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Broken Arrow just released
Talk about the bullshit campaign
Share decks
Complain about APS
>>2072343 (OP)Campaign is bullshit with schizophrenic difficulty , trial and error gameplay and hidden timers, but no save function so when you fail you have to listen to extremely bad VA yapping for 10 minutes
There is nothing differentiating infantry from each other
>>2072363Troopers have Javelins
>>2072343 (OP)>>1944320still at page 7
this is not /vg/ nigger
what kind of retarded monkey do you have to be to make a new thread when the thread was perfectly fine 100s of posts past bump limit
>>2072363black berets is scary to anything that isn't delta force up close
snipers are great, cheap recon
line infantry is good at taking bullets
weapon teams are good for standoff
manpads are okay for dissuading helos but they desperately need like 1-2 more missiles
past that, it's a matter of nitpicking
>>2072398look at this fucking janny wannabe
>>2072399just admit you're a nigger
you already act like one
>>2072343 (OP)just bought it.
Is this the prophesied sequel to World In Conflict?
>>2072409More like a mixed race baby of Wargame and WiC
>>2072414>Wargameah shit, is there a 10-20 minute stalemate per match where both sides just shell each other on a battle line poking and prodding?
>>2072424so I only have 2 games to decide if I should refund or not....cool
>>2072446I somewhat joke, but there is at least can be a good period where that happens, matches only last for 45 minutes.
>>2072446Or you can just watch the gameplay on youtube.
>>2072421Only if you're playing with shitters. My experiences with higher elo matches is a lot of clever little pushes, feints and misdirections
It's actually incredibly fun trying to read your opponent, game-to-game
Is he gonna follow up that helo insertion with tanks? IFVs? Rapidly helo-insert more troops further back and try and worm his way into my backside?
>lose the air war
>all your troops are in Mi8
what do? Just immediately land them where they are or try and make it to the point?
>>2072487The safe bet is to immediately land wherever the helicopter is I think, however, you could tell the helicopter to change altitude so that it's flying lower to the ground which might help it avoid detection or incoming fire. If there are any terrain features like buildings or hills you could also have the helicopter sit next to those while flying low until the planes go away.
>>2072487>try to make it to the pointThe Iran strategy
Can't beat the airborne mission. How do I win? I keep losing vehicles and planes.
>>2072508The US one or the VDV mission at the airport?
Uh guys? I think the old beta decks might be a bit crazy.
I don't think the Su-34 is supposed to be able to carry a KAB 1500 but my old deck is considered valid.
I'll have to check if I find more of this in my other old decks.
>>2072528You can scroll up.
Inner pylons can carry 2 KAB 1500s.
I dont like this whole air tax thing. I think planes should not be available for the first 2 minutes of a match
Tehehehe
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>>2072549>You can scroll up.Well fuck, that means some of my new decks are probably missing something.
>>2072553Eh I've seen cases where a team deploying some SAMs at the start worked out for them so they could hunt helis with their own in the aftermath.
So it isn't that mandatory.
Why is this game randomly crashing? I was in the armory, changing my deck, and suddenly the game stopped responding.
>>2072398When the game comes out and 600 posts of the previous thread are largely irrelevant due to the game not being out or shitposting about the war in Ukraine.
>>2072553Don't spawn in helos to start the game.
Or spawn a single SAM at the start of the game.
You don't have to engage in the air tax if you don't want to.
VDV and Mechanized Inf or VDV and Guard Tank?
>>2072527Let your infantry lead the way, you get some really strong ones in that mission. Your vehicles should stick to the open parts of the map and stay further back, using their range to hit targets your infantry find.
For the most part your troops will win 1:1 fights against the troops against you in that mission so you can just let your vehicles play fire support and bring them in to deal with shit like grenade launcher teams or other vehicles.
This is basically how the game wants you to play in singleplayer. All of the defense missions will have an overwhelming force sent at you but the AI always A-moves so if you just keep your vehicles back and offer them infantry they'll stop and shoot Ivan Ivanovitch rather than the tank behind him.
>>2072736For the most part Mech is just worse Guards, The only things it really has that stand out are the super heavy arty pieces and the fact that its air tab has 500pts instead of 0 (lol).
If you were looking to play a ground game with some of VDV's helis and planes, Guards is probably the better pairing.
>>2072736VDV and Guard Tank is probably the simpler one, the heavier vehicle roster makes things less troublesome.
Doesn't help that VDV and Mech have more of and overlap than VDV and Guards and slightly less points for recon.
Mech isn't as limited in terms of the air roster/points but I'm not sure if that is worth exchanging the S-300 for Buks
Is the S300 worth taking the 4 missiles for 4000m range or just take 2 missiles with 4500m range
>>20727904 missiles is simpler but you can make a case for the 2 missile version, especially if you think you can keep them alive/ the rest of your team can do is capable of doing AD too.
The 4 missile version is cheaper to resupply and you have the obvious advantage of having more missiles before needing to rearm.
Basically the obvious got to version.
The extra 1k range for the 2 missiles is good and being 25%cheaper is nice too but you can only have 2 S-300 in your deck so only one on the field is probably not enough.
Even then they can be easily overwhelmed by enemy missiles so you'll be quite dependent Tor-1s to support/shield them. Might also be worth manually forbidding them from shooting so they don't waste ammo on missiles.
>>2072790Two missiles isn't enough on its own but if you want to be cheeky you can bring one with the two big missiles and another card with the normal high volume missiles.
While radar is on, high alt range is doubled, so that 4.5k becomes 9k and now outranges SEAD.
>two players constantly sending prowlers on my half of the map
literally what the fuck am I supposed to do
i wonder if devs can't see real discussions/compaints in steam bc of all the trash that's being put out there
like suggestions a woman would make if you played an rts
Home from work, about to sit down and play. Please lord let the quitters have taken the evening off.
My ELO went up too high and now I'm not having fun. And it goes down 5x slower than it goes up
>>2072932You're just too good at the game
Team up with me and I can help drag you down
I just keep 2 tors near it to keep it safe, but the 2 missile version of the S300 with 4500 meter range is good
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I havent played this kind of game besides a handful of wargame matches years ago.
I watched some tutorials and mucked around in scenario.
Should I just jump into multiplayer now? Is there a decent shitter elo for slowfags?
>no midcampaign save feature
for what purpose
>>2072957Just get into multiplayer now while its filled with new players. The longer you wait the worse it will get
>>2072956Just remember, that dipshit from last thread is convinced Russian doesn't have better AA.
Is it worth it buying rn at full price?
>>2072966Is it not filled with leavers, dead weights, cheating chinks and now matchmaking issues? I was really eagerly awaiting this game, but the reality seems unappealing now. I really want to shit on newbs though, but not if I get repeatedly stuck in 40 min snoozes with half the people missing.
I had the patience to wait through the paypig edition release, but now I'm really torn.
>>2072970Fanatical and GMG have 15% discount codes now and if they work that might push me over the edge into buying.
FANATICAL15 or JUN15 at GMG. You piss away your refund right though.
>>2072977I have played 12 matches and only had 2 matches where more than 2 people on a single team quit, havent noticed any cheaters, and there are no matchmaking issues
There are so many Abrams variants, which ones do I get
>stick to your own zone/lane
>attach yourself to another teammates zone/lane and outnumber the enemy in that area
What do you pick?
>>2072978Just one person leaving early is pretty much a death sentence (not saying you can't overcome, I'm saying that that usually is not going to happen.
And I had one game with a cheater. Was dropping multiple nukes and I think just spawning stuff (tanks) in our back lines
>>2072997I like a mix of top of line the line shit and a bunch of cheap shit. I use the cheap shit to act as a defensive line and save my primo shit for when I am gonna make a big push.
Blackhawks and Little Birds are fucking great for bringing more troops to the front, and constantly dumping supplies out of blackhawks.
Every time I end up playing Russia I feel lost without easy access to fast, cheap heli transports.
>>2073058im upset there's so few MI-8 options
I hate these fucking pubbies so much.
>>2073074>literally half the players have desertedAnd anons say its not an issue
>>2073080If I posted a picture of a lobby with all the players in it would you say that it confirms desertion is not an issue
this game has insane potential to add fun stuff from the Ukraine war. Russia should get an entire mad max division
>>2073087That's a ukrainian tank thoughever
>People say infantry sucks
>Meanwhile I have 3x meatgrinder medals in fourteen games
Infantry is fucking amazing in this game.
>>2073095I think they're fine but generally need more AT/AA ammo.
>>2073090pure russian smekalka albeight. This is a Ukrainian tank
>getting nuked twice in one game>still winI really didnt expect to get nuked in the first 5 minutes of a match.
>>2073087This was a major opportunity to get drone fagging in, the lack of it makes it feel like it may as well be another cold war simulator but with modern stickers tacked on.
I hope its put into an expansion some time.
>>2073095Basically what
>>2073099 said, the ammo to damage makes them less flexible than vehicles.
Standard infantry AT is so anemic that they expend most of their ammo even in an ambush.
Iirc it's 3 AT4 shots against the side of an upgraded T-80BV, which is half of their ammo. Frontally they have just enough ammo to kill it.
If any armor upgrades or APS enter the equation it gets way worse and it's not like you can easily disengage and resupply them in the field.
That doesn't mean line infantry can't kill lighter vehicles or plain sucks but it is a fast difference to how they were in wargame and does limit their option against tanks.
>>2073117either up ammo or reduce cost significantly
>>2073117Disengaging infantry is easy as fuck. Just put them on the opposite end of the building where the tank can't get them, then get them out once the fighting dies down.
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I'm gonna miss the missile age so much, bros.
Two more years until everything is replaced with a quad copter.
almost reaching 600 ELO but it's nothing but back and forth with wins and losses
And i'm starting to not be sure about the victory point system
It honestly might be better if they got rid of the stage system
it's starting to make people play too similar makes people minmax assaults at certain times regardless if they can even hold the position or not for 1 second after taking it
>>2073129If you get a lot of people trying to bumrush your points, predict it. Set up ambushes. Ready fire support. Have a plane with really big bombs you can afterburner quickly onto the point to delete their rush.
Saving up for a bumrush takes a longass time, and if you can handily delete it in an ambush, you've got a clear shot to roll up his whole flank and win the game.
Is it better than Warno? Warno is on 50 off rn and was wondering what to get this or warno
>>2073122>once the fighting dies down.>implyingAt infantry anti tank range vehicles can rush you down and without ammo it's not like you can counter them.
More importantly it just takes an annoying amount of time to move them to a resupply point and back to the front.
>>2073129Personally I still think all they should have done is adding a ticket system to the beta game mode.
Either an odd number of objectives and those holding less start losing points or an even number of objectives and there is an additional ticket loss over time to avoid an eternal stalemate.
>>2073132>Is it better than Warno?Hard to say. I like it more but I also disliked SD and Warno for how they differed from Wargame.
>>2073129>almost reaching 600 ELO but it's nothing but back and forth with wins and lossesI'm at 85% winrate.
>>2073133>At infantry anti tank range vehicles can rush you down and without ammo it's not like you can counter them.Why do you have infantry in a position where you can not support them? Skill issue.
>>2073133>Resupplying infantryI've stopped trying to recover frontline infantry. Sure, I'll do my best to keep them alive for as long as possible, but the ammo Delta deploys with is the ammo Delta will die with. At best, backline stinger teams/grenade launcher teams chilling on the point get resupplied, but any more is just an exercise in frustratin.
>>2073135You're not getting the point.
Infantry is reliant on support even when entrenched and ambushing.
Which is makes them weaker than in Wargame.
As a consequence they are less line holders and more akin to a tripwire to notify you where the rest of your forces are required.
>>2073140>>2073138They were always expendable?
Can my 4060 laptop run this game
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>>2073131that's what i've been doing
i hold my armor and helos in reserve to counter their pushes, sometimes all that matters is their SEAD planes start getting lucky even if you have ideal coverage (mostly the fucking SU-57)
>>2073133ticket system would have been much better
>>2073135alright lets starting posting
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>>2073140>Infantry is reliant on support even when entrenched and ambushing.No shit? Every unit is reliant on other units. Would you send a column of tanks at an enemy point without AA support? Would you send a wave of helicopters with no ground support? Then why are you bitching that infantry can't work without support? Nothing can. If you want infantry to be just like they are in Wargame, how about you fuck off and go play Warframe?
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>>2073146>tfw match bugged out and gave you a drop>>2073151Implessive
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>>2073151nice
>>2073154that sucks for the bug
kinda cool we are close in stats
didn't realize we were showing off medals
one day I'll get an infantry medal
>>2073169Haha what if we made a premade ...
>>2073179maybe tonight (it's early morning here and i stayed up all night)
>>2073132warno is pretty dead isnt it?
hope this game gets a low income 10v10 mode like wargame did
had so much fun with it back then
ELO is so fucked. Just had a match where everyone on my team dropped. I lost the most ELO and the victors got 30-40 ELO each. Like, wtf?
>>2073226Why should the victors not receive ELO for winning a match?
>>2073226heh....... thanks for your gamer points ...... kid
How do i counter artillery spam without having to move my units around the whole game?
>>2073112The norms of broken arrow are full matches.
Is there any way to give an order to a unit during the call-in? It's very tedious to have to call in supply trucks, then wait for them to enter the map, then give them their order to dump supplies and shift-queue return to base.
>>2072997SepV2 and FEP are equivalent and your main line tank. Give them APS and go kill shit
SepV3 is specifically to overmatch high tier opposing tanks. It gets too expensive with APS so just up-armour it and call it in specifically to duel other tanks.
Lower tier Abrams are just cheap mass to fill out your firing line. Keep them behind the V2s and treat them like extra guns
>>2073283But your own artillery and counter battery. You can see where artillery fires through the fow so just call your own fire mission down and kill them. You can also bomb them, which is quicker and more likely to catch them before they can move but you need to be SEADing constantly to get planes through without it being a suicide run.
>>2073313>SepV2 and FEP are equivalentNot exactly the FEP has HE rounds like the V3 which makes it good against infantry unlike the V2 which is more alright against them.
>>2073283Ghost Hawk in an infantry unit behind them
Fight through the enemy and rush them down with vehicles
Cluster MLRS
Low-flying bombing run with drag chute bombs
NoE helicopters
Cruise missiles
One of these options may or may not work depending on your opponent
>>2073313Your SEP V3 will absolutely get hunted down, and APS will absolutely save it
I don't bring tanks without APS anymore
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>>2073328With good smoke micro you completely negate ATGMs, the retargeting buff changes nothing in practice. The only reason you bring tank APS at all is because of helicopters.
A ~385pt Sepv3 with APS is a bad value proposition because someone can just suicide a plane into it and nothing protects you from that. AA can punish a plane strike but they can't prevent it, so generally speaking anything notably more expensive than the disposable suicide plane that can kill it is a bad investment.
Plus a fully decked out SepV3 is literally only better than the SepV2 at piercing high-tier tanks (like other SEPs and Armatas) and surviving fire from enemy tanks. It has no inherent advantage over the V2 fighting IFVs, no advantage surviving volleys of ATGMs (100 extra CE armour doesn't do enough to require an extra hit, so they both die to the same number of ATGM shots) or helicopters or anything else. So why would you pay so many extra pts to protect it from things it shouldn't be fighting? You can bring 4 SepV2s and that's more than enough, you're never going to be fielding 6 expensive tanks in a single blob. Bring the V2s with APS to serve as your mainline tank and the V3s as dedicated tank duelists you only call in to deal with another player's elite tanks. 70pts for APS is just too much when the only reason you'd want to pay the extra pts for the chassis is for the stats that matter vs specific non-ATGM threats. Basically only against RU Guards tanks or Armoured/Marine tanks. At 315pts it's basically impossible for opposing tanks to trade cost-effectively vs a V3 and you're not crying if it gets bombed.
>>2073320The HE shell is only 3 more damage per shot over the HEAT one. Vs infantry squads with 30-60hp it's a pretty trivial difference. The benefit of the HE shell is basically just that it's dropping 2 bodies per shot on its own while the HEAT shell is 1 damage shy. Counterintuitively, most of an Abram's anti-infantry firepower come from the 2x HMGs
>>2073361HE also has a larger blast radius,24 vs 18. It also performs better against units in buildings, I think 2/3rds of the shots required.
And I'm not sure how accurate the old beta manual still is but the 3 extra damage might be a lot more impactful against the measly defense infantry has.
>>2073361I mostly agree with you, but APS also lets you fight in forests to a certain degree without getting insta-clapped by a gvardii squad rushing you with smoke
Here's a random unsolicited tip. This really fucked me up in the betas until I realized the problem and the devs haven't fixed it so it's still relevant.
On IFVs that carry an ATGM, like the Bumerang or the Stryker or the Bradley, the ATGM is slaved to the main gun's turret and can't rotate or acquire targets independently. At long range, this doesn't matter. When there's no target in range of the 'main' gun, the turret will rotate to acquire targets for the ATGM. However, if there is a target in range of the main gun, the IFV's AI will prioritize targeting enemies in range of that main gun. Between the targets in range, it will always prioritize the target its main weapon can deal the most damage to, which obviously is likely to be something lightly armoured that you don't care to fire an ATGM at, or infantry. While the main gun is trained against this target, the ATGM can't independently acquire its own target and will either waste shots on a thin-skinned target or just be unable to fire because the turret is looking at infantry.
If your main gun is a purely kinetic weapon (like the machinegun on a Stryker) it will refuse to train its turret on targets that machinegun can't hurt as long as something it CAN hurt is within range, even if you right click on your preferred target, fucking with the ATGM's targeting.
For most IFVs you don't want to have to right click your preferred target anyways because most ATGMs require the launcher to be stationary, and a right click will make the launcher move if line of sight is broken and break the missile retargeting. Instead, you can just click on the main weapon in the panel under the unit to disable it. This will make the unit's AI default to treating the ATGM as its main weapon and grant it full control of the turret. Obviously there are times where you'll want the main weapon enabled and firing, but it's handy to know you can disable it to make sure the ATGM works as it should.
>Playing US campaign
>Send a Bradley to capture an enemy supply dump
>It flips to me, but can't use it
>The Bradley now has infantry in it for some reason
>Unload it
>Two Mech. Inf jumps out
Huh
Should I buy it now or wait?
>>2073397It's a fun game
It's not like it's about to go on sale nigguh
>>2073379I really really really don't want to ever be sending expensive tanks into forests if I can help it. I run Armoured with Specops specifically so I can just sweep forests with my own infantry but generally if I couldn't clear a forest with inf I would rather just circumvent it.
>>2073375I'm not sure how much the blast radius matters in practice for tank shells. But tank HE shells don't have any cover negation effect so both HEAT and HE perform the same vs infantry in buildings. IIRC cover is a %-based damage reduction but I don't recall the exact value for buildings.
Personally I don't think tanks are very efficient sources of anti-infantry damage. They're strong because they're good at beating vehicles and extremely hard to kill if micro'd well but a single autocannon on a 70-120 pts IFV will easily outdamage the main gun of a tank vs infantry and I usually bring some IFVs or some other specialized tool to sit behind my tanks and kill things.
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>>2073405>Armored/SOF kingDon't sleep on tanks in forests. Unless helos get within HMG range, they can't hit them, and they're a massive force multiplier in infantry fights. Your only real danger are suicide bombers, artillery or cruise missiles, but once that fight starts it's surprisingly effective to just smoke through your opposition and punch straight through their squads without stopping to kill them all. With some luck/timing, you can even break your tank through to run rampant in their backlines on some of the more forested maps, like airfield
I've been playing a couple matches with a Stryker + Marines deck and experimenting and refining it as I go. The basic idea is to just push with tanks in front and Strykers behind with the option to transition to airspam, and then the rest of the deck is just covering for situational stuff. Thoughts?
