Stealth, I love your videos but damn, this was really ineffective play of a support deck. You need to pay more attention to the radar and activate your patriots more often. You missed out on so many kills that way. Also, you could have helped your teammates with more traditional artillery to do more close fire support when the enemy pushes and stops (and not as slow and expensive to rearm as the ATCMS).
***** You're absolutely right. I'll improve my game and then upload another vid. Sorry to disappoint today. Didn't have time to get another video done and wanted to at least post something. I promise to do better tomorrow ;)
In support I've noticed fast and accurate is superior to high damage at range. I routed multiple enemy pushes by leading and firing he and smoke from those cheap LAV mortars. I didn't get many points but by just stunning it gave my team time to fall back and counter.
No, I don't. The A-10 is pretty bad. It's very easy to intercept by both AA and enemy fighters. It requires utter and complete dominance of the airspace it's flying in. Since that's not something you can guarantee I generally don't take it in my decks.
Michael Chi Yeah I need to get back on that. I tried recording episode 9 three times already but it crashed at the end of day 22 consistently. Will probably start another run.
+Stealth17 Gaming I think the problem was your choice of counterbattery artillery. You need something accurate but fast and long range, those rockets just take too long. Apparently the M110 series is best for this because they can hit accurate shots with minimal shot correction.
Stealth17 Gaming its the true cancer of this game. Artillery spam make splaying anything 10 v 10 thats not tactical unplayable. The only thing thats doable is low starting point/high income games
Frank Van And the fact that they brought in 4 Muna's - equal to 4 FOBs worth of spam supplies definitely helped them along too. How would you balance arty if it were left to you?
Stealth17 Gaming One big issue is how he power arty can kill all units, unlike the precious game, where 2 top armor made units almost unkillable by artillery. And the cluster artillery just has to leave/ get a nerf in ap power/area of effact. The most anoying thing is how cluste rmrls can hit spawn convoys, this can be fixed by incresing the aiming time or giving them a 1 minute setup time from start before they can aim. Also capture points on desert maps need alot more cover, if there are bushes to hide your units, any artillery will be alot better
Stealth, I love your videos but damn, this was really ineffective play of a support deck. You need to pay more attention to the radar and activate your patriots more often. You missed out on so many kills that way. Also, you could have helped your teammates with more traditional artillery to do more close fire support when the enemy pushes and stops (and not as slow and expensive to rearm as the ATCMS).
***** You're absolutely right. I'll improve my game and then upload another vid. Sorry to disappoint today. Didn't have time to get another video done and wanted to at least post something. I promise to do better tomorrow ;)
@Jimmy: You sir, have not been paying attention ;). Here's a 10v10 tactical play as a Russian airborne
it was very fun to watch, I would be happy if you would try playing support again
In support I've noticed fast and accurate is superior to high damage at range. I routed multiple enemy pushes by leading and firing he and smoke from those cheap LAV mortars. I didn't get many points but by just stunning it gave my team time to fall back and counter.
I would try and get some ground recon in the back to spot for ATACMS
Sshooter444 Good point. Should have done that.
How do you not have the best close air support plane in the world in this deck?? You should have at a couple A-10 Warthog ‘s.
No, I don't. The A-10 is pretty bad. It's very easy to intercept by both AA and enemy fighters. It requires utter and complete dominance of the airspace it's flying in. Since that's not something you can guarantee I generally don't take it in my decks.
Yeah i know i watched it but about another but in a normal or high income game ? :p
Steath no more This war of mine coming? I really missed that series :(
Michael Chi Yeah I need to get back on that. I tried recording episode 9 three times already but it crashed at the end of day 22 consistently. Will probably start another run.
did you know that you lost a patriot when the shantou spam came up the river
13:07 look at that tree
What about a russian airborn gameplay :)
Support is viable i don't know why people frown on it really weird.
+Shazie Gameing Personally I can't get it to work very well. I work much better having arty in my deck myself and pushing up.
+Stealth17 Gaming
I think the problem was your choice of counterbattery artillery. You need something accurate but fast and long range, those rockets just take too long. Apparently the M110 series is best for this because they can hit accurate shots with minimal shot correction.
Paladins need to be involved
so much cluster mlrs spam in that game
Frank Van Yeah, both theirs and mine.
Stealth17 Gaming its the true cancer of this game. Artillery spam make splaying anything 10 v 10 thats not tactical unplayable. The only thing thats doable is low starting point/high income games
Frank Van And the fact that they brought in 4 Muna's - equal to 4 FOBs worth of spam supplies definitely helped them along too.
How would you balance arty if it were left to you?
Stealth17 Gaming One big issue is how he power arty can kill all units, unlike the precious game, where 2 top armor made units almost unkillable by artillery. And the cluster artillery just has to leave/ get a nerf in ap power/area of effact. The most anoying thing is how cluste rmrls can hit spawn convoys, this can be fixed by incresing the aiming time or giving them a 1 minute setup time from start before they can aim.
Also capture points on desert maps need alot more cover, if there are bushes to hide your units, any artillery will be alot better