hate these ads?, log in or register to hide them
Page 37 of 39 FirstFirst ... 27343536373839 LastLast
Results 721 to 740 of 770

Thread: Wargames: European escalation

  1. #721
    metacannibal's Avatar
    Join Date
    April 12, 2011
    Location
    Actually an '06.
    Posts
    713
    Here is a PACT deck that works REALLY well:

    If you are new to Multiplayer and want to give it a shot i would suggest base off this(this is only the BASE unit, often the variants are what matter):

    Log:

    BRDM-2U (4x available and armored)
    FOB
    MI-26 (half a FOB cargo)
    T813

    Recon:
    MI-2 (take US or URN)
    Mi-9
    UAZ-469 (take KPV or AGS, use only base unit as aa spotter etc)

    Tank:
    T-62 (the SHEKSNA SALH versions are very very good for defensive positioning)
    T-64A (very good all around tanks with very strong atgm for this price)
    T-80 ( best tanks in game, A is best buy, U is best tank)

    Infantry:
    4VPZU+Mi-8T (good forward scout)
    Motostrecli(Czech)+OT-62 Topas (here only use the TOPAS 2A)
    Motostrecli(Czech)+OT-64 SKOT-1 (here only use SKOT 2, this is your fast forward roadrush inf)
    Piechota Zmech+ OT-62 Topas (here only use the TOPAS 2A)
    Spetsnaz+Mi24A (great inf and brilliant choppers)

    Support:
    2K12 KUB (only top one or second from top, use in paris as VERY strong area denial AA)
    M53-59 Praga (Strop2 as AA that can follow the DANA race, only reason for this unit is the combo of speed+fuel+can keep up with king dana)
    9K33 OSA (use AKM as your active forward AA, use AK for crap units)
    Dana ( always get 2 and preferably 4, use them VERY mobile, do not park next to FOB, for that there is MALKA. Run danas behind your main force, ensuring that arty is VERY accurate with very short flighttime, can anihilate enemies in no time, most powerful arty if used that way. Use strop2 as AA defense and mi26 to supply, relocate ALL the time after shooting)
    Tos-1 Buratino ( sometimes one burrito can be very very useful in shotgunning that forest across the bridge where you KNOW you will get 100s of points)

    Vehicle:
    BMP-1 ( most important vehicle here is the bmp-1p, very good atgm for cheap with an APC chassis)
    MT-LB Shturm-S ( 1-2 with a defensive tank position will make the enemy cry)
    UAZ-469 SPG-9 (use the konkurs only as cheap atgm rusher)

    Helo:
    Mi-28 HAVOC (pewpewbest)
    Mi-8T (very nice options here, see yourself)
    Last edited by metacannibal; July 11 2012 at 09:42:52 AM.

  2. #722

    Join Date
    April 9, 2011
    Posts
    337
    Quote Originally Posted by metacannibal View Post
    Here is a PACT deck that works REALLY well:

    If you are new to Multiplayer and want to give it a shot i would suggest base off this(this is only the BASE unit, often the variants are what matter):

    Log:

    BRDM-2U (4x available and armored)
    FOB
    MI-26 (half a FOB cargo)
    T813

    Recon:
    MI-2 (take US or URN)
    Mi-9
    UAZ-469 (take KPV or AGS, use only base unit as aa spotter etc)

    Tank:
    T-62 (the SHEKSNA SALH versions are very very good for defensive positioning)
    T-64A (very good all around tanks with very strong atgm for this price)
    T-80 ( best tanks in game, A is best buy, U is best tank)

    Infantry:
    4VPZU+Mi-8T (good forward scout)
    Motostrecli(Czech)+OT-62 Topas (here only use the TOPAS 2A)
    Motostrecli(Czech)+OT-64 SKOT-1 (here only use SKOT 2, this is your fast forward roadrush inf)
    Piechota Zmech+ OT-62 Topas (here only use the TOPAS 2A)
    Spetsnaz+Mi24A (great inf and brilliant choppers)

