Why do you claim the Commonwealth is the weakest faction? I think it works fine for what it's designed for. Heavy infantry, heavy tanks, that are good on the defensive. You hold a main line with your heavy inf and tanks and then flank with special forces and bring in aircraft
Well, here's my reasoning: - Tanks aren't that great across the board. They move slowly and have low rate of fire and are quite expensive. Compare factions with great super-heavy tanks and strong mediums. - Support units are pretty bad. It lacks good long range AA (serious flaw, biggest problem with the faction) and 5 HE mortar. ADATS is fantastic but it's a fragile thing to place all your trust in. If you lose them you could lose the game. Bad artillery options. - Infantry is alright. SAS is cool. Some good transport choices (TH-495 anyone? Lots of Bisons.) - Recon tab is nothing special at all. It lacks any of the magic units other factions get. Like the crazy stealth tanks, stealth autocannon vehicles or bradleys, Longbows or KA-52s. Nothing special here. - Vehicle tab has Vickers, AVRE and ASLAV TOW2. Fine units, but nothing that will save the entire faction. - Lynx 3 is little more than an expensive sea-hawk that's a magnet for planes. The stingers on it are extremely situational. - Good plane options. Not much else to say. It's good. Compare with any other faction and they usually have some amazing options that distinguishes them. Just think about units like Smerch, Buratino, Longbow, ATACMS, Patriot, Any grenade launcher vehicle, Autoloader tanks, Invisible and "fighty" recon units, many super heavy tanks or good mediums tanks etc. You're giving up way too much for some Decent (not the best) infantry and good planes tab. I think the best way to play commonwealth is to secure air dominance with planes so that you don't have to rely on your poor ground based AA and so you can rely on your bomber options and the like. That's an expensive playstyle, but if you're not playing like that you'd be better off playing other factions... That's what I think at least.
integ3r integ3r I think the aa of the British is excellent: it is cheap, two shots kill and they fire rapidly. Also the tanks are very armored and capable, but they have the problem of fuel efficiency, speed and rate of fire.
It's worth pointing out that helo logistic units can get to where you need resupply faster, have a larger zone-of-influence for it, and can return to the FOB faster. Especially on bigger maps. (They can also quickly resupply units on isolated islands, while you can use MT-LBs or Stalwarts since they're amphibious, they're also slow as hell in the water.) You have the risk that comes with using a helicopter, but I see no issue having a card of one in your deck - especially if you're planning on using larger 3x3/4x4 maps.
That is why i use cheap helo to fly by in area i want to resupply and after i see there is no AA around, i send out squad of infantry or preferred vehicle if any around to that spot, so i know there is no enemy long range armor or ATGM's hiding in that area, witch after i send in my supply helos. Other trick is get x amount really cheap supply trucks, make line from them into safe area and land in there, if resupply is must and you cant pull troops off from their placements/fortifications to resupply in safe area, nor land in the area. Truck will empty its supplies and starts to pull stuff from next truck and so on. When all empty those will move stuff into troops from the helo< Also unless you specially need fuel, turn that shit off, cause it will waste supplies, when you mostly need ammo, perhaps some repairs. With out ammo unit is useless and repairs waste supplies to unit that is useless with out ammo. Essentially prioritize first ammo, then repairs and finally if your mechanized unit are in dire need of fuel and cant retreat or do final attack with the fuel they have, then give them enough to do that.
Great video but I have a funny story with the "recon" spetsnaz. The enemy had just taken a point from my team mate so I landed my "recon" units just on the other side of a hill and pushed them in. As you know the Russians have access to the mi-28 hind gunship as a transport so I sent that in to draw some fire as the infantry push up and that single spetsnaz unit was responsible for over a 1000 points of damage, a third of the winning score.
+Woopty Do The Mi-28 is the Havoc, not the Hind. The Pact uses either the Mi-24 or the Mi-35 (wich is actually an exportation version of the Mi-24 Hind) as transport.
5:10 something that should be clarified about infantry with the fire support role; they will actually use their launcher on infantry as well as tanks, this includes the SMAW from USA and the M47 Dragon the canadian FS have. I think there are exceptions in the form of certain RRs.
Even though i have played wargame since EE, and i think i know a lot about it, i still found your guid to be very usefull, and some tips will come in handy.
Awesome guide. Much helpful. I will definetly be pointing people who want to learn more about this game to this video. Your time has not been wasted, your service is appreciated and North Korea will send you Great Leader's autograph.
