- GroundInFlames infantry guide: command soldiers with assault, hold fire, suppress and retreat orders
- Squads: select two or more infantry and press G to group them under a single order set
- Cover: prone and cover stances, trenches and dugouts keep soldiers alive under sustained fire
- Sustainment: morale, ammunition and food tick down constantly, and medics treat damaged troops
- Drone threat: FPV strikes are countered by electronic warfare vehicles and cage armor
GroundInFlames Infantry Guide: Role on the Battlefield
Infantry are the backbone of every front line in GroundInFlames. This GroundInFlames infantry guide covers every command, stance and support system that keeps your foot soldiers effective, from basic movement orders to drone-era countermeasures. The game is the ground-warfare sibling to the developer's air-focused title, so the drone and fog-of-war logic will feel familiar if you played the earlier game.
The battlefield HUD is clean and readable. Money sits in the top left, victory points occupy the top center, and the tactical map anchors the bottom left. On that map, blue sectors are held by the Ukrainian side, white sectors are unclaimed, and red sectors are held by the Russian side. The bottom right panel tracks the condition of your selected troops.
Video Highlights:
- Full release rundown of GroundInFlames systems and UI
- Infantry orders: assault, hold fire, prone, cover and suppress
- Trenches, dugouts and building entry points explained
- Logistics page: reinforcements, cage armor and electronic warfare
- FPV and recon drone warfare carried over from the sibling title
| HUD Area | What It Shows |
|---|---|
| Top left | Money available for purchases and reinforcement |
| Top center | Victory points driving the battle |
| Bottom left | Map: blue = held, white = neutral, red = enemy-held |
| Bottom right | Morale, ammunition and food for selected soldiers |
| Top right | Idle vehicles not currently transporting troops |
Storage structures near the line hold supplies, most likely ammunition for your infantry, so keeping them intact matters as much as the riflemen themselves.
Like its sibling title, GroundInFlames uses fog of war. You will not see everything the enemy does, which makes recon drones and disciplined observation valuable before you commit infantry to a push.
Command Orders & Squad Control
Selecting infantry opens the orders panel. The core commands are assault, hold fire, prone, cover, form a squad, retreat to base, suppression on X, plus grenades, smoke and the building menu. Each order answers a specific battlefield problem, and mixing them correctly is what separates a surviving squad from a casualty list.
| Order | Effect | When To Use It |
|---|---|---|
| Assault | Soldiers advance and attack the selected position | Clearing weak points in the enemy line |
| Hold Fire | Units stay silent until ordered otherwise | Ambushes and staying off enemy drone feeds |
| Suppress (X) | Troops return suppressive fire at the enemy | Responding when your men are pinned |
| Grenade | Throw a grenade at the target spot | Flushing enemies from trenches or buildings |
| Smoke | Deploy smoke to block line of sight | Crossing open fields under observation |
| To Base | Retreat the selected soldiers to base | Saving survivors for reinforcement |
Forming squads is deliberately fast so you can improvise mid-fight.
Select Your Men
Box-select two or more infantry, even two lone soldiers wandering the field.
Press G
The selected troops merge into one squad that receives orders together.
Set a Stance
Assign prone or cover before advancing so they do not stand exposed.
Issue Combat Orders
Use assault, suppress or grenade orders for the whole squad at once.
Know When to Pull Back
If morale and ammunition run dry, order To Base and reinforce later.
Two random soldiers running around separately are wasted firepower. Select both, press G, and their combined squad handles orders far more efficiently than lone stragglers.
Stances, Cover, Trenches & Entry Points
Positioning decides most infantry fights. The building menu lets you construct trenches and dugouts, which are bunker-type structures that shelter troops during barrages. Entry points sit at the ends of trenches where troops actually enter, so a trench is only as useful as its access routes.
Buildings on the map also have entry points with a color system worth memorizing. Orange entry points are large enough for tanks and vehicles to enter and conceal inside, while blue arrows mark infantry-only access routes into structures.
| Position | What It Does | Best Use |
|---|---|---|
| Prone | Soldier lays flat on the ground | Surviving fire while crossing open ground |
| Cover | Move behind objects or onto heights | Holding a static defensive line |
| Trench | Dug-in line with entry points at both ends | Safe movement and staging near the front |
| Dugout | Bunker-type shelter structure | Protecting troops during artillery strikes |
| Blue entry arrows | Infantry-only access into buildings | Urban concealment and flanking routes |
| Orange entry point | Vehicle-sized building access | Concealing tanks and cars inside structures |
Orange means vehicles, blue means infantry. Route a squad through a vehicle entry point and you invite armor into your foot traffic; plan both flow directions before the fight starts.
