8:08 I know it is a bit late but, Marine Raiders are using the HE type of LAW which is effective against infantry and not so much against tanks or anything heavier.
@@hippiehippiehippiehippie Also there is something strange...as the Marines right now don't have the correct loadout, in fact, it is their older loadout from 2000ish and the thing is...they had the correct loadout earlier in the beta test for the campaign yet they choose to change it...the reason I don't know but it is very strange they don't give us the option to modernize their loadout but I do have hopes they will give us the option to do so once the game releases...hopefully.
Broken arrow is a vatnik fantasy game set in a setting where Russia has advanced technology in production and doesn't need to buy rockets from North Korea and drones from Iran.
The Osprey has reputation of being unsafe, but it's actually not. And the big reason we have them is, as you discovered in your deck build, they are much faster than helicopters. More crucially, they can fly much further. I'm also a big fat nerd for knowing this.
yep, its actually safer than other helicopters. It carries alot of troops so if one does go down there's usually alot of people on it. The range and speed is the reason they went with the valor and it seems like it has solved some of the bigger issues the opsrey has.
Marine raiders are really good at taking out infantry in CQB with the default kit, the long range kit makes them really good at holding positions and because of their unit size and armour they holdout for a while too. The mech engineers ESV Bradley is equipped with thermobaric missiles for killing infantry and light vehicles not tanks. The SRAW variant of the SMAW has top attack which makes them really good at killing tanks that don't have APS. The SHORAD has radar making it a nice forward support unit for missile AA. The linebacker is a just a Bradley with stingers.
You're unlikely to buy all the transports at one time, selecting things in your deck to come on foot is a way to save points in your deck since when you're actually ingame, you get to choose your transport. And thus you can reuse your transports, helicopters etc.
2 IMPORTANT NUANCES ABOUT THE COMMAND POINT SYSTEM: 1. Dead units that are on cooldown still take upkeep = dead units that can't be spawned decrease command point income. So shepherd your units well. 2. If half the decks points are deployed the income reaches 0 = if someone is stupid and their deck consists of only 2000 total points that means that once they deploy 1000 points worth of units their income will be 0. So please do try to fill out as much of those 10k points as possible as it will effectively increase in-game income. Source: BA tutorial pdf which was published on BA discord.
The card regeneration thing is a really big plus IMO because having a lynchpin unit die to something stupid that wasn't your fault(see: WGRD ASF just losing to RNG and leaving you without ASF for the rest of the game. Alternatively a tank getting a mobility crit immediately and then just dying in the open because a HEAT-slinger hit it for a whopping 1(one) damage) Also, most vehicles in this game are fairly beefy and *don't* just get 1shotted by stuff. Bradleys want the 2nd tier of BUSK upgrades because it lets them fight autocannon-wielding vehicles, but they also survive a main gun hit from most tanks(though they sometimes do that without the BUSK kit too). The Marine APC thing is also strong for this reason, trucks just instantly die to flanking special forces/recon, whereas the AAV(especially with the armour improvement) will take the hit, then drop 13 marines on top of the offending unit. Armour improvements in general, even for backline units, can be fairly good. It takes patriot from getting 1hit by a SEAD missile/1hit by a SEAD missile+supply dump explosion to just barely surviving and being able to limp away. I don't run it on my supply vehicles, but I do for my mortar carriers and AAs when I can. Anything that's at risk of being hit by counter battery/long range stuff. I only take it off when I need to find a couple points to fit the budget in deck-building, but you don't really feel it in game. 10 points per unit is very little in this game. Laser designation is extremely strong in this game because it has *extremely* long range. If you can get into a building with elevation like a high rise apartment block, you can usually cover a really large amount of the map, and even just using laser-designated artillery shells(without using any of the better stuff that comes from planes), you can turn basic artillery into a tank-killer. Funnily enough, you can also laser designate helicopters and stuff, so if they're sitting still while airborne you can just slam a stationary helicopter with a 155mm artillery shell and 1shot it. Russian units are a lot better at doing this kind of thing because their artillery units carry a lot more krasnopol shells than the Americans carry excalibur. (12 per vehicle in the extended-range 2S35 versus 3 per vehicle in the M109A6) On the topic of artillery, ballistic missile artillery(ATACMS and PRM(basically just smaller HE ATACMS)) just gets eaten alive by S300s/Patriots/BUKs/TORs, so it can be really hard to actually employ them without investing in SEAD flights/otherwise somehow suppressing their missile defense, and they're expensive enough that you can't usually try to saturate their missile defense without a coordinated effort from your teammates. TOW-2B is substantially better than regular TOW-2 because it hits roof armour instead of the massively stronger directional armour, and it (seemingly??) avoids certain cheaper anti-missile systems like Drozd and the afghanit units that go on russian APCs. They do slightly less damage which means they're somewhat less effective against unarmoured stuff, but against armoured stuff they almost always hit for >50% of even a heavy tank's health, as opposed to 20-30% Lastly, putting something like a mk19 even on your battle taxis can be really strong, because line infantry AT is really short range, so you can just sit back and apply loads of suppression to enemy infantry/light vehicles, while the embarked units can rush forward with impunity(given as they're no longer being suppressed in turn). This can be really good for assaulting buildings and stuff with Marine raiders.