When it comes to infantry, they are generally bad to use for attacking. Their transports will get smashed by the enemy armor easily, and on foot, they are very exposed on the move. Infantry is best used for two things, defending, and ambushes. Infantry can hold the line extremely well when in buildings, and if you spread them out it'll be a slog for the enemy to make their way through the town as one cluster bomb isn't going to do it. You made a good point on their ambush potential already in the video. One tactic I will tend to use is after deploying my infantry, I will send their transports on a flank or suicide attack, this will draw away enemy forces, or force them to use a lot of AT ammunition, and may make them even use higher-powered AT weapons like TOW missiles when they don't want to. They're great cannon fodder, more so than the actual infantry. Plus, they're great for hunting down scouts and any lightly armored CVs.
Nah. Infantry are the singular best tool to push/grind with and there hasn't been a single DAY of Wargame where that hasn't been the case. You are using the transports/your take is very low-tier and probably only applies to games with like easy/medium AI or something. Sending literally anything on a "suicide mission" immediately means you lost that match at higher levels. This simply does not occur in ranked gameplay. You gotta workshop your game a bit.
I really like this video, it was well edited and helpful. It would be cool if you could do a second part exploring aspects that you recognized that you missed in the comments section such as veterancy.
I remade the deck in the video since the code in the description doesn't work anymore, here's the code if anyone wants it: @Ho8ByJMG5aAYAslJCmgjmLJjAI4iD2glB5UETEooBEsGLkhBK2S8EcRJ6SfEvZaaSokH5L+SbkuoV/FnFdBXEA==
also for recon i would like to add that sniper squad's can be quite good for sneaking behind enemy lines or if their taking an area just leave them weapons off they have the highest stealth in the game and will probably be passed by without being noticed
In you video, you often say "this unit is a waste of points" or "this unit is mandatory". Allthough I believe some units are better than others, it all depends on playstyle and situation. For example: if your deck is built for early game helicopter grabs (can be very effective in conquest), a high end AA helicopter can be very useful. If your support section is filled out with artillery, mortars and anti heli AA, it can be a very good choice to rely on high-end Air Superiority Fighters for anti-plane defence. There are hundreds of these kinds of situations in Red Dragon. Most decks benefit strongly from a particular chosen playstyle and solution for problems. Your tips mostly lead to very general decks with no specialties. If you want to be an average player, than this is fine. If you want to be very good (and lose alot while learning to be) try to find specific solutions for problems and build your deck with a specific playstyle and strategy in mind. When doing that, really no unit is always good or bad, and no unit type is mandatory. The downside of this is that you can't make an 18-minute video explaining advanced tactics. Precisely the reason Red Dragon is fun to play for months or years: very hard to master.
This was actually a pretty cool video. I appreciate explaining the balanced Blufor deck in the beginning, but my only criticism with the video is that after spending all that time explaining that deck, almost all the footage of gameplay is showing how to effectively play/push with an unrelated redfor deck. Would have been nice to have the gameplay actually use those blufor deck units you actually described/used in the beginning
While I wouldn't call this particularly advanced, but it is a good guide. I didn't know that autoloaders ever had anything to do in this game, for example. It's more of a well made intermediate. Thanks!
13Septem13 Yet, there are way too many players who don't understand the importance of these things. Indirect sapper fire is something that isn't obvious. Balanced openers, recon heli and panic air is something people repeatedly tell me as "well duh" but they don't actually realize the significance. Many times I've just bombed out an opening because they didn't really take the importance of opening AA that seriously. Then they'll try attacking without AA and obviously get bombed out because 'panic air'. It just doesn't seem like people have it ingrained in their way of thinking about the game even though they think it's obvious when I show them in the video. These aren't bad players, but they are held back by having 'learned' it wrong because they're not constantly playing the game against decent opponents where these things matter. There are more aspects I should have covered, like veterancy, OP units, fodder, fire distribution and some other mechanical knowledge about the vision system.
An important thing to remember is that nobody's gonna let their stuff get shot at, regardless of efficacy. The Dragon and Super Dragon are pretty bad AT platforms but still are enough to ward off tanks and kill transports.
Very helpful, i never really did get exactly how much to bring at the start and always seemed to bring too much of the wrong type of unit. Also never had enough Recon.......... ever..... hahah. Thanks man!
i dont think its safe to go without a supply helicopter, also i feel its important to take a AA unit with a machine on it too instead of just all missile AA.
