[QUOTE=Pilotguy97;47024933]Pretty much.
Best I can do with NATO navy is strategically pull a Kongo-class cruiser out of my hyperspace shipyard and wreck the shoreline. Then I get sad because PACT just pulls out two Udaloys and proceeds to annihilate the Kongo, the NATO arsenal, the Korean Peninsula and all of space and time.[/QUOTE]
Cham + Baek Ku spam and La Fayette/OHP streams is fairly effective
Main problem with naval is how past a certain point of investment in anti-ship planes, navies become little more than giant points heavy bullseyes that you can always see and always attack.
I never realized how strong as fuck the BMPT was untill I played a game against a guy that used only them and infantry, granted he was host and picked a map that was basically the single best terrain type for that army but fuck me. 15 frontal armor.
Even my marder 2's were "inefficient" at 5 meters in front of the damn things.
Plus the seems to have a ridiculous amount of HP, they should not need 4 ATGM's to take down, I mean come on they arent even considered a tank.
Back in the day in ALB, BMPTs were one of the single most overpowered vehicles in the game because of their armor and insanely powerful automatic grenade launcher which would mutilate anything without armor and instantly stunlock anything with it. All with an insane armor rating that made it near impossible to stop when it was coming at you unless you had really high quality ATGMs or a really high end tank.
[url]http://forums.eugensystems.com/viewtopic.php?f=155&t=50777[/url]
^^ PATCH NOTES ARE OUT ^^
Glance of changes:
>Shock recon squads increased to 10 man from 5
>Forests and hedgerows now provide infantry with 40% damage reduction, used to be 0%
>Marines '90 have an AT4 instead of a LAW
>USSR tanks are cheaper
- adding an anti-cheat feature.
Thank fucking christ
[QUOTE=Fippe;47039672][url]http://forums.eugensystems.com/viewtopic.php?f=155&t=50777[/url]
^^ PATCH NOTES ARE OUT ^^
Glance of changes:
>Forests and hedgerows now provide infantry with 40% damage reduction, used to be 0%
[/QUOTE]huh
were these changes for the beta too or
[QUOTE=kamikaze470;47039863]huh
were these changes for the beta too or[/QUOTE]
beta only, of course
who would play the base game?
Vickers MK.11 confirmed for qt3.14 100km/h TD
Am I the only one who thinks they completely fucked the deck-building system?
AirLand Battle's worked fine, but then they add these stupid limits on how many units each category can have (instead of using the points as the limit like ALB) while still having the point limits, meaning you can't really build a generalized deck. You have to go special.
The problem is that the game should provide positive incentives/bonuses for the player to choose a specialized deck, not by making the generalized decks shittier. I'll admit, specializing in ALB was not that great of an idea because the incentive wasn't there, but making general decks shittier with the slot limits makes it worse overall.
And even after this games release balancing is still all over the fucking place. Arty especially continues to be the "kill enemy immediately" button it was in beta. Once again, ALB did it better, where artillery was less about kills and more about slowing the enemy down.
I'm disappointed in this game. Me and my friends were ALB junkies and we wanted to give this a go, and it feels like I wasted 45 bucks. We don't even play it anymore; we just play ALB if we want to play Wargame.
[QUOTE=BananaFoam;47040159]Am I the only one who thinks they completely fucked the deck-building system?
AirLand Battle's worked fine, but then they add these stupid limits on how many units each category can have (instead of using the points as the limit like ALB) while still having the point limits, meaning you can't really build a generalized deck. You have to go special.
The problem is that the game should provide positive incentives/bonuses for the player to choose a specialized deck, not by making the generalized decks shittier. I'll admit, specializing in ALB was not that great of an idea because the incentive wasn't there, but making general decks shittier with the slot limits makes it worse overall.
And even after this games release balancing is still all over the fucking place. Arty especially continues to be the "kill enemy immediately" button it was in beta. Once again, ALB did it better, where artillery was less about kills and more about slowing the enemy down.
I'm disappointed in this game. Me and my friends were ALB junkies and we wanted to give this a go, and it feels like I wasted 45 bucks. We don't even play it anymore; we just play ALB if we want to play Wargame.[/QUOTE]
You do realise that the point of national decks/coalitions is to get more units and unlock prototypes right
International decks give you the benefit of having the specialities of different nations without having the specific high-end weapons that each nation brings to the table
[QUOTE=BananaFoam;47040159]The problem is that the game should provide positive incentives/bonuses for the player to choose a specialized deck, not by making the generalized decks shittier. I'll admit, specializing in ALB was not that great of an idea because the incentive wasn't there, but making general decks shittier with the slot limits makes it worse overall.
And even after this games release balancing is still all over the fucking place. Arty especially continues to be the "kill enemy immediately" button it was in beta. Once again, ALB did it better, where artillery was less about kills and more about slowing the enemy down.[/QUOTE]
generalized decks can pick the best you can get from a side, but specialization's xp bonuses are exceptionally good.
and for what you mentioned of artillery: AHAHAHHAHAHAHHAHAHHAHAHAHAHH
hardly a press to kill, mortars don't do enough damage to even kill infantry unless massed and long range arty takes too long to hit. if you're getting rekt by arty, move more.