on the Inf you should look on the heal pointz and armor Pointz. the Marinetroops are pretty good. The fistv in the reacontab it is pretty good. a Vehicle Scout with laser. The Laser it is for Arty Support and MLRS and Bombs of aircraft really important. He stand into a Wood and give a Laser on spotted enemy. The Bomb cant over life.
This is not a pro deck build. You totally came with a mindset of Warno into this game. Your deck is bad and you get your ass handed to you very often. Change your mindset now! Don´t bother bringing tanks and apcs that do not posses the great power of APS. Also, infantry sucks, use it only as support for your tanks and vehicles (quite opposite to what you do in Warno) Cheers mate
It's my birthday! 🎉🎂💪
I am not kidding, it really is....
Happy birthday mate!
@@hippiehippiehippiehippie thank you 😁
Happy birthday bro
@@Gamerberg96 Thank you 💚
8:08 I know it is a bit late but, Marine Raiders are using the HE type of LAW which is effective against infantry and not so much against tanks or anything heavier.
Thank you!
@@hippiehippiehippiehippie Also there is something strange...as the Marines right now don't have the correct loadout, in fact, it is their older loadout from 2000ish and the thing is...they had the correct loadout earlier in the beta test for the campaign yet they choose to change it...the reason I don't know but it is very strange they don't give us the option to modernize their loadout but I do have hopes they will give us the option to do so once the game releases...hopefully.
Broken arrow is a vatnik fantasy game set in a setting where Russia has advanced technology in production and doesn't need to buy rockets from North Korea and drones from Iran.
Don't mind me, I'm testing the automods
@@bigdsolutions xD
So true my friend
slave ukraina!
@@bigdsolutionslegend mate
I hope they add it so when a t-72 is destroyed the turret flies really far as well and it can do damage to anything it hits
The Osprey has reputation of being unsafe, but it's actually not. And the big reason we have them is, as you discovered in your deck build, they are much faster than helicopters. More crucially, they can fly much further. I'm also a big fat nerd for knowing this.
Fair enough :)
They look pretty cool in the transformers movies! 😂
yep, its actually safer than other helicopters. It carries alot of troops so if one does go down there's usually alot of people on it. The range and speed is the reason they went with the valor and it seems like it has solved some of the bigger issues the opsrey has.
Marine raiders are really good at taking out infantry in CQB with the default kit, the long range kit makes them really good at holding positions and because of their unit size and armour they holdout for a while too.
The mech engineers ESV Bradley is equipped with thermobaric missiles for killing infantry and light vehicles not tanks.
The SRAW variant of the SMAW has top attack which makes them really good at killing tanks that don't have APS.
The SHORAD has radar making it a nice forward support unit for missile AA. The linebacker is a just a Bradley with stingers.
Thank you :)
You're unlikely to buy all the transports at one time, selecting things in your deck to come on foot is a way to save points in your deck since when you're actually ingame, you get to choose your transport. And thus you can reuse your transports, helicopters etc.
Thanks :)
2 IMPORTANT NUANCES ABOUT THE COMMAND POINT SYSTEM:
1. Dead units that are on cooldown still take upkeep = dead units that can't be spawned decrease command point income. So shepherd your units well.
2. If half the decks points are deployed the income reaches 0 = if someone is stupid and their deck consists of only 2000 total points that means that once they deploy 1000 points worth of units their income will be 0. So please do try to fill out as much of those 10k points as possible as it will effectively increase in-game income.
Source: BA tutorial pdf which was published on BA discord.
Thank you
The card regeneration thing is a really big plus IMO because having a lynchpin unit die to something stupid that wasn't your fault(see: WGRD ASF just losing to RNG and leaving you without ASF for the rest of the game. Alternatively a tank getting a mobility crit immediately and then just dying in the open because a HEAT-slinger hit it for a whopping 1(one) damage)
Also, most vehicles in this game are fairly beefy and *don't* just get 1shotted by stuff. Bradleys want the 2nd tier of BUSK upgrades because it lets them fight autocannon-wielding vehicles, but they also survive a main gun hit from most tanks(though they sometimes do that without the BUSK kit too). The Marine APC thing is also strong for this reason, trucks just instantly die to flanking special forces/recon, whereas the AAV(especially with the armour improvement) will take the hit, then drop 13 marines on top of the offending unit.
