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Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
You forgot "operational F-35" in your sci-fi list

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Absolutely, I can already see Task Force Talon (or it's new brand equivalent) using the F-35 in several different variants. After all they also had a stealth-comanche and their entire "tank" and APC line was Strykers and Stryker-variants (Stryker MGS was the primary "MBT"). Oh yeah, and giant Osprey derivatives that could lift Strykers. Nothing funnier than putting mortar-strykers on top of skyscrapers.

DatonKallandor fucked around with this message at 00:56 on Apr 28, 2014

Dandywalken
Feb 11, 2014

Ahemmmm lets not forget the weirdass morphing drone-tank too with a 105mm railgun.

And in the expansion, the greatest unit:

http://actofwar.wikia.com/wiki/Spinner_Tacit_Rainbow_Launcher?file=HT_Ingame_SpinnerTitanLauncher.png

You could seriously put up one cruise missile, have it loiter in a circle pattern, launch ANOTHER, have it loiter, etc. And just do a massive simultaneous strike from a single launcher. poo poo was amazing.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

DatonKallandor posted:

Absolutely, I can already see Task Force Talon (or it's new brand equivalent) using the F-35 in several different variants. After all they also had a stealth-comanche and their entire "tank" and APC line was Strykers and Stryker-variants (Stryker MGS was the primary "MBT"). Oh yeah, and giant Osprey derivatives that could lift Strykers. Nothing funnier than putting mortar-strykers on top of skyscrapers.
The joke was that TFT actually did use the F-35Bs as their fighter in AoW.

E: I hope the new Act of War still has the naval component from the expansion of the first game

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
poo poo did they? I always thought they used an F-22, since that was the "high tech" plane at the time, while the Consortium had the evil rejected version of it, the YF-23. And obviously the Army had to make do with the "low tech" version of everything. Just your average B2 Spirit, F15, Abrams Tanks. You know - ancient crap. They even used nuclear missiles, so quaint.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Yeah TFT had the F-35 as their anti-fighter and anti-building aircraft, while their global hawk was their anti-vehicle once upgraded with hellfires. On naval maps one of the TFT ships even launched F-35s vertically for anti-ship duties.

Dandywalken
Feb 11, 2014

And the Consortium carrier?

:getin:

http://en.wikipedia.org/wiki/Boeing_X-32

It even reminded you what jet it was every time you gave an order! "X-32 ready for takeoff" etc

Dandywalken fucked around with this message at 01:27 on Apr 28, 2014

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
How can you mention the Consortium carrier but not actually say what it is? http://en.wikipedia.org/wiki/Sea_Shadow
(In game part of the top opens up to launch the X-32)

Man all this AoW talk is making me (more) excited about the sequel, god drat.

E: Going through the AoW wiki I totally forgot that one of the end-tier mercenaries was an F-117 hahaha

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Didn't it also include the http://en.wikipedia.org/wiki/Visby_class_corvette ?
I don't recall who had it though.

Dandywalken
Feb 11, 2014

They did! God drat the Consortium was sweet.

"Sorry about the failed prototype! We'll be glad to buy it off ya :) :) :)"

Agean90
Jun 28, 2008


Yeah I know act of war is next, but the last one played like a C&C clone. A C&C clone with a fun story written by an airport fiction writer, but still. I mean one with war games mechanics and the future gear.

Unless they plane on making it less Command and Conquer like, in which case

https://www.youtube.com/watch?v=l4UmHKTX9H4

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
It was really funny reading the novel Battle Born by Dale Brown and seeing the characters talk about plasma warheads for their cruise missiles and me just laughing because I remembered that the US superweapon in AoW was a cruise missile that could be upgraded with a plasma warhead.

DatonKallandor posted:

Didn't it also include the http://en.wikipedia.org/wiki/Visby_class_corvette ?
I don't recall who had it though.
Yeah it did, and it was the Consortium that had it. I didn't even need to look that one up because it's not US made thus would obviously not be used by TFT or the US. :v:

Insert name here fucked around with this message at 01:43 on Apr 28, 2014

Dandywalken
Feb 11, 2014

Something else that was cool in the AoW expansion was the Counterbattery system. They had a really neat sort of functional one, where arty would cause a big circle above where it fired in the shroud, with that circle getting tighter (if I remember right) as it repeated shots from that spot until it was pinpointed.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Agean90 posted:

Yeah I know act of war is next, but the last one played like a C&C clone. A C&C clone with a fun story written by an airport fiction writer, but still. I mean one with war games mechanics and the future gear.