[QUOTE=Mallow234;47040511]You do realise that the point of national decks/coalitions is to get more units and unlock prototypes right
International decks give you the benefit of having the specialities of different nations without having the specific high-end weapons that each nation brings to the table[/QUOTE]
I get that. I mean choosing specialized deck types like motorized or armored.
[editline]30th January 2015[/editline]
[QUOTE=Fippe;47040605]generalized decks can pick the best you can get from a side, but specialization's xp bonuses are exceptionally good.
and for what you mentioned of artillery: AHAHAHHAHAHAHHAHAHHAHAHAHAHH
hardly a press to kill, mortars don't do enough damage to even kill infantry unless massed and long range arty takes too long to hit. if you're getting rekt by arty, move more.[/QUOTE]
It's nigh impossible to out-micro the large arty while I have to manage the frontlines as well. You are right though, mortars ain't shit, but I never brought them anyways; too low in range to be useful and the cost a valuable slot, even if they are cheaper.
[QUOTE=Fippe;47039672][url]http://forums.eugensystems.com/viewtopic.php?f=155&t=50777[/url]
^^ PATCH NOTES ARE OUT ^^
Glance of changes:
>Shock recon squads increased to 10 man from 5
>Forests and hedgerows now provide infantry with 40% damage reduction, used to be 0%
>Marines '90 have an AT4 instead of a LAW
>USSR tanks are cheaper[/QUOTE]
Holy shit
They actually did all of the shit people were asking them to do. A ton of recon squads have probably just been made really good with this, I like the idea of using my JSDF Rangers in actual combat now.
Marines 90 getting the AT4 is brilliant and makes sense, giving the US a tank killer infantry unit that isn't SMAW. USSR tanks being cheaper is good too, some are just way overpriced for their armour values.
[QUOTE=BananaFoam;47040881]too low in range to be useful and the cost a valuable slot, even if they are cheaper.[/QUOTE]
move them smart, use them to suppress and smoke. They, along with napalm (in some format) are invaluable in taking cities.
[QUOTE=Fippe;47040605]generalized decks can pick the best you can get from a side, but specialization's xp bonuses are exceptionally good.
and for what you mentioned of artillery: AHAHAHHAHAHAHHAHAHHAHAHAHAHH
hardly a press to kill, mortars don't do enough damage to even kill infantry unless massed and long range arty takes too long to hit. if you're getting rekt by arty, move more.[/QUOTE]
82mm mortars can actually kill a fair amount of infantry in forests and towns, while also stunlocking and acquiring targets really fast.
107mm mortars can kill light vehicles and weakly armoured AA pieces, especially the rare 120mm like AMOS and Nona SVK's too.
Barrage artillery (50-80) is generally very, very hard to use unless your opponent plays a clumped, static defence. The shells are usually HE7, but not enough shells will actually hit each unit to kill typically.
There are three categories of ~90+ point arty
Cluster MLRS - Kills anything except infantry, but after the first shot it takes ages to fire and uses up massive amounts of supplies. 4-5 Smerch barrages will empty a FOB iirc. Don't play static tank defence and move your AA after firing, and you'll be fine. They also announce themselves very loudly when they fire.
HE 9/10 sniper arty like the M110 and Pion that take ages to fire, but kill AA pieces with very little warning. Again, move your AA after it fires.
Paladin/AS90/Dana class stuff, which'll kill medium tanks, do nasty things to infantry and AA, and fire fairly fast, but not as fast as mortars. You only get two of them generally though.
[QUOTE=Dr.Critic;47041437]82mm mortars can actually kill a fair amount of infantry in forests and towns, while also stunlocking and acquiring targets really fast.
107mm mortars can kill light vehicles and weakly armoured AA pieces, especially the rare 120mm like AMOS and Nona SVK's too.
Barrage artillery (50-80) is generally very, very hard to use unless your opponent plays a clumped, static defence. The shells are usually HE7, but not enough shells will actually hit each unit to kill typically.
There are three categories of ~90+ point arty
Cluster MLRS - Kills anything except infantry, but after the first shot it takes ages to fire and uses up massive amounts of supplies. 4-5 Smerch barrages will empty a FOB iirc. Don't play static tank defence and move your AA after firing, and you'll be fine. They also announce themselves very loudly when they fire.
HE 9/10 sniper arty like the M110 and Pion that take ages to fire, but kill AA pieces with very little warning. Again, move your AA after it fires.
Paladin/AS90/Dana class stuff, which'll kill medium tanks, do nasty things to infantry and AA, and fire fairly fast, but not as fast as mortars. You only get two of them generally though.[/QUOTE]
Mortars are worth devoting a card to on almost any deck, and I would advocate carrying at least a card of barrage arty or something you can counter-battery with. You've got your facts right.
