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Wargame: European Escalation

  1. #151
    I would swap out your Starships and Sheridans for the Leopard A1 line. They're cheap and have 5 variants so you have access to a very large amount of light tanks to screen your heavies.

    I would get rid of the Bradleys entirely in your infantry tree, they just cost to much and you are going to use infantry you generally want tons of them. I use the very cheap M113 (at the lowest tech costs only 5 supply) so I can mass infantry for pushes through forests. Another very good vehicle is the TPz Fuchs, which has an OK armament but is insanely fast, 105mph, compared to the m113s paltry 40 mph or the bradley's 65mph. A couple of Pgrens of jagers in fuchs at the start of the game can rush very quickly and take up strong forward positions.


    Lastly I would swap out your M125A1 mortar for the AML 60, which gives you a mortar and access to the fantastic AML 90 Lynx.

    ----------

    btw, the #1 ladder player "tigga" usually has a livestream up and running here: http://www.livestream.com/tgapples

    I've been learning quite a bit from him.

  2. Forum Subscriber  #152
    I'm busy reading the rules for a Spiral Knights Fashion Contest Afoxi's Avatar
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    Revised list.

    Logistics 5/5
    M577 CPC (Armored Command)
    UH-1A (Fast Command)
    Super Chinook (Bulk supply)
    HEMTT (Armored Supply)
    Puma (Fast Supply) (can be removed/exchanged)

    Recon 3/5
    ERC-90 SAGAIE (Light Tank/Recon)
    M3 Bradley CFV (IFV/Recon)
    OH-58C Kiowa (Heli/Recon)

    Tanks 5/5
    Challenger 1 (Flagship Heavy)
    Leopard 1
    Leopard 2 (Fast Heavy Tank)
    M551 Sheridan (Fast Tank)
    M60A2E1 Starship (Cheap Medium Tank)

    Infantry 5/5
    PzGrenadier + Fuchs (ATGM)
    Stinger + M113 (AA Infantry)
    Riflemen + M113 (LAW Infantry)
    Riflemen + M2 Bradley IFV (LAW Infantry)
    Green Jackets + Lynx AH.1 (Recon/Elite)

    Support 5/5
    M109 Paladin (General Purpose Artillery)
    M163 Vulcan (Heli flood prevention)
    M48 Chapparal (Long Range SAM, Anti ATGM Heli)
    AMX 30 Roland (Accurate SAM)
    AML 60 (HOW DID I NOT NOTICE THE LYNX VARIANT)

    Heli 2/5
    AH-1S Cobra (Heavy Ground Attack)
    UH-1M Heavy Hog (Cheap Ground Attack)




    Alternate choices:
    Lynx AH.1 TOW (AT Heli)
    OH-58C/S (AA Heli)
    AH-64 Apache (Shits and Giggles)
    AMX-32 (Replace either Leopard 2 or Challenger, depending on mood)

    Sheridans and Starships are staying especially the Starship because... fucking Starship.
    E=mc^(OMG)/wtf

  3. #153
    better. Can't believe I didn't notice before, but swap out your paladins for the AMX AuFI. The AuFI has a bit smaller range and costs a bit more (100 vs the paladin's 85) but is crazy accurate and has double the paladin's rate of fire. Far and away the best NATO tube artillery unit in the game.

  4. Forum Subscriber  #154
    I'm busy reading the rules for a Spiral Knights Fashion Contest Afoxi's Avatar
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    Considering how many stars it takes to unlock the Paladin, I think that change can be considered done.

  5. #155
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    I'd def get Jagers in a Fuchs for good LAW infantry. They're cheap, they're fast, they pack a punch, and you can have a crapload of them.

    I def like the Starship for certain situation, it's lovely for longer range anti inf too.

    I haven't tried the Very Good optic Helis, and I know one of you commented on it before, but how big is the difference between it and the Exceptional?

    And ffs, since yesterday, I've been having terrible luck with my infantry. Most often they get 2-3 shotted by cheap tanks from max distance, unless they're really deep in the forest but then I don't have a line of sight.

