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Most tanks remained the same in terms of armour protection while some new high-powered 90's weapons were added, so tanks became less survivable overall. Also, a late change made in ALB which carried over to RD was rapid-firing AGMs on ground-attack planes. I wrote a starter's guide intended to clean up and consolidate the OP's guide section a few weeks ago, but I need to update it and rework a couple sections. It's in the old thread: http://forums.somethingawful.com/showthread.php?threadid=3568981&userid=172013&perpage=40&pagenumber=3#post427365790
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# ? Apr 21, 2014 21:28 |
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# ? Jun 10, 2024 00:06 |
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The best compositional advice is to listen to what goons bitch about. I'm personally of the opinion that heavily armored units and missiles of all categories are more player friendly than zippy poo poo with autocannons, which can be kind of challenging to get to work well. So uh missiles with high he/ap, tanks with high armor, and read any random 5 posts in this thread and you'll get a dissection of what to do with your infantry. Planes kind of evade easy talking points for the whole category.
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# ? Apr 21, 2014 21:51 |
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Is there a good beginners' guide anywhere? Even after reading the OP and everything I still have no idea what the gently caress I'm doing.
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# ? Apr 21, 2014 22:14 |
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My best beginner advice before entering any mutliplayer game, is to have a flame-thrower vehicle in your deck. If you are playing REDFOR you are all set. It means you have access to a 35pt flame tank, either a t-55 or a t-62, it doesn't matter. If you are playing BLUEFOR you might be hosed. I haven't actually used the Gavin Zippo in RD, but in ALB it always ran out of gas before making it anywhere near the front. On the larger RD maps I can only imagine this is even more of an issue. So why do you want to spend a VEH slot taking a flame tank, what good is this 35 pt unit going to do? Back in EE they took away indirect fire from flamethrower tanks, and in ALB it was super frustrating to use them. You could only ever fire on the edge of a city or forest, and never into the inner blocks. Even if your flamethrower tank made it close enough to start aiming, let alone fire, they could simply step back to an inner block until the fire went out. I don't remember ever seeing a patch note about this, but they gave the flame tanks back indirect fire and it is loving glorious. When you give a fire pos order, the LOS indicator is showing you the capabilities of the gun. As an aside I wonder if the Gavin Zippo gives you an indirect fire LOS indicator, will have to try that out when I get home. Ever since realizing this I have been leading to victory over pubbies stacking towns without fail, with a little bit of micro you can step forward the napalm one block at a time and burn them out. It is so accurate you can have your infantry in one block and use flame tanks to destroy the infantry pinned by the combat in the next, most of the time you wont even kill/stun your own dudes. To add to the flame tank gloriousness, have you tried using smoke to cover an advance? I have never gotten it to work quite right, what I wouldn't give for a Combat Mission style linear artillery target, but with flame tanks that isn't a problem. The fire from the napalm also blocks LOS, and they helpfully play the fire back and forth around the target making a nice line. Seriously, can't recommend them enough for dealing with towns and forests, they even come with enough juice to burn entire cities before needing re-supply.
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# ? Apr 21, 2014 23:02 |
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VendoViper posted:
My god why havn't I heard about this earlier
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# ? Apr 21, 2014 23:10 |
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Agean90 posted:My god why havn't I heard about this earlier It's the Best Thing.
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# ? Apr 21, 2014 23:15 |
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Agean90 posted:My god why havn't I heard about this earlier I just tested it out, and holy poo poo. They didn't update the UI so it might not be an intended change - it will still be red and say "NO LINE OF SIGHT" and then the flames just go right there. e: This is my new vote for "inscrutable, newbie punishing arcana," beating out "knowing how to use plane turning radius" and "disabling radar."
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# ? Apr 21, 2014 23:26 |
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OK, I guess my Cleansing Flame of Communism deck just became a tiny bit more viable.
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# ? Apr 21, 2014 23:43 |
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Speaking of broken units, have any of you fine gents used the Strbh 90 recently? The Swedish attack boat? It recently caught a price nerf (70 points, from 50). I would pay 140 for them. They're fast (faster than some helos), have exceptional optics, 40HP, 4 double .50 cals, a Mk19 and 8 HELLFIRES! You can take two cards of them at Elite for 8 elite S boats, and run pairs of them down the middle river on D Day at round start. *Usually* I manage to mulch most of my enemy's opening forces with those 16 hellfires, usually for no losses. Totally OP. Remember, they have exceptional optics for *reasons*, so they can self spot. I've taken out two man sniper recon teams with them before; those MG's and GL mulch light vehicles and infantry. I've also fought ~170 point heavy tanks and won.