Sappers require micromanagement to get the most out of, otherwise they are sub-par infantry. I agree with you regarding armored CVs, but some maps require air mobile in order to cap fast and that can make the difference between winning / losing. Meta or "omni" decks as you call them are more user friendly, they don't have the endurance or specialization of dedicated decks like armor, airborn, marine, etc. Basically this tutorial instructs new players to build NATO deck that is a jack of all trades and master of none. It's good to have options of course, but long 20 vs 20 gaarduinomes specialized decks rule. Good job pointing out the added stealth advantage of Recon units. Hadn't thought of that. I agree an dedicated CAS plane for PACT is a necessary slot regardless of the deck, but I'm not sold that it's necessary for NATO decks. NATO has a pretty easy time of handling PACT armor (usually) and helicopters work as a stand in. NATO should focus on having more AA planes as a lot of countries AA support units are lacking (like the US for example).
WHy did you call this advanced? I didnt see anything that would merit that. You also missed having the marines in your deck which is a must have for holding areas, other than that it was a good video for Noobies
hi thanks for the video i found it helpful i would of like to of see some more different way to use the unites and some combos for air combat and tank and city pushes hope to see more videos
I would switch light riflemen with eryx, despite their shorter range. Or better yet, ditch guided AT infantry completely and replace them with Canadian SF
Sure thing. Let me slap together a deck real quick. Deck: ZHgOYHUxaCcycSDzkqQuCYPOTMASTEUsSSWGLlCCnp00qiV/NBEQTsaXopMVFSbi4zcRuiWckFTCGTQ= Here's a teamgame deck. (recommend 3v3 and up for this, ok for 2v2. Not really for 1v1.) Brings all the support options you want, strong infantry, plenty recon, good plane coverage. It can pretty much do everything while giving godlike support. You might not be able to fight a war of attrition in a city, but you can wear down a vastly superior spam force with sappers, and navy seals if they're supplied. Feel free to switch around tanks some. You can take more Abrams variants like HC. I just like the MBT 70 for its HEAT gun and autoloader. When you're trading hits with super-heavies, HEAT guns are great for supporting your M1A2. Could ditch the mexas also.
+integ3r Awesome thank you very much. Also I want to ask you something ;because iam not a very good player I often play and practice with skirmish against bots. any decks that you would recommend for this? or better yet if you could build one and reply this it would be awesome. And thank you for making a video like this, one of the best I've seen.
Not played much against the AI so you probably know more about its tactics than I do. The deck I gave you shouldn't have any weaknesses, so if you're playing with a couple of Bot teammates it should give you everything you need. I also added a USSR deck to the video description. If you're playing against a lone bot (ala, 1v1), the general rule is that you need to do more with less. This means the cheapest but most effective units are the ones you need to use. Generally more infantry, recon and IFV focused, spreading everywhere on the map going wherever your opponent can't afford to go.
I should certainly have been more clear about some of the terms. DPS is indeed Damage Per Second. It's a good measure of a units effectiveness if it is a type of unit that fires quickly and stays engaged over time. Not a meaningful measure for things like a Patriot or a TOW missile, but a useful measure for infantry weapons, anti-aircraft guns or other things that fire quite quickly.
TheKingLumps You are certainly correct. The thing that makes them both stand out however is the grenade launcher. So I kinda lumped them in with Formoza as the same unit. But you are totally right, formoza is better overall.
Just play east Germany. Love those fuckers. Oh and Cat C decks are useful, because you get a LOT of units. Great for 'Sovieting' (spamming, overwhelming and outflanking). The idea is that you can field a lot of crappy units so you can perform a classic hammer and anvil manoeuvre. If your enemy has a small number of low quality units, you can just feed them units to keep them in place, while the rest of your forces move into areas he cannot cover.
nandemonai They are a bit superfluous if you, say, have a good vehicle which fills the same role of high kill probability against aircraft. Many ways to do this. SPAAG is possible, though vulnerable to SEAD. So in the deck I made, I had the avenger, which kind of does the same role. However, MANPADS are really quite strong. Particularly the 5 HE variants but it's possible to make 4HE variants work. There's a couple of reasons why MANPADS are better than they seem initially, one of the reasons is that veterancy is tied to unit cost. Cheap units rank up quickly. So you can see where that goes in terms of cheap MANPADS. They shoot down a single plane, and BAM, elite.
Supply helicopters can be invaluable at times, The Soviets have the MI-6 and MI-26 which can act as mobile fobs on big maps to resupply your trucks for instance. Good guide otherwise, took me all of 2 matches to push air up with an attack because of panic air.
I actually noticed this when I made this video 4 years ago and instead of just reuploading a video where I just make a US deck I just thought "Nah it's probably fine" lol. The appeal for Norad is really the C2 Mexas Leo or the ADATS (Should've just taken that instead of the chaparal, eh?), or highlander 90, or the Can-Rifles 85 with the TH-495, tossup between them and US rifle90, do you want the useful infantry or the useful transport? (I actually think US rifle 90 edges out abit in terms of overall utility...) but I didn't take any of them. I just took the Pioneers and the bison.