Artillery is still hardly an instant kill button, and the new forest damage reduction might reduce it's usefulness in just shooting dudes innawoods. Still useful for the stun.
Tried the zombie mode thing I'd heard about
Basically make a skirmish, put 7 AI's on one team and give them a cheap-tank/infantry spam deck (you'll regret giving them helis or AA) then prepare for to be bumrushed and not die.
[t]http://cloud-4.steamusercontent.com/ugc/700643110497336585/F6254471BFF04C0E51AF6D94CEB3A1C183D0730B/[/t]
The AI is way, way more aggressive than usual and you also get 7 times the usual availability of all units. To this I spammed the hell out of F111C's and Challenger 2's in my test run.
[t]http://cloud-4.steamusercontent.com/ugc/700643110497336990/100D25F56E0B990137EDEE4C21A6AEB5EE937ADE/[/t]
[QUOTE=Dr.Critic;47041392]Holy shit
They actually did all of the shit people were asking them to do. A ton of recon squads have probably just been made really good with this, I like the idea of using my JSDF Rangers in actual combat now.
Marines 90 getting the AT4 is brilliant and makes sense, giving the US a tank killer infantry unit that isn't SMAW. USSR tanks being cheaper is good too, some are just way overpriced for their armour values.[/QUOTE]
IIRC the Riflemen '90 had the AT4 already, but it's really nice to see the marines get them. Now America has a 15 man squad with an RPG that is worth its salt.
I think I heard the Carl Gustav was buffed a while back to 600-700m range as well. Really made Canadian infantry viable if it is still like that.
Start up for some good ol war gaming and I get met with this
[img]http://i.imgur.com/5DSR37m.png[/img]
The shit that gets said in the global channel is like temporarily being in a rust thread
[editline]1st February 2015[/editline]
Also why after all this time are deck names still ??? for anyone but your own?
[QUOTE=archival;47051710]Also why after all this time are deck names still ??? for anyone but your own?[/QUOTE]
To prevent you from drawing conclusions based on their names?
[QUOTE=Fippe;47065248]To prevent you from drawing conclusions based on their names?[/QUOTE]
But the nation, type and era is publicly visible anyway so there's not a whole lot of information you can give out that you can't derive from that.
[QUOTE=DVH;47066102]But the nation, type and era is publicly visible anyway so there's not a whole lot of information you can give out that you can't derive from that.[/QUOTE]
Deck names were available in either ALB or EE (or both?) and I named half my decks helirush/planerush, and then filled them reasonably. Sometimes the opposing player bought too much AA at match start, sometimes not. It works better on noobs, but it's sorta metagame-y, you know.
[QUOTE=Fippe;47067497]Deck names were available in either ALB or EE (or both?) and I named half my decks helirush/planerush, and then filled them reasonably. Sometimes the opposing player bought too much AA at match start, sometimes not. It works better on noobs, but it's sorta metagame-y, you know.[/QUOTE]
I suppose you can ruseman people that way, but unless you're rocking general or airborne people know it's a ruse.
Unless getting caught is part of your plan and you heli/planerush anyway with an armored deck or w/e.
[QUOTE=DVH;47067734]I suppose you can ruseman people that way, but unless you're rocking general or airborne people know it's a ruse.
Unless getting caught is part of your plan and you heli/planerush anyway with an armored deck or w/e.[/QUOTE]
someone actually tried doing that to me yesterday, armored deck and he just spammed attack choppers.
Did not end well for him
Entire franchise is currently on a 75% off deal on Steam at the moment, if anyone lurking is interested.
Edit: Oh wow Landjut West Germany + Denmark alliance is in. Seems like a good deck choice when you weigh up the benefits to support and planes you get.
Denmark is the weakest of the Scandinavian nations to be honest since the best tank they have is the Leo 1A5 and their infantry and is basically West Germany lite, but Otomatic and F-16AM are probably two of the best units in the game IMHO.
The first person to post a solid argument that the Soviet-Korean Alliance is better than just Soviets gets a copy of Bad Rats next sale.
Because according to me and my mates there is nothing the norks can bring to the Soviets.
[QUOTE=DVH;47115391]The first person to post a solid argument that the Soviet-Korean Alliance is better than just Soviets gets a copy of Bad Rats next sale.
Because according to me and my mates there is nothing the norks can bring to the Soviets.[/QUOTE]
Because you can get twice as many T-90's :v:
Just got the entire collection from a friend, cant wait to play.
[url]https://www.dropbox.com/s/6a797he85sevtjs/replay_2015-02-13_17-26-58.wargamerpl2?dl=0[/url]
Just played a two-hour game.
Holy fuck, this was long.
Got Red Dragon! Woho now I have all games in the series.
Any chance they'll ever release a game/dlc with 21th century military units?
Sorry, you need to Log In to post a reply to this thread.