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# ? Apr 21, 2014 23:45 |
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Another benefit to 105 Monitors is you can give it orders to float back and forth, reversing as needed in front of enemy infantry and pretend to be a boss in an early overhead-fixed view Arcade shooter.
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# ? Apr 21, 2014 23:45 |
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Continuing with the theme of loving flamethrower units, the monitor zippos are only even slightly balanced because of their glacial speed. At 30 points a pop, you can field your entire deck's worth at once quite easily. They have 4? cannons that do reasonably well against all targets, especially when massed, and they seem two have two different calibers. This is important because the smaller one appears to have infinite ammo. I know this because I was using a bunch of them, and the cannon weapons that display in the UI were both dry, but it was still firing something . Also fire pos flame weapons are the tops .
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# ? Apr 22, 2014 00:00 |
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So I've seen a bunch of REDFOR decks however I've been using this Commonwealth deck with the Motorized type and I think It's been alrightcode:
I really like this deck and I've done alright with it however with the infantry changes that have been happening through RD I'm not sure I have the best choices there. For REDFOR I've been using this USSR armored deck. I really have a hard time choosing units for REDFOR as I just haven't played them as much as NATO in EE and ALB. code:
I'd welcome some comments to either as I know I'm prob pretty far off when it comes to making a decent deck. Twlight fucked around with this message at 00:36 on Apr 22, 2014 |
# ? Apr 22, 2014 00:25 |
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Seconding that ANZAC or Commonwealth motorized is a lot of fun to play.
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# ? Apr 22, 2014 00:33 |
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Added Mukip's guide to the OP.
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# ? Apr 22, 2014 01:01 |
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Davin Valkri posted:EDIT: Actually, hang on, how many hits does the Pon'gae 2 need to score to kill? Somebody said it only needs one hit to kill a plane. HE 10 should one-hit-kill a plane but I've seen them detonate way behind the plane a few times and not get a kill. Happens to most missiles once in a while.
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# ? Apr 22, 2014 01:06 |
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Bob Wins posted:Kind of doing well with my Chinese national deck, but i find their armor situation kind of lacking. Any helpful critiques to make my deck a little bit better? Same problem as the other guy, you've got a weak air arm backed up by a useless SEAD plane. Who cares if the enemy has AA if all you can drop on them is napalm? See my advice on the last page for air composition. You have too many HQ-7s. I bet you will find the HQ-9 is not particularly useful and hard to keep fed (like the HQ-7) but if you like it it's not terrible, it's just like a worse I-Hawk. I mostly rely on China's super-duper QW-1 and the PGZ-95 which has QW-2s on it. Anyway, drop at least one card of that missile AA. You didn't bring and ZTZ-59Is. This is important because China's armor is pretty bad and they need to roll deep just to have someone soak up losses. You'd rather have 25 point tanks doing that than 35 point tanks. Their armor is identical anyway. This will give your PTZ-59s and ZTZ-80s something to hide behind.
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# ? Apr 22, 2014 01:14 |
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Hubis' Impractical Gameplay Theorycraft of the Day 1) Reduce base deck AP to 55 AP (Cat-A) / 60 AP (Cat-B) / 70 AP (Cat-C) 2) Change eras to Full (Cat-A) / Pre-1990 (Cat-B) / Pre-1986 (Cat-C)
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# ? Apr 22, 2014 01:16 |
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i like how strbs needed sane hp way more than a price nerf but w/equote:Is there a good beginners' guide anywhere? Even after reading the OP and everything I still have no idea what the gently caress I'm doing. The #1 thing I would keep in mind is: *Have a Plan *Orient your unit selection and use around that plan, both in deck creation and in game Most (not all!) games of Red Dragon can be roughly divided into three phases: *Deployment *Attrition *Assault DEPLOYMENT Deployment is the initial phase. You want to seize as much or as forward an area of the map as is practical, and be able to reasonably defend it against enemy forces. Typical unit selections are fast infantry transports such as helicopters or wheeled APCs, ATGM units, sufficient AA to deter an enemy helo push, and a good recon presence. Flexibility and veterancy are typically more useful than sheer power or high availability. It's important not to overextend, as high losses during this phase can result in being pushed back or even total enemy breakthrough. Being too aggressive is usually punished by bombs. ATTRITION Attrition is the 'main' phase of the game. Initial deployments are complete and there is generally a line of battle stretching across the map. In Attrition you are pushing and probing to determine weak points in their formations and attrit troublesome enemy units. You want units that have high cost-effectiveness and good availability. Strong anti-aircraft nets are important to whittle down the enemy air force, and many players favor the use of heavy artillery to obliterate any revealed enemy positions. Specialist units such as elite infantry, napalm infantry, reservists, and elite tanks are at their strongest in this phase. Many Destruction games never leave the Attrition phase. ASSAULT The Assault phase occurs when one side gains enough of an advantage to begin seriously attacking. Reserves of points and units have been built up and air forces are starting to look ragged. Any successful assault needs numbers first, firepower second, and quality third. Once an assault begins the other team will generally through all available artillery and planes at it so you need to be able to absorb losses and keep going. Cheap to medium tanks/gun vehicles like the T-34, T-55A, and reccoilless m113s are strong in this phase as are IFV infantry and medium tanks. The worst thing you can do in an assault is group all your units in a big blob and cruise down a high way as one heavy bomber will ruin your day. Assaults are best conducted along a wide front with 2-3 times as many units as you 'need' to overrun the enemy. Assault phases sometimes return to attrition if the assault runs out of steam.