    Support:
    2K12 KUB (only top one or second from top, use in paris as VERY strong area denial AA)
    M53-59 Praga (Strop2 as AA that can follow the DANA race, only reason for this unit is the combo of speed+fuel+can keep up with king dana)
    9K33 OSA (use AKM as your active forward AA, use AK for crap units)
    Dana ( always get 2 and preferably 4, use them VERY mobile, do not park next to FOB, for that there is MALKA. Run danas behind your main force, ensuring that arty is VERY accurate with very short flighttime, can anihilate enemies in no time, most powerful arty if used that way. Use strop2 as AA defense and mi26 to supply, relocate ALL the time after shooting)
    Tos-1 Buratino ( sometimes one burrito can be very very useful in shotgunning that forest across the bridge where you KNOW you will get 100s of points)

    Vehicle:
    BMP-1 ( most important vehicle here is the bmp-1p, very good atgm for cheap with an APC chassis)
    MT-LB Shturm-S ( 1-2 with a defensive tank position will make the enemy cry)
    UAZ-469 SPG-9 (use the konkurs only as cheap atgm rusher)

    Helo:
    Mi-28 HAVOC (pewpewbest)
    Mi-8T (very nice options here, see yourself)

    Thats a reasonable deck but I would suggest a few changes.

    Firstly the t-62 is pretty bad. Its overpriced, has no armor and even the sheksna is only marginally better than the bastion now. I would suggest the t-55 as a cheap atgm replacement, ( T-55amv-1 is hands down the best value tank in the game ) , if your t-55s die you can then move onto t-64Bs or bms as an atgm platform, or even use konkers jeeps. Vetted T-55s ( 2 or 4 chev depending on cash ) can be a great attacking screen for you more expensive forces too.
    Your infantry choices are bad though. The VPZU are a great choice as is the recoliless topaz apc but having 2 of the same infantry types taking up 2 slots in your deck is dumb. You have pretty limited availability and having either vysidkirai or schutzen ( no idea how to spell ) as shock troops is win esp with the flamethrower changes. You also really need konkers infantry in there for cityholding / ambushing and igla teams as a cheap fast AAA unit ( you can get 2 igla teams for 1 strop and its the same missile system )

    Rest of the deck is fine though, personally I prefer the malka to the dana but thats just my opinion.
    Last edited by Shaftoes; July 11 2012 at 12:09:39 PM. Reason: SPELLING

  3. #723
    metacannibal's Avatar
    Join Date
    April 12, 2011
    Location
    Actually an '06.
    Posts
    713
    Generally i think you play this game vastly different to the way suggested with above Deck, its only tailored to a playstyle with the specific instructions.
    It is not an open battle stand your ground deck, its a deck optimized for mobile and agressive gameplay with alot of maneuver.

    Quote Originally Posted by Shaftoes View Post

    Firstly the t-62 is pretty bad. Its overpriced, has no armor and even the sheksna is only marginally better than the bastion now.
    Range > *, thats not a marginal difference.


    Quote Originally Posted by Shaftoes View Post
    Your infantry choices are bad though. The VPZU are a great choice as is the recoliless topaz apc but having 2 of the same infantry types taking up 2 slots in your deck is dumb. You have pretty limited availability and having either vysidkirai or schutzen ( no idea how to spell ) as shock troops is win esp with the flamethrower changes. You also really need konkers infantry in there for cityholding / ambushing and igla teams as a cheap fast AAA unit ( you can get 2 igla teams for 1 strop and its the same missile system )
    Here is why i know you play this game vastly different. There are no 2 of the same infantry types, they are a pawn pool, either with fast transport or with more robust slower at transport. There is ZERO intention of infantry to be able to HOLD a city or proactively kill anything.
    The ONLY purpose of infantry is to distract, block, buy time to allow the creation of a local force concentration in the offending flank. If they kill a few tanks fine, if not, no problem, they will have bought enough time to allow me to curbstomp that enemy with overwhelming combined arms.

