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UNCLAS // STRAT-BRIEF

Mobile Group

HP
8
Damage
3
Range
1
Move
2
AP
3
Sight
2

Combat role

Fast light cavalry for early raids and forward screening — trades staying power for speed.

Lore

When the old armored divisions rusted in their depots, the Mobile Group took their place: three or four wheeled vehicles, a squad of riflemen, a signals operator, and orders that rarely survive first contact. The formation was born on the Eurasian steppe frontier, where garrisoning every kilometer was impossible and reacting fast was the only defense that scaled.

Every bloc now fields a version. The doctrine is identical everywhere: move before the enemy finishes deciding, hit the thing that cannot hit back — a supply column, a survey team, an unescorted battery — and be somewhere else when the response arrives.

Mobile Groups win no set-piece battles. They exist so that the enemy can never be sure a set-piece battle is what they are getting.

When to use

Use Mobile Groups in the first ten turns to scout expansion routes and raid exposed Artillery or workers. Pull them back once MachineGunners and Tanks appear — they melt in a stand-up fight.

Counters

Strong against

  • Artillery
  • ReconDrone
  • exposed supply lines

Weak against

  • Tank
  • MachineGunner
  • FortressGuard

Units