Unless they plane on making it less Command and Conquer like, in which case

https://www.youtube.com/watch?v=l4UmHKTX9H4

Well yeah, I think most people are hoping for a more RUSE and Wargame like version of Act of War. Base Building and Unit building, but less CnC like and more RUSE-ish is my hope. The work in progress picture that showed up a while ago certainly had very Wargame looking terrain and scale.

^^Edit: It did. You could research counter-battery radar, and set your Artillery to CB automatically, which would make them fire on enemy artillery in tightening groupings. Less good for the Army since their MLRS had cluster ammo, so they'd never really get that much pin-point burst out of them, but great for the Consortium and their Piranha-Artillery.

I still think their aircraft mechanics were loving great and pretty much perfect for a call-in system.
Select Aircraft you built from a side-panel (should be familiar to Wargame players), hover over target area. That would give you a display that showed you exactly how many bombs/missiles your plane had and would mark enemies in the target area that were viable targets.

If you then called in the plane on that position it'd use any weapons that weren't assigned to targets on targets of opportunity on the way, but only ever up to 50% of it's load to keep you from abusing the call-in path mechanics (which were really the only wonky part of the system).

You could even abort runs at any point by right-clicking the plane icon on the sidebar (wouldn't that be loving handy for Wargame!) and little icons would show you it's status (like being locked on, being damaged, going evac, etc.).

DatonKallandor fucked around with this message at 01:53 on Apr 28, 2014

Trimson Grondag 3
Jul 1, 2007

Clapping Larry

xthetenth posted:

It is a long and steep road, but it is populated with goons. The mumble's probably the best idea, and you can probably pester someone for a good deck and rough idea how to use it. (The second bit is important, and I'd really love to see more decks posted with the ideas behind them, because the same deck can be great or merely decent depending on how it's going to be used)

In this spirit I thought I'd post my current decks over a few posts and my thinking behind them. I'm a pretty middling player so there are most likely some holes in my deck which will provoke discussion :) My decks are also pretty safe choices faction wise - I tend to take a play it as it lays approach so if Eurocorps are strong, I will have a Eurocorps deck etc.

I approach my decks with two questions - 'how do I take and hold somewhere good in the initial rush', and 'what is my plan for facing heavily fortified enemy positions'.

Eurocorps -

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Support -

As you can see I like to have a few options for getting supplies to my guys. The large transport helis are vulnerable but they move a meaningful amount of supplies - 3700L is enough to rebuild most forces or heal a town full of infantry stacks. The trucks can get through to areas where helis are dicey (or be resupplied by them now in RD). The lack of side spawns on most maps now has moved me to taking the light supply copters as the time for a truck to drive from the back of the map can be 5+ min. I'd like to take another command stack and I sometimes drop the fob or the trucks in exchange for them if the map or mode calls for it. Wheeled Armor CVs are a good mix of speed and survivability.

Infantry -

As above, play it as it lays :) FSJ own, so FSJ I have. Fuchs Milans are quick and pretty versatile, although they tend to get spotted and blown away if you use them offensively. I try to think about where enemy forces will approach from and drop the Fuchs somewhere where they can be concealed and still have line of sight. Thinking about line of sight positioning is important for ATGM transports - putting them in the middle of a city is pretty pointless because they will most likely not get to fire and they have limited range/hitting power. The FSJ themselves can clear towns very effectively if you can get them into building cover safely and then teleport them around.

I take two AA infantry because in my experience they have a very high rate of return - the Mistrals regularly shoot down 180 point ASFs and Nighthawks. The Stinger guys I use to escort FSJ teams moving through forests or where I don't want to risk Mistrals.

I'm missing out on some good stuff with this infantry selection though - no Marders which are acknowledged as some of the best $/shooty APCs, no cheap infantry to garrison. I sometimes end up leaving FSJ 75 holding cities which is pretty wasteful but I don't have an option. I also don't have DECKUNGSGRUPPE or any french infantry stuff, some of which is good. I'd like to take reservists and sometimes I drop the a FSJ 75 card for them but the FSJ 75 just kill so much poo poo they end up back in the deck. Ultimately the 5 card limit means you need to make some choices about what your guys are going to be doing and try to optimise.