Armour improvements in general, even for backline units, can be fairly good. It takes patriot from getting 1hit by a SEAD missile/1hit by a SEAD missile+supply dump explosion to just barely surviving and being able to limp away. I don't run it on my supply vehicles, but I do for my mortar carriers and AAs when I can. Anything that's at risk of being hit by counter battery/long range stuff. I only take it off when I need to find a couple points to fit the budget in deck-building, but you don't really feel it in game. 10 points per unit is very little in this game.
Laser designation is extremely strong in this game because it has *extremely* long range. If you can get into a building with elevation like a high rise apartment block, you can usually cover a really large amount of the map, and even just using laser-designated artillery shells(without using any of the better stuff that comes from planes), you can turn basic artillery into a tank-killer. Funnily enough, you can also laser designate helicopters and stuff, so if they're sitting still while airborne you can just slam a stationary helicopter with a 155mm artillery shell and 1shot it. Russian units are a lot better at doing this kind of thing because their artillery units carry a lot more krasnopol shells than the Americans carry excalibur. (12 per vehicle in the extended-range 2S35 versus 3 per vehicle in the M109A6)
On the topic of artillery, ballistic missile artillery(ATACMS and PRM(basically just smaller HE ATACMS)) just gets eaten alive by S300s/Patriots/BUKs/TORs, so it can be really hard to actually employ them without investing in SEAD flights/otherwise somehow suppressing their missile defense, and they're expensive enough that you can't usually try to saturate their missile defense without a coordinated effort from your teammates.
TOW-2B is substantially better than regular TOW-2 because it hits roof armour instead of the massively stronger directional armour, and it (seemingly??) avoids certain cheaper anti-missile systems like Drozd and the afghanit units that go on russian APCs. They do slightly less damage which means they're somewhat less effective against unarmoured stuff, but against armoured stuff they almost always hit for >50% of even a heavy tank's health, as opposed to 20-30%
Lastly, putting something like a mk19 even on your battle taxis can be really strong, because line infantry AT is really short range, so you can just sit back and apply loads of suppression to enemy infantry/light vehicles, while the embarked units can rush forward with impunity(given as they're no longer being suppressed in turn). This can be really good for assaulting buildings and stuff with Marine raiders.
Cheers for the insights. Yeah I've got a long way to go with my BA knowledge!
15:40 pretty sure the modern package gets top down attack variants, very worth the points
Cheers!
Thannks...
You're welcome, I have saved Warno
The HC and FEP variant of the Abrams have 20% ecm. I use those as my bait units with my recon tank and sep’s and demolish
Good idea :)
The CH-53k King Stallion is the most expensive helicopter per unit ever built, nearly $100 mill an airframe lol
Classic US money laundering lol
@@hippiehippiehippiehippieyou ever see a ch53k airlift another helicopter? It’s an incredible sight
@@RahulDevanarayanan no but I've seen Russian ones do it on TH-cam
on the Inf you should look on the heal pointz and armor Pointz. the Marinetroops are pretty good.
The fistv in the reacontab it is pretty good. a Vehicle Scout with laser. The Laser it is for Arty Support and MLRS and Bombs of aircraft really important. He stand into a Wood and give a Laser on spotted enemy. The Bomb cant over life.
Thanks for the tips
The dragon teams used to be busted they Also brought mounted grenade launches
Damn lol
You can bring Cav scouts with any transport in your deck.
Yeah good point. derp
BFIST M7s are detached from atrty units to observe and call for fire.
Thanks!
Can you turn off radar in this game like in warno?
Yeah but it actually takes time to switch back on, not just an instant toggle
No, u noob, this deck is made in England.
This game is published in the UK
This deck is wrong!
I offer no explanation
Hahaha
This is not a pro deck build.
You totally came with a mindset of Warno into this game. Your deck is bad and you get your ass handed to you very often.
Change your mindset now!
Don´t bother bringing tanks and apcs that do not posses the great power of APS.
Also, infantry sucks, use it only as support for your tanks and vehicles (quite opposite to what you do in Warno)
Cheers mate
I'm pro
@@hippiehippiehippiehippie Who ever has to say "I´m pro" in order to prove his point, or conveince someone that he is a pro, is in reality not a pro.