    I'd probably go Pact 99% of the time if they had a mortar, oh how I love that mortar. I have to post my list later or tomorrow to get some feedback on it, I often seem to lack in the cheap department against tanks, jeeps don't cut it anymore 90% of the time, the same goes for Wiesels. I still also haven't managed to take out heavy arty positions with anything fast and mobile that you can flank with. Either they have Helis there and I die due to lack of AA, BMPs with slice through my lightly armored vehicles, AA stunlocks me (But okay, I haven't tried it too much since the patch).

  6. #156
    so I just had the pleasure of watching a pack of Havocs smash my M1A1s into pretty bits in a ranked game. Luckily for me he didn't press his advantage after killing two of the three I had (probably due to the SAMs that took out 1 havok and severely damaged another) or I probably would have lost.

    Instead he was nice and let me buy lots and lots more SAMs, so by the time he made his push I had the entire area blanketed. His Havoks go down after getting a 3rd M1A1, and my last tank wipes the floor with all his t-62s, bmps, etc.

    btw there's a rudimentary replay upload site here: http://weereplays.com/index.php?page=replays
    that somebody set up. It's brand new, so not much there, but it looks like some better players post.

  7. #157
    So... I just played a game where someone sat at their first point with 6 tube artillery pieces, 2 small MLRS, at least 4 hinds, some infantry, 2 tunguskas and a sent a handful of recon units forward slowly. anything that wasn't a heavy tank got killed in the first barrage, heavy tanks panicked and routed then ate ATGMs. My entire game was spent looking for jeeps, buying more ammo for chaparrals that didn't explode instantly. literally nothing I could do because the recon helicopter can just run away, and whatever shot at it gets murdered by stheel rheeen.

    Artillery needs to be changed.

    If artillery fires more than 4 shots from the same location(location being defined as 150m radius) it should become visible until it moves out of that radius, and if it fires 6 times it should be able to be fired on as if it were spotted until it moves. People should be forced to relocate their artillery, and counter battery should be viable without committing equal amounts of points into artillery, while ninjaing recon elements into their fucking spawn.

    The current metagame of whack-a-mole is incredibly frustrating and makes for poor gameplay. It's also not realistic in the slightest, because NATO and the WP have radars specifically designed to track and accurately estimate the origin of incoming artillery rounds.

  8. #158
    Infid, was this a team game or one on one? Did you save the replay?

    One thing I've figured out is that a lot of people are way too passive and will sit still or fall back under a constant hail of artillery instead of doing what they should be doing, which is attacking. Artillery is expensive both in the units themselves and in the multiple FoBs you're going to need to keep the rain coming. The second I see lots of artillery I know that my opponents lines are likely weak and able to be broken, punch through their lines with a tank platoon and you can do some real nasty damage in their back lines before they stop you. The longer you wait to do that however, the stronger their defensive lines get and the more casualties you incur to their barrage.

    That said, I would not mind counter-battery radar in the game.

  9. Gamers Lounge Senior Member General Discussions Senior Member  #159
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    see. you say that. but anything that doesnt die to STEEHL RHAIN is going to gut stunned by tunguskas and eaten by infantry.
    since map controll doesnt -actualy- seem to mean squat. camping is.. probably best tactic.

  10. #160
    I didn't save the replay, we ended up in a draw. Mainly because we beat the other two players, and got an amazing infantry flank on the left hand player.

    The problem was the helicopters, combined with the insta rape of my AA bubble. I killed like 5 of them, but they easily made their points back on my Leo2's.

  11. #161
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    Having territory matter would at least help, though infi's suggestion would be best. I'm disappointed in how capturing territory is marginal at best.

  12. #162
    Member Busby's Avatar
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    see. you say that. but anything that doesnt die to STEEHL RHAIN is going to gut stunned by tunguskas and eaten by infantry.
    since map controll doesnt -actualy- seem to mean squat. camping is.. probably best tactic.
    Man, you need use faster tanks and be willing to spend units to take units. So long as you kill the arty, you will come out on top. Arty is not cheap, at all. So what if you lose half your units to arty barrages and what few defences there is, he has nothing left. Just spread out and then run the bastard over.