    Quote Originally Posted by Shaftoes View Post
    igla teams as a cheap fast AAA unit ( you can get 2 igla teams for 1 strop and its the same missile system )

    Rest of the deck is fine though, personally I prefer the malka to the dana but thats just my opinion.
    So how is an igla team supposed to follow a dana troop on the road? Which is exactly the purpose outlined.
    You need to move your arty around alot to shotgun funny atgm infantry out of towns or forests. Once you have the "fast arty between 3-5km" worked out there is no need for fancy infantry attacks, you beat the enemy via superior firepower out of his reach, reliably and wherever he is. Which is why Malka etc will not work (and will often get counterfired).

  4. #724

    Join Date
    April 9, 2011
    Posts
    337
    Quote Originally Posted by metacannibal View Post
    Generally i think you play this game vastly different to the way suggested with above Deck, its only tailored to a playstyle with the specific instructions.
    It is not an open battle stand your ground deck, its a deck optimized for mobile and agressive gameplay with alot of maneuver.

    Quote Originally Posted by Shaftoes View Post

    Firstly the t-62 is pretty bad. Its overpriced, has no armor and even the sheksna is only marginally better than the bastion now.
    Range > *, thats not a marginal difference.


    Quote Originally Posted by Shaftoes View Post
    Your infantry choices are bad though. The VPZU are a great choice as is the recoliless topaz apc but having 2 of the same infantry types taking up 2 slots in your deck is dumb. You have pretty limited availability and having either vysidkirai or schutzen ( no idea how to spell ) as shock troops is win esp with the flamethrower changes. You also really need konkers infantry in there for cityholding / ambushing and igla teams as a cheap fast AAA unit ( you can get 2 igla teams for 1 strop and its the same missile system )
    Here is why i know you play this game vastly different. There are no 2 of the same infantry types, they are a pawn pool, either with fast transport or with more robust slower at transport. There is ZERO intention of infantry to be able to HOLD a city or proactively kill anything.
    The ONLY purpose of infantry is to distract, block, buy time to allow the creation of a local force concentration in the offending flank. If they kill a few tanks fine, if not, no problem, they will have bought enough time to allow me to curbstomp that enemy with overwhelming combined arms.

    Quote Originally Posted by Shaftoes View Post
    igla teams as a cheap fast AAA unit ( you can get 2 igla teams for 1 strop and its the same missile system )

    Rest of the deck is fine though, personally I prefer the malka to the dana but thats just my opinion.
    So how is an igla team supposed to follow a dana troop on the road? Which is exactly the purpose outlined.
    You need to move your arty around alot to shotgun funny atgm infantry out of towns or forests. Once you have the "fast arty between 3-5km" worked out there is no need for fancy infantry attacks, you beat the enemy via superior firepower out of his reach, reliably and wherever he is. Which is why Malka etc will not work (and will often get counterfired).
    Trust me, I have extensively tested the t-62 and its just not worth the points. It has no armor and no fuel and is slow as hell. Once it has fired its 5 atgms it is essentially dead weight and even if you manage to resupply it, fuel will eat up a fair bit of the % of resupply. At best its a base defense tank and not even remotely an attacking one. In T-62M vs T-55amv-1 the t-55 wins hands down. AS for the -V and the -1 t-62 there are better, quicker alternatives for far less cost, like the shturm, pretty much any konkers platform and the bmp 2. There are also better general medium tanks for the points like the t-72A, the t-64BM and the vanilla T-80.

    As for the role of infantry in wargame I do think we have vastly different ideas. I see infantry as my main attacking force, sometimes in a throwaway fashion ( like the czech in the topaz 2 ) but I also need infantry to hold ground with and play defensively for which I employ my expensive shock infantry groups. With the flamethrower nerf you need a combination of shock infantry AND arty to clear a forest. as after the first shells start getting lobbed at the forest the guy getting shelled will simply move the infantry out of the way and resupply with nearby logi. You are entirely incorrect about atgm infantry and iglas though. How do my igla teams defend my mobile arty? Simple, they unload from their transports and simply start firing until the heli is either dead or out of range until my buk can get into position to kill it. I normally have 4 igla teams and 1 buk with my armor which gives me roughly the same firepower as four strops for half the cost. I stopped using strops simply because something like an apache killed the strop before it could even fire and I could not afford to bleed 50 point units anymore. As for konkers teams you can use them as a cheap unit that can kill anything at extreme range in a fast transport. so you can just dump them in a forest near the front line and have them fire away or behind your tanks providing supporting fire.