In 2020 it is a bad guide. At least in deck-making aspect. You cannot even fit infantry you're talking about into 5 slots. Nothing said about the interface. The default interface is bulky. Use smaller icons and turn "glueing" icons off. This will allow you to know where your and enemy units exactly just by looking at the icons. NORAD is pointless. You'll be using almost all American forces anyway. And the USA only deck has 60 activation points instead of 55. If somebody reads it and need an explanation, just tell me.
A very one-sided tutorial. Most of the information is good, but you should be careful to dismiss things as "useless". There's always units which are more situational than others, but it's the player's job to create favourable circumstances. Also, Commonwealth isn't weak. Calling a faction with access to basically every type of unit at multiple price levels, is just naive. I'd go as far as saying no faction is "weak", but I'll say factions without high tier MBT's are at a disadvantage in open maps.
+Serge Hamelberg I suspect you're thinking of the super cobra which I dissed quite heavily and is the only thing I called "useless", I think. I pretty much stand by what I said. It's 115 points, needs additional points for recon to babysit it, a delicious soft target for planes and ground AA alike, does not have magic 2800m range and only 2 AA missiles, both of which are required to hit if you're gonna kill anything you're buying it to kill. Things like DHS Mi-24P, TY-90, Igla-Hinds or even an Akula if the opposing player is foolish enough to throw it at you. The prospects of hitting things after this period of the game is super low once front lines have stabilized with long range (3000m+) IR AA. Compare, say, DAP, which does not need a recon babysit, has more ammo and is cheaper. In real life as it is in wargame, not every idea performs as well as one hopes and not every vehicle has been a success.
1, Dude what if I told you that there are more 40pts supply trucks in the game? 2, So you go for MANPADS, sappers and FIST in inf tab? Dude you will run out of line infantry in like 20 minutes and decks with shock inf+IFVs will fuck you so hard 3,>Navy seals 4,>Exceptional recon scout jeep 5, Buying a second Cv on start is highly advantageous in 1v1, especially on maps with easily securable 2pt sectors.
i learned a lot from this video, i love how it cuts to in-match examples, love this guide, thanks for sharing
Commonwealth is very strong now, January 2016.
+Uncle Timo I don't know about that, they're a quirky nation
+Uncle Timo From all War-games the UK is VERY strong if played correctly, and I mean rip the enemy a new one. Very particular tactics how ever.
@You_Donut this game started my chan
As someone who only recently started playing, your videos are a godsend. Maybe I can finally stop getting units wiped out by the campaign AI...
This is the most straight forward tutorial I have ever seen. And although I am several years late, you just earned a sub.
Pertinent 5 years later. I play mostly A&S modded, but this still taught me new tactics I wouldn't have tried otherwise.
Lol odd I was watching it and thinking it must be the old meta he's working these around, these are awful decks that the math does not support at all
The super cobra is really awesome, because you can Park it and resupply it for a highly mobile aa unit without radar that may get to kill some tanks.
Why do you claim the Commonwealth is the weakest faction? I think it works fine for what it's designed for. Heavy infantry, heavy tanks, that are good on the defensive. You hold a main line with your heavy inf and tanks and then flank with special forces and bring in aircraft
Well, here's my reasoning:
- Tanks aren't that great across the board. They move slowly and have low rate of fire and are quite expensive. Compare factions with great super-heavy tanks and strong mediums.
- Support units are pretty bad. It lacks good long range AA (serious flaw, biggest problem with the faction) and 5 HE mortar. ADATS is fantastic but it's a fragile thing to place all your trust in. If you lose them you could lose the game. Bad artillery options.
- Infantry is alright. SAS is cool. Some good transport choices (TH-495 anyone? Lots of Bisons.)
- Recon tab is nothing special at all. It lacks any of the magic units other factions get. Like the crazy stealth tanks, stealth autocannon vehicles or bradleys, Longbows or KA-52s. Nothing special here.
- Vehicle tab has Vickers, AVRE and ASLAV TOW2. Fine units, but nothing that will save the entire faction.
- Lynx 3 is little more than an expensive sea-hawk that's a magnet for planes. The stingers on it are extremely situational.
- Good plane options. Not much else to say. It's good.
Compare with any other faction and they usually have some amazing options that distinguishes them.
Just think about units like Smerch, Buratino, Longbow, ATACMS, Patriot, Any grenade launcher vehicle, Autoloader tanks, Invisible and "fighty" recon units, many super heavy tanks or good mediums tanks etc. You're giving up way too much for some Decent (not the best) infantry and good planes tab.
