I tend to rely on the counter-battery order to begin firing at the enemy artillery, then manually queue up the move and reactivation of counter-battery. I do play with order visibility on though, so it's less easy for me to miss the artillery firing.
In campaign i used two batteries: one as a direct fire support and second for counterbattery. When eneamy was targeting the first group, second was pounding the position.
I know why Eugen chose to make bridges indestructible (it would make the battle unwinnable on maps like this), but that one bridge took so much heavy fire, it would have collapsed in 30 seconds.
I saw a comment about destructible bridges and the idea for amphibious units and bridging. It made me remember an idea that I thought would be nice if they could implement. A feature for batallions with Paratroopers to drop off infantry units via C-130s. Somewhat like the Para-drop ability of USA in Command and Conquer Generals. Very useful in certain situations like what wasbrought up about bridges being destructible. For balance, this is a high risk high reward strategy. >In the campaign map: -the paratroopers in planes can initially be deployed like how fighters are brought in for battle. -The transport planes can be intercepted by deployed AAA thus increasing the value of SEADs. If successfully intercepted, no Paratroopers for that game/deployment, if interception fails then they can participate in battle. -They can be deployed on uncontested ground or have them participate as Auxilliary in both Tactical/Autoresolve battles. If they're deployed too far behind enemy lines, They could immediately suffer the debuff for being cut off in the next turn. Something for players to think about. >In game: -If they're not intercepted and are able to participate in Tactical Battle, They can be deployed early in the game or in the middle but cost a lot of points. -They're one time use, as soon as they drop off their troops or get shot down, they can't be deployed in game again. -For balance, the C-130s can only deploy infantry and light vehicles at best, and maybe a few crates worth of 500 supplies that can as mini-FOBs -Dropped units as soon as they reach the ground, are now just regular units on the map with their original stats. -The dropped of Units will contain an infantry leader unit so in theory they can capture and hold an objective in the rear or capture an objective then disappear in the trees, or maybe just avoid capturing objectives and go for the artillery/Supplies in the rear, use them to camp out a spawn point (again, depending on the tactic of the player) -The C-130s have higher hit points but are slower. They're easily intercept by dedicated AA fighters and Helicopters as well as anti air ground units. Thus necessitating the player to consider bring out an escort fighters maybe a SEAD if the enemy is composed of AAA or an anti-air fighter if the enemy were able to bring Air units? Up to the player. -Units parachuting down are relatively safe from AA missiles(they're more of a threat to the C-130) but are vulnerable to AA guns like the Gepards and such(Units whose damage the C-130 can tank and shrug off). Definitely added consideration for the player.
I think it would be cool if the bridges in the campaign could be destroyed, forcing you, or the enemy to adapt and find other ways across, making more use of the amphibious units that exist. Definitely should not be in multiplayer as I can see that being abused and unfair. At least in the campaign aspect, I think if the battalions lack a significant amount of amphibious vehicles or transport helicopters, you can get a pop up on the screen when a key bridge is destroyed, where you can request a limited amount of reinforcements, using points or something, of some transport aircraft and amphibious vehicles that could be a combination of all the separate countries units, or one country in specific depending on whichever is the main country you have used in the most slots before battling. Probably not a good idea but idk lol
IRL, every engineering company was supposed to have bridging equipment and minelaying/clearing equipment, but those are some of the most complicated parts of warfare, so I can understand why the developers don't want to touch it. Dedicated bridge layers are a thing in both Warsaw and NATO, with the NATO version based on the M60 Patton and the (cheaper) Soviet version being specially loaded trucks. Some Soviet A tier units even had dedicated bridging gear in each battalion.
The key to doing effective counter-battery is making sure you que up a manual move order once your guns have started firing so you don't get hit yourself, this is especially true if you are having to face off against an enemy rocket battery as they will definitely shoot back and destroy your guns. If it seems like a lot of micro, take a tactical pause and que up the orders its a good way to slow things down in the campaign.