  13. #163
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    Oh man, Zippo's rule. Every game that I've had them, defensive wise, they killed 7+ tanks (random, doesn't matter how heavy they are) each.

  14. #164
    Yeah, I really wish income from forward points was attributed to your score at least at the rate of income for a single player. Attrition + objective based victory would force people to attack if they lost map control, but not just throw units around.


    Also, they need warnings when either side has 50%, 75% and 90% of points required for victory. A lot of the time the game just seems to end and everyone is like... Oh.

  15. #165
    Member Busby's Avatar
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    I'd rather not have territory count towards score. IMHO what makes Wargame so unique and fun is that you can be too successful. I had a game today that, despite PACT nearly completely wiping me out and being really close to our FOBs and killing most of my team mates units, we managed to pull them to a draw. While the massive clumps of tanks and AA murdered anything that got too close, they ran out of fuel, and my team cut off there supply trucks and helos and ran free in their back field while the super blobs where stuck in the middle of the map, unable to do anything but eat mortar fire.

  16. #166
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    I'm pretty sure control points count towards victory score, at least in the end screen. For some reason, the last round I played, we had more kill points, but the round ended before meeting the requirement, so I was like, eh? Then I looked at the actual scores, and it seemed to add the control points the other team had and made them win.

    Might have seen it wrong, but I'm pretty sure that's what happens.

  17. #167
    My current favourite unit are the US mortar carriers. Fast, powerful, and holding a large amount of ammo (about 80 shots each), these things are cheap, short-ranged artillery. They're perfect for pounding enemy positions and avoiding arty-hate at the same time. They're also more accurate then artillery.

  18. #168
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    Yea, I totally love mortars, so sad that Pact doesn't have them.

    I've been trying out the AML 60 in comparison, they just don't seem to do it. I can't kill anything with it, while my mortars totally used to clean house.

    I almost have my dream deck together.

  19. Forum Subscriber  #169
    I'm busy reading the rules for a Spiral Knights Fashion Contest Afoxi's Avatar
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    Best things I have ever put in my deck:

  20. #170
    Artillery and helicopter spam is really starting to take its toll on the game, I'm seeing more and more games where the entire team just quit if they see a pack of helicopters. While you can hold ground it's near impossible to push into territory held by helicopter packs, none of the AA can survive artillery and get into position. Spamming helicopters just makes more sense when all the ground vehicles are overly vulnerable to artillery. You can lazily blob helicopters all you want you don't have to worry about artillery crippling the lot of them.

  21. #171
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    Yup Afoxi, same goes for the US variant with 10 accu. I don't know how many times that little thing saved my ass.

    But I agree, some Arty spam is pretty OP, where you literally can't do anything at all to counter it.

  22. #172
    Member Busby's Avatar
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    There is nothing OP about Helo and Arty spam. If you don't spend all your points at the start (keep what you where going to spend on CVs in reserve) until your scout helicopter (you are using one of those, right?) seems what the other team's composition is, then if your starting units can deal with it call in the CVs, and if it is an attempt at cheese, build the appropriate counter. Heli spam? Call in AA guns and SAMs, spread them out, and move forward with them. Arty spam? Call in fast, hard hitting units, spread them out, charge there FOBs, don't stop moving, and kill any spotting recon units. The only time that doesn't work is on Hell's Highway, which is a terrible map for 4v4 anyway.
    Last edited by Busby; 19th Feb 12 at 5:01 AM.

  23. Forum Subscriber  #173
    I'm busy reading the rules for a Spiral Knights Fashion Contest Afoxi's Avatar
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    With Hell's Highway I've had luck ambushing artillery with heli deployed Spetznaz and Green Jackets.

  24. Gamers Lounge Senior Member General Discussions Senior Member  #174
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    i make it a habit to heli-deploy a single green jacket or something at the very star of the enemys deploy route. ive caught a giant batch of 12 trucks that way. hillarious.