I think the best way to play commonwealth is to secure air dominance with planes so that you don't have to rely on your poor ground based AA and so you can rely on your bomber options and the like. That's an expensive playstyle, but if you're not playing like that you'd be better off playing other factions... That's what I think at least.
Interestingly Eugen metrics says that NSWP is the only faction ahead of Comonwealth in results.
integ3r integ3r I think the aa of the British is excellent: it is cheap, two shots kill and they fire rapidly. Also the tanks are very armored and capable, but they have the problem of fuel efficiency, speed and rate of fire.
It's worth pointing out that helo logistic units can get to where you need resupply faster, have a larger zone-of-influence for it, and can return to the FOB faster. Especially on bigger maps. (They can also quickly resupply units on isolated islands, while you can use MT-LBs or Stalwarts since they're amphibious, they're also slow as hell in the water.) You have the risk that comes with using a helicopter, but I see no issue having a card of one in your deck - especially if you're planning on using larger 3x3/4x4 maps.
That is why i use cheap helo to fly by in area i want to resupply and after i see there is no AA around, i send out squad of infantry or preferred vehicle if any around to that spot, so i know there is no enemy long range armor or ATGM's hiding in that area, witch after i send in my supply helos.
Other trick is get x amount really cheap supply trucks, make line from them into safe area and land in there, if resupply is must and you cant pull troops off from their placements/fortifications to resupply in safe area, nor land in the area. Truck will empty its supplies and starts to pull stuff from next truck and so on. When all empty those will move stuff into troops from the helo<
Also unless you specially need fuel, turn that shit off, cause it will waste supplies, when you mostly need ammo, perhaps some repairs. With out ammo unit is useless and repairs waste supplies to unit that is useless with out ammo. Essentially prioritize first ammo, then repairs and finally if your mechanized unit are in dire need of fuel and cant retreat or do final attack with the fuel they have, then give them enough to do that.
Great video but I have a funny story with the "recon" spetsnaz. The enemy had just taken a point from my team mate so I landed my "recon" units just on the other side of a hill and pushed them in. As you know the Russians have access to the mi-28 hind gunship as a transport so I sent that in to draw some fire as the infantry push up and that single spetsnaz unit was responsible for over a 1000 points of damage, a third of the winning score.
+Woopty Do The Mi-28 is the Havoc, not the Hind. The Pact uses either the Mi-24 or the Mi-35 (wich is actually an exportation version of the Mi-24 Hind) as transport.
L Pereira small mistake but you get the story. "recon"
Yeah, very small. And the transports are indeed very handy.
5:10 something that should be clarified about infantry with the fire support role; they will actually use their launcher on infantry as well as tanks, this includes the SMAW from USA and the M47 Dragon the canadian FS have. I think there are exceptions in the form of certain RRs.
Even though i have played wargame since EE, and i think i know a lot about it, i still found your guid to be very usefull, and some tips will come in handy.
Awesome guide. Much helpful. I will definetly be pointing people who want to learn more about this game to this video.
Your time has not been wasted, your service is appreciated and North Korea will send you Great Leader's autograph.
When it comes to infantry, they are generally bad to use for attacking. Their transports will get smashed by the enemy armor easily, and on foot, they are very exposed on the move. Infantry is best used for two things, defending, and ambushes. Infantry can hold the line extremely well when in buildings, and if you spread them out it'll be a slog for the enemy to make their way through the town as one cluster bomb isn't going to do it. You made a good point on their ambush potential already in the video. One tactic I will tend to use is after deploying my infantry, I will send their transports on a flank or suicide attack, this will draw away enemy forces, or force them to use a lot of AT ammunition, and may make them even use higher-powered AT weapons like TOW missiles when they don't want to. They're great cannon fodder, more so than the actual infantry. Plus, they're great for hunting down scouts and any lightly armored CVs.
Nah. Infantry are the singular best tool to push/grind with and there hasn't been a single DAY of Wargame where that hasn't been the case. You are using the transports/your take is very low-tier and probably only applies to games with like easy/medium AI or something.
Sending literally anything on a "suicide mission" immediately means you lost that match at higher levels. This simply does not occur in ranked gameplay.
You gotta workshop your game a bit.
That was a great little video, thanks. Hopefully it will stop me dying like a like a little squealing piglet in my next match.
Good video. short, precise with some examples aswell very nice just got the game so been looking for info strats and tutorials
I really like this video, it was well edited and helpful. It would be cool if you could do a second part exploring aspects that you recognized that you missed in the comments section such as veterancy.