Support -

Caesars are the best AA and other light armor killing AA arty in the game, easy choice. The MARS is for counter battery and the occasional town clearing drop. I usually deploy both about 1/3 through the game after the initial rush is settled.

Missile vehicle AA is less effective in this game but the Roland 3 is good enough to warrant bringing. I usually only use them to SEAD because my micro is crappy. Crotales are good but I should probably swap them for gun AA.

Tanks -

I loving love Leclercs. They shoot fast, have enough armour to survive hits and move really fast across non road open ground. The combination means you can bring a lot of shooty up to where its needed quite quickly and also back it off quickly as needed. The Leopard 2A5 armor is impressive but generally I lose tanks to mismanagement - running them into ambushes, getting hit from the side etc where the extra armor doesn't really help. I find the Leclerc forgives this bad play mostly because it can run away faster.

The rest I think are pretty standard choices. The Leopard 2A1s can be a hard stationary defence or used to support Leclercs. The Brennus moves quickly and hits hard but they die quickly if not watched so I try to be careful with them. The Keilors are good second tier defence tanks. The Harpon is kind of a piece of poo poo and I should probably drop it. I don't usually get all my tanks out in a game but I like to have choices for what to deploy with Euro tanks because the French and Germans have quite different strengths.

Vehicle -

I prefer my ATGMs cheap and available - I rarely deploy the Wiesel so I'm not sure why its there but I feel like I should have some. Everyone knows Marder VTSIs are awesome for support fire and defence. I have a special place in my heart for cheap gun tank destroyers so the KANONENJAGDPANZER comes just to stand in front my tank advances and stop ATGMs as well as getting the occasional ridiculous 180 point MBT kill if they get a hit in from behind.

Recon -

I like the recon tigre although it runs out of ammo too fast. I use it to watch flanks or holes in my line and to support advances. The Fernspaher are the best recon infantry in the game, easier choice. They go on mountain tops, flanks just in advance of my line of defence or behind enemy lines. I usually lose the entire card so thats a good sign as to their utility and my bad play :)

The mistral AA recon is too unique not to take, it doesn't always get a kill but I've seen them take out poorly handled exploring MI-28s and the like.

Helo -

This is the part of the deck that changes almost every time I play. I've tried the Tigres and they tend to get killed, plus having to take a HAP and a HAD to get AA+AT gets really expensive. I like the Gazelle HOT2 because it can move fast to where needed and I don't lose too much if they die. The Cassiopee is good for clearing infantry and tank stunning again at low points risk. I should probably put the Mistral Gazelle back in the deck and use it to support my opener, they are fast enough to catch MI-8s with their infantry still on board in most games.

Planes -

Again, I tend to move these round a fair bit. Super Etendards for 'this one unit must definitely be dead', the IDS for clearing towns and other targets of opportunity. The IDS can also do anti heli AA in a pinch. The Eurofighter is very powerful and always makes its points back at least but I almost always lose them, so I usuallytake a cheaper ASF to support them (2 x Mirage 2000s usually).

Naval -

Naval is poo poo don't play it.

Anyway hope this text dump is useful to newer players to approach thinking about deck building, and useful to people who are actually good at the game to tear to pieces :)

Arglebargle III
Feb 21, 2006

I'm surprised you don't have trouble against armor in that deck. You have the Wiesel TOW 2 and the Super Etendard as your only real ATGMs in a deck where HOT 2 and Milan F3 access is right there. Also, stingers and mistrals? What situation are you in where Stingers and Mistrals would be better than just 2 Mistrals? There's not much that makes players back off like a starting position that manages to get Milan F3s into a building that commands the approach.

The 2 cards of Tornadoes is surprising. I would take 1 card of 2 at rookie vet. Also 2 Rafales are always, always better than 1 Rafale as long as you're willing to pay for them. Deploying a lone fighter, in a situation where the enemy is contesting air control with his own fighters, is asking to get jumped and killed by 2 enemy fighters. I get the impulse of bringing fewer, more effective units when you really don't want to pay for two of them but 1 Veteran Rafale, as badass as it is, is only going to be a very good sniper of enemy strike planes or the odd lone fighter. Against a player who seriously wants control of the skies you will lose it.