>Regular Strykers fully decked out
>ESV Strykers with no APS for when I'm only fighting tanks
>ACVs so I have some sort of cheap autocannon
>SHORAD with fletchers because they seem really, really good
>ATACMs because I'm testing using it alongside SEAD--results are mixed so far but I'll need another few games to figure it out
>F-35s with the bare minimum payload just to snipe backline targets in combination with SEAD
>F-18 with Mavericks for tank blobs
>F-16 with double 2k JDAMs for general CAS spam
>>2073401I mean I will wait couple of years until it goes on sales
maybe they will add more contents into the game and fixed issue they might be having now by then?
Are mass para drops still viable?
>>2073519Pretty much everyone knows to pay the air tax so paradrop openers are dead but most transport planes can NOE to hide from radar so sneaking a drop through at some point in the game can be possible as long as you're not too greedy.
>MANPAD team reloading at a supply dump
>enemy helo gets in range
>the very second they fire, the helo breaks LOS
>missile instantly nosedives and blows up the ammodump, and the manpad team
has anyone tried the bomber with 24 Cruise missiles at the beginning to hit their roads?
>>2073568ammo dumps are dangerous
>>2073568>trusting missiles
>>2073603so im not the only who's had multiple friendly ABMs hit my shit?
>tfw sneaky scout snipers being sneaky
I find I play a lot more conservatively than most players. Like, my KD is great, but I usually only have 2/3 or sometimes almost 1/2 of the destruction score of the top player (on my team). Am I dragging my team down or am I just playing different?
>>2073602Its easy to slip into the mindset that you are safe from everything in the air in your little AA nest. I had to intentionally redo my decks and shift my mindset to bring a "less efficient" M-Shorad to deal with heli shit like that. Good lesson for both suides of that engagement.
I did mine with a commanche, I genuinely don't think they had any idea what happened because they let me do it 3 more times.
>>2073611As long as you're not my teammates, you're golden
>match starts>i'm the only one to buy an ASF>3/5 players buy artillery first>during the match I see a 360000+ supply dump>the guy that deployed with me never actually moves his units, they just deployed and died where they stoodAt least one of the artillery guys landed shots. He ended with like 9-1 k/d, but man, I could actively feel my alzheimers kick in
>>2073615I usually sit in the back with AA and arty to support you and then sneak in a bunch of recon everywhere so we both can see what the fuck is going on. Then I spam pings when they try and sneak a bunch of helis through our flanks because I know my ass is grass is you don't respond.
>>2073621One artillery chud is ... FINE. But ground needs to be taken, held and then pushed out. Artillery doesn't do that. All the artillery in the world can't help me hold on when I'm getting pushed by two people, when you could have units to support me.
But hey, whatever, as long as you're having fun.
>>2073582I'm not sure if that is worth it
I've just been testing the timing for that against AI and it doesn't fire fast enough to expel the entirety of its bombload before being above the enemy spawn.
And that's ignoring the threat from enemy aircraft and AD.
The 16 of the B2 seem to already be a bit much to shoot in that time.
Wake me when they add China. I want to play China vs Russia.
>>2073611Are you just kind of sitting around and not dying? You're probably dead weight
Are you actually moving forward and capturing multiple capture zones on the enemy's side of the map over the course of a game? Then you're probably carrying. Capture zones are extremely hard to take and extremely hard to take back once lost. Attacking is hard, defending is easy. If you take the whole 40 minutes to steadily take several zones without feeding and give your team a capture zone advantage then you're doing more than the guy with a 10k destruction score, even if the scoreboard doesn't generally reflect that. Attacking while preserving a positive k/d is the hardest thing you can do in this game and taking capture points matters without feeding matters a lot, because it means the other team has to win on destruction score to offset the territory disadvantage, with progressively less space to play with.
For the most part the person with the highest destruction score each match is going to be the one spamming artillery or planes. And while that's all well and good, somebody needs to play frontline and take ground or else those support players don't have anything to shoot at.
I'm beginning to wonder if nuke openings might be a possible option for russian stacks.
If you push a Tu-160 with afterburner at the ground spawn and release the nuke late it can overwhelm 2 SAMs. Will cost you the plane though.
On maps where there is only one ground spawn it can get spicy if one player throws out a nuke, another sends a TU-160 with ordinary cruise missiles, which release early to overwhelm the AD, and everyone else just spawns fighters.
This was just a test against 2 AIs because I was wondering how large the blast radius would be but even if a team only does 1/6th of the damage it's worth it.
>>2073226you lost elo because you lost?
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>My end of phase rush is sure to work THIS ti-ACKKKK
>>2073622The way I see it, I do most the work and you get all the glory. I kill spot everything, I kill most things, you just have to rooll forward and take positions. In the meantime, you have relative security from bombing runs and gunship rushes.
>>2073648Okay I take everything back, you're the bottom of the barrel pubbie mouthbreather, please uninstall
>>2073646Ummm bro russia has overpowered AA this is a fake screenshot nothing can survive in the skies
>>2073650Pretty sure that discussion was about s300s/patriots, but go off king
>>2073649Only thing I'm trying to explain is I don't just spam arty because I know how useless that is. Sorry that got you all flustered.
>>2073649>pubbieBro, we all are. No one in this thread is willing to group up and probably doesn't even have
Multiple of tried any all they get is silence.any
You're just throwing out insults that don't even make sense in the context.friends.
>>2073663What the fuck did 4chan just do to my post, jesus fucking christ
>Bro, we all are. No one in this thread is willing to group up and probably doesn't even have any friends. Multiple people have tried and all they get is silence. You're just throwing out insults that don't even make sense in the context.
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with teamates like these, who needs enemies
fr the entire match those 3 struggled to hold one point against their 3 while being closer to the air call ins
and i'm over here fighting a 1v2 bc other guy dcd early on
eventually had to rotate my army to their left flank otherwise be completely destroyed
not that it mattered
worst game so far
wish there was in game voice
>>2073671>that picThe more things change the more they stay the same.
>>2073671>>2073676so nothing has changed since the first beta?
>>2073622Rear players are just a reality of a game like this. Arty and air are really fucking strong and take a lot of micro. In a game with limited income and limited units, someone's gonna focus on it and they're going to have a huge impact on the game because of it.
But they still need to have frontline units. This is the thing that confuses them. You can spam arty and MLRS but you still need to put some recon forward, set up a few ATGMs and watch a point so your frontliners can concentrate force. You don't need to babysit that frontline unless you're under heavy attack but if you are under attack your frontline should be strong enough to let your artillery do its work, otherwise you might as well not be in the game.
Same with airspam. There's a reason both airborne decks have an assload of ATGMs and weapon teams
>>2073681Well certainly not in the quality of the average player.
Although I think that there are more around that will try to stick it out even if most of their team leaves.
>>2073682there needs to be in game VC
i hate discord unless it's people i know
>>2073685to coordinate roles
>lose a game by 2 victory points where 3 enemies deserted and we control 70% of the objectives because my team has a negative k/d
This is absurd. What the fuck is going on with this gamemode?
>>2073671>with teamates like theseThen group up? Brick wall isn't gonna break if you slam your head into it just one more time.
>>2073685Just ping shit. If your team's vagina is paying attention they'll blast what you ping
>>2073702this was actually the first time i got really bad teamates
I see people (once again) voicing displeasure at bad teammates and how no one groups up.
I will once again ask how to set up a group and volunteer to put it together.
>>2073708unironically taking a break rn
but when you create a lobby, on the left side u should see a share button
there's a url one and discord one
i haven't tried it yet
>>2073712idk if those joining have to accept it in steam or not
post if it works that way
>>2073688This game mode is retarded. It's like they couldn't decide whether they wanted domination or destruction, so they combined them.
>150 posts
>no one is talking about the story
WELL? is it any good
>>2073720the story is better than the mission design and pacing by a lot
all the characters are well writen
>>2073716it's not even combining them, it's the damn stage system
>>2073720Its no Tiberian Sun, its more like an OG C&C. It does the job and a few of the characters have a few moments, but its fairly by the book
>>2073608Why not shoot the supplies and get a doublekill...?
>>2073732Maybe wants to capture them and resupply?
We ball (or try)
We will do whatever, just trying this out
>>2073712Thanks
>>2073740https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6T1dFUWt3eGY0eGFoK01IOE9pM0NVQlJINklCbng5THpYT1FBUFN4dEhzZDlWQlVxQUdHczJWMXo1RzVxbnJ3NHZtcmV0TUMyNXJhTFBwQURvL1RTeUpWVzdvdndLdWQ4SXhrckUwYWZBT1k3RkQrVWkyd3pqekdZa09hMnJHcERocWsvTXFVZmFDdHlmYXE4ZFVzNzhEM0lBQU1jYitBV25ib0hjb1VaSHVMSmZTeEpPOTBFemlXRExsN0V5MlNpamdRZDZTeW1wQzlxOXd0YmIyZ3pGK1xcXCJcIlxyXG59IiwNCiAgImxuIjogIkNsb3ZlciIsDQogICJ1biI6ICJBcmF2YW4iLA0KICAidCI6IDE3NTA1NDI5MzkNCn0=
>and he forgets to paste the link
Jesus Christ is the Son of God, Who died for our sins and rose from the dead to give us the free gift of eternal life. He also promises to heal your body. You can ask Jesus for His gifts.
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>when the vatnik nationalist starts kvetching in allchat 10 minutes before match end
>>2073708>>2073712The game is fucking fatiguing to play once you get sweaty about it, and I think we're all mostly in our 30s. It'd unironically be best to set a day and a time to hang with the vros, I'd be down to FUCK
I don't know if /vst/ has spoilers maybe the devil's discord?
>>2073738There's two separate artillery missions on the supplies.
>>2073720>Comically evil US spook vs. glory seeking wardog with a heart of gold general>Complete disregard for how military command actually worksAt least that's the US line. And Europe is a massive pussy, which is a kick in the balls, but completely fair.
There's a mission where a single train wagon of Leopards gets carpet bombed, and they call it a significant portion of Germany's current stockpile. It actually made me laugh a little. Mostly in despair.
>>2073765what pissed me off about that mission is such a load being so valuable didn't have Air defense waiting for them at the drop off point if it's so strategically/politically important
>>2073761Its Saturday afternoon to early evening (burger hours). If there is no one on now willing to do it, then there just isn't enough people interested, period.
I don't in theory have an issue with Discord, but I've literally had the lobby open for half an hour and not a single person has joined.
>>2073762"Allies" gonna ally.
Game looks cool but I'll be too busy to properly get into it for a while so I'll wait for a sale.
It's not going to drop 90% of players in a month is it?
>>2073770It's half an hour past midnight, EU time.
It's grim, but yeah, I'm sure we could pull at least five anons together if we actually tried to organize.
>>2073770>>2073774im going to eat dinner, and if i feel up to it ill play in like 2 hours or so
https://discord.gg/Sv2ZYF5p
I made a discord if yall want to com and org, i dont want to manage shit though
i hate discord but it's what everyone has, but large discord groups are worse
bbl
>hours from now I will consider maybe thinking about the possibility that I should muse whether to play or not. join up!
>>2073780Joined it. I'm drinking myself to sleep with shitty youtube videos by now, but get hype, anons crushing vatnik balls the dream is real
might want to add it to the OP, just to organize games with anon
no discord posting, delete all text channels except when lobbies are planned, no clique, no faggotry
>>2073743Alright its been an hour, literally no one has even poked their head in. I'm leaving the lobby now so if you try to join I don't know what will happen (probably error message).
>>2073784sorry, but i want to go eat taco bell and idk how long I'll be chilling with my burritos, nacho fries, and baja blast
>>2073793id join if i played the game :^)
I'm back
ill wait like 30min then ill just play and try again
https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6TWlPa3ZJZ3FXeXVyUE4rdG5IaHZrSkpWN1lWS2FtUFdCL0dZQUlhSE0vNWdpK0p1WmFjRXFVMXprMlRJQmx5aEJIVzc5V1JNNWNUN1Z4Y3lhaEd2bTM2cVR6M0RvMFdoazFocTlsK3V4Qi9pS29BczkwejA2YXF3NkVGSjlFeXhpV21JdjlIaXQzZ2pVYUdtQ3R2ODg4VDJRSVN3ellxRjU2bkgvRy90UUQ5K1hWOG5ONTJnV2ZpNDhwbnJDcWZuM0JwbGt3M1ZBWERMR3RKSmlKM09iQ1xcXCJcIlxyXG59IiwNCiAgImxuIjogImxleiBnbyIsDQogICJ1biI6ICJMdWNreSBUZWEiLA0KICAidCI6IDE3NTA1NDk2OTUNCn0=
>>2073817In case you were curious, it's just a clone of the vanilla SEPv2 but with all the machineguns replaced by MG3s.
>>2073815Why are you here?
Was fun duder, thanks for playing with me.
>>2073859np, all was routine till the ending nuke lol
>>2073862Pretty sure they had tried a couple times before, but I hadn't moved my AA up enough and they slipped that one in.
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Whats the point of Mechanized infantry when Guard Tanks gets all the better vehicles?
>>2073867yeah i used mine to move our bubble up but that russian arty and mlrs got both of mine
>>2073870BMPs, 2 more choices in aircraft, tunguska, strela, more inf choices, more and cheaper scouts
anyone else feel IFVs are harder to implement than other vehicles?
>>2073838i like reading about various strategy games.
>>2073870The two specs are basically clones of each other, except Mech generally gets inferior gear at a slightly cheaper price while Guards gets slightly better gear for a higher price.
Case and point: T-72 vs T-90. Note how for the same price, the 72 actually has a better gun. Mech has a lot of really cost-effective low cost units and I think people will warm to it over time as they feel it out. Right now it's just overshadowed by its fancier cousin.
>>2073896*laughs in 850 kinetic armor*
How come Russian tanks are such gunlets?
>>207389630% ecm is nothing to sneeze at though
How do I get good with planes? It feels like my planes take forever to do bombing runs (circling multiple times) and when they do it never seems as strong as the ones I receive. I feel like I'm doing something wrong.
i havent bought the game and pirated it just to see the arsenal and tried deck building. i played some wargame long ago and the demo
what decks are nice
>>2073898These are the shitter tanks. They cost as much as an IFV but you can bring like 6 of them so you use them to vibe check the flanks and force the other side to have credible AT everywhere. Against real tanks you just fish for side shots while something else presents a frontal threat. The RU side really has nothing that can actually duel US tanks frontally so having lots of cheaper things and being buggers with them is how they even the odds.
You should never use a tank that:
>Costs above 150
>Does NOT have APS
Either it needs to be cheap, or it needs to have APS.
>>2073902Issue a bombing run while the plane is far away, that way it will line up without doing a circle.
>>2073909this
only used Abrams if it had APS for a while
the one time I didn't it felt awful and lost more faster
The main thing preventing me from making a mechanized deck is that russia has such a shortage of good gun tanks. The Guards' T-90M and Armata are the only ones with a gun heavy enough to threaten heavy tanks (like a T-90M) frontally and they're both in the same spec. You can't take advantage of having lots of cheap tanks to flank and get a crossfire if there's nothing tough enough to stand up frontally first.
Coastal has the same issue with its T-80s. They aren't good enough to stand in the line of fire a trade hits, so they're basically relegated to infantry support unless you pair Coastal with Guards. But then Guards has all the tanks so it doesn't need Coastal's shitty T-80s at all and why am I even making a Guard + Coastal deck? Delete.
It feels like Mechanized is missing an elite tank that would make the spec make sense but the only partner you can get that elite tank from is the spec that doesn't want anything from Mechanized. I don't know how to square that circle.
Call me John Malka-vich.
Love the range of this banger.
>One guy on my team instantly leaves before the game even starts
>Another one leaves after the plane duel
>Game lost
>0.5 K/D stat added to your permanent record
>>2073926Use ATGMs, quit trying to out tank the tank spec
>>2073935just retreat your units and let them cap all
first time playing dedicated air and it's pretty chill
>>2073960"dedicated air" doesn't work in high ELO games. You can't get any SEAD or cruise missiles through, any bombing run becomes a suicide mission and units are too dispersed for you to kill more than you lose.
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>>2073981Bartek the Retard
>>2073148>Would you send a wave of helicopters with no ground support?
>>2073978i didn't only do air, more like my priority
then light inf on def, then supplying batteris, then helo support
>>2073974>>2073981This shit is overpowered and not balanced at all
>>2073998Its not, people are just retarded. Is artillery overpowered if the enemy clusters their armor in the open?
>>2073998I think the real problem here is that "bartek" neglected to buy any short range AA of any kind
>>2074001Isn't the Derivatsiya short-ranger AAA?
>>2074008kind of, aa missiles have longer range than a derivatsiya autocannon though especially if it has radar. I don't think a derivatsiya would win against an attack helicopter unless the derivatsiya was sitting in a forest and got the first shot off
>>2074001just dealt with one and it took out my 2 Shorads
>>2074001>Strela>3 Derivatsiyas
>>2073985this is STILL the most kino webm to come out of that boring war
>>2073927Do you group up the Malkas to have them fire at the same targets and bring 3 or just 2?
>>2074015Both easily out ranged. Not to mention this is obviously a spawn camp
>>2074049Yea I run them as batteries of 2-3 with a supply cache nearby.
Harder to make them as effective against higher elo who will send planes after em.
How are Vikhr missiles better than Ataka missiles? The Vikhr missiles cost more, but they seem to have exactly the same stats.
>>2073985VDV actually did a fine job that day.
>>2074001Not that short. You have to remember that Apache D and E have fire and forget missiles, so if it sees you then within a few second you're going to eat a missile. Therefore, you're left with to choices: MANPADS or medium-range AA, like Tor. The former won't be targeted by those missiles and the latter will outrange it.
>>2074079Vilkhrs shoot 2 missiles at once, Atakas only shoot 1 missile
>>2073902controlling the planes feel like complete shit tbqh
in wargame you felt like fucking maverick doing maneuvers, killing shit while staying out of the AA range but here it feels like a coin toss every time
>>2074096this desu
all cool plane shit feels purely coincedental
>>2074097>>2074096Familiarize yourselves with the hotkeys. Once your AMRAAM leaves the rails, afterburner and dive to the floor. Circle around, and hit the enemy jets when they lock onto something else.
Once your stealth bomber drops its load, afterburner and dive away.
When you pull off a sickass 1v2 air duel you feel like a king
>>2073896>T-90 functionally the same as a T-72Accurate.
>>2073909There’s an argument for not having an APS on top tier tanks since it makes them far more expensive, and the only difference they have compared to takes one tier lower is that they can outduel those very tanks. Tanks one step down should be used for general purpose with APS, and your top tier tanks are better used to duel other tanks.
How do you counter Russian 30-armor helo spam?
>>2074103That's retarded, since most Russian tanks use ATGMs.
>>2074105It’s far better for a Russian tank to use its sabot against another tank than it is to use its atgm
>>2074105>How do you counter Russian 30-armor helo spam?MANPAD ambushes
SHORAD-M with hellfires
bomb them when they resupply
>>2074110>Do MANPAD ambush on Russian 30 point helicopter spam>Two helicopters versus 4 MANPADs>Helicopters pop flares, 2/4 AA missiles for each squad miss>They tank the rest of the missiles and then destroy the MANPAD squads with rocketsFour stingers should really be enough to take down any helicopter, but these flying tanks need like 5-6 to go down.
>>2074120Yep. MANPADs and even SHORAD-Ms against a moderately attentive heliblob player are a deterrent at best, not a counter.
