FLANKING MANEUVERS cause MASSIVE damage to T-80s! | WARNO Campaign - The Left Hook #9 (NATO)

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  • เผยแพร่เมื่อ 22 ก.ย. 2024
  • Twitch 📺 / vulcanhdgaming
    Welcome to episode 9 of the The Left Hook campaign in WARNO playing on the NATO side. Elite difficulty!
    WARNO Campaign Playlists | bit.ly/WARNOCa... | bit.ly/WARNOCa...
    Merch! 👕 vulcanhdgaming...
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    Music used: End Game by Per Kiilstofte
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ความคิดเห็น • 15

  • @devlaminckx3382
    @devlaminckx3382 26 วันที่ผ่านมา +22

    I love your series. It is so funny. When this game plays... I would've been a teenager. My father was stationed in Brakel as part of the Belgian Air Defence... the 43e Air Defence Artillery which had the Hawk air defense rockets. Which now protect your troops from enemy airplane reinforcements :D

  • @StevenCastaldo
    @StevenCastaldo 26 วันที่ผ่านมา +8

    Two Warno videos in 24 hours? You spoil us, Vulcan 😍

  • @justinvanharte4894
    @justinvanharte4894 26 วันที่ผ่านมา +4

    Love this series

  • @Big-boi92
    @Big-boi92 25 วันที่ผ่านมา +2

    I really like the belgians in this AG campaign, you notice they are still quite unfinished but i really like their autocannon tpt's for the infantry and their recon div's is also very good
    Curious to see their battlegroup for multiplayer

  • @michaelnovak5791
    @michaelnovak5791 26 วันที่ผ่านมา +8

    Vulcan, you may have mentioned it before, but why do you not start each engagement with some supply already near the frontline? I feel like having some on hand and near the front could allow you to exploit initial victories much more quickly.

    • @VulcanHDGaming
      @VulcanHDGaming  26 วันที่ผ่านมา +14

      @michaelnovak5791 All I can say is bad habits really. Especially in this case.

    • @sternthomas4218
      @sternthomas4218 26 วันที่ผ่านมา +3

      ​@@VulcanHDGamingmore like a running meme at this point.😅

    • @michaelnovak5791
      @michaelnovak5791 26 วันที่ผ่านมา +1

      @@VulcanHDGaming Haha, understood. Just trying to see if there was some hidden strategic reason behind it. Love the videos. Cheers 🍻

    • @Bezem1944
      @Bezem1944 26 วันที่ผ่านมา +5

      He studied russian school of logistics

  • @TristanLane520
    @TristanLane520 13 วันที่ผ่านมา

    29:00 shows the problem I have with all these Eugen games, it is just a couple maps. There's no persistent victory, every battle on each map plays out broadly the same.
    There's no point in a campaign if in a previous part you fought hard to take that town, only for the next time you get attacked your units to be "spawned" back miles away and then you have to push into the town ALL OVER AGAIN...
    Rome Total War had persistent maps back in 2005! If you fought on one particular place it would look one way and then if you moved just one space forwards and fought again you'd suddenly have your back to the hill you just fought to take, giving you the advantage and the campaign a real story, not a series of multiplayer map battles with slightly differing amounts of units.
    This battle should have spawned in the town and been about taking the hill to the North East and then pushing over it to get sightlines on the valley and crushing the remaining Soviets below. Instead it plays out as a repeat of the previous time.

  • @janhapunkt266
    @janhapunkt266 25 วันที่ผ่านมา +2

    Name 1 strategy game that works this way.. I mean it would be awesome, but a totally different game

  • @TheKerberos84
    @TheKerberos84 26 วันที่ผ่านมา

    I just had an intrusive thought. What if the Campaign would be changed in the following way.
    All Units that commit to a battle are present on the map from the Start. (Airplanes not included)
    In Theorie the Player can use all of it, or just parts of it. And keep the rest as Reserve.
    At any Point the Player or AI can choose the retreat Units, they drive backwards of the map and will no longer be available.
    The Target of the Battle for the Player and the AI can be different,> defend, attack, retreat, hold.
    Based on how the battle go's, the Player and the AI have the opposite objective.
    Which can change mid battle, because of to many losses. No arbitrary score, the Player/AI decides.
    At this Point the Player for example has to try and rescue as many of his Units as possible. While the AI has to try and hunt and kill as many of those retreating Units.
    It would force ether the Player or the AI to manage a Retreat with as little losses as possible.
    This would change the Game drastically. For the better in my opinion.
    If you imagine added features like bailed out Vehicles or Tanks that need to be towed away by special vehicles.
    If the Crew of Vehicle dies, it can be re-crewed with a new Crew.
    I doubt this will ever be implemented. Because Eugen.

    • @indigohood1518
      @indigohood1518 25 วันที่ผ่านมา +1

      Would be cool but I feel like most battles will be decided by who has the most tanks especially if it’s an open map without a lot of urban areas

    • @TristanLane520
      @TristanLane520 13 วันที่ผ่านมา

      You're exactly correct, air power is represented very strangely (you can keep calling it in continually like it is Ace Combat with missiles reloading in the air?) it would take more than a few minutes to land, let alone refuel and rearm, take off and fly back to the combat zone. PLUS the ability for them to jump into Hyperspace and disappear when they're about to be shot down like it is Star Wars...
      Defence advantage should be persistent positions, and everything available from the start, air power should be once only and then gone.
      So now it is a trade off, if you're attacking do you use all your air power at the start to bomb positions or do you keep a few planes in reserve in case they bring out their own air power? There'd be reason to study one particular point and fight a smaller battle to take and hold just one part of the map, rather than it only ever being a full capture or full retreat. You may wish to smash a few high value targets as the attacker and then pull back, or perhaps you're just there to pin units, so you sit back for the length of the timer and use mostly counter battery, now there's many more ways to play. Superior firepower would turn your attack into a defence effectively as the AI has to choose between sitting still and dying slowly or attacking you and maybe winning.
      29:00 shows the problem I have with all these Eugen games, it is just a couple maps. There's no persistent victory, every battle on each map plays out broadly the same.
      There's no point in a campaign if in a previous part you fought hard to take that town, only for the next time you get attacked your units to be "spawned" back miles away and then you have to push into the town ALL OVER AGAIN...
      Rome Total War had persistent maps back in 2005! If you fought on one particular place it would look one way and then if you moved just one space forwards and fought again you'd suddenly have your back to the hill you just fought to take, giving you the advantage and the campaign a real story, not a series of multiplayer map battles with slightly differing amounts of units.
      This battle should have spawned in the town and been about taking the hill to the North East and then pushing over it to get sightlines on the valley and crushing the remaining Soviets below. Instead it plays out as a repeat of the previous time.

    • @TheKerberos84
      @TheKerberos84 12 วันที่ผ่านมา

      @@TristanLane520 Your comparison to Total War is on Point.
      If Eugen would just copy this System. However i doubt they will ever implement it. I critic the way Airplanes work since Red Dragon.
      There is so much stuff that needs to improve. Eugen promises but never delivers since years.
      For example in the almost Ancient Game. Sudden Strike. The Supply Trucks automatically supply and repair stuff near them. Less micro.