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# ? Apr 22, 2014 04:05 |
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Arglebargle III posted:HE 10 should one-hit-kill a plane but I've seen them detonate way behind the plane a few times and not get a kill. Happens to most missiles once in a while. Are those hits or not? I'd wonder if they are considering all the weird things obvious misses can go (ask me about a javelin team in the campaign firing right as their target exploded and their missile going straight into the ground and killing one of the six units that I had). Arglebargle III posted:I think you have to both be Australian and familiar with Deng Xiaoping to get the thread title. Could you explain it? -Anders posted:So after playing a bit of the Campaign, and failing miserably - I watched some Youtube videos, and have gotten a much better idea of the how and why of this game. I played the campaigns mostly on very slow and I've been playing since EE. The missions place a huge burden on player attention, especially when you're microing three separate planes with devastating consequence if any one fails (such as the tornado cluster bomber I had lose its hud and get its bombs ten seconds off, in which time the rocket arty it was hitting got off a rocket salvo that popped my rover pinky, which got three chieftains killed). Also don't get too frustrated if things go badly once or thrice, I've won a total victory in the Hong Kong campaign where I lost all of my Chieftains and everything but a CV and a rover pinky on the ground. As long as you can make good on losses better than they can, you're doing fine.
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# ? Apr 22, 2014 04:20 |
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Killing apaches that idiots just left lying out in the open with tiny rocket artillery boats will never not be rewarding.
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# ? Apr 22, 2014 04:22 |
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xthetenth posted:Could you explain it? Deng, on economic matters used to say something along the lines of "It doesn't matter if a cat is black or white, as long as it catches the mouse", in essence meaning he didn't terribly care if a policy was socialist or capitalist, as long as it actually worked. stop the boats was a political slogan used by the conservative coalition of the liberal party for the past few years and into election referring to the utterly insignificant and wholly vilified refugees coming for assylum from places like Iran, Iraq, Afghanistan and Sri Lanka. We now put them into concentration camps for at least years, potentially forever and if we do grant them asylum they go to Papua New Guinea instead.
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# ? Apr 22, 2014 04:33 |
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Australia's greatest contribution to the world is making me feel better about how lovely US immigration policy is. Anyone got good West German decks?
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# ? Apr 22, 2014 04:44 |
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StashAugustine posted:Australia's greatest contribution to the world is making me feel better about how lovely US immigration policy is. quote:HpAts8xbZ5i2zzFlrWGAapGiPSNPOkczLWGzqRtnWNbOsajwGMGjSw5lsu6WwRopw0WZI0kaWQKFE0CeKPRHoMSNbi3hcAj8R+NVF0jVFLyl5NQA and W.Germ National. quote:HvAgtbNrzLWGQz4ANUjbXPg2ufAvO+CZ5iitIxg0aWHJ8k9UeiPRHiUEKFFkCyCI00cneJolwzLil4Yka3FvGVRqg1UR+o8A Xerxes17 fucked around with this message at 04:55 on Apr 22, 2014 |
# ? Apr 22, 2014 04:51 |
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DatonKallandor posted:J7IIs make great bait though. You get 5 a card, which means if you can bait and kill proper fighters (which are 2 per card usually) at a 1:1 ratio they run out of good fighters before you run out of J7s. And they're good enough to kill choppers reliably, while being both points cheap and slot efficient. As a red dragon, what will you use to kill the plane you have baited? MIG 29 for the fast infrared missile spam? Su-27 SK for the highest quality possible? The problem is that you have wasted a card of planes already on this idea and then you need a good fighter to finish them off which you don't really have. So that's two cards of planes for a strategy that is not really guaranteed to work and even if it does, you've spent 2 of your for plane slots on it.