So load up that F18, hit the deck and afterburner in with those snakeyes.
>>2074105>>2074120Fight fire with fire.
SOF gives you access to cheap Little Birds, which can carry 4 Stingers, and you can take 4 of those helos. If you send 3 of them at helo of them then in worst case scenario you will at least blunt their offensive. Sure, you will always lose minimum one helo but they're so cheap it doesn't really matter. What worked for me was sending 2 Little Birds and 1 Comanche or Apache against helo spam. Little Birds eat missiles and damage the enemy while the heavier helo finishes the job.
>>2074105>>2074120Fight fire with fire.
SOF gives you access to cheap Little Birds, which can carry 4 Stingers, and you can take 4 of those helos. If you send 3 of them at helo wave, then in worst case scenario you will at least blunt their offensive. Sure, you will always lose minimum one helo, but they're so cheap it doesn't really matter. What worked for me was sending 2 Little Birds and 1 Comanche or Apache against helo spam. Little Birds eat missiles and damage the enemy while the heavier helo finishes the job.
Armata or T-90M?
Armata:
>more expensive
>slightly better armor and rounds
>access to top-attack missile
>faster reload
Is it really worth it for 70 more points?
EUfrens, we got a discord together to try and organize some team games with anons. Currently four guys, three muttoids and one europoor.
>>2073780We're not trying to start a shitcord clique, it's just a way to play together.
>>2074142Armata is the only russian tank that can really duel the SEPv3. T90Ms are fine, but they will trade unfavourably with US elite tanks. The top-attack missile isn't worth it desu, any sort of tank that warrants a T14 is going to have APS and smoke. This is in a vacuum and an unrealistic scenario, a more legit take on it is to probe with T90Ms, and send in the armata to fight the toughest nut you come across.
>>2073978Literal skill issue. Air is crazy strong even up to the highest (current) levels of play. If you watch any of the stacks currently dominating the top ~20 rankings they all put a tonne of emphasis on air control with at least 1 player running a deck tailored to it.
>>2074199Air spam is such a bitch to counter with my current deck.
Im relying on 2 Buks for planes and they regularly get targeted, especially if i dare to touch the radar. And i dont like launching interceptors of my own, but i guess thats the only choice i have if my teammates arent keeping the net strong.
>>2072343 (OP)>No Skirmish vs AI>Can't save in campaignsAre these nigs for real? This wouldn't even pass for an Early Access release.
>>2074199>Air is crazy strongIn 500 ELO maybe. Once you get to the quadruple digits, nobody uses air anymore. Even the air tax is sometimes skipped entirely in favour of ground rushes.
>>2074105The best way to counter massed helicopters is to mix different kids of SHORAD together.
MANPADS are stealthy and cannot be targeted by ATGMs, but they reload slowly (and thus kill slowly) and are vulnerable to rockets. The important thing for MANPADS is that they don't make enough noise to reveal themselves while firing, so if you position them well, enemy helicopters will take fire without being able to retaliate, and will need to swarm in the direction of the launch to actually find the source.
To supplement MANPADS, bring a SHORAD vehicle which has enough armour to negate rockets. That way rocket helos can't just swarm in and kill all your AD. The best options for the US are the Stryker SHORAD with 2x Stinger Pods, the Bradley SHORAD and the LAV-AD. Make sure to bring each with its available armour upgrade and turn their radar on, as radar greatly increases the range of their AA missiles. Avoid the AA humvee in Airborne, since its so lightly armoured that it dies to rockets and doesn't have radar, so it's basically all the same weaknesses of a MANPADS team.
The benefit to all these is that they have a magazine of 4, and will fire off their missiles rapidly one after another for very high anti-helo DPS. The Stryker and LAV-AD have two launchers, so they'll fire even faster
If you really want to make helos fuck off, add a 3rd layer with a stationary, pre-positioned MML using Sidewinders. The MML is lightly armoured and vulnerable to rockets but has more range than normal SHORAD and fires extremely fast with a magazine of 15 so it just murders helis super fast and they'll need to dive through your other 2 layers to reach it.
For the russians you don't need to think. Just bring the TOR. It's stupid how good the TOR is at killing helis. You just need one in range to cover your frontline (and a second in your deck in case the 1st dies) and it creates a no-fly zone. Just be careful it doesn't get SEADed because it sucks at missile interception.
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>>2074050Nah this wasn't a spawn camp, at least mine with all the BMP-1s wasn't. It was just pushes on I and B on Suwalki Gap that I shut down. I've also had kill lists on higher value targets like that other anon too.
>>2074050I wouldn't say easily outranged but I think by 1-200m. The strela actually was in range and missed twice before dying simultaneously with the T-72 that was next to it. I think the problem more so is that people are just unaware that if you see a guardian it likely means 16x 2000m F&F ATGMs
>>2074142Both. T-90Ms are affordable and have the firepower to fight most US tanks head on. Their your main frontline asset. However, the 90M gets shat on by the Abrams SEPv3 (or the Armata). The extra KE armour and pen on the Armata allows it to face the top-tier tanks frontally. The Armata won't win against the SEP, but it forces it to take the gunfight, which means you have time to bring in a helicopter or plane or flank it with your cheaper tanks and hit its side armour. Without the Armata to present that frontal threat the V3s will just roll through you, but you don't always need the Armata because only US Armoured and RU Guards have tanks heavy enough to require it.
>>2074216Why are leavers so fucking common? The second anything doesn't go their way, people just leave and cost (me) my MMR.
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>>2072343 (OP)Stop using nonsense acronyms like people know or care what they mean. Speak like a big boy. We don't type at each other when speaking kiddo, you have to take a second and enunciate the words you little faggot.
>>2074205Oh and I'll add: the armour on helis doesn't actually matter. It mostly affects the damage they take from direct-fire small arms. All AA missiles have like 80+ penetration to their 30 armour so they're dealing over 90% of their damage through it. The difference between 10 and 30 armour isn't even an extra shot from a stinger.
For the record, it takes 2 direct hits from a stinger to kill a Ka-52. However, AA missiles can deal variable damage because if they 'miss' they have a chance to trigger a proxy fuse detonation, which will deal partial damage in an AoE, with the damage diminishing outwards. So basically a lot of times that you actually missed, you'll still roll a bit of token damage to soften the impact of RNG.
The reason helicopters can be deceptively difficult to kill is that ECM has a multiplicative effect on the evasion chance generated by flares and all the high-tier helicopters from both factions have at least 15% ECM. The Ka-52 (and Mi-35M with jammer upgrade) uniquely has 25% ECM, which makes it the most durable helicopter on average. So the best solution is just to make sure you have volume of fire instead of relying purely on MANPADs.
>>2074205>Stryker SHORAD with 2x Stinger PodsCorrect me if I’m wrong, but I think I’ve seen the Stinger and Hellfire loadout fire both missiles at the same time, which can just one-tap a chopper if both it.
>>2074226MAN
PORTABLE
AIR
DEFENSE
SYSTEM
SHORT
RANGE
AIR
DEFENSE
SUPPRESSION
OF
ENEMY
AIR
DEFENSE
ELECTRONIC
COUNTER
MEASURE
google this shit nigga goddamn
>>2074233I think it technically does but I've had some poor results with the AA hellfires and I don't know if it's just bad luck or if they have a tendency to miss more often or if I've just had bad luck.
>>2074225I am pretty sure it was a server issue, because they all left suddenly and only one guy reconnected.
Nevertheless, that 1v1 turned out to be quite fun.
Hey guys, could you tell me if its worth starting to play this game as a noob? How's the multiplayer doing? I bought it, spent some time building a deck, then spent about 20 minutes just to find a lobby where i wouldnt get kicked because of my rating, and we won one 5v5 match. After that, i refunded it. Now im wondering how long this game will last. I already bought Men of War 2, and its online died within a month. I dont want such a foolish repetition
>>2074276In the upper left corner, you have a button for automatic matchmaker, Quick Match. That way you're going to play with people at your level.
>Now im wondering how long this game will last. I don't know the future, but MoW2 failed because it had an awful launch and it tried to alienate its own audience. People who liked this franchise either continue playing Assault Squad 2 or Gates of Hell.
In case of BA, this game seems to be a mix of Wargame and World in Conflict. I thought it would be some sort of direct competition to Warno, but on the release day it had 10 times higher playercount than Warno ever did. The multiplayer is solid, so unless devs really fuck it up, the game should stay active for some time.
please anons make some cool webms
>>2074297there are some webms in the thread already
>>2074297This is the only one I made. Game needs a replay feature, I never really zoom in because zooming in looking for cool shit takes 2 minutes I could be spending microing infantry through the forests or running away from a AH64 Guardian
Phase 1 is irrelevant. Fuck air tax bullshit
>he fell for the air tax meme
What are the gameplay rules of the different seeker types (f&F, semi-active, terminal guidance, etc)?
>>2074341>>2074344"Air tax" is not about getting destruction, its about having early air control so you can land your helos of men without they being shot down and costing you (or your teammates a bundle), it also helps so you can have a drone up and see what they are doing. Its a teamgame.
Is the Guardian worth it over the Longbow? Its 50 more points for 200m range.
>>2074358The first 15 minutes of the game dont matter, just bring in another 400 points of ground units instead of planes.
>but the enemy will get forward positions with their helos!You have 30 minutes until phase 2 ends to push them off it with superior numbers since they spend a big chunk of their starting points on planes and helicopters.
>>2074363You lose more points by having helos full of troops dying than they do expending munitions (and refunding their planes). Meanwhile, they have recon on you and have defensive positions. How can you not see this as an issue?
>>2074372Anon, when he said ground troops he didn't mean helos.
>>2074375Not every spec has that option (at least not efficiently). In which case you would have to cart troops up in lightly armored transports that would be begging to get decimated or walk through forests on foot taking forever. Its becoming reidiculous that you (all) cannot even concede any of the points.
>>2074391>reidiculousOkay, that was a fun one
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Untested Zigger deck
The thought is to keep pushing forward cheap infantry supported by T80s to reveal enemy positions, then destroy infantry-based ones with LMURs, vehicle-based ones with QRF T90s/Armata
Cluster Koalitsaya to hit enemy cargo dumps/support equipment, extended-range TOR to suppress forests/urban buildings with confirmed infantry in them before a push
Sosna up front to cover the tanks, TOR further back for cruise missile attacks. Downside is I only have radars on the TORs, so if they can't stop any SEAD attack on themselves, they're probably dead unless I see it coming
Alligator to counter enemy armor pushes
SU57 for total SAM death
Weaknesses is no long-range SAM defense, poor quality infantry, no MLRS, no bombing capability. It's a grinding attrition deck that's only good at pushing the front
>>2074418>extended-range TORExtended-range TOS
>>2074418Looks pretty cool. But do you need that many supply trucks? I would lose a few and try and squeeze in another sosna. Someone that has a lot of air or helos is gonna eat you some day. Even just a bad fluke and most of your AA is on cooldown and then you are toast.
>>2074363Why don't the first 15 minutes matter?
>>2074428>supply trucksI know, it's overkill, but that was kinda how the deck math worked out. Either I remove too many trucks to fit something useful, or I remove some trucks just to add some random garbage i don't really need
>>2074429Its a point cope. Someone early on suggested to just do nothing for the first 30-35 minutes and then deploy everything and zerg the map in the last 10 to secure all the zones and destruction points.
>>2074439>let's play NR20Gay
>>2074438>add some random garbage i don't really needThe day you are just getting camped by air, remember me and thank fondly of this day.
https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6Tmlla0Y2TGhRaFFlcDVjbFZ1VE9VK1o4WUJrMmxaS3RUR1hpekFqVzRVM0JRRWljRXVrTmJnQll5bTlNd1k5TGRwQkp4eDU3d2lRcVBCOVNJUklHUUF6eFQvdjFXdzQxWCs0YVdFbFRITGt6SHlBTTh1TExEd1hVb2FBSWtPblZIVmo2NTlFTWgvMU9qa0E2bXh6ZDM1eGx0dGtBZ3lhZ2FZS2llNFNEbnE4NE5WWUpQYm85V21tQVhyUHVRVUQ2WXE0NnpnVGhBRlVDZURvNVpyMnRxdVxcXCJcIlxyXG59IiwNCiAgImxuIjogIkZqZWxsa25hdXMncyBsb2JieSIsDQogICJ1biI6ICJGamVsbGtuYXVzIiwNCiAgInQiOiAxNzUwNjE4NDA0DQp9
Haha what if we broke some arrows together
>>2074352As far as I can tell:
F&F
>only needs LoS by the unit when shot>does it's own thing afterwards>missile itself can still lose LoS from smokeSemi-active
>needs constant LoS by the unit until it hits>can be switched to another target if it loses LoS/target is destroyedTerminal Guidance
>gets guided by its unit if it has LoS>can switch targets if unit still has LoS>goes "pitbull" if unit loses LoS/is destroyed while the missile still can see the target>pitbull acts like F&FI'm not certain about these, there is no official information on these.
>>2074462>>2074484Are you still playing, and have slots?
>anons playing together
so jelly
>>2074510You only get points at the end of the phase. Thing get worth more points in each phase, so there is always a chance of a comeback if you are losing.
If your ELO is under 500 dont even bother joining my lobby.
the deckbuilding is insane
lav ad
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lol
fdgh
md5: d293fcad5115b41996c6273e60f2f33b
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no idea what im doing, but im having success with this deck
Wtf I love HIMARS and people standing still.
>>2074583Must’ve been that time
tu22
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Tu-22 with big missile very funny
The price of SEAD should be reduced. Or longe range AA price should be increased
If I alt f4 the moment I see it is a mirror match in the map vote screen, will it still count towards my drop rate
nevermind I just quit I dont like mirror matches
>>2074462Four games, zero losses
Total vatnik genocide, every cruise missile spammer must fucking hang
>>2074511We were full up. There's a discord link further up, that's where we organize the lads
>>2074083>VDV actually did a fine job that day.emphasis on that day
Napalm
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>>2074618We must become the Cruise missle spamming Ziggers howeverbeit.
>>2074533>he fell for the motostreki>>2074602If you create a lobby and then queue there's an option to disable mirror matches. You can close the open slots but idk if it lets a solo queue this way, I've always done it with at least 2 people.
>>2074632But they lost ...
>>2074640We become better than filthy P*bbies
>>2074632I have considered making some kind of unholy retard deck comprised of VDV + Coastal and just spending the entire game shooting cruise and ballistic missiles. Probably not a good idea but funny to think about.
>>2074648On the other hand, Russian SEAD is so anaemic. I sent like 3 waves of 2 Su-24s and that's the only kill they scored. If I was playing anything with Marines, I could send 3 Prowlers and completely annihilate enemy air defenses in one go.
>>2074648TOTAL TOR LOVE! PQTRIOTS ARE IN CONTROL OF STEEL BALALAIKA
>>2074649I had a couple decks for it but I'm too comfy with Guards Moto Myself.
>>2074640Ah but losing is fun.
In all seriousness though, seeing such big plays fail is hilarious.
Yesterday I had an enemy team nuke our ground spawn while doing an air drop on one flank with some ASF support.
>mfw everyone on the team only spawned helos which come in from the sideShooting down the transport was the cherry on top.
Was it a good idea to allow mirror matches?
Is there a plot to the campaing or is it just random missions slapped together?
>>2074660There is a plot for each of the sides, ending slides also depend on a certain couple of choices at the end of each campaign too.
>>2074659I honestly don't mind them at all.
Doesn't hurt that they cut down on matchmaking time.
>>2074659I guess, simulating civil war is fun.
>join lobby with twice my ELO
>waves of rangers dying trying to take commie blocks on objective
>every time I enter the point armored convoy of enemies comes and rapes me off of it
>or the absurd amount of enemy arty
>still have some fun fights even though I lost them all
>AH64 Guardian and Comanches saved my ass from multiple armored pushes after my infantry got wiped out
>winning the first 2 phases solely off destruction score while enemy has zones
>last 5 minutes
>enemy does a mass push onto another anons zone to try and snag +3 score from zone control which would win the game for them.
>too close to friendly tanks to use my HIMARS cluster
>Guardian on attack move wants to fire at infantry instead of armor
>he still holds on anyways and we barely win
good game anons, I liked it.The difference in quality between ~500 and ~700 ELO is very noticeable sweet lord the people in that game were much more difficult to dislodge.
And I learned a good amount just from that one game with much better players.
>>2074659Not in quick play.
So you can mirror match but you can't have mixed teams, right?
>>2074677those guys were better than every team we faced as a 5 stack
the second i saw the small column and the score i rushed all my vehicles over there
nearly lost 2 abrams to that carpet bomb, i couldn't have held if i lost them there
>>2074687I haven't theorycrafted it but it probably could lead to some unbalanced (overpowered) scenarios. The nations are balanced respective to themselves, not across.
>>2074687you can mix for skirmish
at least human side
>>2074698SU-57s covered by F-22s sounds like aids
>>2074703How about US stealth drones but Russian Arty? Like I said, I haven't theorycrafted it but its not hard to imagine scenarios that lead to some pretty powerful setups.
>>2074698Also RU has some cheap radar aa (Shilka, it's not called that in game though, probably an updated version) units that they can bring in bulk to cover patriots
i think the hardest part is saving up enough for a push while also making sure I don't leave too big of gaps in the line
>>2074708PIVADs is the superior frontline AA shield and s300 is the better AA platform
>>2074711This is why recon is important and people often neglect it. With recon you can use fire support to blunt or turn back an assault and see where you don't need as many forces. It also lets you sniff out flank pushes that can be very costly.
Mavericks are just as bad as cluster bombs on planes. The plane gets shot down and you dont kill shit
Should I use 4 ammo Rangers Stinger for the 2000 meter range or Troopers AA with only 1800 meter range but they have 6 ammo
>>2074753>RangersLonger range
Cheaper
Secondaries have longer range (minor)
More armor (minor)
>TroopersGrenade launchers (moderate if they routinely get into gunfights, minor otherwise)
50% more missile (6 vs 4)
>Toss upSize: Troopers are bigger which means more health and less loss of effectiveness if they take damage (Rangers are FUCKED if someone gets the drop on them). That said, Rangers are easier to transport (seats/weight) and take up less room in buildings if you want to stack.
>>2074708"Biryusa", all Soviet/Russian "Shilka"s were supposedly upgraded to M3 "Biryusa" standard which included IFF and I think slightly better radar.
You can actually get "Shilka"s (or at least something named after them), you just need to downgrade because by standard they come as "Biryusa". It's actually weird because the downgrade you get is removing the radar, variant which IIRC was supposed to be called "Afghanski", as they were "Shilka"s made for direct ground fire support in Afghanistan, where they coated hillside villages with 23mm HE and to make sure some poor goatfucker with a Lee-Enfield didn't dent the radar it was removed and replaced with more ammo.
There's also "Strelets" upgrade which is either a made-up name or obscure one, but it's basically a "Biryusa" with four MANPADs welded to the roof.
>>2074753>>2074757Oh also, the attached vehicles can sometimes play a factor but I find that seems to matter more for Russia.
>>2074341>game comes out>peopel don't understand the air tax>they push to stop paying itI can't wait for the mass airdrop meta to return and for you retards to learn the hard way why you pay the air tax
>>2074418You have too many transports. You're never going to buy all the infantry in your deck, so you don't need a transport for all of them. Focus on fewer, more expensive transports that are more combat effective to fight alongside your tanks, rather than having a 5-man coffin for every squad. If needed you can just bring in new infantry in helicopters, drop them just behind the front and walk them in. Hell, even your logi trucks can ferry soldiers for you.