  25. #175
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    Is there a reason you use Green Jackets over 2e Rep Famas? The french have better stats and are cheaper. Or even Delta Force, they got the best stats out of them all. Only difference between Spetz and the Nato elites is, they got HE rocket and locker range, not AP ones.

    Edit: I just saw, the Delta Force has worse optics, but either way, the comparison from the French with the UK still stands.

    Edit2: Here is my NATO list:

    Logistics
    • M577G (Armored Command)
    • FOB
    • HEMTT (Armored Supply)
    • SA.330L Puma (Air Supply)


    Recon
    • ERC-90 Sagaie (Armored Recon Flanker)
    • Gazelle AH.1 (Exceptional Air Recon)
    • M151A2 MUTT (Light stationary Recon)


    Armor
    • AMX-30B2 (Cheap Medium Anti-Tank Tank)
    • Leopard 1A1 (Cheap buffer Tank)
    • M60A1-3 Patton (Cheap Medium buffer Tank) <-- Can be thrown out, not sure yet.
    • M60A2E2 (Cheap Medium Anti-Light/Infantry Tank)


    Infantry
    • 2e REP FAMAS + SA 330B Puma (Elite Air Recon/Infantry)
    • ATGM Milan F2 + VAB (Fast AT Infantry)
    • Green Jacket + FV103 Spartan (Elite Fast Infantry)
    • Jager + TPz Fuchs (Cheap, Fast, Defensive Infantry)
    • Riflemen + M113 (Ultra Cheap Defensive Infantry) <-- Can be thrown out, barely use them, unless I'm out of Jagers.


    Support
    • AMX AuF1 (Main Artillery) <-- Barely gets used, I mostly rely on Mortars.
    • AMX-30 Roland (Main AA in packs of 2)
    • M125A1 (Mortar Artillery) <-- I tried the AML 60, but it hasn't seemed as effective as this one for some reason, maybe the shell size.
    • M48A1 Chaparral (Long Range AA, always max Vet, in packs of 2)


    Vehicle
    • M132 Zippo (Defensive Napalm Tank) <-- Amazing Infantry support.
    • M151A2 I-TOW (Cheap ATGM Jeeps) <-- Almost always pay off, good to flank or support with.
    • Wiesel 1 TOW (Cheap ATGM Defensive Tank)


    Air
    • AH-1S Cobra <-- It's been useful to have in the deck at times, but runs out of ammo way too fast.
    • UH-1C Heavy Hog <-- Haven't really used it at all though, might drop it.



    Thoughts?
    Last edited by timbab; 19th Feb 12 at 12:02 PM.

  26. #176
    Does anyone else feels defending a position pays of more than attacking one? Especially if the other team barely has any artillery.
    I just had a 3v3 on Hell's Highway where, me as NATO, took the left side of the map.
    My forces consist mostly of infrantry and AA, and I spread them out in forests and hedges.
    In this particulair game my oppenents were around my level and one was higher.

    I simply hid all my forces and slowly crawled forward through the trees.
    In the end I got over 4000 kills and losing only around 900.
    It feels as if you need a minimum of 3:1 when attacking a position, even if it's a badly defended one.

    In the end I did feel like I should have been attacking more, but then I could as well lose the upper hand.
    I got a replay if anyone would like to take a look.
    Last edited by Wize; 19th Feb 12 at 12:37 PM. Reason: spelling mistakes etc

  27. #177
    Member Busby's Avatar
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    @ Timbab;

    The only thing that concerns me is the lack of triple A on that list. You should consider throwing Flack Panzers or at least Vulcans in. Missile AA is great but if the helos get in close you are screwed. They are also useful for giving infantry a hard time. Dump the Hogs for sure though. For 40 points you might as well buy the basic Cobra which is better in every way. I'd post my NATO and Pact list, but my NATO list was never complete and the BASTION nerf has really hurt my Pact list, more then I thought it would. T-55s just don't really cut it any more as your heaviest tank.