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# ? Apr 22, 2014 04:59 |
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My favorite German unit is Bangers and Mash. Because they go BANG and the other half is a Boyevaya Mashina Pekhoty Geddit, geddit? Ah screw you guys... But in all seriousness, this is a fantastic unit for W.Germany and EuroCorps. Why? 1)The FIST will kill everything in close quarters, bet it tank or infantry, even the dreaded spetsnaz will melt under their fire. Having a .2s aim time is a huge deal. hell in a close in fight, their SMG's will be doing very good firepower with 40%CTH base in CQC that will have vet bonsues and range scaling still...? Fantastic, that is. 2)In a forest fight, you can do one of two paths: A) Send the FIST forward first to stun infantry with the Marder following close behind to finish them off. B) Send the Marder in first vs Spetsnaz and equivalents so they waste a rocket on something that will only take 2dmg from each hit. You could force them to use up all their rockets before you will die. 3)In cities infantry charging a bloc held by FIST is dead infantry as they tend to bunch up on approach and this you will do HE damage to more than one squad with each shot. For fighting vs another block your HE2 rockets will be doing much better damage than their small arms will be to you. Add in the stun effect and well.. Fire superiority is guaranteed. 4) For 25 points and 16 per card base, this is possibly the most efficient deck choice for infantry in the game in terms of cost and AP efficiency. 5) For only +5 points you can add a Milan F1 to your Marder which then means your force can fight at short, medium and long range. Or you can go even higher for the cost of only 14 per card and a better auto-cannon added to the bargain too. So in closing: West German Infantry is bad? You 'avin a giggle mate? I'll deck ya in the name of me mutti!
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# ? Apr 22, 2014 05:27 |
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Yeah, the thing that makes deckungsgruppe great isn't the fact that it is a truly outstanding unit, because it isn't. It's the combination of the cheap, efficient infantry and cheap, efficient transport, which means you can bring it in for either the infantry or the transport or both without breaking the bank. Nobody really bitches about SMAWs because US transports are lovely and they don't exist in a deck that's already bursting at the seams with fantastic infantry. But SMAWs are a much better unit than deckungsgruppe. I really think Eugen should go ahead and make sure every coalition has all of the infantry options. Really, what it means is that if Eugen fucks up the infantry balance in a patch so one kind of infantry is way better than all the others, no particular faction gets shafted until the fix comes along.
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# ? Apr 22, 2014 05:45 |
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What maps does everyone like?
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# ? Apr 22, 2014 06:31 |
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Well, I'm off to go add Deckungsgruppe to my W/Germ and Eurocorps decks.
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# ? Apr 22, 2014 06:35 |
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StashAugustine posted:What maps does everyone like? I like TOUGH JUNGLE!, Jungle Law is pretty good, Hop and Glory is decent. Cold War Z was interesting but I've only played it once. D-Day is pretty good now that boats are an "I Lose" card without amphibious landings. Nuclear Winter is also a decent smaller map. Floods is okay but everyone seems to like playing it. No goes continue to be Apocalypse Imminent and 38th Parallel. Back to Inchon is also pretty badly balanced but at least it's fun if you're on the good side unlike Apocalypse where you just seize the one contested zone and then slowly tick to victory one point at a time. Smoke In the Water was pretty bad. It encourages the worst elements of helicopter rush and boat play. A Maze in Japan is pretty bad but I like it for the infantry clusterfuck. Today I found out that infantry with HE splash weapons will refuse to fire if they're too close. So be aware of that. A unit of Sturmpioneers won't fire their napalm launchers it they're too close to their target in a city block fight.