You need a long range SAM unit or else you'll get shat on by planes. SAMs are non optional. Bring one to deploy and a second copy to replace the first in case it gets seaded.
TORs are terrible at intercepting missiles but are godlike at anti-helo work, probably the best in the game.
The Mikhaylch with 8 LMURs is the best helicopter in the game. Bring 2. The missiles can target vehicles and are top-attack, so they oneshot most vehicles (including basically every SHORAD unit). They're broken. Bring Alligators as just rocket spam platforms for anti-infantry work, because your LMURs will do all the vehicle killing for you.
I don't know why 2/3 of your air tab is SEAD when you have 3 fucking planes. You're a tank deck, you're not going to be spending points on planes. Just bring a cheap fighter to pay the air tax and a cheap throwaway CAS plane you can suicide to remove an annoying thing on the map. Anything more is taking away points you'd rather spend on tank.
>>2074757I would go AA Troopers + Ranger Grenalde Launchers
AA Troopers have 3 more bodies so it takes a lot more rocket ammo to kill them and makes it less likely a 150pt gunship is going to fly in, kill all your manpads with rockets and then fuck off.
Ranger Grenade Launchers can attack helicopters, and do hilariously high DPS to them since they ignore flares/ECM. On top of the usual shit that grenade launchers are good at, you can keep one close to your AA Troopers and any heli that tries to dive on them to dump rockets gets chewed by the grenade launcher while the beefy trooper squad tanks.
>>2074363>You have 30 minutes until phase 2 ends to push them off it with superior numbers since they spend a big chunk of their starting points on planes and helicopters.Defensive advantage more than makes up for it against 95% of players. The planes and helis will refund themselves.
Your losses to ambushes don't get refunded.
Does recon matter inside a forest? Or is everything limited to pretty much 100m vision?
Just wondering if I should clear forests with recon or elite infantry
>>2074776I'm sketchy on the exact math
But basically vision range is divided by a unit's stealth value.
Forests reduce it further.
High stealth/vision units will see other units before they're seen. It's particularly noticable with snipers and vehicles, snipers should easily be able to see and dodge vehicles moving through woods.
Recon tanks can manage to get first shots on standard tanks pushing them etc.
>>2074677When shit gets down to brass tacks you can click on the non-ATGM weapons of your Guardian to disable them, and make sure that it ONLY wants to look at things it can dump missiles on.
Helicopter AI has always been fucked you kind of need to do this anyways to keep them from getting distracted or trying to fly on top of things instead of sniping them.
>>2074776Recon matters. Forests double the stealth value of infantry standing in them and trees have this sort of weird thing where you can see through them, but they stack to reduce your vision range progressively until it essentially becomes opaque. The greater your optics, the further you can see through forests and the better you are at finding stealthy units hidden in them.
However the best units for locating units hidden in forests are drones and high-optics helicopters. The bird's-eye view bypasses the obstruction effect from trees and their high optics will easily pierce stealth. If you're cleaning your backline, use a drone or heli. If you're pushing a contested forest, push with fighting recon like RRC or Spetznaz backed by beefier CQC squads.
>>2074753Troopers so you can change the Ranger loadout to Javelins and bring some of those as well
>>2074775This basically. A lot of people get wrong idea because there's like 30k people in matchmaking and only a tiny fraction of them have looked up or trial&error'd enough to have a clue. Being able to forward deploy infantry in helicopters at the start of the match doesn't just mean that you get a zone early, it means that a natural barrier like a forest or tight urban block standing between you and the rest of the map is now crawling with virtually unspottable GRU or Ranger MAAWS that will jumpscare and touch-of-death vehicles trying to pass through and now you have to spend the whole match grinding through terrain your deck isn't built to fight in against an opponent built specifically to fuck you here just so you can contest the three capture zones that should have been your naturals but now you're zoned off of.
Obviously when you A-move tanks and infantry at each other the tanks win but as players learn to press other buttons and actually start microing things you realize just how difficult and complicated those fights become.
>>2074787Crazy to see people call this shit irrelevant when it was important in the first(?) big multiplayer beta. When we had no phases and owning more zones at the end was the way to win(Or cap every point for the instant sudden death win).
>>2074775>gifThe best part is the other guys sitting there just completely unfazed by the events.
>>2074781>push with fighting recon like RRCI do this all the time (just make sure they are using the close quarters loadout). They are relatively cheap, can kill isolated infantry and light vehicles, and have decent vision/stealth.
Move through the forest and if they spot something, sprint on top of it and open fire. You either get a kill or locate a nest of enemies that you can call a barrage down on while your RRC are still dying (and the opponent is distracted and not moving away).
SOF should have a Green Light Team
>>2074793Its a decent/cheap infantry clearer in the downgraded form for an armor heavy deck and a decent mainline tank when upgraded in an armor light deck. Its okay and just generally the best option you have in an "off-spec" capability. Its honestly in this weird middle area where it doesn't really excel at anything and isn't really cheap either. Its not fast, its armor is not great, its cannon is passing sometimes, and its range is kinda shit.
In short, there is not much to recommend it other then that there is nothing better.
>>2074796Not really the time period for it. Broken Arrow seems more GWoT and green light is end of Cold War.
draft1
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I need to refine it but this has been working well for me so far.
90% of my matches are vs Stryker+SpecOps. Or Marines+Something. So built with winning the infantry war and dealing with light vehicles in mind.
BRM-1K was because I thought it'd be funny, but it's rounds are interceptable by APS so its effectively useless.
Infantry tab I'm pretty happy with, hasn't particularly let me down yet.
Vehicle tab is a shitpost, the only things I use are the T-72B3Ms, but I don't see any other options of value to have in there.
SUP section I feel the most meh on, I've used the Tulpan a bit and it seems OK. But I just never seem to bring it unless I force myself to, and it doesn't do that much. Don't know what else to do with the SUP points though.
Helis I'm happy with, MI-28 is for LMUR, KA-52 is for VIKHR. MI-8s and MI-26 bus most of my squads.
Air, I suck ass at setting up planes but it's worked.
SU-34 is cluster + incendiary, can wipe out any clumped tanks and or infantry easily. SU-57 is AGMs(Forget what they're called they work like mavericks) for rapid destruction of tanks, mostly use him to support allies that start to waver under tank pushes.
SU-30SM have KH-38s, they're cruise missiles that can't be shot down. Been struggling to get any value out of him though, need to drop him for something else. The missiles just struggle to kill anyting and he gets himself killed firing them.
>>2074804Make them 500 points and have a smaller nuke than the plane based nukes
Give the russians a nuclear ballistic missile launcher so they get something besides plane based nukes too
>have ingenery shturmoviki shields in a building>enemy inf storm the buildingwelcome to the flash zone
>>2074806If you want to win the inf war you want flashes and a heavy taxi to dump the squads into enemy buildings with. So like SSO w/ APS Bumerangs or Ingenery w/ T-15 APS (and smoke too depending on your opponent's skill). Once they're in the building they melt the enemies. I think Guards+Moto would be best for your goal because you can also bring napalm Grads and TOS-1s in that deck. Also the moto spetsnaz w/ the rpg-only loadout fuck tanks up. Coastal+Moto is great too
But if you're deadset on VDV/Mech:
I don't like bringing more than 2 manpads at most
If you want to win the infantry war I wouldn't bring VDV DSh. The squads are so small they have 25 HP. Shturmoviki have 35 HP and more armor (10)
Buk being your best AA is meh, some games my S-300/350/400/Patriots get me like a quarter of my kill points. Might not matter tho if you aren't queueing solo
More AA than I usually bring, which is like 2 long range, 2-3 shorad, and maybe 1-2 others like an OSA. 10 Strela seem like a lot. Also more supply trucks than I think you need since you also have helos. I'd just keep 2 between the 6 Kamaz/PTS and bring more arty
vmf moto
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>>2074819>10 strelameant 4
also for anti-inf spetsnav VMF have a loadout w/ 2 .50 cal snipers.
>4 fucking mirror matches in a row
ENOUGH
TAKE FUCKING MIRROR MATCHES OUT OF QUICKPLAY
>>2074803what if you specced in a spec with better tanks but also took this tank?
weird idea but whatever, i've no clue
>>2074843>Its a decent/cheap infantry clearer in the downgraded form for an armor heavy deck
>>2074083>VDV actually did a fine job that day.if dying counts as a fine job, sure
Infantry should get a cover bonus in forests, and the cover bonus in buildings should be increased even more
>>2074901Only if you make artillery more deadly to infantry in buildings.
>>2074821>no diversantyoh shit nigger what are you doing
>GRU with K-17drop the K-17 on the GRU because you have SEVEN of them. you'll never call that many in.
>CQC SSOyou have your chernye berety for CQC and pushing. get standoff on those SSO, and watch the enemy infantry and light vehicles weep.
>Get more BTR-1F's or whatever the fuck they are. Get the AP-23 and ERA on those because 14 slots is awesome for transport>drop the kornet-m's and Metii and get Konkurs-Myou rarely get to use that 1800m range. besides, getting 4x ATGM for 60 points each for 1600m and 750mm pen is more than enough. trust.
>drop the GL for the SPG-9SPG-9 is the coastal deck infantry tab gimmick. double stack them. excellent light vehicle killers and anti-inf fire support. a bit squishy, sure, but place them down smartly
>Tornado clusterI've found this choice to be really odd. every time I had those loaded up, I've always found more infantry targets to kill rather than try to find enemy support assets to target. their HE splash and damage is so insane that clusters have almost no tangible upsides. get GUIDED HE, and try it out. you delete entire grids with it.
>drop one apartment buster and get Strelas on those ZSU's. alternatively, get an S-350 and babysit it.>one more OSA>Magnolia over the Nonathe magazine depth alone makes it criminal for suppressing frontlines. grab the cluster if you can, especially to snipe spotted vehicles. better yet, utilize the guided rounds
>2 beregs. one is none, two is a potent battery>dont sleep on the recon Mi-24K. zerg rush common heli land points and obliterate everything. the Yak-B 12.7 minigun is insane>that said, Mi-24V>stop sleeping on the bomber su-24. load retarded FAB-500's, go low altitude, and bomb run with impunity.have fun anon.
>>2074943>diversantythats in armored not VMF/Moto. My armor/moto deck has 4 lol
I'm pretty sure flashs stun enemy infantry, thats why you melt them when you storm a building. SSO have stuns cherny don't.
Yea metis is pretty bad, 800m range oof. I already edited this and dropped them. interesting thought on the kornets tho. I also already added SPGs to this deck too
The rest I'll have to consider too. Tornado cluster does get me plenty of kills though.
>>2074948>diversantynevermind im retarded. idk the point of the those 4 man teams, just great stealth/recon?
MechWave
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First one, still trying to figure out how stuff works.
MechWave
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First one.
NukeFail
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>>2074950They're a 4-man squad with 2k recon and 3 stealth. they mince other squads with 3 stealth because of their weaponry. put them in a highrise or a good bush, and LASE. lasing goes VERY far. you can even lase buildings. and lasing choppers to kill them with guided mortars is always super funny. the stealth and recon values also makes them able to spot 1750 recon and 2.5 stealth infantry before they see you, even in forests and buildings.
>forgot to mention the BMP-3Fno aps, but 30% ECM. their 100mm HE cannon is retardedly deadly to infantry.
>SSO for building storming and clearinggo and check the weapon stats on the Chernye Berety. They come equipped with AN-94's - the only infantry rifle with 3 (THREE) damage up to 400m! you won't run into US elites without them being softened up first, or at least aware of their position. sure you lose the flashbangs, but the rsgh-1's are more than enough. i don't have the right to tell you how to play, but at least take the standoff SSO's for a spin once.
How the fuck do I make the F35 drop both its JDAMS at the same target
>Queue waypoint, drop target, exfil route
>it drops a single JDAM
>FUCK
>wheel it around to drop the second
>it gets shot down as by now it's out of flares
>>2074967you have to press P twice, once for each bomb
>>2074952you don't need a 1 to 1 of transports and inf unless you plan to fight with them
i use 2 inf per transport, but as long as it's more efficient
>>2074970doesn't shift clicking work?
>>2074987yes kinda
the only downside is that it will be put after existing orders.
so if you have a move order on the target followed by shit P bombing, it will fly there and then turn to make an attack run instead of just doing an attack
if you can't win against AI on equal footing and win, you're not good enough for PvP MP.
ai bot
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STANNIS
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>>2075020>playing against AI>minor victory
infantry needs serious buffs all along the board
more ammo for AT and AA, more health and better surviveability in buildings
What are the advantages of Tor over Tunguska/Pantsir?
>>2075083Tor can engage more targets at once (4 vs 2), so it's great for defending against cruise missiles or helo spam. That's how it saved my ass during one game, because the enemy was really desperate to capture the point and a single Tor destroyed cruise missiles and then a whole helo wave. Maybe Pantsir could do the same, but I'm not sure.
The low range means that you must keep this kind of AA near the frontline, if you want it to actually do something, and that makes it vulnerable. That's where Tunguska has an advantage, because it has a bit more range and autocannons.
I guess that you're running Guards/Mech deck, right? You can use Tor in one game and see how it works out for you.
>>2075083Better range vs airliners
>>2075024the AI cheats so much resource wise it's like playing the Korean war as the UN/US force where the only thing you can do is stack bodies till you "win"
>>2075083Tor1
>multi target 2>can shoot missiles>better range than Tunguska>a bit cheaper>ca. 2x the explosive radius which means better damage at near misses>1 point extra damage over Tunguska>takes minimally more resupply than base Tunguska Tor2
>doubles amount of missiles>multi target 4>+50m range vs>slightly increased resupply costbase Tunguska:
>no multi targeting>gun has potential to melt helos due to dps and ignoring chaff>gun can shoot down missiles which is technically more ammo efficient but also has worse range>doesn't hit missiles as well either I think>can defend itself against infantry but not very good>has smokeM1
>almost Tor range for the missiles>multi targeting 2 >missiles can shoot down missiles>same resupply cost as Tor1Pantsir:
>still multi target 2>1 point more damage than Tor>12 instead of 8 missiles>same resupply cost as Tor2I'd say the Tunguska is more of a dedicated helo killer while the Tor is just cheap general purpose AD.
1v1 a Tunguska will kill a helicopter faster than the Tor but when multiple helos show up the Tor can deal wiht it better.
Just finished my first match, the game really needs more time in the oven. Feels like an alpha release desu. Its very different from WGRD plays similar to WiC and Warno. I wish some company just makes a direct sequel to WGRD its still unmatched up to this date.
>>2075133>needs more time in the ovenAnything specific? Or just general buggyness/server issue etc.?
based
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>>2075138The effects look and feel undercooked, the responsiveness when moving units needs more work, using planes needs more work too, the UI, general feel, etc. Also make it so the IMPORTANT info of units are easily readable like in WGRD. WiC graphics feel and look a lot better! Kinda crazy desu. It all feels very floaty and not punchy like WGRD or WiC. WiC feels punchy and responsive in contrast to BA. I love the editor though, its unique and works well :) maybe some balances in the future.
>>2074819>If you want to win the inf war you want flashes and a heavy taxi to dump the squads into enemy buildings with.I'm not a fan of the breach and clear method, especially against people spamming other high tier infantry, and people that aren't mouth breathers have stuff to put supportive fire into the building to help cover their guys. A single ognemetchiki team can push an infinite amount of marine raiders or delta force out of a building for 50 points.
>10 Strela seem like a lot.Cheap spam to cover open space that commanches and such try to get through. Most players I get in a team with never cover their backline with anti-heli AA.
>Also more supply trucks than I think you need since you also have helos. Supply trucks bus in a lot of troops as well as supplies. Helis can have a hard time dropping my guys off anywhere useful if the enemy has a couple radar on SHORADs to lockdown the whole postalcode.
Artillery I'm not sure what I would want from the options VDV+Mech get, the Tulpan I never manage to get value out of. Not a single piece has guided shells for sniping backline assets off.
>>2074803>>2075142I killed multiple T-90s with inf support using it :) just move in and shoot at their backs!!
>>2075142interdasting, I wouldn't even notice half of that,thanks
>use troops to hold a zone in buildings
>they get deleted with mass artillery and bomb salvod from out of nowhere and theres nothing you can realistically do to stop it
I think there needs to be a 'run to underground shelter' command to minimize troop losses for those situations.
You would still incur losses and lose the ability to shoot at enemies to retain favor to the attacker, but not just wipe out your men for free with one salvo. If it was that easy irl city assaults would have been 2 week operations.
>>2075219>and theres nothing you can realistically do to stop itHave you tried moving to a different building after being spotted
>>2075220Troops take too long to move around. Plus its easy to spam an entire zone with heavy munitions.
>>2075225Firing artillery isn't free, and can be countered. Your counter-battery? MLRS? Strike bombers? Allies? If you're getting your shit pushed in, they should be expending more beating your shit up than your allies, and you can ask them for support.
Don't be helpless and ask for buffs that aren't needed just because you don't know what to do.
should I skip airforce?
feel like they are just AA foods
>>2074953First: you can bring any squad in your deck inside any transport in your deck. Each individual squad doesn't need its own set of transports, it can take anything from the pool.
Second: the basic rule of thumb with deckbuilding is "enough but not too much"
You can at maximum have less than half of your deck deployed before your income literally becomes 0, but more likely you'll only have a fraction of that deployed. Think realistically about how much infantry you're actually going to have on the field as a deck with the best tanks available. Probably not that much, right? You'll be spending most of your income on expensive tanks.
You basically only ever want enough of a thing to cover all that you'd actually deploy of it, plus a little extra as replacements in case those take losses. The more expensive a thing the fewer replacements you probably need, because if you're letting expensive units die you're probably just going to get steamrolled before you can afford to replace them anyways.
The big mistake people make while deckbuilding is taking too much of something, thinking that they'll spam it out, then realizing they can't afford to spam it and they've just got a million copies of a unit they don't want rather than a few extra copies of niche things that would benefit specific situations.
>>2074987No. The bombs have an arm time, and if you shift click then the second drop will be queued after the first, meaning it will only start the ~4 second arming time after the first bomb is away.
Just P twice, click twice. You don't even need to P the same spot, there's a lot of flexibility with aiming since they're guided bombs.
>>2075236>First: you can bring any squad in your deck inside any transport in your deck. Each individual squad doesn't need its own set of transports, it can take anything from the pool.Only if the vehicle can fit the squad.
>>2075219Id rather have a "move to the other side of the building you retards" command
they could easily double every infantry units health and they still wouldnt be op
The lack of a "hunker down" option IS a noticable absence. Being able to trade recon and the ability to shoot for increased health/armor is something that would be reflective of a pretty commonplace infantry tactic even in the modern day.
>>2075226Im not saying it cant be countered. My point is more that getting value out of troops is difficult right now.
They're too slow, few in numbers and vulnerable for the most part. Keeping them in defensive positions is the best use scenario but it often gets too easily nullified with the 100 ways to rain freedom down on structures.
It would be nice to force more troop v troop urban combat rather than bomb + tank/heli pushing.
Campaign balance is total ass but as lithuanian nuking kaunas was kinda fun ngl
>>2075231Need air for when the opponent air gets too cocky.
Cant always rely on AA cause with SEAD spam.
>>2075263I mostly agree that the game is a bit too bomb + tank/heli focused.
But you can get value out of infantry. Infantry will die, a lot, but you can be wide, and cost effecient. Just avoid overinvesting in expensive infantry you may not need.
For artillery, recon is the biggest problem, and your units getting chipped. Most artillery will not kill infantry particularly quickly unless the building collapses, and if it did oh well. Keep creeping around, with small ammo dumps to refill wounded squads but that are barely a loss if they get hit.