I should really follow my own advice better. I lose lone Rafales way too often. :shobon:

The Puma Cassiopee really isn't what it used to be, have you used them? Seems to me those 3 points would be better spent on attack helicopters. The Tigre HAP is really nice in an opening because 1) the Gazelle Celtic has really been jacked up in points, so now the HAP is only 30 points more and 2) it can wreck helicopters and infantry, and take a couple manpads to the face and survive, all of which are very important abilities in the opening. The Tigre HAD is a tougher choice if you're just buying it for the HOT 2s.

Oh and that Marder VTS1/Kanonenjagdpanzer is eating 2 slots for one role with plenty of availability. I'd definitely drop it for another helicopter because you're hurting for some important function there.

Aaand you probably need more recon. You can get it easily by dropping the Kpz 70 Keiler which has no real business being in a deck with the BRENNUS and Leopard 2A1. Any time you need a Keiler you could pick one of those to do the job.

My own Euro deck for comparison, although I like the idea of the MARS the Caesars are already great counterbattery. I used to have Leo 2A1s until I realized I was bringing more tanks than I realistically buy in a game and for the price of a squad of line infantry you can get a Leo 2A4. I admit the Tornado ECR is only situationally useful; some redfor decks rely heavily on radar AA and some don't. I guess the alternative would be Super Etendards or Mirage F1CTs. Also, German infantry does not provide a transport helicopter with rocket pods, which is worth thinking about for the opener. If you could get P.Grens '90 in Fuchs I would drop the Legion '90 for them in a heartbeat. :(



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Arglebargle III fucked around with this message at 03:18 on Apr 28, 2014

Mukip
Jan 27, 2011

by Reene
Screw Eurocorp, my favourite NATO deck right now is British "never run out of poo poo, ever" mechanized. Works best in long games over open-ish terrain. Chieftain 11's outgun Challengers 1's and cost 50pts less, Strikers get bonused up to veterans, Falcons are SEAD-immune and still have 2650m range, a lot of the support vehicles are well armoured against artillery, all the infantry are veterans, 18 elite SAS because OK then? Oh and Warriors. All of the Warriors. It just keeps on trucking for an hour straight.


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West German mechanized is also awesome, although in a different way because they don't get decent tanks.

OctaMurk
Jun 21, 2013
Here's my Commonwealth Motorized deck that I've been playing lately:



Everything you need goes 100 km/h; from the start you can bring a very effective, amphibious and fast-moving force with autocannons, powerful ATGMs and top-tier line infantry. Mortars provide point fire support and smoke.

The idea here is to push as far forward, as quickly as possible, and using your cheap units to swarm over a section of territory and quickly find a gap where you can drop smoke and flood in your troops; as long as you can sneak some troops through and keep moving into their backlines, you're achieving your goal. Usually with this deck I make it to the enemy spawn or cut off their reinforcement roads. You need to spend as much time moving and in cover as possible and keep the bulk of your forces hidden, and avoid any strongpoints because you simply don't have siege tools or staying power. You also don't really have AA, because there are no wheeled AA pieces for Commonwealth except for MANPADs. That means if you get caught clumped up, or in the open, or on the defensive, you will just get bombed to pieces.

Since there is not any real effective AA, I usually just don't bring any, and I spread out my units and try to get in close among the enemy so that it doesn't make sense for them to bomb me. Might sound dumb, but your units are cheap and fast enough that it actually works very well.

On the attack, you basically get all of your troops into a staging area and unseen, drop smoke and bombs at the same time and quickly cast off your attack and overrun whatever sector before a response can happen; once you've made any of kind of breakthrough you just have to keep moving forwards until you meet some resistance and then try to go around it.

Tulip
Jun 3, 2008

yeah thats pretty good


Am i alone in thinking that RD feels like a beta for ALB? I played some ALB this afternoon and i can't think of anything mechanical i missed from RD while playing.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

Tulip posted:

Am i alone in thinking that RD feels like a beta for ALB? I played some ALB this afternoon and i can't think of anything mechanical i missed from RD while playing.

Singleplayer for Red Dragon is definitely better, though. I like having the sub-units to move around and bolster where I need, and I don't feel lacking for units in battle.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

Tulip posted:

Am i alone in thinking that RD feels like a beta for ALB? I played some ALB this afternoon and i can't think of anything mechanical i missed from RD while playing.

To be fair RD is running into the same retarded balance issues with the boats that ALB had with planes when it was first released.