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# ? Apr 22, 2014 11:12 |
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Arglebargle III posted:Today I found out that infantry with HE splash weapons will refuse to fire if they're too close. So be aware of that. A unit of Sturmpioneers won't fire their napalm launchers it they're too close to their target in a city block fight. They gave fire support weapons a minimum range last patch, I guess that includes napalm launcehrs too maybe
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# ? Apr 22, 2014 11:16 |
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Arglebargle III posted:As a red dragon, what will you use to kill the plane you have baited? MIG 29 for the fast infrared missile spam? Su-27 SK for the highest quality possible? The problem is that you have wasted a card of planes already on this idea and then you need a good fighter to finish them off which you don't really have. So that's two cards of planes for a strategy that is not really guaranteed to work and even if it does, you've spent 2 of your for plane slots on it. As a Red Dragon I'm overflowing with long range AA (Nevas, AA APCs that sit in the forests up-front after delivering infantry, AA infantry in the cities, and even if I wasn't one of my team mates is going to have some (BUKs, proper Radar Fighters, etc.). If a Red Dragon can't shoot down a plane coming into his airspace to kill a bait 50 point fighter, something went horribly wrong.
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# ? Apr 22, 2014 12:10 |
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I'm having some fun on the Bear and the Dragon campaign. Someone mentioned having trouble with it earlier: did you encircle and destroy most of the units west of Vladivostok? Keeping the strategic initiative in the campaign is really important because if you can hound enemy units and give them no time to rest or refit you can destroy them outright. If you overrun a squadron's air base that squadron will also be destroyed. By Day 4 I had the Soviets west of Vladivostok down to a single Air Assault Regiment. Of course they spawn a counterattack but those planes and specialist companies they had are gone for good.
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# ? Apr 22, 2014 16:08 |
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That napalm fire on position thing someone mentioned earlier? It applies to all units. I had my La Fayette firing into the city on Wonsan Harbor. It turned the battle quite well.
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# ? Apr 22, 2014 17:37 |
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Dezztroy posted:That napalm fire on position thing someone mentioned earlier? It applies to all units. I had my La Fayette firing into the city on Wonsan Harbor. It turned the battle quite well. Were you perchance firing into the edge of a city, or a block where you just happened to have LOS? I give tanks fire pos orders on the edges sometimes when I have enough APM to spare during assaults, but I haven't had any non-[nplm] weapons do indirect fire. Also they did finally add some AI whereby units will attempt to gain LOS by moving if you give them a fire pos order with blocked LOS. Or do botes all get indirect fire, because that would be rad.
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# ? Apr 22, 2014 18:37 |
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VendoViper posted:Were you perchance firing into the edge of a city, or a block where you just happened to have LOS? I give tanks fire pos orders on the edges sometimes when I have enough APM to spare during assaults, but I haven't had any non-[nplm] weapons do indirect fire. Also they did finally add some AI whereby units will attempt to gain LOS by moving if you give them a fire pos order with blocked LOS. I was firing through the entire city to the other side. The rounds were going through a couple city blocks. Saying all units have it is probably not right, since I've only tried it with napalm and the La Fayette. But yeah, the La Fayette shooting inland on Wonsan Harbor was completely ridiculous. It was nice to have a ship actually help the ground forces in a significant way though. It's dumb how most maps the naval part can't interact with the ground part at all. Dezztroy fucked around with this message at 19:16 on Apr 22, 2014 |
# ? Apr 22, 2014 18:48 |
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Dezztroy posted:I was firing through the entire city to the other side. The rounds were going through a couple city blocks. Pretty sure Kongo does and tried a Monitor 105 gimmick last night because it definitely does. 16 monitors shoot like rocket artillery collectively and can sustain fire over half an hour. A++ would reenact World War I for two cards worth of units again.