@@VulcanHDGaming Its the most fun one for sure, soviets are steamrollers and huhe decisive battles, while nato is tactical coordinated pushes, both fun
This game has some glaring bugs, or things they just didn't consider at all. In a campaign, I reached the eastern edge of the map where their fighter squadrons were stationed. It turns out they're invincible. I mean, a panzer batallion arrives at the airport but clearly it's impossible to fire at the planes. You can't attack them. So I surrounded them hoping that would put them out of the fight. But no, they still do sorties! This is one of the most ridiculous things I've ever seen. There are Leopards and Marders parked around the perimeter of the airfield and they calmly watch the Soviet planes take off to bomb their allies 🙂
@@VulcanHDGaming I thought so to begin with, but if this was the case, why can you actually go BEHIND them and surround them? If they're based off the map, it would be less confusing not to show them on the map at all. Anyway, it was slightly annoying because I was so proud of my cavalry-like flanking manoeuvre that reached them :-)))
Hey Vulcan, got a question for you. Just started warno same days ago, and are still a bit confused when to use different commands like the attack order. To my understanding, units also attack when enemies in sight during a normal "move" order. So why or when is the "attack" order usefull? Keep it up, great videos :)
I have a question, how did you selectivly fire the artillery without having to go back to your units and clicking fire pos, i tried pressing t but they all focused on one position, help!
if you press tab when you have one unit type selected, it shifts between them. If you have multiple unit types (say 3 M109s and 2 Leos) tab will switch between unit types. Ctrl + tab will switch between the individual units of a mixed group.
Do "battalions" recieve reinforcements over time or is a loss of a unit a permanent loss of your capabilities for the entire campaign? I.e in Red Dragon you could either rest or reinforce instead of move your unit
I tend to rely on the counter-battery order to begin firing at the enemy artillery, then manually queue up the move and reactivation of counter-battery. I do play with order visibility on though, so it's less easy for me to miss the artillery firing.
same
In campaign i used two batteries: one as a direct fire support and second for counterbattery. When eneamy was targeting the first group, second was pounding the position.
I know why Eugen chose to make bridges indestructible (it would make the battle unwinnable on maps like this), but that one bridge took so much heavy fire, it would have collapsed in 30 seconds.
1:35 chad general giving orders.
I saw a comment about destructible bridges and the idea for amphibious units and bridging. It made me remember an idea that I thought would be nice if they could implement. A feature for batallions with Paratroopers to drop off infantry units via C-130s. Somewhat like the Para-drop ability of USA in Command and Conquer Generals. Very useful in certain situations like what wasbrought up about bridges being destructible.
For balance, this is a high risk high reward strategy.
>In the campaign map:
-the paratroopers in planes can initially be deployed like how fighters are brought in for battle.
-The transport planes can be intercepted by deployed AAA thus increasing the value of SEADs. If successfully intercepted, no Paratroopers for that game/deployment, if interception fails then they can participate in battle.
-They can be deployed on uncontested ground or have them participate as Auxilliary in both Tactical/Autoresolve battles. If they're deployed too far behind enemy lines, They could immediately suffer the debuff for being cut off in the next turn. Something for players to think about.
>In game:
-If they're not intercepted and are able to participate in Tactical Battle, They can be deployed early in the game or in the middle but cost a lot of points.
-They're one time use, as soon as they drop off their troops or get shot down, they can't be deployed in game again.
-For balance, the C-130s can only deploy infantry and light vehicles at best, and maybe a few crates worth of 500 supplies that can as mini-FOBs
-Dropped units as soon as they reach the ground, are now just regular units on the map with their original stats.
-The dropped of Units will contain an infantry leader unit so in theory they can capture and hold an objective in the rear or capture an objective then disappear in the trees, or maybe just avoid capturing objectives and go for the artillery/Supplies in the rear, use them to camp out a spawn point (again, depending on the tactic of the player)
-The C-130s have higher hit points but are slower. They're easily intercept by dedicated AA fighters and Helicopters as well as anti air ground units. Thus necessitating the player to consider bring out an escort fighters maybe a SEAD if the enemy is composed of AAA or an anti-air fighter if the enemy were able to bring Air units? Up to the player.
-Units parachuting down are relatively safe from AA missiles(they're more of a threat to the C-130) but are vulnerable to AA guns like the Gepards and such(Units whose damage the C-130 can tank and shrug off). Definitely added consideration for the player.
You could also just look at the paratroopers in broken arrow to see how they’d work
That was one tough bridge.