Recon drones are what actually kills you, if the enemy wants to dislodge you and get a global hawk or something over you then you're gonna lose all your shit really fast. It's just down to two parts, keeping good recon drones away with good air defence usage, and moving when you do notice them coming in.
Also if someone is committing a lot of points to artillery, they don't have as many ground assets. Use that disparity to overwhelm what they do have and creep forward. If you're fighting multiple players at once, you may not be able to do much but hold on to what you have but theoretically your team should be making gains.
All this advice is from like 700 elo, with VDV+Mech. Not so sure what this playstyle looks like from the US side. I'm having 0 trouble rolling over the US spec ops and marine decks I run into a lot.
Arrowbros, is it really possible to have an infantry-focused deck and still be useful to the team? I want to rp as US special forces, but my last few games ended with a 0.5 KDA kek
In an alternative universe this game would be called "intact bolt"
>>2075292Infantry cheekibreeki shit enables the other elements. If you're not in a premade you're going to have to bring artillery, tanks, planes yourself to exploit.
It's odd how few people use recon jeeps. You can easily ride around the frontline and destroy enemy artillery or air defences. Much faster than sneaking around with snipers and lasing shit.
>>2075292Yes, but
The main job of infantry is to dominate forests and tight urban blocks. Note not all urban maps are tight enough for infantry, you want the really suburban neighbourhood or dystopian commieblock shit.
The first thing you need is a squad carrying AT launchers that are powerful enough to kill tanks at close range. For the US, this is Ranger RAAWS with the upgrade, Ranger RRC, Airborne NGWS, SMAW Assault Teams and Standoff Marine Raiders.
You want as many of these as reasonably possible and they must be in terrain where they can remain hidden. They are ambush units. Please not, except for Ranger RRC, all credible US launchers are reloadable. This means each launcher in the squad fires off one shot and then sits there for like 6 second stuffing a new round into the tube. 1v1 they cannot overwhelm APS, and you really don't want your danger shot wasted on APS when you're likely to get suppressed before your second shot.
To fight a tank, especially one with APS, you need at least two squads to 2v1 it. Ideally they converge on it from different angles so that the tank can't present front armour to both at the same time. Only one of the two squads needs to be one of the ones listed above. The other squad can get away with carrying AT-4s. However, that squad should be the one to engage first. Disposable launchers shoot very vast and are good at chewing threw APS. They also inflict guaranteed crits even with their piddly damage and are generally less expensive for more bodies, so ideally that squad should engage, draw aggro, eat up the APS charges and open the stronger squad for a side or rear shot. Remember that all RPGs can be fired while moving, so you can take full advantage of that to outposition isolated vehicles in close range. Infantry in forests also sprint faster than tanks can drive, so they can't escape you.
The second thing you need is AA, so that the enemy team can't just flush you out with bombs/helis.
>>2075300I load green berets into an auticannon jeep and put that jeep into a helicopter. Drop them off on the enemy edge of the map, they can drive the jeep to somewhere closer to enemy spawn. Then after they walk around the backline killing shit they load up in the jeep again and I can drive them to a corner of the map with a small supply dump.
>>2075330The third thing you need is smaller quantities of specialist anti-infantry units, like Delta Force or Combat Engineers. These are to ensure a tank deck can't just send in some of their own infantry to flush you out and clear their way. You don't need all that much of this because they can't fight tanks, and it's very important that you have enough tank-killers to keep tanks from just rolling through you. A squad like Marines, with their 13 bodies and 6 AT4s work great as the secondary for your AT-specialists, as well as being an anti-infantry meatwall
Finally, you may need some ripple-fire ATGM teams, whose purpose is to line up at the edge of your little jungle domain and make sure that enemy vehicles don't just try to bypass you.
Ideally you set all this up in your opener by heli-deploying somewhere far enough forward that it impedes the enemy team's vehicles from getting onto the points on their side of the map. Infantry sucks at moving once deployed so you really want to basically get set up on your opener and then just be able to hold that ground forever, reinforcing losses by helicopter with a safe landing zone somewhere.
If you do this well you can be an absolute bastard. But infantry requires a lot of micro to avoid just getting shelled/bombed to oblivion and you need to be careful since it's very hard to get back onto the map if you lose your position. Dam is one of those maps where infantry is king
>>2075219try to only have a max of 2 in or right next to the objective and supporting squads/units far enough to not get hit and close enough to repond
though i know this doesn't work on every objective
>>2075337This. If the other side can't see you they'll just dump AoE onto the objective zone, because a lot of indirect fire can basically just cover the whole zone and it's a safe bet someone's in there. Try to occupy the surrounding terrain that controls the approaches to the zone rather than sitting in the zone itself, and always be sure to move after firing since you can bet your ass someone saw the shot and queued a barrage on it.
>>2075336Thanks, what are the best options for you? I mean, i used Spec Ops + Airborne. What if I use a bunch of infantry and helis + some air fighters or a nuke bomber? I just feel like there are always not enough troops especially against tanks and you are right, if i lose position, to get back this shit is nearly impossible
Why devs gave so little fucks about campaign. It was so close to being kino like world in conflict. How hard is it to make good wic type singleplayer ffs
>>2075360what sucks is they clearly took a lot of inspiration from WiC including the missions, but either not caring or they didn't know how to implement it with the gameplay keeps it back
>get a russian quickplay for the first time
>pretty unsure about my decks
>just pick my ancient VDV/Guard deck for T14/15 shenanigans
>realize I only have basic tor
>no S300
>no supply
>mfw
Still ended up being a win because the other team wasn't that good but man was this stressful
>>2075386>Make some decks one day>three days later look through my decks>delete 90% because I don't remember what they do anymoreI have autism
>>2075388I mean that sounds pretty normal if I'm honest.
My problem was that I thought it was my deck from the 1st beta which worked fine. It probably wasn't.
>>2075355Pretty sure Airborne/SoF is the one combination that simply can't hold against a coordinated push. Especially if they have decent AD.
Your shit is comparatively expensive, you don't have many counter arty/SAM capabilities and
I think the best option is to just push in where an ally is under pressure or where the enemy has a weak defense.
Assist your team mate, take the enemy objective while putting the hurt on the enemy and diverting their attention and then mount back up and just leave for greener pastures.
Haven't put that method trough sufficient testing to be confident in it but I think there is some value to it.
>>2075388I mean that sounds pretty normal if I'm honest.
My problem was that I thought it was my deck from the 1st beta which worked fine. It probably wasn't.
>>2075355Not him, but IMO a some kind of breakthrough vehicle helps.
Jets are great for hitting clumped or valuable enemies that your infantry find, helis are good for defence and capitalising if you've sniped out the enemy airdefence. But it can be hard to impossible to punch in with helis while strelkas, pantsirs and shorads are all over the place.
While once you've rebuffed an enemy attack, or worn them down enough vehicles can flood in and wreck havoc.
Then infantry can fill in behind, and once the enemy reacts ideally you've creeped in hard to dislodge infantry all over the place further forward.
But spec ops is funky cause the ghost hawk can get into some real weird places.
>>2075360Yeah, the campaign is pretty weak. Difficulty is all over the place, missions don't make sense, story is nonsense, writing cringe and VA make me want to stab myself in the ears.
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>Lithuanian campaign units use the old M05 Miško Pattern camo instead of the new multicam thats been around for like 2 years now
>>2075435Write a bug report
>>2075459Its not a bug, its a deliberate design choice. Just like not including SCAR H's marksman rifles in the Gelezinis Vilkas loadout or the Vilkas only having 2 spikes despite its capability of internal reload
>>2075360Aside from the bugs and rough edges I actually adored the singleplayer. Reminded me a lot of a strategy game I played as a kid called Real War.
If they ever circle back and fix the performance I can see myself replaying it for all the hard mode medals.
>>2072343 (OP)Is there 1v1? I don't want to rely on random teammates
>>2075497Matchmaking is only 5v5 as a deliberate design choice
hope they release more factions soon
the big thing about the wargames was making all kind of decks with coalitions and weaker countries
would love some EU countries like germany or france or maybe even china if they can get infos on their arsenal
>>2075502I hope they expand the baltic states into a faction. They already have plenty of resources in game, they just need to add more. After all, irl baltics are expanding with enough equipment to make a viable faction
>>2075522I think that's extremely likely. The campaign scenario includes Poland, Germany, Lithuania, Latvia and Estonia with unique units for each. They could definitely combine these 5 into a faction where each spec is a different country.
They're totally adding new factions in the future but they'll each be 40 dollars DLCs
>>2075530NATO faction (just like in WiC as it turns out) works. Give Russia a Belarus, Chechnya, North Korea, Wagner faction too
>>2075559>NATO factionWorked great for WiC but there's a lot of overlapping hardware that people would like to play with, It might be a waste unless you're grouping tiny countries that couldn't possibly have enough specializations alone.
>>2075568Yeah having all of NATO sans US together in a faction would not be ideal because there would be way too much redundant equipment. It'd be cool to play with Leopards or Leclercs or Challengers but if you put all 3 in the same deck they'd all eclipse each other.
>>2075559God I want my norks back
Which one combines best with VDV if I want an air deck? Is it viable or is it a fool's errand?
>>2075568Could do a combination, with a chance at individual nations later down the line. NATO could be all the signature equipment, like German armor, French aviation and scout cars, Scandinavian infantry and artillery, British elite infantry and helicopters, etc
>>2075641but leopards are gay
>>2075637If you want to double down on that you don't really have much choice. It's gonna be coastal or moto. Coastal at least gives you some tanks. Going with moto you have nothing for vehicles. Both have some unit that can parachute and coastal has a smaller transport
The nuke ending mentions that a newly formed European Army will be stationed on the demarcation line between the North and South Baltics. And that the US forces will be redeployed to the pacific due to rising tensions. I think this European Army will be the next DLC, along with China.
>>2075637Moto gives you a bigger heli tab and cheaper sead.
Coastal gives you cruise missile helis and a bigger air tab.
Imo coastal is the way to go because Morskaya are like the best Russian mainline squad and you can stuff 3 of them into a helicopter at the start and cuck someone's opener super hard.
>>2075667Do you think they're going to lean into alternative history right away?
>want to Veh Deh Veh max
>airplane has 50/50 chance to get shot down with all your dudes
>helicopters are the safer option but you dont even need vdv for that
Its poignant that you dont really see dudes getting airdropped all too often in modern conventional wars.
>>2075678they already have
>T-14 Armata working and in the field>Comanche is a thing (though i wish it were bc C&C Generals)
>>2075698I suspect the Russians will redesign the Armata turret after their Ukrainian experience with drones. The turret might have been fine and revolutionary years ago, but it is not the right answer in the age of drones.
>>2075705I don't think there's anything you can put on a tank to make it drone proof
>>2075667Burgers selling out the baltics is the most realistic part of the campaign.
>>2075698I thought they'd have more of those, but campaign is pretty tame in that regard. You get armata once, but no T-15, Kurgs or bumerangs. US gets comanche but apparently spooks kept them in secret but it's not in service
>>2075694The concept behind the WW2-style airdrop where you just blitz the entire air defense network of a peer rival to shit a division in their rear was always retarded. The allies made it work because the air war had become so one-sided that there was basically nothing left stopping them.
Modern air drops are mostly about stealthily inserting special forces into rough terrain where they can be a menace (see: the northern front of Iraqi Freedom) or deploying heavy equipment into very averse terrain.
>>2075694>helicopters are the safer option but you dont even need vdv for thatThey still get the best heli tab by far. One of their transports gets 8 kokons and gunship-tier ECM for like 150pts. If you're going to heli rush, that's the thing you heli rush in.
>>2075708How about an automated anti-drone gun, inbuilt jammers, and a bit more armour for the turret?
Is Booker better with 105 or 50 mm?
>>2075733rheinmetall and some french company are already working on a joint proto type MBT with a 30mm crows to shoot drones and give extra fire support
>>2075743will also have less ammo, but have atgms
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It took me a while to finish the campaign, though most of that time was focused in select few missions (fuck you Self Service, I have no idea if it's even possible to pass that mission normally without cheesing it), and my finishing thoughts are - what was the fucking point? It feels like it got cut halfway through. They really wasted an opportunity to do something with it.
Also, I'm sure it was on purpose because it feels self-aware but I loved the Russia stronk memetic bullshit the Russian campaign is full of that only really comes out in the Russian voiceover you can toggle in the options - first mission Demidov is happy to praise glorious pro-Russian guerilla fighters who join you in Narva, but a while later he's very sour about Latvian "so-called partisans". That being said the amount of compliance and surrendering from both Baltics and US troops are very deeply in Silovnik fantasy territory, nevermind that apparently rest of NATO decides to chicken out of the whole fight, but I guess Russians really need a bone to do anything in this fight.
Batalin loved being a bitch the whole time but at least he died doing what he loved, Russian Bannon I guess.
>>207574050mm is more generally useful because autocannons are anti-everything and can still fuck up tanks if you ambush them up close. 105s are kinda not very good in this game, too weak to fight tanks but too slow-firing vs infantry. It's like a poor-man's tank gun you'd only settle for if you didn't have access to real tank guns.
>>2075740If you have Marines or Armored, 50mm. Then you can get an actual tank for your 105mm needs.
If you dont have access to real tanks, 105mm and armor+APS upgrades
I am trying Black Berets instead of SSO for my assault infantry. Since they dont have flashbangs do I just park them in a building nearby and they kill the infantry around them or should I still try and get them inside the same building as the enemy?
And should I just cut the SSO out of my deck or are they worth using on stand off
>want a cheap bomber
>I can get SU24 with 16 FAB 250
>or TU142 with 32 FAB 250
>both are the same price
>TU142 is way cooler but will probably get shot down every single time I call it in
rule of cool or bring in the faster jet with less bombs but higher chance of survival?
>>2075764>Black BeretsThose are the guys from Coastal, right? Their thermobaric (I assume you are taking those) and grenade underbarrels have a minimum range, so you'd want them pretty close but not same building.
>>2075773what brings you more joy? i personally care about the rule of cool more than metafagging.
>>2075764The main advantage of the Berets is that they have a powerful anti-infantry launcher. It can't fire in the same building and they don't have any supercharged CQB fuckmachine weapon to win knife fights so you basically just want to fight things at ~400m range if possible and maximize the advantage of the launcher. It has so much upfront damage that it will tend to suppress enemy squads outright and usually drop several models before they have a chance to return fire, but you don't want to be stuck in an endurance fight against an elite squad. Same sort of idea as the Sturmoviki in mechanized or Ingenery in their launcher loadout. It's not so much a squad you charge into CQB as it is one you use to gain fire superiority and suppress enemy squads before they can really fight.
Personally I think Berets just make more sense. All the US CQB infantry shit on the russian ones and Ingenery with riot shields beat every other russian infantry up close, so if you're not in Guards you're better off not trying to fight in CQB at all.
https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6UFJmYjJOOEZ2NDZ3WnZKdGJyeEd3NjhjQzk5Q2RmRTh6TWZzSFZzVDJkbXZHek1SUDd2TXZzbFhXNTh1QWlrRVozcGZzdnFGZmZQTVRxZEVMbE1oYjZRNElzUWJVTCtQcTBwakpEcHU0d3Z4cm82elI1aE1sSHp4cHBza1kvYkxGRjNKY2tPOGFYM1pmY1VJOUQ2SXNsb3VpSE52VDRNZnYwYzQ2U3daMjR6OTNTKzh5MC9yN1BXTkh5MTkzdm5jS3lqV1llRk1GN3VtVkRscnR6MmVkRVxcXCJcIlxyXG59IiwNCiAgImxuIjogIkFyYXZhbidzIGxvYmJ5IiwNCiAgInVuIjogIkFyYXZhbiIsDQogICJ0IjogMTc1MDczMTgwOA0KfQ==
Think we got 3 of 5 if any of you fags wanna join
what is the point of ballistic missiles. I have never seen one land because they always get intercepted
>>2075823They can only be intercepted by radar SAMs with their radar enabled, so you can combine it with SEAD to try and oerwhelm and destroy enemy aa.
Also if you fire too close to the front, the missile can be intercepted on its way up, but if you're far enough back the missile leaves the map and then comes down directly on target and is much harder to intercept.
Whats your guys tactic for maxxing weapon range advantage when deploying planes?
I feel like my current interceptors just end up flying to the middle of the map half the time even though im trying to keep them away by launching long range AA or bombs.
>yesterday
>have 4 US vs US mirror matches in a row
>get in to play first match since yesterday
>US v US mirror match
I'm going to go fucking insane
>>2075845Meanwhile, i havent even touched US or created a deck for them.
>>2075845Basically if you play during US hours, 0 to 500 MMR is nothing but USD players so you get constant mirror matches.
This gamer was very unhappy that his units kept getting blown up by Ka-52 Katrans with the cruise missile. He thought the cruise missile wasn't a real thing and it was some kind of hack.
>>2075853Typical, everyone wants to play as the bad guys.
>>2075845>>2075846>>2075853I think I have had 1 maybe 2 mirror matches over 45 matches. I don't get why I am not seeing this but so many others are having it so frequently.
What do you open with after air tax? I usually go with STT in a little bird, followed by rangers RRC (stand off), Rangers, Troopers AA, and supplies in black hawks. Then I call in Shorad stryker for the front and Patriot for the rear once the points come in
>>2075863I cheat the air tax if I can, send in a buk instead, then if the coast is clear I load up my Heli and drop a at,aa and infantry squad to capture my designated zone. Follow up with a couple of tanks, shorad and supply drops.
>>2075863Airtax, stealth hawk (STT/Rangers MAAWS), Killer Egg w/Stingers.
All at the same time
MANCHAD
md5: 97596ea08850c5320bfdf45afe921c74
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TOTAL NUKEIGGER DEATH!
>no variable game speed options
>no replay
>2 nations
>gimped skirmish mode
Ez refund
Why would I ever want the Igla-S over the Verba? Why does the guards regiment get better infantry than the mechanized infantry regiment?
>>2075910I would take an extra smerch over the single koalitsiya, basic arty is too innacurate to get consistent value by itself unless its for some smoke tactics or something.
>>2075910Drop an SSO and a Verba for some AGS teams
Your APCs are too heavy, no way to reinforce the lines on the cheap, use the discount to get some Kornet ripple-fire teams
T80UM could be modernized T90s for identical ammo and better armor for cheaper
Drop two TORs and upgrade them to double how many missiles it can fire at once
The Smerch can cover ammo depot unscheduled disassembly better than the SPG on short fire missions, ditch it and get a pair of mortars to annoy infantry and smoke
You only need one napalm Grad to cover your sector from infantry concentrations
The SU25 is a slow nothingburger that will realistically never warrant its points, get a migger with smartbombs instead
tl;dr just some nitpicks and personal preferences, but your biggest lack is cheap transports and weapon teams
>>2075902You get twice the missile launchers.
>>2075922^this
>>2075884Imagine the snackbar hype if this happened in the middle east.
That basic stealth bomber downing in Serbia still gets talked about today, and it was with normal AA.
>>2075922T90s don't get APS.
>>2075938T80UMs AP rounds cannot fight Abrams tanks
>>2075943They're not meant to fight Abrams. Nothing in the Russian deck can fight an Abrams. You use tanks to kill everything surrounding the Abrams, and then you chip away at the Abrams themselves. That's the armored breakthrough doctrine.
>>2075925a B-1 ever getting into manpad range IRL sounds insane already.
Maybe except for start and landing, which probably is somewhere in the US on a gigantic air force base
>>2075568the could just use the actual multi-national brigades in the baltic as a base, or come up with their own ones. That way they could basically pick and choose whatever weird units they want, even stuff like Spanish or Romanian units (not likely IRL, but theoretically possible)
>>2075947What exactly makes Abrams better than Armata?