Trimson Grondag 3
Jul 1, 2007

Clapping Larry

Arglebargle III posted:

I'm surprised you don't have trouble against armor in that deck. You have the Wiesel TOW 2 and the Super Etendard as your only real ATGMs in a deck where HOT 2 and Milan F3 access is right there. Also, stingers and mistrals? What situation are you in where Stingers and Mistrals would be better than just 2 Mistrals? There's not much that makes players back off like a starting position that manages to get Milan F3s into a building that commands the approach.

The 2 cards of Tornadoes is surprising. I would take 1 card of 2 at rookie vet. Also 2 Rafales are always, always better than 1 Rafale as long as you're willing to pay for them. Deploying a lone fighter, in a situation where the enemy is contesting air control with his own fighters, is asking to get jumped and killed by 2 enemy fighters. I get the impulse of bringing fewer, more effective units when you really don't want to pay for two of them but 1 Veteran Rafale, as badass as it is, is only going to be a very good sniper of enemy strike planes or the odd lone fighter. Against a player who seriously wants control of the skies you will lose it.

I should really follow my own advice better. I lose lone Rafales way too often. :shobon:

The Puma Cassiopee really isn't what it used to be, have you used them? Seems to me those 3 points would be better spent on attack helicopters. The Tigre HAP is really nice in an opening because 1) the Gazelle Celtic has really been jacked up in points, so now the HAP is only 30 points more and 2) it can wreck helicopters and infantry, and take a couple manpads to the face and survive, all of which are very important abilities in the opening. The Tigre HAD is a tougher choice if you're just buying it for the HOT 2s.

Oh and that Marder VTS1/Kanonenjagdpanzer is eating 2 slots for one role with plenty of availability. I'd definitely drop it for another helicopter because you're hurting for some important function there.

Aaand you probably need more recon. You can get it easily by dropping the Kpz 70 Keiler which has no real business being in a deck with the BRENNUS and Leopard 2A1. Any time you need a Keiler you could pick one of those to do the job.

My own Euro deck for comparison, although I like the idea of the MARS the Caesars are already great counterbattery. I used to have Leo 2A1s until I realized I was bringing more tanks than I realistically buy in a game and for the price of a squad of line infantry you can get a Leo 2A4. I admit the Tornado ECR is only situationally useful; some redfor decks rely heavily on radar AA and some don't. I guess the alternative would be Super Etendards or Mirage F1CTs. Also, German infantry does not provide a transport helicopter with rocket pods, which is worth thinking about for the opener. If you could get P.Grens '90 in Fuchs I would drop the Legion '90 for them in a heartbeat. :(



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On paper it seems like I should have trouble with armor but it just never seems to really stop me. Not sure why, I don't really see hard armor pushes much any more. Agree on the ATGM infantry though, thats the cost of having so much FSJ,

Rookie vs Vet planes you are probably right, Rookies seem like they will get shot down easier but two planes is better than one.

Helis I change a lot, the Cassiopee has served well but to be honest I don't play that close attention to them so I should probably look at their kill records a bit more closely.

I love cheap gun tank destroyers, but 30 is probably too many as you note :)

Your deck -

Reminds me to put Sagies back in and drop the Harpons :)

Aren't RimA kind of garbage?

I would never deploy that many high end tanks, I usually don't even the my Leopard 2A1s out.

Arglebargle III
Feb 21, 2006

Since we're doing deckchat I thought I'd post some new and mature decks.

The venerable French deck: I've been playing variations of this deck for 6 months now. Turns out virtually the entire deck floats or flies. Shoot down their fighters because your strike planes all got nerfed so you have plenty of slots for Veteran Mirage 2000s. Hit and fade with infantry and helicopters, remember they can get back inside. Equally at home derping around in the backfield or playing a standard area denial defense with all the advanced missiles and shiny new tank.


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East Germany: Cheap, excellent infantry. Your basic troops are Shock which makes them real live Ubermenschen compared to the decadent capitalist Western soldier. Plus you get incendiary launcher guys so it's just plain unfair for the other guy. Cheap tanks, cheap AA, all fairly effective. You get what you pay for. Again with the lack of decent strike aircraft; but you get 3 veteran MiG-23MLs so that's nice. Go fight in forests and towns. Win. Get tons of bombs dropped on your head. Curse your AA and start calling in more infantry.


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Red Dragon support: This one is a blast to play, and all you have to do is get over the idea that support decks mean you have to buy all the artillery and be a publord idiot. You have gobs and gobs of cheap poo poo, but you also have very good AA and decent tank destroyers. Openings are hilarious when you run into elite enemy heliborne infantry who massacre 100 points of your reservists, only to get wiped by flame tanks and SPAAGS. Drown the enemy in your reservists and cheap tanks while you pile on the firepower from artillery and a cadre of actually good units in the rear. Study Lei Feng spirit, comrades!


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British: Slow and hard, or at least that's the idea. Looks like it'll be able to do anything except get somewhere quickly. I'd like some comments on this one actually.


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Canadians: In honor of Princess Patricia's Regiment. I should probably make a mechanized one of these since infantry is their forte and you still get the Chimera aka Fantasy Tank. Next they'll put in the Avro Arrow I swear. This one is also new and I'd like some comments.


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Arglebargle III fucked around with this message at 07:07 on Apr 28, 2014

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?

Dandywalken posted:

Shanakin, I mentioned irregularities in aircraft-mounted cannons to Eugen and I was wondering if you had a chart handy to display stuff in a similar manner as to the current charts?

Currently, it seems that the vast majority of guns on planes use 1-2 second delay between firing a 10-shot burst which in turn has a 0.2-0.4 second delay between another 10 rolls. So aircraft guns have an actual RPM in the area of 300-ish at best before the lame Ammo Per Volley is factored in and inevitably skewers the displayed RoF massively...

The Gsh-301 is the biggest immediate culprit I found, with a 2 second belay and 0.4 second delay between bursts while the Vulcan that people scream about has the default 1/0.2 delay.


TLDR: Every plane gun fires as slow as a WWI plane MG and with similar accuracy, yet expends 10-30x as much ammo somehow in the armory :P

Here's a real quick job



You will notice there's a lot of duplicates. Also I think some like the fast firing Aden is actually the Twin ADEN and the slow firing is the single ADEN.

not shown: the Gau-12 is listed as a 125mm weapon.

Dandywalken
Feb 11, 2014

Thanks alot, will be getting a thread up immediately on the Marshalls forum.

You're doing God's work.

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?
Here it is without the clones



Who'd have thought a twin colt is the fastest? Not sure what that's on, if anything.


e: I wish I had left the IDs on them

Enigma89
Jan 2, 2007

by CVG
I did not see this in the OP but has someone gone full sperg and mapped out all the unit values into Excel?

In the original Wargames I knew exactly which units were the best for their value for certain purposes. Now with so many more countries added I feel completely lost and that I just end up opting for things that simply have more range which I know is not the best way.

I used to be loving awesome at this game but I don't have the time to completely sperg out on a giant excel this time around.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.

Arglebargle III posted:

Since we're doing deckchat I thought I'd post some new and mature decks.

The venerable French deck: I've been playing variations of this deck for 6 months now. Turns out virtually the entire deck floats or flies. Shoot down their fighters because your strike planes all got nerfed so you have plenty of slots for Veteran Mirage 2000s. Hit and fade with infantry and helicopters, remember they can get back inside. Equally at home derping around in the backfield or playing a standard area denial defense with all the advanced missiles and shiny new tank.



East Germany: Cheap, excellent infantry. Your basic troops are Shock which makes them real live Ubermenschen compared to the decadent capitalist Western soldier. Plus you get incendiary launcher guys so it's just plain unfair for the other guy. Cheap tanks, cheap AA, all fairly effective. You get what you pay for. Again with the lack of decent strike aircraft; but you get 3 veteran MiG-23MLs so that's nice. Go fight in forests and towns. Win. Get tons of bombs dropped on your head. Curse your AA and start calling in more infantry.



Red Dragon support: This one is a blast to play, and all you have to do is get over the idea that support decks mean you have to buy all the artillery and be a publord idiot. You have gobs and gobs of cheap poo poo, but you also have very good AA and decent tank destroyers. Openings are hilarious when you run into elite enemy heliborne infantry who massacre 100 points of your reservists, only to get wiped by flame tanks and SPAAGS. Drown the enemy in your reservists and cheap tanks while you pile on the firepower from artillery and a cadre of actually good units in the rear. Study Lei Feng spirit, comrades!



British: Slow and hard, or at least that's the idea. Looks like it'll be able to do anything except get somewhere quickly. I'd like some comments on this one actually.



Post codes!

Pimpmust
Oct 1, 2008

Shanakin posted:

Here it is without the clones



Who'd have thought a twin colt is the fastest? Not sure what that's on, if anything.


e: I wish I had left the IDs on them

The Twin Colts are on the McCains and the Freedom Fighters(? Wiki has them listed with M39 20mm cannons so maybe not).

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

Enigma89 posted:

I did not see this in the OP but has someone gone full sperg and mapped out all the unit values into Excel?

In the original Wargames I knew exactly which units were the best for their value for certain purposes. Now with so many more countries added I feel completely lost and that I just end up opting for things that simply have more range which I know is not the best way.

I used to be loving awesome at this game but I don't have the time to completely sperg out on a giant excel this time around.

I just put boats in my deck and make them shoot at things and it tends to work out pretty well. Pubbies are really bad at this game so even if you take a deck with nothing but T-34's you'll probably still win.

1337JiveTurkey
Feb 17, 2005

Here's one of the decks I'm trying to improve.



The aircraft are definitely something I see could be improved. Two cards of trash tanks is probably way too much and I'm thinking I might want the M1A1(HC) available from the beginning. My artillery is nonexistent on maps without any naval zones. (Speaking of which, Shanakin would it be possible to add the Monitor 105's gun to your spreadsheet?) The single Lafayette could probably stand to be replaced with multiple of some other ship and the Kongo's kind of hard to justify without indirect bombardment with its guns.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Pimpmust posted:

The Twin Colts are on the McCains and the Freedom Fighters(? Wiki has them listed with M39 20mm cannons so maybe not).
Also on the F-8 which actually has four of those cannons so that's probably the faster firing one.

The F-5 cannons I believe are the Pontiacs.

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?

Enigma89 posted:

I did not see this in the OP but has someone gone full sperg and mapped out all the unit values into Excel?

In the original Wargames I knew exactly which units were the best for their value for certain purposes. Now with so many more countries added I feel completely lost and that I just end up opting for things that simply have more range which I know is not the best way.

I used to be loving awesome at this game but I don't have the time to completely sperg out on a giant excel this time around.

No but power crystals has taken the mod tools and made it so you can export entire data entries to XML, and the localisation entries to csv or something. Both of which import very nicely to excel.

To be honest, you don't really need to do anything like that. If you're really curious, just keep this bookmarked:
https://www.dropbox.com/s/94n9gasvrrk221t/RD-AP-HEAT-HE-TableNewest.xls

And check it every so often, new stuff tends to get updated every week or so.



1337JiveTurkey posted:

(Speaking of which, Shanakin would it be possible to add the Monitor 105's gun to your spreadsheet?)

drat you!


Monitors: actually pretty awesome.

Also there was a flaw in BURST DPS COR, it was including the aim time before by accident.


Eugen should be paying me for this.

Pimpmust
Oct 1, 2008

Still missing the Bacon :colbert:


(add it :ohdear:)

1337JiveTurkey
Feb 17, 2005

Shanakin posted:

drat you!


Monitors: actually pretty awesome.

Thanks! That splash radius is insane and seems almost unintentional, especially considering the M108 just above it.

Arglebargle III
Feb 21, 2006


Edited in along with another deck.

Arglebargle III
Feb 21, 2006

Jet Age posted:

Your deck -

Reminds me to put Sagies back in and drop the Harpons :)

Aren't RimA kind of garbage?

I would never deploy that many high end tanks, I usually don't even the my Leopard 2A1s out.

RIMA got fixed, so now they're probably better than Legion '90 because the Eryx is problematic at short range. They're identical to Legion '90 except for the AT weapon and transport options.

The tank thing is debatable, in fact I had Leo 2A1s in the deck until a few days ago. I certainly rarely pull out all the heavies (although having that capability can be really important in the face of a nasty gun line) but the AMX-30B2 can literally do everything the Leo 2A1 does if you just need a static tank. Its gun has much higher accuracy, same AP, shoots a little slower and has 3 less armor on the front, and has no stabilizer, but it's also 45 points cheaper.

19 front armor is just so different from 14 front armor that I dropped the 2A1s for 2A4s. Much better gun too, for 35 more points.

1337JiveTurkey posted:

Here's one of the decks I'm trying to improve.