  28. #178
    T72B's are pretty boss replacement for the tanks hit hard by the bastion nerf. Guns wipe the floor with anything but the Leo2, Challenger and the M1, and with vet 2 the atgms are effective against even those. Keep a Kolos around and they can hold even numbers of M1's and Leos; they also have good operational range and are pretty quick.

  29. #179
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    Yea you have a point there, with the triple A. On my Pact deck I have the lovely Tuguska's, obviously, too bad there really isn't an equivalent. Got any experience with the Vulcan's? The range kind of worries me, and if Flakpanzer, the basic ones? Or the advanced ones?

    Also, opinion on the AA or ATGM choppers? They hover in the 40-60 point range, I'm just worried of enemy AA, especially BUK's.

    I'll post my Pact deck tomorrow, it's pretty light like my NATO deck, for that the T55s still suit me fine, especially for the price, but overall the deck is far from polished, I play too much NATO. I'm pretty happy with my NATO deck, even though, BMP or Tank heavy armies still can be a problem, still thinking of a 'wonder unit', like one that feels like it's missing, but I can't put my finger on it. I thought about maybe M1A1s, but they cost so damn much.


    @Wize, choppers just die like flies if you got a few Vet BUK's or Chaparral's. Someone I play with used 4 or 8 Chap's once when we encountered an Arty/Heli heavy army, we were bleeding pretty hard, before we thought we'd lose, the Heli guy went in hard on one of our flanks and the Chap's just annihilated them. Hard. Boosted our points by like 1.8-2.5k lol, in less than 15 seconds.

    But arty is still a total pain in the ass. The times I try to drop Elite Inf into the forests, for example on Hell's Highway, they just get totally nuked when they start attacking/being spotted by units in the forest, or AA rapes them. Heli's are useless most of the time, due to heavy AA protection, fast armored recon flanking is so/so too, you can get some kills, but you'll lose your whole flank due to BMP's, AA, inf or new reinforcements. Doing a long flank with tanks is still shaky, due to, if they get spotted before you get into any real shooting range, you're totally screwed. Haven't tried too much counter arty though.

    Defending is my usual aim and once I got some defenses down, I just flank and stab. The only time when I actually push is if I got support from team mates. Shelling forests prior, good recon, perhaps Napalm and flanking are key in attacking, but yea it is harder, it sure isn't as easy as sittin in a forest with cheap Jagers and a Zippo, taking out targets one after the other that are worth like double or triple the points.

  30. #180
    Does anyone else feels defending a position pays of more than attacking one? Especially if the other team barely has any artillery.
    It depends honestly. You can make a strong defensive position with a few units and make any attacker pay dearly if he makes an ill advised attack. But a well done attack that breaks your lines and pushes into your backfield can very much be worth it, particularly if you take out AA or command vehicles.

    My usual doctrine right now is to put light screening forces everywhere with a heavy focus on recon, identify a likely weak point in my enemy's defensive line, and then attack with a large mixtures of Light/heavy armor. Almost always I'm able to at least deal as much damage as I take, it's just a matter of focusing enough firepower at the right spot.

  31. #181
    Member Caesar's Avatar
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    It's not about defending or attacking. It's about looking for opportunities and striking. The context is important.

  32. #182
    Member Busby's Avatar
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    Got any experience with the Vulcan's? The range kind of worries me, and if Flakpanzer, the basic ones? Or the advanced ones?
    Not with the Vulcan, but stats suggest the short range is compensated for by being extremely murderous. With the Flakpanzer, I only buy the best one. The extra range, accuracy, and stabilizer is well worth the price.

    Also, opinion on the AA or ATGM choppers? They hover in the 40-60 point range, I'm just worried of enemy AA, especially BUK's.
    I actually used the American AA helo for a while in my NATO deck as a stand in for a Roland 2. They do work rather well for countering sniping Hinds and Havocs and hunting down scouts or supply helicopters, and they are fast enough that when they run out of AA missiles then can fly back to your FOB, resupply, and get back into the air quicker then you can resupply a AA gun, and be safer doing it. But like any helicopter you need to watch them like a hawk, especially as they use shorter range missiles. But they do not replace SAMs.