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# ? Apr 22, 2014 19:20 |
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So, I'm revamping my REDFOR naval lineups and have a question that bugs me: Sovremenniy or Udaloy II?xthetenth posted:Also oh dear god is the West German fanboy brigade awful. Apparently every single redfor infantry is in a quantum superposition of being able to oneshot Marders (which takes 35 points with transport minimum outside redfor unlimited and nswp decks, which kind of suck) and being Spets and/or Li Jian. Or every position is populated with both types of infantry, and somehow the fact that for every such pair of infantry squads the redfor player is laying down enough points for two pgrens and two marders or eight deckungsgruppe is ignored. Seriously, somehow Spets having 6 HE is insurmountable by a deck that can put a group of squads with twice the HP and 8 HE. I am a german fanboy. I regularily play them and West germany Mechanised is one of my top 3 favourite decks in the game. And I can't really decide between being horrified or exhilarated about the mindboggling idiocy some people post on the forums about my infantry. So, let's sum it up from me. Infantry: - Heimatschützen are comparatively crappy reservists, but I don't buy reservists to actually be more than meatshields and tripwires. Not having a 5-point transport to get them in as cheap as possible is about the only thing that bugs me and that's not really worth any drama. - Jägers are actually pretty good compared to their peers, they just suffer like all line infantry suffer under the current state of affairs. - PGrens are loving amazing. - PGrens '90 are even more loving amazing, though the avaiability per card is a tad low on the cheaper transports. Still nothing to make a fuss over. - Fallis are really drat lethal assault troops. - Fallis '90 are still motherfucking Terminator prototypes. - Deckungsgruppen are good cheap FISTs; nothing fancy, just rock solid. Add the transport options and they're supremely cost efficient. - Fliegerfaust 2 and Milan 2 are both very good missiles and get the job done admirably. Transports: - M113 is ye olde metal box; unspectacular, but still works for its job as a battle taxi. - Fuchses are great. - Fuchs Milan I'm personally kinda on the fence about, but even if I don't take them except in rare cases, having the option is still good. - Marders for 15 points are loving amazing for assaults and quasi-bronegruppa tactics. - Marder 1A1 and A2 are good, cost-efficient IFVs, though kinda overshadowed by the other two versions. - Marder 1A3s are insanely good for their price tag. - Dorniers are your basic Huey clone, but cheaper. Awesome. - CH-46s are cheap, fast and tough, if unarmed. Also awesome. About the only thing missing is flamers and flame rockets and while they'd be great to have, I can do easily without. Especially considering that I also get dirt cheap M48 Pattons and Kanonenjagdpanzers, good 120mm mortars and good 155mm arty plus cheap napalm and a survivable 4*500kg bomber to back up my boys in urban warfare. 15-point Pattons in particular can be awesome; same price as a squad of Pgrens without the transport gives you a good direct fire support plattform with enough armor to seriously troll Spetsnaz and Lie Jian'90 because they'll waste a ton of ammo trying to kill it. Personally, the only real change I'd definitely want to try out would be to invoke some realism and change the Fallschirmjäger from Elite to Shock, with adjusted price/avaiability/weapon stats; FSJ'90 could still be kinda uber compared to other shocktroops thanks to their magic laserguns, but that could be mitigated by making them 5 point more expensive than other modernised shock. It would help the weird people playing WGer Airborne and it'd give the West Germans some unique flavour in that they'd have no SF, but the nastiest shocktroops around. 1337JiveTurkey posted:Pretty sure Kongo does and tried a Monitor 105 gimmick last night because it definitely does. 16 monitors shoot like rocket artillery collectively and can sustain fire over half an hour. A++ would reenact World War I for two cards worth of units again. Well of course, the big gun on the Monitor 105s is meant to be a dedicated artillery piece. As a fun sidenote: Monitor 105s are literally the best artillery you can get in any ANZAC deck.
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# ? Apr 22, 2014 19:39 |
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This game got kinda crazy, full on Chinese/Korean tank battles going on here. Artillery and sneaky commandoes made their worth known, we almost got them knocked out of all call in zones had had them spend like 1000 points on CVs during the last minute. I'm seeing a lot of really unbalanced games as far as K/D goes (either way) but where going full on banzai pays off. Really nice. Pimpmust fucked around with this message at 21:50 on Apr 22, 2014 |
# ? Apr 22, 2014 21:48 |
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Magni posted:Personally, the only real change I'd definitely want to try out would be to invoke some realism and change the Fallschirmjäger from Elite to Shock, with adjusted price/avaiability/weapon stats; FSJ'90 could still be kinda uber compared to other shocktroops thanks to their magic laserguns, but that could be mitigated by making them 5 point more expensive than other modernised shock. It would help the weird people playing WGer Airborne and it'd give the West Germans some unique flavour in that they'd have no SF, but the nastiest shocktroops around. Dropping them down to shock would mean gutting the RoF on the G11 by the way. On the other hand you could give it back it's old 80% accuracy and not be completely stupid about it. No one complain about the 80% accuracy on kustjagres because they put out so much less firepower even though that're so accurate. E: edit: actually maybe. Giving them 80% isn't that ridiculous under the circumstances Also the reason the AK4 isn't complained about despite being 80% accuracy is because it take a really big RoF penalty (shocking I know). Shanakin fucked around with this message at 23:36 on Apr 22, 2014 |
# ? Apr 22, 2014 23:16 |
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# ? Jun 10, 2024 00:06 |
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I think reducing the FSJ down to shock at this point would cause the Germans to flip the gently caress out and march on Paris again. It would be an explosion of
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# ? Apr 23, 2014 02:09 |