Diplomatic specializations when?
>Media: Twitter posting, Nafo, Web Brigades, shills, bots, flag raising, nuke threats
Affects Supply Incomes
>Negotiations: Ceasefire, Peace Deals, Concessions, Phone Calls, Deep Concerns
Affects Points and Win Conditions
>Acts: Sanctions, Blockade, Prisoner Exchange
Affects Supply Totals and Unit Availability
>>2075568There could be multiple NATO factions, because it isn't the Cold War anymore and the equipment is more varied now. Just like at countries like Poland, it has T-72s, Leopards, M1s and K2s. They could make some Eastern Group, like Poland+Baltics or V4. There are many ways to do that, not sure which one is the best, but the clue is that there needs to be more than one European deck.
>>2076005SEPv3 has more pen on its main gun (500-800 to 525-840), is cheaper (400 vs 385), and has the option to come without APS to be way cheaper (400 vs 315). Otherwise their armour and hp are identical.
The pen difference literally only matters vs the Armata, because it's the only other tank with more than 800 frontal armour but it means that in a long range duel the Abrams kills in fewer hits despite costing less. You really can't win that fight head on point for point.
>>2076008Considering in the ending of the Campaign you hear about formation of European Army, it's safe to assume it's them and it'll probably be more boring than splitting it between different groups of countries, though I suppose that there isn't anything anywhere that says a faction needs to have exactly 6 specializations anyway, so I could see European Army having a specialization or three for every country, depending on how much interesting stuff they have. The issue is that while I can think of bunch of new specializations for Russia very quickly (Belarus, !not!-Wagner, Norks, FSB/various internal spook forces with stupid shit so I can recreate last weeks of February 2022 and have Russian riot police cut down by machinegun fire), it's not that easy to figure out what else can Americans get that won't be just more of the same, and it'd be weird to have Europeans with 1000 specializations while US still gets only 6.
It should have been BLUFOR vs REDFOR anyway, or NATO vs CIS or whatever. Even within the campaign Baltics are supported by the US and it's dumb to prevent that from happening in multiplayer.
>The glowie Miller comes out unscathed in both endings while Bennet and Williams get thrown under the bus
>>2075743>30mm crowsAll they need is an automatic shotgun shooting birdshot
I could finish that campaign, but this game just keeps fucking freezing.
>>2076030https://youtu.be/TnlPtaPxXfc
>>2076034Same. I finished the US campaign yesterday siding with Miller and the game froze while loading the ending cutscene. I'm not redoing that shit just to see what happened.
>>2076038Those freezes wouldn't even be big a big deal. I played Cyberpunk when it released, it crashed multiple times but I kept playing because I had damn saves and I could return and lose at most 5-10 minutes of progress. What were they even thinking? It's a basic feature.
>>2076038https://www.youtube.com/watch?v=p63EXKab4VQ
>>2076033The name of the game is range. You want to be able to hit an incoming drone from as far away as you can reasonably detect it. The problem with close-in defenses is that they can be masked by the drone maneuvering into a blindspot. So ideally you intercept before it can ever get that close.
>Russian retard crying about k/d in text chat
>He has three units on the field
>All of them are recon
>All the rest is artillery
>Somehow he still manages to get a worse K/D than me
>>2076030spooks never lose
>>2076030Also if you follow his plan he gets a shit peace settlement, yeah russia loses kaliningrad but estonia and most of latvia are still occupied, and fucks off. NATO probably doesn't exist at this point. I thought they were going to reveal he was a mole and/or he orchestrated the 4th drone thing, but the plot never goes into the russian perspective or why they thought invading estonia after forcing their way with armoured vehicles into lithuania is an appropriate response.
The convoy only got stopped halfway through Lithuania, the second wave with BMPs and shit would have already crossed the border before shooting started. Vatnik made game after all.
>>2076030The whole idea of the deathcult of hyperelite spooks fanatically loyal to glowie antichrist was really funny in a "so this is how they see us" kind of way.
>>2076071>i love being liberated by russia from globohomo!!
>>2076151Also he appears to be in charge of the whole operation despite ostensibly being just a civilian PR guy and nobody finds it weird.
what the fuck are high/ low drag bombs and why is this never mentioned anywhere?
>>2076214High drag bombs can be dropped from low altitude, means you don't expose yourself to radar AA
Another important thing not mentioned is that plane launched ATGMs are usually launched from high altitude, but if you lase a target they can launch from low altitude
>>2076218but where does it say it in the game? how do I know which bomb is which?
>>2076238Disable the lego-ui option for the children, there's a slider tab, top-right of the unit panel. Click the bomb. It will say free-fall (high altitude), low-drag (low altitude), or smartbomb (high altitude and follows lasers)
>>2076232AGMs are launched during a strafe order, but it's important to note the box you drag is more of a suggestion, they will launch off bore at anything in range, lasing target will prioritize it and also allow firing while just cruising low alt as mentioned.
>>2076238It says on the weapon card in hangar.
>>2076241fucking hell why is this not toggled by standard
>>2076249It used to be. Probably illiterate ziggers complaining
>news post on steam is a guide for chinks fix their connection issues
hope you like cheaters
>>2076232what about smart bombs? there is no range indicator on those
Can I play this game if I have no friends?
is there any easier way to resupply frontline?
>>2076285yeah some anons are playing together and you could always play with randos if you're a glutton for punishment
>>2076287easier than what? sending a helo with supplies or driving them up? not really
so which side has the better campaign?
>>2076275Same as high altitude bombs. They can just home in on lases
>>2076241
>>2076287Nope. I load up a basic truck with a few thousand supplies and just keep it nearby to unload whenever I need it. Use helicopters to make a big supply dump further behind the frontline that truck can grab from.
If you play Marines the LAV L is a decent one, carries 2500 supplies so you arent loading it up with too much, has a tiny bit of armor and can stick a gun on it so its not too vulnerable near your frontline guys
https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6TTZoeFFJN3BRS0w5MVEvVVNidTBYMUJNYlpWYnN4THJGK1pIWFB0SGtENU1jS0ppdHhLZVpRMWlZZ1NuYWVsdXN6SlhQWVhnOGc1RGNmK1JEaVcrMmNCZ1NGY2svVldwc2c2RmZPbHdYODh1TUFYZGxGL0dHaWpVWitVdWNGcytIRGJXeFU1TFNzVzJzbHpPUmx2UzZzRGlWQ1VmbElQK2ZCbGpxZWQ0b21WL3pvQ2pWeVBjY1hYR3dHbFpuZjB5Zy9MUFBMMVpNK2lPUlp2eXdtQzNTT1xcXCJcIlxyXG59IiwNCiAgImxuIjogIkZqZWxsa25hdXMncyBsb2JieSIsDQogICJ1biI6ICJGamVsbGtuYXVzIiwNCiAgInQiOiAxNzUwNzkzMjE2DQp9
Get in niggers the teamstack is starting
>>20763054/5 get in here, we all have SEAD and will dominate the air
>>2076305I joined and am trans
That was just a little joke on the anons who are playing together I didn't actually join and I'm NOT trans
what are some really good units stuck in shit groups?
>>2076428Ka-52 Katran, the only Russian helo with fire and forget missiles.
Do the russians have any units that can fire from where these motostrelki are, to where the Kiowa is? Units that can fit inside a building
For reference the killer eggs are ~650 meters
>>2076435If I remember correctly, their best MANPADS has 2km of range. Just like US.
>>2076435Shot from another angle to see distance better
>>2076439They are arcing like grenade launchers, not a MANPADS. You can see it better in this image, 3 of whatever was being fired are in the air and you can see the 3 separate arcs
>>2076435>>2076439Yeah basic Igla-N is 1800, Igla-S 2000 and Verba gets 2100m
>>2076440Are you sure it was infantry in a building instead of a vehicle near the building?
>>2076440It was Misha throwing spears.
>>2076440actually nevermind, I looked further back in my clip and the same motostrelki are firing from even further back.
We didnt get fucking rolled anons, they were cheating. You can see the same smoke trails/arcs coming out of the motostrelki in this image. Also they have the firing icon when there is nothing in range for them.
>>2076444>Are you sure it was infantry in a building instead of a vehicle near the building?I zoomed in on them because I was confused, the shots came directly from the building.
>>2076447>>2076449That is very suspicious
And here I was going to joke that he guy was listening to this in the background: https://www.youtube.com/watch?v=fUTdLRDBUew
Sadly it never showed the name of the player even though I moused over his units multiple times, maybe I will just report the one chink that was in the lobby and claim it was him
>>2076452Hacking range is one oft he most common. The official discord has a section for reporting cheaters and like 90% of it is just chinks who CE'd their range and rof to ridiculous values because that's what they do.
Video of the motostrelki with infinite range grenade launcher shooting down a Kiowa. I also saw them shooting at tanks in the middle point from over here
>>2076490Well a SAM finished it off but regardless of who killed it, the motostrelki have no ability to launch grenades and hit a kiowa from that far
>>2076305do you guys play US or RU or both?
>>2076490reminds me of this lol
https://www.youtube.com/watch?v=jSY5XdvpZsA
>>2076495And also that's an insane rate of fire and ammo count
>>2076490I thought there were some suspicious looking grenades flying out of those buildings when I looked over there but I didn't say anything at the time. So essentially we had cheaters shooting infinite range weapons at us. Cool
>>2076496Both, whatever people are in the mood for
Is there a reason to laser designate for hellfires?
>>2076435Spets VMF with the dual .50 cal snipers?
looks like i wasn't the only one getting filtered by the campaign lel
still, i really like this game and the modern military setting
i hope there's a mod that stylizes the ui a bit
>>2076506i think cheaters with infinite range have been seen in general player base at least 2 days ago
Amazing start for a strategy game. I was expecting much lower numbers.
It will be interesting to see how many players are going to stay after a month or two.
>bro on my team says ez at the end of match
>he has spawned nothing but artillery and SAMs all game
>asks me wtf I was doing all match cause my kill score was only 4.6k
>his K/D is worse than mine
we won and I had a good time so I can't moan too much, but why the fuck do people think holding 4 capture points and pressuring a 5th on my own is somehow irrelevant just because I didn't kill as much shit as the man S-300s getting fed planes every 20 seconds.
>>2076531I am expecting <4,000 in about 2 weeks
>>2076534It'll probably take at least a month or two, and become static around 15% of it's current peak.
Depending on developer attentiveness to the game. If cheating becomes pervasive it may accelerate that.
>>2076531I wonder how much of this is wargame nostalgia and how much of is hardware autism.
I have a feeling that a lot of people just want to play with modern tanks and planes and the only other alternative was giving your firstborn and all your kidneys to Warthunder or other equally shitty F2P grindathons
>>2076533>brainlets only understand numbers and none of the soft factors in winningis ur friend in upper management?
i need a very racist global chat in this game as well
>>2076540just IMAGINE the Iran/Israel/Russia/Ukraine shitposts that could have been
>>207653880% hardware
20% nostalgia
>>2076537still tired of game devs thinking they should allow chink players in western sphere
>>2076533Soloqueue is fucking miserable
>catch enemy helo opener as they're landing and pop the pinata, get to rush through and take all the points on my side solo before they get a coherent front against me again>spend the rest of the match getting doubled by players who can roll directly out of spawn onto my point>while a 3rd has AA cutting me off and keeps running units in my rear>my ally opposite the 3rd guy slapped down some Mech Rifles in some buildings shy of the point he never attempted to attack and then didn't move for the rest of the game>the rest of my team is losing on caps and barely playing>they all go 0.3 kdThe most absolute worst thing in this game that instantly turns it into a miserable slog is when you can't use helicopters to resupply because your team has given so much ground that there isn't any safe flightpath. Wheeling supply a 5 minute trek across the map while microing units in combat is fucking awful.
>>2076538Hardware is a big draw. You can tell a large number of players in matchmaking have never touched a strategy game before and are just here for the tanks.
>>2076545I just do my own thing my in solo queue, ignore team
>>2076545>still tired of game devs thinking they should allow chink players in western sphereI wonder if normal chinese players also have to deal with cheaters all the time or if they reserve their cheating for us gweilos
im getting conflicting information. is infantry good or is it bad? can you reasonably kill tanks or not?
>>2076596Most infantry is bad and cannot reliably kill tanks
A few select squads are good and can reliably kill tanks, but they need to work in pairs to do so. This creates only a handful of spec combinations where your deck will actually have enough of the 'good' squads to actually hold their own against a tank deck. If you bring one of those combinations and play it well you will rule the forest.
Infantry are generally way overpriced and the vast majority of bad squads have no reason to exist and are actively detrimental to ever purchase. We've been complaining to the devs about this since the first open beta but apparently they don't see a problem with it.
>>2076576from what i've heard they have to deal with it even more so, why they try to play with us but they get followed by pieces of shit
>>2076596Infantry will run out of ammo killing a single light tank. Most of the time they will run out of ammo without even killing it.
You need multiple squads of infantry to deal with a small armored push. You need vehicles and helicopters to deal with a large armored push
And while I'm at it, here's an exhaustive list of infantry that can actually fight tanks. Everything requires a 2v1 in a forest at minimum but 2 of the same squad isn't always optimal and you'll usually want to mix and match. Everything listed here will essentially exhaust its ammo to secure a kill and unless otherwise mentioned.
US
>Specops
Rangers RRC--Fast-firing 600 pen disposable launcher. They're high DPS vs vehicles but fragile for their price.
Rangers RAWS M4--the most powerful US AT squad. Fragile for their price. Carry a fuckload of ammo so supply is not an issue
>Airborne
Airborne NGWS--1/3 of a MAAWs team. Shoots slowly so APS fucks them over
>Marines
Marine Raiders Standoff--same as Airborne except with way more hp
SMAW Assaultmen--poor-man's RAWS but relatively cheap and good bodycount for the price
Marines--They make a good meatshield for SMAW or RAWS teams and can eat APs for the other squad but can't do anything on their own. Their price keeps getting nerfed so they aren't even that cost-effective anymore.
>RU
>Guards
Gvardii. 900 pen disposable launchers are literally ATGM-tier damage. With more ammo they could solo tanks
>Motorized
Spetsnaz GRU--Gvardii with more ammo. They can solo tanks. Don't take the mixed loadout
Diversanty--650 pen that ignores APS, but only 4 shots. Good for ambushes but expensive and fragile
>VDV
VDV Razvedka--Basically the same as Airborne but on a smaller and more fragile squad. Not very good.
>Coastal
Morskaya--Basically RRC but better, stronger and cheaper. You get fucking 8 copies of these dudes so you can just spam them to turn forests into minefields
It's no coincidence that the meta RU deck is Guards + Motorized because for some reason they thought giving the specs with the best vehicles the best infantry would be totally sensible.
>>2076611so if i wanted to play with a lot of infantry, even if it's better to spam vehicles, would be specops+marines and guards+motorized?
>>2076615specops+marines also has good air options
>>2076615The one asterisk beside specops+marines is that you have no long range AA so you're totally fucked if your allies don't bring enough AA to cover you.
How common are maphacks? I swear some of these fucks are shooting missiles at targets that I know that have never fired and I know they've never seen (because I have recon all around them and overhead drones and long-range AA shooting down their overhead drones).
Spec Ops and Armored or Spec Ops and Stryker?
I like infantry play but my Spec Ops / Stryker build gets rolled over by tanks if I cant get a guardian close enough, and they avoid getting near my Rangers MAAWS
okay finished the final US mission on easy by ignoring most mechanics
if you want to finish it just for the skin
>go with miller>call 4 Abrams to deal with inf that spawn on ur spawn>set up 3 patriots> get 4 Paladins as soon as possible to deal with ballistic missiles and arty through map> have inf and LAVs defend flank at bridge> thunder rush abrams till hurt with LAV-AD behind> arty tall buildings> creaping barrage inside base
>>2076531>>2076538Im here for the hardware. I did try Wargame back in the day, but never got into it, felt like I walked into some meta where I wasnt able to play quickly enough to keep up in multiplayer.
This game feels more user friendly and less abstract with units so it rekindled the itch ive always had to play some modern war sim.
Retention wise, I have already felt a bit of repetition creep in with my current playstyle. Just going through the motions of infantry capture > AA > Tank push > Arty& Supplies > Reacting to enemy. But thats also my lack of skill, theres a lot of depth with picking loadouts and micromanaging units that can affect a battle so if it feels samey, its partly down to me.
With higher ELO im seeing my default actions get countered, so I will need to git gud and change things up pretty soon.
>>2076636It's easier than that.
If you side with the glowie the mission failure flag is bugged so all you have to do is cap the two zones and then go afk and you come back to a win 10m later.
Uploading these here for reference.
Here we have an F-35B flying in to bomb an S-300. The S-300's radar is active, and it's normal and functional in every way. The F-35 has been given a simple command to drop two Stombreakers and then evac and is coming in with Afterburners. It doesn't end well.
Note in this outcome they trade kills, but the F-35 is worth more than the S-300 so it's a bad trade. Even with stealth, the S-300 detects the F-35 early enough to launch its first missile before the F-35 is close enough to drop bombs. I've run this a couple times and usually the F-35 dies before even dropping payload, sometimes it gets lucky and survives, sometimes it trades kills. Not particularly good.
Should I use stormbreakers or JDAMs on my F35
>>2076651And here we have a considerably more favourable outcome. Now the S-300 doesn't even see the F-35 until it's dropping payload and the missile fires too late, loses lock as the battery dies and just flies of harmlessly. This isn't lucky RNG, it's a reliable, 100% reproducible outcome.
Here's the trick
Begin in low-altitude flight
Give a move order towards your target
As you approach your target, press P to set up the precision strike but don't click your target yet.
Time your click to where your plane is less than 6km from the target. Learning to gauge the distance and get the timing correct just takes a big of practice
As soon as you've clicked to confirm the strike, activate afterburners and queue your evac
Optionally paint a target for the laser designator if you want.
After the bombs are released, return to low-altitude flight
Because Stormbreakers have an arming time of 1 second, you can wait until you're just about 1 second from the drop point before inputting the order. This matters because once the order is set, the plane is forced into high altitude flight, where it's detected and shot. By delaying the order, we stay low altitude right up until the second the bombs release, which means our target doesn't have enough time to aim and then fire before the bombs land and kill its guidance. Only Stormbreakers can do this, because they are the only precision bomb with a 1 second arming time
I'm slowling approaching 1000 ELO and it's getting so sweaty
literally everyone is using an armored detachment
everyone stacking abrams and T80s (including me bc if I don't I'll lose bc someone thought inf don't need to be cheaper or more effective)
Infantry need to have their cost halved across the board. And double the amount of infantry you can bring in
>>2076664we are a broken record
decrease inf cost or increase ammo significantly
and while we're at it, inf in tall buildings should get top attacks on vehicles since they're looking down at them
>>2076660In the 1st open beta, air being ridiculous kept tankblobs in check
In the 2nd open beta, helicopters being ridiculous kept tankblobs in check
Both got nerfed, but tankblobs were untouched and now they're ridiculous.
>>2076430is that the one with the cruise missiles? that shit is nasty
>>2076656I loved using that during the beta to the point I seriously lacked SEAD in my decks because it felt unnecessary.
Only bombing helos felt better.
fodrone
md5: 6a25354d778eef462b73329d7479860c
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>>2076669>real life ELO Ukraine>both sides abusing the shit out of cheap drones>tanks and armor are complete memes>infantry picking bikes instead of troop carriers because its safer to just go fast>too much AA so helis and close air support are kept parked half the timeThe fucking state of the real game is a joke. Its been 3 years and they still havent nerfed 5 supply cost munitions with multi kilometre range.