Morale, Ammunition, Food & Medics
The bottom right panel is your infantry's lifeline. It tracks morale, ammunition and food for every soldier under your command. In one development showcase, a single man's food supply translated to roughly 45 minutes of survival, which makes the food meter a soft countdown on every engagement you commit to.
| Stat | What It Tracks | How To Manage It |
|---|---|---|
| Morale | Fighting spirit while under fire | Avoid hopeless open-field pushes |
| Ammunition | Rounds remaining per soldier | Keep forward storage stocked |
| Food | Per-man survival timer | Keep logistics convoys moving |
| Condition | Damage state of each soldier | Stage medics close to the line |
Medics matter more than most players expect. When a soldier is damaged, a nearby medic moves in to treat him, so keeping one medic shadowing each active squad turns casualties back into riflemen instead of reinforcements you have to purchase again.
Infantry Readiness Checklist:
- Squad formed with G before every push
- Prone or cover stance set for holding positions
- Forward storage stocked with ammunition
- Medic positioned near the active line
- Food timer checked before long engagements
The 45-minute figure from the showcase is not a suggestion, it is a planning number. Long stalemates without resupply will bleed you through the food meter even if no shot is fired.
Drones, Artillery & Countermeasures
GroundInFlames features drone warfare with FPV drones and recon drones, and the mechanics carry over from the sibling title, so veterans already know the threat model. On top of that, rocket artillery can fire rockets directly at your staging positions, and any infantry caught in an open field while under fire is living on borrowed time.
Electronic warfare is the headline counter. Every drone operator has his own frequency, and a vehicle equipped with an electronic warfare device can cut off signals within a specific range, which means incoming FPV drones in that bubble lose their ability to hit.
| Threat | Effect on Infantry | Countermeasure |
|---|---|---|
| FPV drones | Precision strikes on exposed troops | EW vehicle cutting signal range, cover discipline |
| Recon drones | Reveal positions through fog of war | Hold fire, stay prone, disperse squads |
| Rocket artillery | Area damage to massed infantry | Trenches, dugouts, spread formations |
| Open fields | Soldiers under fire with no shelter | Smoke plus prone movement between cover |
Cover First
- Free protection
- Prone, cover and dugouts
- Build trenches before pushing
Electronic Warfare
- Cuts FPV signals
- Frequency-range jamming
- Pair with cage armor
Reinforce & Treat
- Buy reinforcements
- Move conscripts by car
- Keep medics near damaged men
The logistics page ties it all together. You can purchase vehicles, equip them with cage armor designed as anti-drone protection, attach an electronic warfare jammer, and mount a machine gun in the bed of the car. A truck like that takes two crewmen to operate and can also carry conscripts, your cheap mobilized infantry, directly to the fight. Mobilization and resources feed this entire loop.
A pickup with cage armor, an EW jammer and a machine gun in the bed is one of the strongest infantry-support purchases shown so far. It shields your foot soldiers from FPV strikes while adding direct firepower.
FAQ
The answers below reflect the mechanics shown in the November 2026 release showcase, and they cover the questions new commanders ask most often.
Q: How do I form a squad in GroundInFlames?
Select two or more infantry units, then press G to make them form a squad. The grouped soldiers then receive assault, suppress and stance orders together, which is far more efficient than commanding lone soldiers one by one.
Q: What do the orange and blue entry points on buildings mean?
Orange entry points are sized for tanks and vehicles, letting them enter a building to conceal. Blue arrows mark infantry-only entry routes. Use blue arrows to sneak riflemen through urban structures and keep orange routes clear for your armor.
Q: How long can a soldier survive without supplies?
In one showcase, a single man's food supply equated to roughly 45 minutes of survival. Morale and ammunition drain alongside it, so keep forward storage stocked and your logistics convoys moving to the front.
Q: How do I protect infantry from FPV drones?
Keep troops in trenches or dugouts and avoid idle time in open fields. Field a vehicle equipped with an electronic warfare device, since it cuts drone control signals within its range. Cage armor adds another layer of passive anti-drone protection for your transport.