3/15/2023 0 Comments Wargame red dragon infantry deck![]() At least they won't be lagging so far behind your pushes that you forget to use them. But which one is best/most available/most useful? I'm wondering if the cheap ones aren't the answer, even with their downsides (range, ammo capacity and supply problems). ![]() You don't need a support deck to need smoke. If you can agonize between transport options and general usability of 20pt and 40pt infantry, why not mortars? Considering it's their smoke and support fire that lets all those choices actually work well in more than niche environments and match-ups anyway. So does anyone use them well? Or are they as bad as their points cost suggest? And I'd probably rather them getting missile'd than any other thing in my force anyway. ~4km range is low, but it's higher than anything else you've got. The decreased time between rounds and tighter spread (especially with three cheapos firing) is just what you need to hit infantry in towns too. And you're going for panicked and stunned anyway, not kills, though every bit of damage helps. For actual damage, not many things have more than 1-2 top armour. Between that and the tighter dispersion, I'm surprised I don't see them used more often. From memory, the Japs and the Aussies get fairly respectable 3HE versions at this price for Bluefor (along with most other people I guess).Ĭan anyone comment on if they've used them effectively? The higher rate of fire doesn't seem to be a disadvantage as long as you roll a truck alongside them. There's a few other teams with 20pt'ers, and plenty with 25pt versions. ![]() USSR's ability to do this incredibly cheaply seems just as good as any of their other advantages, of which they have a few. Their enemies tend to use HE, but to little overall effect. Bluefor probably only uses actual mortar shells once or twice the entire battle, but smokes every push (almost to the point where it seems counter-productive sometimes). Admittedly, they're using Bluefor/US 7km versions, and I'm not entirely sure if it's good use of it, but it's certainly a lot of smoke used. On the mortar/smoke thing, this isn't too bad of an example. I'll wait to see if they have an easter sale, but after that, feel free to hit me up for a game. Just kind of choose a role and stick to that. Might not be too bad as a larger part of a team. ![]() Kinda useful to have a spare supply truck hanging around too, which you'll probably need with these anyway. There's better mortars, but 20pts is horrendously cheap for how useful they are, regardless of softness, autonomy or firepower. They probably aren't THAT vulnerable if spread out a bit, and the moment someone sees a fair bit of mortar fire arcing, you can expect counter-battery fire, which politely reveals their artillery positions to you for a cheap price. It demands a response, because they often won't know that they're the worst of the worst. Also nice to make small AA traps, ATGM traps, everything really. A slight softening effect against infantry is just a bonus in comparison. I've rarely seen people use smoke all that well, but it seems to be one of the most powerful tools at your disposal. Really low HE (2?), so probably won't even tickle infantry in towns much, but being able to roll out three pieces and a ten point supply truck for 70pts seems to be pretty useful. Or USSR, because 20pt mortars, no matter how short ranged or crappy, will look glorious when spammed. ![]() I've got this terrible idea I'll end up as either French or Dutch mostly, because of their playstyles. There's so many, all with some nice options for some niche uses. Still not sure exactly what nation/coalition, or even side, that I'll use as my main. Only to watch it all fall apart against real players. I'll be theory-crafting the hell out of this one. If it's not ranked and you're not having fun, you don't have to stay in a game if you don't want to so don't feel bad if you have to leave or just don't want to play. It's just more fun in general unless you like camping in one spot for hours. Whereas in the capture modes, people fight over the locations on the map without consideration over losses or gains. This is because in the points lost / gained mode, everyone just turtles as it's super hard to attack without losing more than you gain. I also recommend capture modes over modes where whoever loses the most points loses. When you start out I recommend you try out tactical modes as a sort of tutorial so you get firsthand experience on what every unit is. It's also why 1v2s and 1v3s are way more balanced than you might initially think. Sometimes it's super clutch to lose a really bad player as a good player gets a shittonne more money and troops to work with. Someone else gets all your stuff and your whole team gets a big boost to income and availability. ![]()
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