You're pretty much stuck to arty or cruise missiles if you want variety.
Arrowbros, could you advise what's redundant or what should be changed? I like larp as spec ops infantry, but very often my soldiers end up becoming heroes due to artillery bombardment. Helicopters as support sometimes help a lot to deal with vehicles, but it's too inconsistent because the enemy has AA. So my losses sometimes very high
>>2076843ok, i bought a cargoplane filled with infantry with all my starting points. am i helping?
>>2076796Infantry based decks are just meh because of the issues inf has. As for what to change you probably have too many transport helicopters and I'd take something else instead of B-2
>>2076845Anything that at least distracts the plane is alright in my books.
Leavers (in the first 5 secs no less before literally anything could have happened) and "support" players need to hang
>>2076796Firstly, your spec combo has a few gimmicks that you absolutely need to exploit;
>stealth drones and fighting reconrq-170 and Green Berets Flash, rangers rrc cqc, pararescue w/ flashbangs. dont forget to take ranger snipers - your premier stealthy spotter. stryker RV is a beast recon vehicle
>infantry tabrangers, excellent AT(MAAWS and javelin rangers) plus APS strykers w/ javelins. oh, and the mk47 agl.
>all vehicle tab units have a gimmickbooker has a 50mm option, stryker atgm has an APS with top attack tows, and the stryker mgs can get paradropped
>support tab has the himars (self explanatory), the stryker shorad (equip with stingers, NOT hellfires, since you get more AA missiles) and the stryker sph, which snipes supply depots, lays smoke and harasses infantry from afar, sadly with low damage
>helicopters (transport and attack)stealth blackhawk for backline recon insertion. littlebird with viewrange upgrade for stupid cheap good vision and weapons team deployment, MH-60M SOAR with good ECM, moderate supply storage and optics for hunting enemy recon, a variety of killer egg loadouts for many mission profiles, the best armed recon and tank-busting helis in the game
>airthese specs basically have everything you need from the tab if you wish to use specific playstyles. carpet bombing, strafing runs, bomb slinging, SEAD, combat air patrol. you name it, you can have it.
As for your deck;
>missing ranger snipers, M-ATV's with javelins, rq-170's. too many stryker RV's. get the cheap recon vehicle with the 2400m vision upgrade (60 or so points). STT not required since you have troopers AA, or vice versa. cont. reading for explanation>you can actually skin delta force in favour of CQC rangers. they cost less and you'll have more of them. switch stinger rangers to javelins. in exchange, get a set of troopers AT exclusively for your preferred flavour of the stryker. if you can, squeeze a few Mk47 tubes in there.cont.
>>2076843>>2076845Yeah, I need non-airborne teammates to cover my epic vdv deployments.
>>2076859No, you don't. They will be fine.
>>2076855 cont.
>the vehicle tab is extremely important. nothing in your deck effectively stops an enemy armored push. 50mm bookers rape everything short of MBT's, and that's a trap. you need the 105mm to effectively exploit flanking, otherwise you'll sit there plinking away small chunks. otherwise, the stryker ATGM can be replaced by all other javelin units in your deck.>support has 2 shorads too many. ideally (lol), you'll have a buddy with another anti-helo/cruise missile unit nearby to tandem with. if you find yourself needing cover or precision strikes at shorter ranges, 2x stryker mortars. good alternative to stryker SPH.>drop a guardian and get some MH-60 SOARS for smaller deliveries of supplies. you can also effectively patrol (2k view range) your rear lines for enemy recon if you find yourself unable to explain how they see your units.>personally i think nukes are a meme, but if you want to use the B2, juse MOPs instead. or carpet dumb bombs. or carpet cluster bombs (jsows). i'd skip the F-22 for an F-35 loaded with a single HARM and 4 AMRAAMs. for SEAD, take the F-16CJ which has 4 of them. etc.that's all i can think of. have fun anon!
>>2076656Now in any real scenario, there's four more AA platforms on either side of the one you just bombed, and you still lose your plane.
SEAD/DEAD deck that may or may not work, thoughts?
The idea is to launch a whole volley of PrSM to overwhelm enemy air defense and at the same shortly after that send Prowlers to destroy enemy AA.
SEAD/DEAD deck that may or may not work, thoughts?
The idea is to launch a whole volley of PrSMs to overwhelm enemy air defenses and shortly after that send Prowlers to destroy enemy AA.
>>2076868Wow, thanks for explaining in such detail. I'll definitely try this method, though the point about jets is a bit unclear to me, or rather, if we consider the B2, what are its advantages compared to the F35? Besides the data stated on the card? And the naming for bombs and missiles, unfortunately, im not familiar with them. Which of the bombs refers to carpet bombing? The 500lbs one?
>>2076907>2076907Why send PrSM first? That's just wasting points.
If you pull out the Prowlers first the enemy either turns of their radar or eats Harms. Both cases allows the PrSMs to do damage.
So I just bought the game
how are the AIs and campaign in this games?
>>2076930AI is barebones A-move down all the roads with cheated hordes of units and skirmish is half-baked.
Campaign is alright but buggy and unpolished with no ability to save mid-mission.
Multiplayer is where it shines. I would hold off on the campaign for now because it's undoubtedly going to get patches.
>>2076859>Yeah, I need non-airborne teammates to cover my epic vdv deployments.I just want someone other than me to spawn planes so I don't have to commit most of my opener points to ASF.
I'm sick of losing any helicopter I spawn, then watching the mass columns of vehicles without any AA run into attack helicopters and already entrenched infantry on our natural points.
>>2076914carpeting bombing usually uses dumb bombs. in this case 500lb and 2000lb. though, you can use smart bombs (JSOWs are cluster vehicle killers, JDAMS are laser targeted 1klb and 2klb bombs).
>compared to the f-35the b2 can't fly at low altitude to delay detection for as long as possible. see
>>2076656the only tangible advantage is that it can delete entire sectors. using it is a flex, basically.
>>2076843Im putting all my troops into that one korova and you better protect them otherwise I leave when it gets shot down :^)
>>2076843Sorry, but I like dodging taxes
so you suppose to always either put infantry in buildings or other vehicle all the time right?
>>2077001Yes. Infantry in buildings are hard to see and twice as hard to kill. Especially if there are multiple buildings close together so you can keep moving to juke artillery.
Infantry in fighting vehicles obviously can't be targeted and get to move around quickly to avoid just getting napalmed. Ideally there's overlap, so like the IFVs you were already buying can hold and move your squads when they aren't needed and then unload them when they are. If your specs lack an IFV big enough for your chosen squads (ie Marines, Raiders) then you should have some kind of cheap battle taxi you can stuff them in just so that they aren't stuck sitting around waiting for artillery to fall.
Unfortunately I think most of the non-fighting transports are extremely overpriced, which is part of why it's better to just have IFVs your squads can fit in.
In some maps there are colossal forests where infantry can pretty much move freely, and in those places transports are unnecessary, but only a few maps have something like that and a lot of the forest patches on maps are just small enough that you can cover the whole thing with a single napalm grad volley.
>load into match
>chinese names
Am I about to have enemies shooting infinite missiles at me?
>>2077029Yes, hope you like motostrelki launching rapid fire grenades at artillery ranges
cant get my head around cruise missiles
sometimes they are god tier but most of the time they are useless, too expensive and get shot down anyway
are they actually a meme?
>Enemy knows exactly where my sniper unit is at all times
>Enemy has no units near my sniper unit
>Enemy has no drones up
How do they do this? Maphacks? The closest thing to my sniper was a Spetsnaz GRU which I couldn't even see. My snipers were in buildings, and the Spetsnaz were not. They have lower sight range and lower stealth than the snipers, so how were my snipers spotted but the Spetsnaz were not? Was the enemy hacking?
>>2077103If he was chinese he was hacking. Otherwise he might just have some hidden recon. Recon units in cover and holding fire are really fucking hard to spot
8
md5: b6489e5b8fd6effeec94e51d9489513f
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>>2077105He was Chinese, yes. But my sniper unit (which is recon) was also in cover and holding fire. How was mine spotted, but not theirs in return?
>>2077107chink = cheat
simple as
>>2077072Too many transports. When you are in game all the transports go into a pool you can call in any unit in any transport as long as it has enough seats.
VDV Dsh kind of suck dick, if you want a cheap frontline infantry get the morskaya pekhota, the basic naval infantry. They are good.
I would personally make the Mi8 as cheap as possible and just use it for transport and supplies. If you get the morskaya pekhota you can fit 3 squads into a single mi8
>>2076843haha sure thing broski
I guess its better to not bother with any infantry without some kind of AT weapons?
>>2077132Depends. Guys with thermobaric weapons or flamethrowers are great.
>>2077132Things like Delta Force, SSO, Black Berets, Mech Engineers, etc. are worth taking since they delete infantry
>>2077132Basically the only reason you'd want a squad that isn't a dedicated anti-tank squad is to root out dedicated anti tank squads when you feel like you can't brute force them with tanks instead.
Most AT squads suck at fighting infantry and there are a lot of very inexpensive squads to hunt them with, like Mech. Engineers or Ingenery. Cheap squads like that can be handy to have around because you can send them forward to face check tree lines or housing blocks and you don't feel bad if they get popped by 4 tanks hidden in the forest.
>ATGM fires at tank
>the tank can spot, aim, and fire at the team before the ATGM hits the tank
>>2077164That makes me wish there was an option to hide in a building. It would increase your stealth so much that only another infantry entering the building would spot you. That way you could set up nice ambushes.
I think the infantry cover bonus in buildings should be greatly increased, and the best way to remove infantry from buildings would be other infantry. Or just shooting the building with tanks/artillery from a distance but it takes way longer instead of the 15 seconds it takes now
I keep running into teams that have one or more dedicated support player(s). This leads to easy wins for me since they can't hold a frontline so they lose on capture points, but my K/D is suffering greatly. I haven't had a positive K/D in like eight games now (seven of which were wins).
>>2077107There's some webms ITT showing that unit variables can be edited during games
If they can change the range or RoF of weapons they can probably change unit sight ranges to 999999 or something like that
>>2077164It gets better
>ATGM incoming>tank sights launcher, aims, fires>smokes>ATGM flies off harmlessly>tank drives forward, aims, fires>reverses back into smoke>ATGM flies off harmlesslyRepeat as needed.
It takes a bit of practice to get the timing down, usually you'll need to start reversing back into the smoke before you finish aiming but it varies based on how fast the ATGM flies.
>>2072343 (OP)I think it's really cool, that when two chinamen from your team leave and fail reconnect you get to eat shit until you get a draw if you're lucky. It's very cool. There's should be a big D for deserter overlapped to your profile image for people who do this shit. It's cancer in WARNO but atleast the the retarded AI shits out units even if it is only to die.
People have been asking for infantry to be buffed in every beta and yet they refuse to do it, why? All they did was reduce the cost once, and it was barely anything
>>2077190K/D doesn't matter that much desu, even though we like big number going up
>>2077190If they don't have enough to hold a front then it shouldn't hurt your k/d THAT badly, because it means they don't have the forces to fix you in place long enough to eat artillery. If just moving forward and taking thinly contested ground is dumpstering your k/d you may want to consider refining your approach to exploiting the breakthrough.
Cheap shitter recon vehicles like Humvees and whatnot can be sent down multiple peripheral roads to facecheck for enemies or find safe paths for the rest of your breakthrough, so it's good to have a couple of those in the deck just for those kinds of situations. Otnerwise just remember to bring SHORAD and recon and supplies. Smoke when things are going to die and retreat them a safe distance to repair where they won't get spotted and shelled.
>>2077132this isnt like wargame, infantry sucks ass even with rpgs tanks win the 1v1 100% of the time and I even had some IFV take out anti tank units INSIDE of a building
so yeah most of the time infantry will be fighting other infantry and you are better off with some anti infantry loadouts than AT and of course AA is important on infantry to take out helos
Up to play, ill start in like 30 min
https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6T294YVhCRW51S1pZM3FoWDJDaUxvcy9HcHRYS250YmpyN3I4WmpsdEJDb0tHM2c0NTFUSC9hTkVEWXBJQWhOVWRqTGtJSUo4a3VaL3ZabDRmWFRyeXB0cG5vdlFvSEh1by9BeU45dVNWN0ZUYUk0eURvOUdydGg5cXQ1QU1xZFVJT0tBUVIvN2lSYVd0amwwdEpVK09MU2IwWHIraXd0YUF5OW1nQi9KanZZbklHZlg1V05vZ0NoWFVXeG9yN3NXYzlUR3VPMEt4UkE2eTF1aG9uUW40QVxcXCJcIlxyXG59IiwNCiAgImxuIjogIkx1Y2t5IFRlYSdzIGxvYmJ5IiwNCiAgInVuIjogIkx1Y2t5IFRlYSIsDQogICJ0IjogMTc1MDg4MTUyNg0KfQ==
>>2077237even if they dont buff damage but increase chance of disabling hits like tracks and weapon would be appreciated so inf can set up for destruction
>>2077242Light AT weapons already guarantee a crit. Only the disposable ones though, anything that reloads does not
deck
md5: dd7cc3d7a3556c93cc7e6c33bf1cce18
🔍
no idea what Im doing but I think this deck kinda works, cant say for sure because every matchI tried it I had multiple leavers
>>2077223I guess you could think of it this way:
Imagine a version of broken arrow where things are reversed, where infantry is too strong and makes tanks and armoured vehicles worthless. What would that look like?
You'd have treelines and commieblocks stuffed with infantry, nobody could see anything, nobody would be moving except to dodge artillery, open ground would be uncrossable and the game would revolve around artillery blindly pounding cities down block-by-block with impunity because there's no real threat of something getting into your backline to stop them and all you need to hold the front is a few grenade launchers covering open ground.
I assume the devs have just overcorrected because they're afraid of making the game revolve around infantry that barely move and can't take the initiative instead of tanks that can move and can take the initiative.
>>2077238I am trans and I joined
>>2077238that lobby isnt real cant join
That
>>2077273 was yet another lighthearted jab at the anons who are playing together. To be clear I am neither joined nor trans.
Thank you for your attention to this matter!
>>2077238is it still up? not able to join
>join lobby
>they tell me to join discord
lol
>join lobby
>they send me pictures of their dicks
lmao
>>2077273>>2077274we were in a match already
>>2077280>get anon to join>you in discord?>no>okay lets play anyway>>2077283literally didn't happen
it's just to organize and use VC
new one
https://share.brokenarrowgame.tech/invite/ew0KICAicyI6ICJ7XHJcbiAgXCJJbnZpdGVUb2tlblwiOiBcIlxcXCJabWhyTTNNd1p6UElQUzV1ZW5zOUtaamVONFVzdDhTc0xNQmorNjYzWngxeElwWEg0dTQrb055OHg0eG9Hdyt4UjFMUXpTY0JvTVcvNEtiNlNvWm13anZmV1BTd3pDNmowb2tkYjByeFNraTRkZW5vdjZScUlCbFZwMzZTMUdLZDl3M1FkZlN4dU9uNkRJUzlVeUlFSFFQQ3JKdmtpamxHM1ZUWTMvMGxtK2s3NFdNSldRV0NYMUpQbWs0VEN2RVZ3bUxSZWg5RlE0dWlwdWw3dXpWNDNSQTNHTXpvMk5sSFxcXCJcIlxyXG59IiwNCiAgImxuIjogIkx1Y2t5IFRlYSdzIGxvYmJ5IiwNCiAgInVuIjogIkx1Y2t5IFRlYSIsDQogICJ0IjogMTc1MDg4NTUyMQ0KfQ==
>>2077318ill wait longer this time
no discord required
Mechanized infantry can get a T72 that performs similar to a T90 for only 300 points, does Armored have anything that is S tier or should I go motorized/mechanized
>>2077341Look at the main gun, anon. The T72 and T-90M both get APS but that's not what matters. What matters is that the T-90M can hurt an abrams frontally at combat ranges, while none of the other russian tanks can.
>does Armored have anything that is S tier The Barbaris.
>another US v US mirror match
lol
lmao
getting tired of armor meta
also losing 2 dudes within the first 5 min of a match
anyone feel like there's not enough income to actually fill all the roles necessary to accomplish the amount of tasks needed?
>>2077356I would assume that's why the game is 5v5
>>2077354Yeah, thats was promising start of the match.
>>2077358maps seem kinda big for 5v5
WiC was 8v8 and less than a quarter of map size
Red Dragon was 10v10 so people could actually dedicate to roles
>>2077353ok but infantry would be overpowered if tanks couldnt dominate in urban areas and forests
How can their recon units see mine but I cant see theirs
>Spot massive supply dumb with drone
>Metal gear solid a spetznaz GRU unit on foot as they were near(ish) by
>All this going on in the background while I'm managing my larger offensive
>Pop supplies and escape
Game is neat
>>2077378Once a unit is spotted, its stealth value is sharply penalized for a while (so you can't just repeatedly slip in and out of forests or something). It could be you were spotted in the open by a hidden recon unit and then just remained spotted once you found cover
The other thing to keep in mind is that shooting non-silenced weapons generates noise that progressively reduces your stealth value and eventually reveals you. If you aren't on hold fire your recon can give itself away.
If it's neither of these then the fucker was just cheating. Recon used to have varying optics values but now everything's been standardized at 1750, and 2k for snipers.
>>2077267>he doesn't want to clear commie block by commie block>tanks providing fire support from near max range to outrange AT>breaching infantry clearing buildings with supportive fire from team weaponsI've had 2 matches that went like this when it was just a 1v1 between me and another infantry spammer on one side of the map and it was kino both times.
Smoke shouldn't defeat ATGMs, they should maintain original path instead of veering. If the vehicle is in motion, they miss, if its sitting still they get hit.
>>2077420sounds kino desu
a game mode with only IFVs and light tanks as the largest armor would be awesome
>tanks and arty pumbling outskirts of city>move inf to ruins with IFVs and APCs>tanks and vehicles cover main roads while inf clear the buildings out and calling in arty>>2077267>game depicting modern war>inf uselesspick one
What is the use for the russian naval infantry recon, or should I just use spetnaz VMF
>>2077420I mean it sounds cool on paper because it sounds like how real wars are fought. But mechanically, infantry fights are just raw stat checks. There's little to no micro that you can use to help your infantry win vs other infantry. You either sit in the building or spring to the building.
It's novel for the first time until you realize all you actually need to be doing is setting up grenade launchers with line of sight and guarding it with your specialist engineer-equivalent. And if the enemy smokes to close in on you then the CQB fight is just a raw stat check and it stops being fun when you realize that's a zero sum game where a certain squad always beats another certain squad because it just has the better stats/loadout.
I can understand the super hardcore infantry autism in a game like Men of War, but infantry combat here is just brainless. I don't want another Warno where you just throw hordes of chaff into towns to find targets for your IFV spam and half of every map is a fire support dick measuring contest or worse just inaccessible because some jungle monkeys with touch of death RPG7s could be hiding.
>>2077429And I don't want another Warno where every open field is uncrossable because 11 ATGMs with double your max range fly at you from 6 different angles the second your tank breaks cover.
Fuck the sitzkrieg bullshit from 5APM larpers, it's just not fun. If you want to play with toys digitally in skirmish be my guest but don't force it on multiplayer.
Also is the 3 damage AN94 worth having 5 less HP and less thermobaric ammo for my infantry hunters
>>2077439You're really underselling the infantry on infantry gameplay available if you have a bit of variety to your options.
It does come down to suppress them, and kill them or force them out of the building and kill them but there's a bit to it with hoping between buildings, using forcefire to guess where enemies are, holding fire with certain squads, sacrificing a squad to smoke the approach of a better squad, etc.