Thank you for taking your time to make this. I learned a few tricks. Thumbs up
I remade the deck in the video since the code in the description doesn't work anymore, here's the code if anyone wants it: @Ho8ByJMG5aAYAslJCmgjmLJjAI4iD2glB5UETEooBEsGLkhBK2S8EcRJ6SfEvZaaSokH5L+SbkuoV/FnFdBXEA==
Meh I've managed pretty well without atgm planes mainly because the Gr 7 can sub pretty well , acting both as a bomber and an anti armor unit
at 18:25, Which vehicle does that napalm thing?
navy seals are pretty terrible for the price. Depends of the map but vet tanks (armored decks) are usually very effective.
also for recon i would like to add that sniper squad's can be quite good for sneaking behind enemy lines or if their taking an area just leave them weapons off they have the highest stealth in the game and will probably be passed by without being noticed
In you video, you often say "this unit is a waste of points" or "this unit is mandatory". Allthough I believe some units are better than others, it all depends on playstyle and situation. For example: if your deck is built for early game helicopter grabs (can be very effective in conquest), a high end AA helicopter can be very useful. If your support section is filled out with artillery, mortars and anti heli AA, it can be a very good choice to rely on high-end Air Superiority Fighters for anti-plane defence.
There are hundreds of these kinds of situations in Red Dragon. Most decks benefit strongly from a particular chosen playstyle and solution for problems. Your tips mostly lead to very general decks with no specialties. If you want to be an average player, than this is fine. If you want to be very good (and lose alot while learning to be) try to find specific solutions for problems and build your deck with a specific playstyle and strategy in mind. When doing that, really no unit is always good or bad, and no unit type is mandatory.
The downside of this is that you can't make an 18-minute video explaining advanced tactics. Precisely the reason Red Dragon is fun to play for months or years: very hard to master.
This was actually a pretty cool video. I appreciate explaining the balanced Blufor deck in the beginning, but my only criticism with the video is that after spending all that time explaining that deck, almost all the footage of gameplay is showing how to effectively play/push with an unrelated redfor deck. Would have been nice to have the gameplay actually use those blufor deck units you actually described/used in the beginning
While I wouldn't call this particularly advanced, but it is a good guide. I didn't know that autoloaders ever had anything to do in this game, for example. It's more of a well made intermediate. Thanks!
This ist still a golden video to get into the game!
nothing advanced here in general, except remark about radar aa could possibly escape missile from sead.
13Septem13 Yet, there are way too many players who don't understand the importance of these things. Indirect sapper fire is something that isn't obvious. Balanced openers, recon heli and panic air is something people repeatedly tell me as "well duh" but they don't actually realize the significance. Many times I've just bombed out an opening because they didn't really take the importance of opening AA that seriously. Then they'll try attacking without AA and obviously get bombed out because 'panic air'. It just doesn't seem like people have it ingrained in their way of thinking about the game even though they think it's obvious when I show them in the video. These aren't bad players, but they are held back by having 'learned' it wrong because they're not constantly playing the game against decent opponents where these things matter. There are more aspects I should have covered, like veterancy, OP units, fodder, fire distribution and some other mechanical knowledge about the vision system.
Late to the party here.. but this is a super-excellent mini-guide. Well done.
One thing you fail to say is that France tanks, are almost ALL autoloaders and have one of the quickest tanks unit :), great video !
plz make another one, be practical as you were
An important thing to remember is that nobody's gonna let their stuff get shot at, regardless of efficacy. The Dragon and Super Dragon are pretty bad AT platforms but still are enough to ward off tanks and kill transports.
Very helpful, i never really did get exactly how much to bring at the start and always seemed to bring too much of the wrong type of unit. Also never had enough Recon.......... ever..... hahah. Thanks man!
i dont think its safe to go without a supply helicopter, also i feel its important to take a AA unit with a machine on it too instead of just all missile AA.
Sappers require micromanagement to get the most out of, otherwise they are sub-par infantry.
I agree with you regarding armored CVs, but some maps require air mobile in order to cap fast and that can make the difference between winning / losing. Meta or "omni" decks as you call them are more user friendly, they don't have the endurance or specialization of dedicated decks like armor, airborn, marine, etc.
Basically this tutorial instructs new players to build NATO deck that is a jack of all trades and master of none. It's good to have options of course, but long 20 vs 20 gaarduinomes specialized decks rule.
Good job pointing out the added stealth advantage of Recon units. Hadn't thought of that.
I agree an dedicated CAS plane for PACT is a necessary slot regardless of the deck, but I'm not sold that it's necessary for NATO decks. NATO has a pretty easy time of handling PACT armor (usually) and helicopters work as a stand in. NATO should focus on having more AA planes as a lot of countries AA support units are lacking (like the US for example).
WHy did you call this advanced? I didnt see anything that would merit that. You also missed having the marines in your deck which is a must have for holding areas, other than that it was a good video for Noobies
Hey, could you do an info on Soviet Nation deck building? Please?
Great video, much appreciated. All the best.
Used NORAD but not used ADATS???
12:19 T-64 lines, French Leclerk.
Major strategic mistake in this example deck is the lack of smoke capable mortars for supporting that infantry.
Blue Dragons are awesome.
that's quite helpful for p'ayers who know the basics, and can't know the advanced yet, if you see what I mean
I low key stole your deck bro. Thank you for the advice this video is super helpful
hi thanks for the video i found it helpful
i would of like to of see some more different way to use the unites and some combos for air combat and tank and city pushes
hope to see more videos
Nice video man. I've put in a lot of hours (as PACT), and was a good take on the game.
I would switch light riflemen with eryx, despite their shorter range. Or better yet, ditch guided AT infantry completely and replace them with Canadian SF
Some good tips but still only helpfull if you play as the americans or canadians. What about scandinavia, Japan or redfor factions?
Most of these were general tips...
EXCELLENT video! thank you very much!
NICE BURATINO ATTACK AT THE END
Thanks for this video mate, much appreciated.
Would you make a deck(this one for example) and give us the key so we can have it.
Sure thing. Let me slap together a deck real quick.
Deck: ZHgOYHUxaCcycSDzkqQuCYPOTMASTEUsSSWGLlCCnp00qiV/NBEQTsaXopMVFSbi4zcRuiWckFTCGTQ=
Here's a teamgame deck. (recommend 3v3 and up for this, ok for 2v2. Not really for 1v1.) Brings all the support options you want, strong infantry, plenty recon, good plane coverage. It can pretty much do everything while giving godlike support. You might not be able to fight a war of attrition in a city, but you can wear down a vastly superior spam force with sappers, and navy seals if they're supplied.
Feel free to switch around tanks some. You can take more Abrams variants like HC. I just like the MBT 70 for its HEAT gun and autoloader. When you're trading hits with super-heavies, HEAT guns are great for supporting your M1A2. Could ditch the mexas also.
+integ3r Awesome thank you very much. Also I want to ask you something ;because iam not a very good player I often play and practice with skirmish against bots. any decks that you would recommend for this? or better yet if you could build one and reply this it would be awesome. And thank you for making a video like this, one of the best I've seen.
Not played much against the AI so you probably know more about its tactics than I do. The deck I gave you shouldn't have any weaknesses, so if you're playing with a couple of Bot teammates it should give you everything you need. I also added a USSR deck to the video description. If you're playing against a lone bot (ala, 1v1), the general rule is that you need to do more with less. This means the cheapest but most effective units are the ones you need to use. Generally more infantry, recon and IFV focused, spreading everywhere on the map going wherever your opponent can't afford to go.
OK mate thank you.
0:30
You can easily win with a Yigoslaw support 1980 deck
You mention "D.P..S" quite a bit. What does it mean? Damage Per ....? I assume
I should certainly have been more clear about some of the terms. DPS is indeed Damage Per Second. It's a good measure of a units effectiveness if it is a type of unit that fires quickly and stays engaged over time. Not a meaningful measure for things like a Patriot or a TOW missile, but a useful measure for infantry weapons, anti-aircraft guns or other things that fire quite quickly.
You dont need an Sapper unit If you have an Flame Tank or Other anti Infrantrie sappers are usless
played the game since European escalation. Not bad, I enjoyed the video.
What about hilanders
I have never seen your previous video... but I will never forgive you as well... haha good guide :)
Great guide. Thank you.
Aren't formoza better than Seals?
TheKingLumps You are certainly correct. The thing that makes them both stand out however is the grenade launcher. So I kinda lumped them in with Formoza as the same unit. But you are totally right, formoza is better overall.
Just play east Germany. Love those fuckers. Oh and Cat C decks are useful, because you get a LOT of units. Great for 'Sovieting' (spamming, overwhelming and outflanking). The idea is that you can field a lot of crappy units so you can perform a classic hammer and anvil manoeuvre. If your enemy has a small number of low quality units, you can just feed them units to keep them in place, while the rest of your forces move into areas he cannot cover.
Great vid, thanks for the tips.