    EDIT: I tested if infantry of the same type come from the same availability and can confirm with 100% certainty that this is indeed the case. So if you deployed 8 topaz czechs and 8 skot czechs out of a pool of 24 then you would only have 8 remaining from either type

    EDIT 2 : I forgot to mention malkas vs danas. Its really personal preference as both do the job but for me, malkas launch the bigger shell and can oneshot unarmored cvs despite requiring supply micro and being much slower. I use them in the same role as you use your danas as a mobile arty battery that hits hard and then moves.
    Last edited by Shaftoes; July 11 2012 at 01:55:14 PM. Reason: moar stuff and formatting

  5. #725
    Xiang Jiao's Avatar
    Join Date
    April 9, 2011
    Posts
    5,982
    Just got this game last night and I've played a mission or two. The biggest barrier so far to understanding and enjoying this game is the UI. I keep fiddling with the options and I can't get get the results I want. I simply want to be able to drag select units with the left mouse button and command them to deploy with the left a la Starcraft. The closest I can get it is left click drag but deploy is also left mouse so I accidentally tell the last units to move where the next batch I want to select is. It's very frustrating. Also, sometimes, I noticed that units won't respond to commands at all. They just sit there and don't move and get raped silly. I figured the tutorial (single player) would cover all the basics, but I'm left scratching my head here.
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


  6. #726

    Join Date
    April 13, 2011
    Posts
    1,068
    Units have fuel/ammo etc if they run out your commands won't do a thing.

  7. #727
    Xiang Jiao's Avatar
    Join Date
    April 9, 2011
    Posts
    5,982
    Quote Originally Posted by Torashuu View Post
    Units have fuel/ammo etc if they run out your commands won't do a thing.
    Ok, that seems like common sense. I thought it was the FUBAR UI dicking with me. How do I make the mouse commands less frustrating?
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


  8. #728
    Movember 2011 RazoR's Avatar
    Join Date
    April 10, 2011
    Location
    The Motherland
    Posts
    7,452
    By being less terrible.

  9. #729

    Join Date
    April 9, 2011
    Posts
    2,347
    Why would you ever want both select and command to be left mouse? Select is left, command is right, this is basic RTS stuff.

    Units can be stunned, panicked, and other states that effect how they behave. Their status is shown at the bottom and yes it was covered in the Tutorial.
    Quote Originally Posted by Devec
    Cool09 is the cancer that is corrupting our society and poisoning our children.

    WoT: Redglare[VPG]

  10. #730
    Xiang Jiao's Avatar
    Join Date
    April 9, 2011
    Posts
    5,982
    Quote Originally Posted by Cool09 View Post
    Why would you ever want both select and command to be left mouse? Select is left, command is right, this is basic RTS stuff.

    Units can be stunned, panicked, and other states that effect how they behave. Their status is shown at the bottom and yes it was covered in the Tutorial.
    That's what I wanted; select left and command right but somehow I had select and command on the same button (left) which was messing me up whenever I would go to select a new set of units. I got it all sorted out now. Figuring out how to manage and corral units and my next hurdle. They really do like to act on their own sometimes.
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


  11. #731

    Join Date
    April 9, 2011
    Posts
    2,347
    Ahh that makes more sense.
    Quote Originally Posted by Devec
    Cool09 is the cancer that is corrupting our society and poisoning our children.

