Winning regional conflicts in Age of Resistance hinges on mastering three core pillars: strangling enemy supply lines, countering Hegemony unit compositions with specialized squads, and strategically reducing Hegemony Authority before committing to major assaults. This regional conflicts guide for Age of Resistance breaks down the entire strategic layer, turning impossible odds into calculated victories against the Hegemony war machine.

Forget throwing your troops at fortified cities. The key to liberation is fighting smarter, not harder. By mastering the flow of resources and information, you can dismantle the enemy's hold on a region piece by piece, ensuring your final assaults are decisive and cost-effective.

Understanding the War Map: Resources and Control

The strategic map isn't just a battlefield; it's an economic and political simulation. Your primary goal isn't just to eliminate enemy units, but to erode their very ability to operate. This is done by managing your resources while systematically denying theirs.

Hegemony Authority (HA): Your Real Target

Hegemony Authority is the single most important metric on the map. It represents the Hegemony's grip on the local population and infrastructure, ranging from 100 down to 0. High HA provides the enemy with significant bonuses: faster reinforcements, tougher garrisons, and more frequent elite patrols like Armored Striders. Your first objective in any new region is to lower HA below 50 before attempting to capture major objectives.

Methods for reducing HA include:

  • Liberating Towns and Settlements: Each civilian area freed provides a significant drop in local HA.
  • Commander Ability: Propaganda Drop: This action targets a specific zone, causing a moderate HA reduction over several turns.
  • Sabotaging Comms Towers: Destroying these key structures creates a large, immediate drop in HA across multiple adjacent zones.

The Three Key Resources: Intel, Supplies, and Manpower

You operate on a shoestring budget compared to the Hegemony. Every resource must be used with maximum efficiency.

  • Intel: The lifeblood of your operation. Intel is used to reveal enemy units in the fog of war, identify the composition of garrisons, and unlock powerful Commander Abilities. It's primarily generated by building Spy Networks in liberated cities and completing specific story missions.
  • Supplies: Every unit consumes one Supply per turn. Units that cannot draw from a supply line become Unsupplied, suffering severe penalties. Supplies are gathered from liberated Supply Depots and friendly strongholds. Never let your active combat units stray too far from a source.
  • Manpower: This represents your pool of available recruits. It's spent to create new units and to reinforce depleted ones. Manpower trickles in from liberated zones, but the most significant boosts come from capturing Hegemony Recruitment Centers.

Reading the Front Lines: Fog of War and Recon

The Hegemony starts with total map knowledge; you start blind. Deploying Scout units is critical. Their high mobility and exceptional view range allow you to uncover enemy positions without risking your core assault force. Spending Intel on the "Satellite Sweep" ability can reveal a large portion of the map, but it's expensive and should be saved for critical moments before a major offensive.

Age of Resistance in-game screenshot

Age of Resistance in-game screenshot

Your Arsenal: A Breakdown of Resistance Units

You can't win with a monolithic army. Success requires using combined arms, leveraging the unique strengths of each unit type to counter specific Hegemony threats. A balanced force is a victorious one.

Here is a breakdown of the core Resistance units available in the early-to-mid game:

UnitManpower CostStrengthsWeaknessesBest Use Case
Guerillas50Stealth, Low Supply Use, Ambush BonusVery low HP, weak in direct combatDisrupting supply lines, reconnaissance, capturing undefended points.
Assault Squads80Versatile, high damage outputVulnerable to armored units and fortificationsThe core of your main fighting force for any direct engagement.
Engineers100Build Bunkers, Repair Vehicles, SabotageLow combat power, slowSupporting sieges, fortifying defensive positions, countering enemy structures.
Scouts60High mobility, excellent sight rangeCannot attack, very fragileRevealing the fog of war, spotting enemy patrols and supply convoys.
Heavy Weapons Team120Excellent against armor and buildingsSlow, vulnerable when moving, high Supply useCracking fortified garrisons and eliminating Hegemony Armored Striders.

The most common mistake new commanders make is over-investing in Assault Squads. While they are your workhorse, they are easily countered without support. A force of three Assault Squads is far less effective than a force of two Assault Squads, one Heavy Weapons Team, and one Engineer squad, which costs only slightly more but can handle a much wider range of threats.

The Golden Rule: Always Fight a Supplied War

An unsupplied army is a dead army. The concept of Attrition is brutal and unforgiving in Age of Resistance. Understanding and manipulating supply lines is more important than any single battle.

What Are Supply Lines?

A unit is considered "Supplied" if it can trace an unbroken path through friendly-controlled territory back to a Supply Depot or a major Resistance Base. This path can be of any length, but if a single territory in that chain is captured by the enemy, the line is cut.

Age of Resistance in-game screenshot

Age of Resistance in-game screenshot

The Attrition Killer: How to Cut Off Hegemony Forces

When a unit is cut off from supply, it gains the "Attrition" status. Each turn, it will lose 15% of its maximum health and suffer a 25% penalty to its attack power and movement speed. After three turns, most unsupplied units will be combat-ineffective. Instead of attacking a strong enemy force head-on, look at the map and find the single territory you need to capture to isolate them.