I think it would be cool if the bridges in the campaign could be destroyed, forcing you, or the enemy to adapt and find other ways across, making more use of the amphibious units that exist. Definitely should not be in multiplayer as I can see that being abused and unfair.
At least in the campaign aspect, I think if the battalions lack a significant amount of amphibious vehicles or transport helicopters, you can get a pop up on the screen when a key bridge is destroyed, where you can request a limited amount of reinforcements, using points or something, of some transport aircraft and amphibious vehicles that could be a combination of all the separate countries units, or one country in specific depending on whichever is the main country you have used in the most slots before battling.
Probably not a good idea but idk lol
IRL, every engineering company was supposed to have bridging equipment and minelaying/clearing equipment, but those are some of the most complicated parts of warfare, so I can understand why the developers don't want to touch it. Dedicated bridge layers are a thing in both Warsaw and NATO, with the NATO version based on the M60 Patton and the (cheaper) Soviet version being specially loaded trucks. Some Soviet A tier units even had dedicated bridging gear in each battalion.
Those Leopards really need leaders with them to boost accuracy
The key to doing effective counter-battery is making sure you que up a manual move order once your guns have started firing so you don't get hit yourself, this is especially true if you are having to face off against an enemy rocket battery as they will definitely shoot back and destroy your guns. If it seems like a lot of micro, take a tactical pause and que up the orders its a good way to slow things down in the campaign.
Vulcan doesn’t pause
Definitely assign two arty to auto counter-battery whilst you play with your others.
Have you already taken a look at the last campaign? Dont want to spoil you but.... damn i am looking forward to this series!!!
I've loaded it up a couple of times but I haven't played it yet.
@@VulcanHDGaming
Its the most fun one for sure, soviets are steamrollers and huhe decisive battles, while nato is tactical coordinated pushes, both fun
Defensive method and strategy for victory👌
Cant wait for the dutch and more belgians to get added in the northag dlc
The units on the left hand side died because you ordered them to move and looked away as soon as an enemy appeared on their radar
Can u show us the casualties in the next episode?
Sure, I'll try to remember!
This game has some glaring bugs, or things they just didn't consider at all. In a campaign, I reached the eastern edge of the map where their fighter squadrons were stationed. It turns out they're invincible. I mean, a panzer batallion arrives at the airport but clearly it's impossible to fire at the planes. You can't attack them. So I surrounded them hoping that would put them out of the fight. But no, they still do sorties! This is one of the most ridiculous things I've ever seen. There are Leopards and Marders parked around the perimeter of the airfield and they calmly watch the Soviet planes take off to bomb their allies 🙂
@johnnyenglish583 I think the idea is that it's not actually the airfield and that they are coming from off the map. I did the same thing as you.
@@VulcanHDGaming I thought so to begin with, but if this was the case, why can you actually go BEHIND them and surround them? If they're based off the map, it would be less confusing not to show them on the map at all. Anyway, it was slightly annoying because I was so proud of my cavalry-like flanking manoeuvre that reached them :-)))
@@johnnyenglish583 because where they are on the map effects the direction they attack, which matters for AA coverage.
This whole campaign the pact have fairly limited numbers compared to the others so decimating T80 numbers realy cripples them.
Hey Vulcan, got a question for you.
Just started warno same days ago, and are still a bit confused when to use different commands like the attack order. To my understanding, units also attack when enemies in sight during a normal "move" order. So why or when is the "attack" order usefull?
Keep it up, great videos :)
From what I can tell (never played) move orders make them fire on the move, move-attack orders make them stop to engage
I have a question, how did you selectivly fire the artillery without having to go back to your units and clicking fire pos, i tried pressing t but they all focused on one position, help!
if you press tab when you have one unit type selected, it shifts between them. If you have multiple unit types (say 3 M109s and 2 Leos) tab will switch between unit types. Ctrl + tab will switch between the individual units of a mixed group.
Do "battalions" recieve reinforcements over time or is a loss of a unit a permanent loss of your capabilities for the entire campaign? I.e in Red Dragon you could either rest or reinforce instead of move your unit
@foppafred They are permanent losses so you do need to be careful or cycle out units with new reinforcements.