    WoT: Redglare[VPG]

  12. #732
    metacannibal's Avatar
    Join Date
    April 12, 2011
    Location
    Actually an '06.
    Posts
    713
    Quote Originally Posted by Shaftoes View Post
    EDIT: I tested if infantry of the same type come from the same availability and can confirm with 100% certainty that this is indeed the case. So if you deployed 8 topaz czechs and 8 skot czechs out of a pool of 24 then you would only have 8 remaining from either type

    EDIT 2 : I forgot to mention malkas vs danas. Its really personal preference as both do the job but for me, malkas launch the bigger shell and can oneshot unarmored cvs despite requiring supply micro and being much slower. I use them in the same role as you use your danas as a mobile arty battery that hits hard and then moves.

    I can confirm this, they eat away from each others supply. Have to make sure to have the deck stacked accordingly, aka not in the way the deck is laid out above. Dana vs Malka is a different role, you cant play arty shotgun with malka, its too slow.

  13. #733
    dzajic's Avatar
    Join Date
    June 15, 2011
    Posts
    2,374
    Sorry for bumping and if its been asked and answered 20 times already.

    Playing campaign. Can I sell or upgrade units? When I unlock new models I can only purchase noob units. And missions always start me with puny command jeeps, can I replace them with unlocked APC command vehicles or was that a wasted star?
    JagdTiger, JadgPanther, StuG III, Marder II, IS-8, KV-13, KV-1, KV-1s, T-150, Type59, T-34, M103, E-100, E-50, E-50M, PzKwIV, VK36, T34, M24, T-50-2, T54, M7 Priest, VK28, T25/2, M18, T49, M8A1, Tetrarch, T-127, T82

  14. #734
    Dahak's Avatar
    Join Date
    April 9, 2011
    Location
    Chelyabinsk-40
    Posts
    2,599
    Bought this for the Steam summer sale, just started playing. I am bad, but massing tanks with arty and helo gunship support is fun. I get the feeling that it wouldn't be particularly useful in a multiplayer match, though.

  15. #735
    metacannibal's Avatar
    Join Date
    April 12, 2011
    Location
    Actually an '06.
    Posts
    713

  16. #736
    metacannibal's Avatar
    Join Date
    April 12, 2011
    Location
    Actually an '06.
    Posts
    713
    Quote Originally Posted by dzajic View Post
    Sorry for bumping and if its been asked and answered 20 times already.

    Playing campaign. Can I sell or upgrade units? When I unlock new models I can only purchase noob units. And missions always start me with puny command jeeps, can I replace them with unlocked APC command vehicles or was that a wasted star?

    Quote Originally Posted by Dahak View Post
    Bought this for the Steam summer sale, just started playing. I am bad, but massing tanks with arty and helo gunship support is fun. I get the feeling that it wouldn't be particularly useful in a multiplayer match, though.
    Play Multiplayer, make sure to call the game "under level 10" or something. Always use the cheap armored commands in multiplayer, never jeeps.

  17. #737
    Donor Alena Redruth's Avatar
    Join Date
    April 10, 2011
    Posts
    57
    Had a lot of fun playing multiplayer the first 2-3 weeks after release until the t34-85/flakpanzer rushes showed up. Anything changed?

  18. #738
    fuck entrox Donor Jason Marshall's Avatar
    Join Date
    April 12, 2011
    Location
    Juneau, AK
    Posts
    6,189
    Quote Originally Posted by Alena Redruth View Post
    Had a lot of fun playing multiplayer the first 2-3 weeks after release until the t34-85/flakpanzer rushes showed up. Anything changed?
    gun based AA feels super nerfed.

  19. #739

    Join Date
    April 9, 2011
    Posts
    2,347
    Never used gun AA to begin with :P

    BUK for pact and vetted chaparrals for NATO.

    Even scout choppers testing the water at 4k are screwed.
    Quote Originally Posted by Devec
    Cool09 is the cancer that is corrupting our society and poisoning our children.

    WoT: Redglare[VPG]

  20. #740
    metacannibal's Avatar
    Join Date
    April 12, 2011
    Location
    Actually an '06.
    Posts
    713
    Quote Originally Posted by Alena Redruth View Post
    Had a lot of fun playing multiplayer the first 2-3 weeks after release until the t34-85/flakpanzer rushes showed up. Anything changed?
    That was never effective to begin with.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •