Search Results
6/19/2025, 8:14:51 AM
>>2035243
Me again, game complete. Small, 45 min, US Army attacking Syrians in urban terrain. My opponent's attack ended early due to him investing way too heavily in veteran vehicles, to the point where he had fewer squads than Bradleys to carry them. For my attack, I took a Bradley MOUT company, swapped them for Strykers, then a pair each of M1A1 SA and M3 Bradleys and a 155 battery.
I mostly stand by my original assessment that urban combat defensive QB is the best position you can put the Syrians in. We both took reserves, so we didn't really get to test the squad-level PKM's influence, but QB points balance means that even with the attacker's higher pool, the Syrians can easily upgrade to normal stats and still field a full level of organization over the US plus extras. Looking at historical examples of America clubbing Arabs, most of them involve defensive actions, numerical parity or even superiority, mind-bending levels of fire support and/or time to take it slow. QBs remove all of those advantages and force the US to fight on the sheer quality of its equipment and the player's ability to leverage it. In my case, that involved a thunder run straight into the center of the map, digging my heels in, and forcing him to counter-attack me. Looking at the scores, we faced similarly-sized forces and took close enough to 50% losses, but I also did it with half the men, and 1/3rd of those is my overwatch platoon getting caught in a mortar strike because I didn't think his observer would see the spotting rounds. I think the key lies in the surrender figure; when I hit him, I hit him so hard that his force just crumbled in about 5 minutes.
I'd say that's the core of playing seal clubber properly: your main effort mush crush both his morale and his plan. Soviet-style armies want to play the infantry grinder. Don't let them.
Anyway, have some vids of that thunder run, courtesy of my potato comp.
https://files.catbox.moe/0o5f2u.mp4
/rdaz79.mp4
/4e93uz.mp4
Me again, game complete. Small, 45 min, US Army attacking Syrians in urban terrain. My opponent's attack ended early due to him investing way too heavily in veteran vehicles, to the point where he had fewer squads than Bradleys to carry them. For my attack, I took a Bradley MOUT company, swapped them for Strykers, then a pair each of M1A1 SA and M3 Bradleys and a 155 battery.
I mostly stand by my original assessment that urban combat defensive QB is the best position you can put the Syrians in. We both took reserves, so we didn't really get to test the squad-level PKM's influence, but QB points balance means that even with the attacker's higher pool, the Syrians can easily upgrade to normal stats and still field a full level of organization over the US plus extras. Looking at historical examples of America clubbing Arabs, most of them involve defensive actions, numerical parity or even superiority, mind-bending levels of fire support and/or time to take it slow. QBs remove all of those advantages and force the US to fight on the sheer quality of its equipment and the player's ability to leverage it. In my case, that involved a thunder run straight into the center of the map, digging my heels in, and forcing him to counter-attack me. Looking at the scores, we faced similarly-sized forces and took close enough to 50% losses, but I also did it with half the men, and 1/3rd of those is my overwatch platoon getting caught in a mortar strike because I didn't think his observer would see the spotting rounds. I think the key lies in the surrender figure; when I hit him, I hit him so hard that his force just crumbled in about 5 minutes.
I'd say that's the core of playing seal clubber properly: your main effort mush crush both his morale and his plan. Soviet-style armies want to play the infantry grinder. Don't let them.
Anyway, have some vids of that thunder run, courtesy of my potato comp.
https://files.catbox.moe/0o5f2u.mp4
/rdaz79.mp4
/4e93uz.mp4
Page 1