster bomb them to death in 1 run.

EVEN MORE important thing to do: Bring AA with your tank attacks. Gun AA works better here purely because most SAMs don't fire on the move. Also, AA can be used against lighter vehicles Even basic gun AA will help when(not if) your opponent brings in helis or planes.

Smoke does work when attacking with tanks. Just be aware that you won't be able to see through it if your enemy can't. Conventional artillery barrages are perfect for stunning/panicking grouped heavy tanks - many players still bring in groups of 4 M1A1, 4 T80U ETC. 2 25pt mortar units will stun and panick them to ineffectiveness.

Don't be afraid to call in air support. Losing a ~80pt napalm bomber to kill or facilitate the killing of 300pts of tanks is a good exchange. Remember, in most cases, a successful assault is either

A. a positive points assault - you kill more then you lose B. an assault that facilitates positive points - be careful doing this. You may run out of time or lose before you can utilize the advantage the assault gave you. C. A + B. This is the ultimate success story for any assault in WG:ALB.

Finally, and most importantly: Find tanks that work for you. Everyone has a different playstyle - it's best to not go to a guide that says *Use A, don't use B, forget about C* but instead experiment with A,B and C. You might find C works for you and A doesn't. Don't be afraid to try smaller nations out, either. Some have really cool stuff, like sweden(S-tanks and TD tanks), France(AMX-30/32/40) or Poland(T-72 Wilk + M/M1 line of T-72). Don't be afraid of losing a few games figuring out what works for you. Almost every nation has unique armor choices. Nobody knows what will be perfect for your needs except you.