Video summary
The LAST WARNO DIVISION TIERLIST (before Landjut)
Main summary
Key takeaways
Storyline / Setting
The video does not present a narrative storyline. Instead, it reviews Warno (R.U.S.E./GUNS-style modern wargame) by ranking divisions ahead of an upcoming patch.
Gameplay Focus (Tier List Purpose)
The speaker builds a subjective one-vs-one division tier list (not all divisions are played). Rankings are based primarily on personal experience.
Key axes implied throughout include:
- Air power & survivability (fighters/AA/air control)
- Ground fundamentals (reliable tanks/infantry synergy, activation points, cohesion)
- Map dependence (open vs forest/urban; ability to reach the mid-game)
- Cost efficiency & “toolbox completeness” (having the right assets without sacrificing too much)
Ranked Division Themes & Highlights (What Makes Divisions Strong/Weak)
Common strengths mentioned
- Explosive / artillery dominance
- autoloaders, cluster bombing, strong SPGs, and “breakpoints” where tanks/AA can’t answer
- Mobile + lethal recon / early pressure
- strong forward-deploy tools and/or cloaking recon assets
- Superior infantry-to-support synergy
- infantry loadouts that don’t fall apart in the opener
Common weaknesses mentioned
- Missing AA / fighters
- planes/bombers or helicopters can decide games
- Bad synergy or “clobbered together” decks
- units don’t properly support each other
- Too-slow divisions
- they get out-positioned before their mid-game tools arrive
- Activation point problems
- can’t field the right mix at the right times
Division-by-Division Takeaways (Key Ratings + Why)
Only the most explicit placements and repeated arguments are captured; the full list is very large and not all tier names are clearly rendered.
Highest tier / “broken” picks
- 79 (S tier top tier)
- described as extremely overpowered due to:
- S24 cluster-2/nuke bombing pressure
- strong fighters/AA
- strong tanks across categories and strong recon
- described as extremely overpowered due to:
- 6E (very high / near top)
- Recon AMX10s with cloaking in forests
- glass-cannon but extremely accurate tank options
- strong artillery + fast, mobile style
- improved air situation after Mirage price changes
- First Panzer? / other top NATO & Soviet picks (multiple S-tier mentions)
- repeatedly praised for air superiority + artillery + tank toolbox completeness
Strong “A tier” examples (frequently highlighted)
- ChuYa (A tier)
- still powerful despite nerfs
- strong heavy tank line + recon + bomber tools
- lacks specific light-tank / long-range ground AA
- Canada (A tier)
- Leopard 1 spam, strong F-18, strong AT/missile helicopters, versatile infantry
- notable efficiency of manpads vs helicopters (Blowpipe-related remarks)
- Brunette (high A / low S consideration)
- aggressive recon/tank mix
- strong forward-deployed recon vehicles
- helicopter AT options + good artillery/AA support
- 4E (A tier / “all-you-can-eat war buffet”)
- NATO tank lineup, strong recon vehicle, Roland-type AA
- many fighters/bombers
- main weakness framed as CQC infantry
- CLKA (A tier)
- “all-arounder”: infantry + aviation support + tank mix
- wins by playing the tools correctly
- 1st Armored (very strong; possibly low S in opener context)
- SAS/Paras opener options
- strong Milan-based anti-tank package
- strong fighter/bomber air control package
- main missing piece framed as anti-helicopter defense (mitigated by other assets)
- 82nd Airborne (S tier almost / discussed as top)
- Deltas (fast forward deploy scaling with vet)
- multiple high-value helicopter/air assets with free veterancy components
- strong anti-air and “sky control” tools
Middle tier (“C to B tier”)
- 1 (high B)
- playable but punished on maps where smoke-less T72s lose effectiveness
- limited activations
- First Calf / Firs Calf (low B)
- “very situational,” with weaknesses in AA/air and expensive ground protection requirements
- 2nd mechanized / other “C tier meh” divisions
- tank spam exists, but numbers/utility fall short
- too little synergy or insufficient protection/tools
- Jurin / Juren (D tier)
- overpriced forward-deployed squad
- mediocre air defense and artillery cluster value not enough
- tanks/air tools don’t carry hard enough
- 17Ya (low C)
- tank-heavy but 0 vet/reserve mechanics lead to instant cohesion collapse after contact
- air/infantry tabs not sufficient to compensate
- 157 / 76 (lower tiers)
- underwhelming or awkward to use
- strong tools but inconsistent/expensive timing windows
- 157 described as having “air RNG” problems
Lower / “doesn’t work” / dysfunctional
- First Lander (D tier)
- core critique: no unit synergy
- “mobile in forests” concept doesn’t deliver because infantry loses DPS while moving
- AA/fighter options are incomplete; bomber protection is weak
- overall unusable in both 1v1 and team games
- Berlin Command (high C tier)
- hard-to-use because AA/fighters can be too weak
- depends on opponents making mistakes
Strategy & Key Tips Emphasized
- Tier list is for 1v1 only, and matchups are heavily map/air dependent.
- When using certain air packages, don’t call in fighters individually—combine calls to prevent losses from snowballing.
- Use the right fighter pairing: having the correct air mix matters more than raw aircraft count.
- Missed timing = loss for slow divisions: many divisions are framed as “win if you survive the opener.”
- Air control often decides the whole ground plan:
- if fighters/AA aren’t sufficient, tanks/infantry get bombed out before they scale.
- Exploit synergy loops
- forward deploy → aggressive opener → cover with recon/tank AA
- artillery/cluster bombs → soften heavy armor so tank pushes can stick
- For “glass cannon” recon/tanks, micro matters:
- position in forests
- avoid being spotted/dislodged
Gamers / Sources Featured (at the end of the video)
No named external sources are used beyond in-video references, including:
- Bendover (mentioned as a top player for a division)
- Procomi (mentioned in a league matchup)
- KDA / Skiic (Skiic referenced as influencing the fast-play meta)
- Cootch (mentioned in a tournament context)
- DotSpy (mentioned as giving feedback on a unit’s expense)
No other explicit channels/organizations are cited as sources; the creator primarily references their own decks/tier list.