The aircraft are definitely something I see could be improved. Two cards of trash tanks is probably way too much and I'm thinking I might want the M1A1(HC) available from the beginning. My artillery is nonexistent on maps without any naval zones. (Speaking of which, Shanakin would it be possible to add the Monitor 105's gun to your spreadsheet?) The single Lafayette could probably stand to be replaced with multiple of some other ship and the Kongo's kind of hard to justify without indirect bombardment with its guns.

Definitely drop some of the redundant cards, like the M48s and Cobras and maybe Avengers. Activation points govern what capabilities your deck has, so spending them to get more of something is always a serious trade-off. I'm not really familiar with what US Marines have available though so I can't tell you what to pick up. I can understand being worried about running out of AA but the I-Hawk Pip III and Avenger should be a potent combination. Can you get a good fighter for that one point? I'm not really familiar with all the new US carrier planes so it's hard to comment.

Arglebargle III
Feb 21, 2006

1337JiveTurkey posted:

Here's one of the decks I'm trying to improve.



The aircraft are definitely something I see could be improved. Two cards of trash tanks is probably way too much and I'm thinking I might want the M1A1(HC) available from the beginning. My artillery is nonexistent on maps without any naval zones. (Speaking of which, Shanakin would it be possible to add the Monitor 105's gun to your spreadsheet?) The single Lafayette could probably stand to be replaced with multiple of some other ship and the Kongo's kind of hard to justify without indirect bombardment with its guns.

I took a shot at a US Marines deck myself to see what I could throw at the restrictions you're facing.


BnExZIc0enJmAj0wOwCDKpoNUyvJqmWgVM8kOZ6CczglgHBMyoUI9SER6U7j0qWZqJwo4khCVtakVdS2FO0byXVHAqyNbGv1cRuhG+pNNMGURIBjcWYA

As you can see, I didn't fit everything. There's probably an undue focus on heliborne infantry (but LVTPs suck!), there's no exceptional optics, and the Super Cobra isn't a very good unit without a FOB! I also didn't fit in any artillery. Oops! You can pick up some things I forgot to put in by dropping one of the cards of iron bombers, dropping a unit in the naval tab for supply boats or switching the SWEDE BOTE for those artillery botes you wanted. Whatever. I was pleasantly surprised by the AA options; the three I've included add up to a very competent shield.

The main thing I'm happy with is the air selection. Yes, it manages to be expensive without actually using those extra plane slots, but there wasn't a role that was unfilled. The five plane slots there add up to a really nasty strike package that would not work very well individually. The Harrier and Intruder are nice little bomb trucks but not very survivable. Call in a bomber or two, a napalm strike, and the Prowler all as one package (try to time it so they all arrive at once) and you're a lot more likely to do your damage and get out with all your planes. Air cover provided by the F-14 Tomcats from the Naval tab because the F-4 with Vietnam era missiles is crap.

The F/A 18C is there because it does the tank-killing job only it does it really well and scoots out with good ECM unlike the Harrier or F/A 18A. 40 more points is worth it for a plane that you can use again and again.

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?

Pimpmust posted:

Still missing the Bacon :colbert:


(add it :ohdear:)

You guys are the worst. There. That's everything but mortars and I'm not adding mortars, at least not today.

Shanakin fucked around with this message at 08:34 on Apr 28, 2014

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pedro0930
Oct 15, 2012
Heavy tank popping in and out of cover is one of the most annoying thing to deal with in Wargame. Heavy tank is also very effective against Red Dragon deck, the only thing RD has that can effectively kill heavies is a few specific high end ATGM carriers. You'll definitely want to have the capability at least.

Deck advice: Jet choice is mostly fine, you can consider adding Harrier C for anti-helo work. Due to their slow speed Harrier can fire 2 missiles in one pass, and the second missile is fired at extreme close range and has increase chance of hitting, making them very good against helicopters.

Get rid of one Avenger and replace it with chaparral, this is important, otherwise you don't have anything to pick off helicopter at long range and a bunch of Kokon armed Mi-24 in open field will give you trouble.

Keep just one card of LAV-AT if you really like it, although I recommend using the TOW-2 Humvee. Use the extra activation point to get some M109A2s so you have some artillery.

Do you really go through that many cobras? Anyways, I would at least replace one AH-1T with Sea Hawk, which is much more hard hitting and can be useful to stop armor push when Super Cobra is too expensive.

Assault engineer, fit it in there somewhere so you can fight Spetznas in forests.

pedro0930 fucked around with this message at 10:44 on Apr 28, 2014

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