  33. #183
    I'm looking to upgrade my NATO tanks, or at least buy some heavy armor, and I'm wondering what people's opinions are on the Leopard 2 versus the M1A1.

    Also, charging French infantry through the woods to kill enemy armor on the other side = epic. 3 upgraded T-62s destroyed in seconds.

  34. #184
    The MALKA is officially broken. literally twice as good as it's Nato equivalent, for 15 points more.

  35. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #185
    Looks increasingly tempting. Is the mandatory Steam service also responsible for MP functionality? After the experiences with a recent Relic title, I aim at avoiding RTS games that rely on this system.
    One step closer to the end of the decadent Eldar race.
    [...] the reason we don’t like DRM solutions is because they punish the innocent and they have to jump through all these hoops. We don’t want to do that [...]

  36. #186
    Quote Originally Posted by sporty View Post
    Looks increasingly tempting. Is the mandatory Steam service also responsible for MP functionality? After the experiences with a recent Relic title, I aim at avoiding RTS games that rely on this system.
    No it has it's own proper multiplayer service.

  37. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #187
    Thank you. Came up with another question while searching for a good price, does the UK have a retail option? Cheap imports are my primary source for new releases, and while the local retail price is decent, I wouldn't mind it being a bit lower still.

  38. #188
    Member scoiatollo's Avatar
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    Are you sure that WEE has it's own MP mode, it uses my Steamprofile pic as my WEE profile pic, the achievements seem to be linked to steam as well. Not that I'd mind, never had problems with steam and MP...

    As for the cheap imports, getting it via steam UK costs ~ as much as on the mainland, steam US is 3€ cheaper, not much to save...

  39. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #189
    Amazon(.de) offers it for 38€, looking for something around 30 or less considering the DRM used.

  40. #190
    Member Busby's Avatar
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    I'm interested about what you people think about helicopter infantry. Personally I've found that the speed advantage really isn't that amazing compared to fast ground transports when you factor in the extremely long unload time when they are used to drop troops near the future front line, plus if a scout helicopter seems them and you don't have AA infantry unloaded you will lose most if not all your units either to the scout itself if it is armed, quickly moving up gunships, or artillery fire. And even if you kill the scout you will get arty right on top of your infantry and they can't even run back into their transports like mechanized and motorized infantry can.

    So that limits them to flanking to the other team's FOBs. The thing is, every time this has happened to me, the dropped infantry get mowed down by AA, and some times even more hilariously, by MGs mounted on Arty. Hunting down the CV is one possibility, but that requires some luck that there isn't even a single unit defending it and they weren't spotted on the way in.

    Oh, and to top it off, the Helo's them selves are quite expensive. This is a problem because quite a few of them are unarmed, meaning that they are useless money sinks most of the battle. And even the armed ones aren't great for their cost.

  41. #191
    As mentioned by Mantaray a great tactic is to get some good helo infrantry and hide them in the forest right next to your opponents reinforcement arrow. They will attack all enemy forces which have been called in for reinforcements and they can capture supply trucks.
    Hopefully the slow unloading of troops is just a bug and that it will get fixed in the full release.

    As for the helicopters, for PACT I buy my units with an attack helicopter, so they're not completely useless after unloading troops.
    I just wished those blackhawks had guns they could use.

  42. #192
    Member Busby's Avatar
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    While arrow intercepts do work well, it is dependent on the other team not spotting the incoming helos. It can work, and I've done it myself. But it seems like a waste that air mobile infantry are just limited to hitting reinforcements.

