How to Build a Battle Group in Broken Arrow (10,000-point deck guide)
A complete beginner's guide to building a 10,000-point army deck in Broken Arrow: budget, the seven unit categories, modifications, transports and sustainable deploy value.
What is a Battle Group?
A Battle Group is your army deck in Broken Arrow — the set of unit cards you bring into a match. You build it before the game from a single faction (USA or Russia) and two specializations (doctrines), then deploy from it in real time as you earn supply.
Unlike Wargame's single armor value, Broken Arrow models units precisely: armor is directional (front / side / rear / top) and split into KE (kinetic) and HE (explosive). There is no veterancy or star levels — you upgrade a unit by customizing its loadout, not by ranking it up.
The 10,000-point budget
A deck spends between 9,500 and 10,000 points. The game blocks any deck under the minimum, so you cannot field a half-empty deck. Spend efficiently: every point not used is a point wasted.
Points are split across cards. Each card's cost is its unit cost plus modifications, multiplied by how many copies (availability) you take — and if a card carries a transport, the transport cost is added per transported copy.
The seven unit categories
Recon — eyes of the army: spotting, optics, stealth. Infantry — holds ground and cities. Fighting Vehicles — tanks and IFVs, your main armored punch. Support — artillery, AA and engineering. Logistic — supply trucks that keep income flowing. Helicopters — fast flanking and anti-tank. Aircraft — strike and air superiority.
A balanced deck covers recon, line-holders, armor, anti-air and logistics. Skewing too hard into one category leaves a gap an opponent will exploit.
Modifications and transports
Each unit has independent modification groups — optics packages, armor packages, weapon options — each option carrying a cost delta. Pick one option per group. A transport choice (truck, IFV, helicopter) adds its own cost and changes how the unit reaches the front.
Upgrades are trade-offs, not free power: a better thermal sight or reactive armor raises the card's cost and eats into your budget elsewhere.
Sustainable deploy value
In-match income drops to zero once roughly half your deck's total cost is deployed. That makes your sustainable deploy value ≈ total cost / 2 — the army you can keep on the field without going broke.
Build with this in mind: a deck stuffed with expensive cards you can never afford to deploy together is weaker than a leaner deck you can actually sustain.