I find MANPADS a waste of a slot in anything but motorized or mechanized decks. Stingers are nice though
nandemonai They are a bit superfluous if you, say, have a good vehicle which fills the same role of high kill probability against aircraft. Many ways to do this. SPAAG is possible, though vulnerable to SEAD. So in the deck I made, I had the avenger, which kind of does the same role. However, MANPADS are really quite strong. Particularly the 5 HE variants but it's possible to make 4HE variants work. There's a couple of reasons why MANPADS are better than they seem initially, one of the reasons is that veterancy is tied to unit cost. Cheap units rank up quickly. So you can see where that goes in terms of cheap MANPADS. They shoot down a single plane, and BAM, elite.
Supply helicopters can be invaluable at times, The Soviets have the MI-6 and MI-26 which can act as mobile fobs on big maps to resupply your trucks for instance.
Good guide otherwise, took me all of 2 matches to push air up with an attack because of panic air.
Updated NORAD since the deck key doesn't work: @Ho8CCgdUxEmDctAMAWSkhTQRzFkxgEcRB7QSYAmJIlgxckIJWyXgjiJPST4l7LTSVEg/JfyTcl1Kggr+LOK6CuI=
he sounds professional until u see his profile pic
Really good video!
Thank you great video
im i the only one who thinks hid vous his relaxing?
Very very good..... Thank you.
Watched a lot of guides but i still play like shit. Fuck, this game is harder then other wargames.
Great tuto :)
Thanks...I suck at that game.
great video
Good advice. Thanks
Lol I have no idea what dps means
I don't see why you would use Norad if 97% of your units are USA...
I actually noticed this when I made this video 4 years ago and instead of just reuploading a video where I just make a US deck I just thought "Nah it's probably fine" lol. The appeal for Norad is really the C2 Mexas Leo or the ADATS (Should've just taken that instead of the chaparal, eh?), or highlander 90, or the Can-Rifles 85 with the TH-495, tossup between them and US rifle90, do you want the useful infantry or the useful transport? (I actually think US rifle 90 edges out abit in terms of overall utility...) but I didn't take any of them. I just took the Pioneers and the bison.
Nice video
Awsome!
typical blue guide
Mr. Sexy Voice ;3
BOLTMAN
dudу its not advanced(!) guide
very helpfull
Wow
how here comes the real question: What the fuck is DPS?
Turn the annotations on, it is damage per second, i.e. how much (theoretical) damage a unit can put out over time.
In 2020 it is a bad guide. At least in deck-making aspect. You cannot even fit infantry you're talking about into 5 slots.
Nothing said about the interface. The default interface is bulky. Use smaller icons and turn "glueing" icons off. This will allow you to know where your and enemy units exactly just by looking at the icons.
NORAD is pointless. You'll be using almost all American forces anyway. And the USA only deck has 60 activation points instead of 55.
If somebody reads it and need an explanation, just tell me.
A very one-sided tutorial.
Most of the information is good, but you should be careful to dismiss things as "useless". There's always units which are more situational than others, but it's the player's job to create favourable circumstances.
Also, Commonwealth isn't weak. Calling a faction with access to basically every type of unit at multiple price levels, is just naive. I'd go as far as saying no faction is "weak", but I'll say factions without high tier MBT's are at a disadvantage in open maps.
+Serge Hamelberg I suspect you're thinking of the super cobra which I dissed quite heavily and is the only thing I called "useless", I think. I pretty much stand by what I said. It's 115 points, needs additional points for recon to babysit it, a delicious soft target for planes and ground AA alike, does not have magic 2800m range and only 2 AA missiles, both of which are required to hit if you're gonna kill anything you're buying it to kill. Things like DHS Mi-24P, TY-90, Igla-Hinds or even an Akula if the opposing player is foolish enough to throw it at you. The prospects of hitting things after this period of the game is super low once front lines have stabilized with long range (3000m+) IR AA. Compare, say, DAP, which does not need a recon babysit, has more ammo and is cheaper. In real life as it is in wargame, not every idea performs as well as one hopes and not every vehicle has been a success.
1, Dude what if I told you that there are more 40pts supply trucks in the game?
2, So you go for MANPADS, sappers and FIST in inf tab? Dude you will run out of line infantry in like 20 minutes and decks with shock inf+IFVs will fuck you so hard
3,>Navy seals
4,>Exceptional recon scout jeep
5, Buying a second Cv on start is highly advantageous in 1v1, especially on maps with easily securable 2pt sectors.
This is helpful.
thanks.
im i the only one who thinks hid vous his relaxing?
Awsome!
Awsome!
Awsome!
Awsome!
Awsome!
Awsome!
Awsome!