    Oh, and I've decided I hate Three Mile Island as a map btw. The dam thing always turns into an ATGM spam fest, which NATO has the advantage in thanks to 10 accuracy TOWs and mortar units. Its so frustrating to play Pact on that map if NATO knows to spam TOW units and keep token anti infantry units around. Since BASTION has been nerfed, only the T-62M-1 and V has an accuracy 10 ATGM, the second best being the MT-LB Shturm-S with 9 accuracy. The T-62M-1 costs 65 points and you can only have 4 of them, and the Shturm costs 50 points. The KONKURS jeep costs 20 points but has 7 accuracy, meaning it needs vet to hit anything. Compared to NATO who have the Jaguar 2, which costs 55 and admittedly you can only have 4, but also comes with a sniper MG to protect itself. Or the I-TOW jeep, which costs 25 points. Or even the Bradley, which at 55 points also has an accuracy 10 TOW, plus its chain gun. And to top that off, thanks to the mortar units NATO has, they can easily screw up Pact ATGMs while the cheapest arty Pact has is no where near as effective.

  43. #193
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    Since the release date is getting closer I plan to earn some stars in the campaign to get a good starter multiplayer deck. Can someone please post a good Pact deck?

  44. #194
    Kolos*
    BRM Command
    Mi-26
    ----
    BRM*
    Mi-9*

    ----
    T72B
    T62M1
    ----
    VPZU or SPADO / up to SKOT 2AM
    Konkurs / up to BTR-70A*
    IGLA / BTR

    ----

    Tunguska 2K22M**
    BUK-M1*
    257M MALKA*

    ----

    UAZ Konkurs
    SHTURM-5

    ----

    Mi24P*

    A lot of this is up to personal preference, but these are units that are important to unlock. units with * or ** are basically required.

    Kolos is needed for resupplying ATGMs

    A good ground based recon, and a good helicopter recon are both vital, if you can't see things you can't shoot them

    Tanks are kind of a personal preference thing, But basically you need fast tanks with good operational range, and tanks that have ATGMs capable of engaging M1's and Leopards, as well as ATGM platforms. I like vet2 T72B's, personally. But vet'd T62's/T64's can fill the same role.

    SKOTs are fast as hell, and the upgraded version is 25 points for an ATGM and 2 MGs.

    BTR70's are literally 50% faster than the starting BTR, which means you get your konkurs into position much faster.

    IGLAs are just plain better than Strela, if you're even going to bother with manpads they're the only one worth bringing in.

    Tunguskas are basically required. They are the only thing that stands between your units and hellfire death. 8 missiles + chaingun, keeps helicopters away from you.

    BUK. Buk are more situational than Tunguskas, if your enemy is using a lot of air recon then they're totally worth it. They are really your only shot to counter a Kiowa, other than hoping it does something dumb.

    MALKAs are hands down the best tube artillery in the game, the unit they upgrade from is decent if you don't want to feel dirty.

    ATGM units are good skirmishing units, these are the best two you have access to.

    Using any other version of the hind is kind of useless. 122mm rockets are far better than the smaller ones, and it has the upgraded missiles.

  45. #195
    Member Busby's Avatar
    Join Date
    Oct 2005
    Location
    United Kingdom
    The P and VP hind's dual auto cannons are also very good at killing NATO helicopters and soft vehicles. I only ever buy the D or V Hinds if I am short on points.

    Edit: So I have been thinking about a NATO deck when stats are reset in two days, and I've come up with the following:

    Logistic

    M577 - Dat armour. Might take both Yank and Jerry versions just in case I ever need to call in more then two.
    Puma - Cheapish, high speed supply. What's not to like?
    HEMTT - Bulk supply truck

    Recon

    Gazelle - Super fast radar heli.
    Luchas - Fast very good optics scout car with a very evil autocannon.

    Tank

    Pattons - Covers everything from cheap tanks to upper mid tier tanks. Very good group of units.
    Leopard 2 - Heavy tank. Faster, less supply heavy, and better armoured then Abrams. Not as accurate or shooty, but still good enough IMHO.

    Infantry

    2e REP FAMAS, VAB - Fast recon infantry that have decent enough weapon stats.
    Stinger, Bradley - Pretty good AA infantry. Bradley is evil.
    Riflemen, Bradley - Cheap infantry in evil IFV.
    Delta Force, Huey/Blackhawk - Sneaky anti tank bastards for harassing FOBs.
    SAS, Lynx - Sneaky anti air bastards for harassing FOBs.