Use fast-moving Guerilla or Scout units to sneak behind enemy lines and capture a weakly defended territory that serves as a supply conduit. The Hegemony AI will often prioritize defending its frontline cities, leaving its supply chain vulnerable. A single, well-placed Guerilla squad can effectively neutralize an entire enemy army group without firing a shot.

Defending Your Own Supply Chain

The Hegemony will try to do the same to you. Don't leave your rear undefended. After you advance, station a single Guerilla unit in key territories along your supply line. Their stealth makes them difficult for enemy patrols to spot, and they can delay or stop a lone enemy unit trying to sever your connection.

Advanced Strategy: Cracking Fortified Positions

Sooner or later, you'll have to take a well-defended objective like a Regional Command Center or a Citadel. These are often garrisoned with multiple elite units and protected by automated turrets and high walls. A frontal assault is suicide. A methodical, multi-step approach is required.

Age of Resistance in-game screenshot

Age of Resistance in-game screenshot

Step 1: Soften the Target

Before your troops even approach the objective, you should weaken it from afar. Spend your Intel and resources on pre-assault operations:

  • Garrison Intel: Spend 50 Intel to reveal the exact number and type of units defending the location. Are they heavy on anti-infantry or anti-armor? Adjust your attacking force accordingly.
  • Sabotage Infrastructure: Use your Engineer units on an adjacent tile to perform the Sabotage action. This can disable turrets or create breaches in the walls for a turn, giving you a massive advantage when the assault begins.
  • Commander Ability: Airstrike: If you have the resources, an Airstrike can deal significant damage to one or two units in the garrison before the fight even starts. Use it to eliminate high-priority targets like Heavy Weapons Teams.

Step 2: Assemble the Siege Composition

Bring the right tools for the job. A standard, effective siege force for a mid-game fortified city consists of:

  • 2x Assault Squads: Your primary damage dealers for clearing infantry.
  • 1x Heavy Weapons Team: Absolutely essential for destroying walls, turrets, and any armored units inside.
  • 1x Engineer: To repair your units between pushes and to disable any remaining enemy structures.

Position your forces just outside the city's attack range and ensure they are fully supplied before commencing the attack.

Step 3: The Final Push

Coordinate your attack. Begin by using your Heavy Weapons Team to destroy the most immediate threat, usually a defensive turret. Once it's down, move your Assault Squads into the captured territory, focusing all their fire on a single enemy unit at a time. Use the Engineer to repair the Heavy Weapons Team, which will be the primary target of enemy fire. Repeat this process of neutralizing defenses, focusing fire, and repairing until the garrison is broken.

Commander Abilities: Turning the Tide

Your Commander Abilities are game-changers that can pull victory from the jaws of defeat. They cost a significant amount of Intel or Supplies, so their use must be deliberate and impactful.

Age of Resistance in-game screenshot

Age of Resistance in-game screenshot

  • Propaganda Drop (Cost: 75 Intel): Reduces Hegemony Authority in a target zone by 10 points over 2 turns. Best used early in a conflict to start chipping away at the enemy's core strength.
  • Airstrike (Cost: 100 Supplies, 50 Intel): Calls in an off-map strike on a single territory, dealing heavy damage to all units within it. Save this for high-value targets like Command Centers or entrenched elite units.
  • Forced March (Cost: 40 Supplies): Target a friendly unit. It can move again this turn, but will suffer minor damage. Perfect for grabbing a key territory to cut a supply line or for retreating a valuable unit from a losing fight.
  • Emergency Supplies (Cost: 150 Supplies): Instantly removes the "Attrition" status from a single friendly unit for one turn. This is your panic button—a costly but sometimes necessary tool to save a critical, encircled unit like a Heavy Weapons Team.

Frequently Asked Questions (FAQ)

How do I deal with Hegemony Armored Striders? Armored Striders are devastating to infantry. Do not engage them with Assault Squads or Guerillas. The only reliable counter is a Heavy Weapons Team. Lure the Strider into a defensive position where your HWT is fortified in a bunker built by an Engineer for a massive defensive bonus.

What's the fastest way to lower Hegemony Authority? The single fastest way is to find and destroy a regional Comms Tower. This will cause an immediate 20-30 point drop in HA across a wide area. These are usually well-defended, so you'll need to plan a dedicated strike.

Can you win a regional conflict with only Guerilla units? No. While a "Guerilla-only" strategy is excellent for disrupting the enemy and capturing undefended territory, you will eventually need the direct combat power of Assault Squads and Heavy Weapons Teams to take the final, fortified objectives.

Is it better to capture a Supply Depot or a Comms Tower first? Always prioritize the Comms Tower if you can reach it. Lowering HA makes every other fight easier. While Supplies are vital, you can often manage with your starting income for a while. The benefits of reducing enemy garrison strength and reinforcement speed across the entire region are too valuable to pass up.

The Final Word

The strategic layer of Age of Resistance is a puzzle, not a brawl. Every move should be calculated to maximize your limited resources and exploit the systemic weaknesses of the Hegemony. Focus on intelligence, master the art of the supply cut-off, and bring the right units for the job. Do that, and you won't just be fighting the war—you'll be dictating its every turn.