    Support

    Roland 2 - Yay AA missiles.
    Vulcans - Torn between these and Flackpanzers, but I think the loss of range will be worth the extra pew pew.
    M106 - Mortars. Enough said.

    Vehicle

    M151 A2 TOW - Cheap tow cars.
    Bradley - Well, it IS evil.
    Jaguar 2 - I-TOW says hi.

    Helicopters

    Cobra - 40 points for a pair of flying rocket pods? Hell yes.
    Apache - Hey, might as well.
    OH-58C/S - 45 points for 4 flying Stingers. Very useful for hunting down helicopters.

    So that is 21 units. I'm interested in what you guys think of the units and what needs to be added or changed.
    Last edited by Busby; 21st Feb 12 at 8:41 AM.

  46. #196
    @Busby

    While Bradleys are quite good, they are also very expensive. I used to buy AT and AA infrantry with Bradleys, but there are cheaper options.
    Stinger team + Bradley IFV is 70/75 points, whereas the Stinger team + M113 is 25 to 35 points.
    Granted, the M113 is crap compared to a Bradley, but I bought the unit for the AA.
    Same goes for AT team, say if you wanted to buy an ATGM Dragon team with Bradley they cost 70 points as well, the Dragon II even more.

    Instead I buy the Milan F2 which also has better stats than the Dragon II, and it only costs 30 points with a VAB, or 40 points with an AMX-10P.
    For good infrantry I use Fusiliers with the FV103 Sparten which has an amazing speed of 95 km/h.
    I just wish you could buy Stingers with a better a vehicle than a M113 and isn't a Bradley.

    Would be even better if I could buy all infrantry options with Spartans.

  47. #197
    Member Busby's Avatar
    Join Date
    Oct 2005
    Location
    United Kingdom
    The main reason for buying Stingers in the Bradleys is because the Bradley can drop them off in a forest them move up to snipe tanks with the magic I-TOW, then go back for them if they need to move. They are mostly an excuse to use the Infantry part in Infantry Fighting Vehicle. They would by no means be my primary means of AA (that would be the Roland and Vulcan teams job), but useful for emergency AA purposes in my rear. And since I am going to call in Bradleys anyway, might as well give them some infantry to cart about. On, ATGM units, well, IMHO NATO's infantry AT are so crap they are not worth the money, they need too much vet to be worthwhile. Also, I am really not sold on using British infantry. From what I see, what you gain in a little bit of speed from the Spartan, the French equivalent has the same assault rifle and grenade stats but a better AT weapon and a better MG on the VAB.

  48. #198
    I guess it all depends on how you use your units.
    I always use my Spartans with Fusiliers to rush forward into woods and quicly unload them, sometimes even in the middle of enemy forces.
    They make quick work of any vehicle.

  49. #199
    Member Shoota Fodder's Avatar
    Join Date
    Sep 2006
    Location
    Glasgow, Scotland, Uk
    Just thought I'd chime in and say how much I recommend this game. Bought it on sunday and I've played it for 9 hours so far apparently. Really great game! I'll comment more once I wrap my head around more of the advanced units.
    "Celtic fans right now sit in silence and watch, and hope that the damage doesn't get any worse from this Graham Carey free kick. Away by Wilson. Teale. Still options waiting in the middle for St. Mirren...OH, AND THEY HAVE ANOTHER ONE! It's stunning! It's absolutely stunning at Hampden park! And it's Steven Thompson, who scores his thirteenth goal of the season, and that might just be the goal that takes St. Mirren into the league cup final!" - 27/01/2013

  50. #200
    @ Busby

    Needs a Chaparral. Kiowa is too slow/can't engage outside a Tunguska's range, and the Roland doesn't have the range to engage enemy recon helicopters reliably.

    Leave the Bradley to your vehicles tab and replace the Rifleman; FAMAS Legion/VAB shit all over them.
    Drop the SAS. Blowpipes are awful and probably won't down a single helicopter..

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