Yeah if it's just like motorstrelki vs troopers, thats fuckin boring. But if 2 decks are bringing real infantry spec shit that's interesting and has shit going on. More so than infantry vs tank at least.
>And I don't want another Warno where every open field is uncrossable because 11 ATGMs with double your max range fly at you from 6 different angles the second your tank breaks cover.Thats why I say it should be original path, if your tank is moving it can just reverse and avoid.
Stop going to the opposite extreme. ATGMs are stupidly limb biscuit vs most tanks and barely even have enough ammo to keep them back if the opponent knows how to press the smoke button and has APS.
Plus any cover from urban areas makes them even worse.
And once you get in close they're done for.
>>2077440Man the unit cards look so good in this game
>>2077440Basically because the Berety have disposable launchers, they fire all 5 shots in rapid succession for extremely high upfront damage, then they're out. They need to resupply after every kill but they absolutely skullfuck most infantry before they even have time to return any damage. The problem is that if they start dropping models they can also lose unspent launchers so there's a lot of variation in their performance.
Ingenery have more ammo but fire much slower. Honestly Ingenery are just better off in their shotgun loadout, I think.
will broken arrow have community-made maps in the future?
Fucking around in the editor testing random shit and I made a minor discover I thought I'd share.
The larger a infantry squad is, the harder it is to suppress them. The 'suppression HP' must scale with their actual hp value.
Iskanders are pretty nice when you have multiple of them. Load them up with clusters and launch them at enemy artillery/AA and at least one will get through if you launch 4 at a time. And they travel pretty quick, so most of the time I noticed artillery doesnt have time to get away if I order the missiles out early
Barely managed to hold off 4 Abrams SEP v3s + assault breacher. Lots of infantry died on this point, and I lost 3 T90s before these 2 showed up to save the day
>2 chinks on enemy team
quit before the map even got voted for
Trust no one, not even yourself
>explodes
As a fat American, i am grateful and honored to play all my games with the glorious Chinese and proud Russians.
I may not always be able to read their constructive criticism, but it humbles me to know that such superior minds are trying to help and motivate me.
Where my tanks slowly roll, theirs are mach 1 capable. My uncultured artillery has range limits, theirs is unhindered by such barbaric concepts.
I owe my elo and my happiness to my supreme comrades from across the seas with their unshakable connections and flawless ping.
I am just a lowly cheeseburger american praying I can continue to fill but one slot in your exceptional eastern quickplay lobbies.
Should I go with 6 T80BV or 4 T80BMV?
is the modernization worth 2 tanks?
>>2077643>is the modernization worth 2 tanks?Possibly. The extra 600 heat armor and 300 kinetic for the front is big as is the extra 180 pen on your ap.
This game needs an attacker vs defender mode. Including presetting trench systems and minefields.
I think you could split it 25 minutes per offensive and then the sides swap. Whoever earns more victory points gets the win. Although naturally theres a surprise advantage to going first depending on your perspective on off vs def. Overall it would serve better for imagining it as a real scenario cause open battles with no entrenchment dont feel as genuine.
>>2077643>>2077651you get those upgrades because of HP. 1 increase in HP leads to 2-3 more tanked shots.
>>2077614https://www.reddit.com/r/BrokenArrowTheGame/comments/1lkdeim/please_let_me_only_play_with_chinese_and_russian/
so when stuffs return to base
do I get all my points back?
like I been using a lot of transport heli to drop 3-4k of supply and tell them to head back to the base immediately
>>2077691>do I get all my points back?Only up to 90%
Damage and expended ammo reduce that amount further.
>>2077691like
>>2077700 said
But the state of the returned unit also affects how quickly it becomes available again
>>2077704That too.
I think the base value is (2 minutes + points/2) rounded up which is then modified by the points lost from ammo and damage.
Afaik planes have a special calculation with an additional 4 minutes if unharmed and up to 10 minute penalty if destroyed.
>>2077709isnt it because good chunk of plane cost are in the pilot?
not sure how much points you gain back by rescuing the pilot
>5v3 with 2 enemy desertions, should be an easy win
>half the team just sits on one flank twiddling their thumbs while we're getting massacred on the other side by 2 obviously good players
I dont even feel bad for sucking, rest of those fags deserved to lose for not at least applying pressure if not outright sending units to assist.
>Chink on the enemy team
>Chink is maphacking
Every single fucking time without fail. I'm starting to not want to play this game. They're blatant in their cheating. They strike units they have no way of ever having seen.
man I cant fucking balance my army for shit
How much AA is too much?
>>2077738i play the same specs.
My main AA for planes is the buks. Tunguskas as medium support and anti-heli.
Dont think you need the motostrelki iglas, i would take more vdv kornet for infantry AT.
>>2077643The t-80 "modernization packages" are literally just armour upgrades and are extremely overpriced. The first tier is the only worthwhile one, because it upgrades the main gun. It's still not a good main gun but it makes it less helpless vs other tanks.
>>2077729Campy players, especially in situtations like this, piss me off to no end. Like FUCKING MOVE. But no, their one point that they have chosen in the far corner that is behind the points we are all fighting for is more important. And the worst part is that at some point some will try to sneak a jeep or transport helo back there and then they will feel justified in having 1000+ points just hunkered down there.
>>2077700Actually not quite right.
If a plane rtbs intact with no ammo spent then it refunds 90%
If the plane spends ammo or takes damage, the 10% refund tax is waived and you just pay for damages/supply.
Damage reduces your refund by up to 50% based on hp remaining (ie 50% at 1hp, 75% at 1/2 hp).
Ammo subtracts the "supply cost" listed in the stat card for each instance of ordinance spent. Ie if a bomb costs 7.5 and you drop 2, your refund is reduced by 15.
There's a minimum refund of 20% the plane's total cost, which you cannot go below no matter how much ammo is spent or how much damage is received. Several bombers can carry a payload with higher total supply cost than the total cost of the plane (ie a B1-B with 24 cruise missiles) which effectively makes the excess munitions free since you're not charged beyond the plane's 20% refund floor. Though you may be shocked when your 700pt plane rtbs intact and you only get 140pts back.
It's actually shocking how expensive plane munitions can be, though technically since the cost of the bomb isn't counted against your score, spending 150pts of munition to kill 70pts of infantry still gives you a score advantage.
>>2077765The problem with games like this, where the singleplayer is aenemic and multiplayer is the focus, is that you have 0APM dadgamers who pick it up for the singleplayer and just want to slowly play simcity at their own pace in some low-pressure sector. But the singleplayer is shit so they get pushed into multiplayer to get their money's worth and can't or won't adapt to a pvp environment.
>>2077712I genuinely don't know how much the pilot refunds or if he scales with the cost of the plane or not. I will test this in the editor when I get home tonight.
Mig-35 or Su-57 for SEAD role?
so I'm thinking of fitting one with Anti Rad and other with full strafing ATGM loadout
I imagine it would be more effective to put Anti Rad on Su-57 but then the mig would be totally useless unless I can deploy both planes at the same time
if I switch it around and mig carry the SEAD missiles then in the hurry when I need to delet a tank real quick I could still yolo su57 out and would probably trade the kill
is it better to just uparmored all your shit so they dont die from fucking infantries
all these IFV getting clap by single RPG that they might as well be a truck
also is there more Russian players than US?
>>2077810Maybe, they aren't allowed to play Warno anymore
>>2077772I'm even a pretty conservative player, but even I get that you can't just sit in the corner with your little fort and expect the enemy to come to you.
>>2077738what AA bro? manpads dont count get some real shit
>the World In Conflict scenario on the top of the workshop mogging the base game campaign
holy KINO, the editor content is gonna be great if people can cook stuff like this
In general, what is the best US SEAD plane? Do I really need to swap to marines for the SEAD harrier?
>>2077879>Su-24MP (X3), Su-34 (X2), MiG-35 (X4), Su-57 (X4), Su-25 (X2)>Prowler (X4), F-16CJ (X4), F-35A (X2), F-15EX (X2)tfw my deck only has F-15EX and its so fucking expensive
>>2077879the sex plane just because you can equip it with cruise missiles
so it fires the anti radiations automatically, you see where they get intercepted and dunk on them with the cruise missiles
>>2077887And then the cruise missiles get intercepted...
Missions beyond broken.
>Decided just to rush spgs at baltysk mission
>Suicide rush with lavs and mortars on the beach
>Manage to to blow them while ignoring S300s
>Mission instantly jumps to next phase ie rush to take fort
Man what the fuck did they even tried to play these mission before launch?
>>2077879Prowler is the best option solely because you can have 4 missiles per plane for only 240 points. No one else is that point efficient.
>>2077885Yeah its disgusting how expensive the EX is no matter what.
>>2077879Harrier is the best SEAD plane, Harrier is the second best, F-16J is a distant 3rd. You need at least 4 missiles to be SEAD. Planes with only 2 ARMs can't actually SEAD, those missiles are more or less just decoys that distract AA and help the plane survive, since AA missiles midflight will automatically retarget to prioritize ARMs over planes.
>>2077909The main issue is that every time you complete an objective, the enemy spawns for the next objective activate instantly while you're still out of position, resupplying or even still in combat. The forced tempo is punishing when it doesn't need to be.
There was o e memorable instance where I was slow to capture my next objective because I stopped to resupply my damaged units first, and the point had like 8 btrs just sitting in the center because they had spawned and just fast pathed to "attack" a position I hadn't even captured yet.
>>2077930Sorry I meant Prowler is the best, Harrier second best.
Phoneposting.
Is it viable to build a Russian deck around cruise missiles plus SEAD?
>>2077930>>2077934>harriet>any sead at allhuh?
>typed harriet instead harrier
fml
Heavy armor meta. Did not lose even a single Abrams this entire match btw, most of my losses were infantry and their transports getting killed. Heavy tanks can outfight anything except for planes and helicopters.
>>2077956Post list. Do you do the strat where you send a UAV and just shoot and scoot every ammo dump you see with one arty piece?
>for whatever reason the quick matches is ru vs ru
>only have old vdv meme deck on RU
>fuck it we para drop in middle of the map
>literally have ATG and MOPAD go from building to building >playing whackamole with enemies artillery all game long
>halfway into phase two they finally had enough and just doom stack tank me and nuke every buildings around
if only I could actually bomb their tanks blob with plane like it support to
planes are just AA SPAA foods at this point
>>2077972wtf that's my strategy
>>2077966>harriers get sidearmsCan't believe I missed that
>>2077976It's crazy how weak they feel compared to the beta, although that might partially be because everyone was more of a noob back then
Air power is nice when it works. Played a full 5 stack with some anons here and when we coordinated a massive air opener, and coordinated SEAD throughout the match it was insane how effective air strikes were.
>>2077981Sidearms deal less damage so they won't actually one shot even unarmoured AA. They are mostly get out of jail free card wasting enemy missiles so you can dive on defended targets,
>Enemy team is coordinated stack
>They coordinate airstrikes, artillery-smoke and SEAD runs
>...but for some reason they deployed nothing at all on an entire region of the map
That was the most confusing game I've ever played. We had all but two points secured, while they kept nuking everything in sight.
>>2078005>so focused on arty/air micro they forget to capitalize on any gains tale as old as time
IM SICK OF HAVING TO PLAY WITH FUCKING CHINKS!
THEY FUCKING SUCK AND THEY ALWAYS LEAVE/DC
Absolute pussy post, but I don't care.
Does anybody get super stressed by this game? I can get 1, maybe 2 matches in, but after that I need a break of at least an hour.
>>2078017This is how I feel about every game. Always have.
>>2078014I have the opposite problem. Every Chinese name is guaranteed to be a cheater. I guess it's because I've reached the four digit ELO range.
>>2078017I also can only play 1 or 2 matches before needing a break. They are long and usually I dont get much downtime to think about what Im doing or consolidate vehicles for a push. So I just end up constantly ferrying infantry to my point and barely holding on
>>2077972Here is part of the list, it turns out I did lose an abrams actually. It died to cluster at some point in the match but I completely forgot about it with everything else going on.
APS is the problem with tanks. Get rid of APS
How do I Stryker?
Im going to need to be able to tell them apart first
>>2078098Strykers with trophy and javelin are pretty good imo
Strkyer MGS and M10 without the autocannon kinda compete for the same role, don't forget that airborne also gives you the M8 which can use the 120mm and ammo of the SEP V3. With trophy it's only 160 which is very cheap for being able to 5 shot even an armata, still squishy though, Both the MGS and M8 also don't have a ton of ammo.
SLAMRAAM pretty shit and way to expensive if you can get PAC3s SHORAD and the MML.
Stryker also gets the HIMARS which I would argue is one selling point of the specialization.
I'm getting raped by normal guards tank AI. Can't handle IFV that facetank 4 abrams rounds and has APS that take out half a apache load of hellfires
The guy below me was raging in chat and telling me that I should learn how to play.
>>2077989They'll oneshots most Russian radar aa since they don't get the option to up armour, but they also fire from such close range that the interception fails 9/10 times. With 4 of them you typically get 1-2 AA kills, but you may lose the Harrier in the process.
>>2078098Basically 3 Strykers with javelins will overwhelm APS and instant kill (or force a smoke) every volley, so you buy them in packs of 3 and keep them around as a group, using their mobility to find angles at long range and maintain pressure. 3 fully decked out Strykers is 360pts so basically the same as a SEPv2. Just make sure you keep them at a safe distance because they can't afford to exchange fire up close, and right click your target to prevent them from splitting their volley.
I use Strykers with my airspam deck because 2 regular+1recon and a hellfire mml fits into your opener and can stall a tank deck by themselves for ages, so I'm free to spend my points on SEAD and strikes.
is JSOW any good?
I could never get any smart/precision shit to work
planes will fly up and take too long and usually get short down, unless you sead the fuck out of enemies in which case you might as well fly around in whatever
its much easier just send couple of fat CAS planes and go for rocket/atgm strafing
they all die anyway but the latter usually get to piss away their load first
>>2078128>playing with the /vst/ boys>buy drones and put out recon to spot target for the boys to strike>my K/D takes a hit but it's worth it
>>2078167You can counter Mavericks by just smoking. They require line of sight.
JSOWs can be blind-fired, but you need 3 exactly to kill a tank and has a huge aoe since it's high payload cluster. Only the F15EX and F16Viper can carry more than 2, but the EX can bring 2 SEAD missiles with it so that's probably the better option.
>>2078167>>2078223Cluster munitions are generally anti-tankblob specialised weapons but it's a pretty niche use case because HE bombs are almost as good at while being anti-everything. Cluster has good AoE and deals a lot of crit hits so it's likely to immobilize bunch of vehicles, but it's not great at actually finishing off individual targets because of low base damage,
>>2078223Yeah the only other option is to strike SAM's and arty, especially stealth like F-35s, just like
>>2076656 but pretty sure stormbreakers are not only more cost efficient you also get more.
>>2078226Fun fact they never fixed rear armour bombing from the 2nd beta so if you aim high-yield HE bombs like 2k jdams or KAB1500s behind a tank they'll count as a rear armour hit and instantly kill it.
The Viper and Nighthawk can both run double 2ks for really cheap.
>>2078231>they never fixed rear armour bombing from the 2nd betafuckin hell
I feel bad for doing this to these new players. Why did matchmaking put us up against them?
>>2078231Using the Nighthawk for bombing is a very, very bad idea.
>>2078379running out of players
we had a stack of 900s and we went against all 1100s
levels
md5: 8556a1b27ed2fbbf6bed3448fb5afe4e
🔍
>>2078379very fair and balance matchmaking
honestly the campaign is kino as hell how did they forget about so many basic QoL features like saving, restarting, checkpoints etc? or is it by design?
>Chinese player on enemy team has infinite money hack
>Keeps sending entire hordes of cheap units all over the place
>Way too many for his income to allow
Why is it always the Chinese?
>>2078417culturally societal mogging is ok irl for westerners but not online bc poors need a release
over there you must be mogged irl and online bc rich chinese kids don't feel good about themselves unless they can pay to win videogames as well
>>2078429The "poors" are half the reason games suck these days so honestly based.
Had an epiphany today.
For the most part I've been building my decks with basically IFVs built to be as useful as possible for tank combat, maxed out with ATGMs, armour and APS if possible. Then if I have access to good infantry, I either bring it along in those expensive IFVs, or I bring them in via truck/helicopter and make them walk everywhere.
I realized the problem with this:
I never want to risk putting expensive IFVs out of position to actually move troops around, so they're more or less just holding a squad rather than transporting it
Dismounted infantry walk slow as fuck and take forever to get anywhere, but they also can't cross open ground at all so they're super limited in their ability to actually get into the kind of fights they want to be in
Dismounted infantry are very vulnerable to artillery or bombing, and if you spread them out to not die to those things then they're easy to just overrun with concentrated vehicles because they're too slow to converge and help each other fight.
But you can eliminate a lot of these weaknesses by having cheap battletaxis alongside your expensive combat IFVs. The only purpose of these battletaxis is to hold and move infantry, because while infantry is in the battle taxi it's immune to artillery and anti-infantry weapons, it moves much faster even in forests, has its own smoke and a separate hp pool from the infantry inside.
Something like a BMP1 or an up-armoured M113 has a trivial cost, but makes infantry much more mobile, has just enough armour to be virtually immune to HE artillery unless it lands a direct top-attack hit and basically negates most of the weaknesses of the squad inside. And even if the transport dies, that squad is basically unharmed. It adds a lot of power to good squads like Ranger MAAWs or Spetsnaz GRU if you can carry them around in a dedicated 40pt metal box, especially because it means you can cluster multiple together and actually ambush vehicles properly.
>>2078439Now get 2 cheap ass mortars to lob smoke and you can send those cheap taxis into assaults and get your infantry across open fields without issue
Smoke is severely underused.
>>2078440The "aha" moment was Morskaya in vanilla BTR80s. I've got tanks and ATGMs in a losing shootout against a couple abrams and then suddenly a half dozen shitboxes break cover on the side, sweep around into a forest and dump out dudes with 5x 650pen launchers and they literally just ran over two SEPv3s and killed them both before the guy's panic-smoke finished deploying. The ability to concentrate the right kind of infantry all in one place and get them into position quickly makes all the difference.
Just encountered my very first blatant rangehacker. That nigga was shooting a T-15 with infinite ammo from across the map. Why don't the devs have any sort of basic server-side checks in place to prevent this kind of thing? Something like "if unit is beyond double range when shooting, flag for suspicious attack".
>>2078447Anti-cheat doesn't sell copies, unless you're Valorant, and Valorant learned that you don't have to actually build an anti-cheat, you just need to curate the appearance of one with a community of sychophants.
>>2078439I actually have up armored combat truck for this purpose, for taxi troops near frontline
Usually they come with some supply as well
These can carry like 2-3 squad at a time
>>2078447The chinese one of their target audiences, anti-cheat would deter them
>>2078454>anti-cheat would deter themFor all of 3 days maybe.
Let's stop falling for the marketing. Do you use a firewall on your computer? If you do you're wasting your time and resources and even most cybersec professionals will tell you anti-virus is pointless. Same thing with anti-cheat. The only effective anti-cheat is having an army of decently paid, WHITE men who are trained in figuring out what cheating looks like and taking a "better safe than sorry" approach to cheating where the first strike is a permaban and benefit of the doubt is not given, and "proof of external programs" is not required. But that would cost a lot of money, and make brown people mad, so it's not going to happen. Cheating is only going to get worse and harder to detect in video games, so yes, going to this "extreme" is necessary.
do you bother moving your SPAA/Arty every few salvo?
you know you should
>>2078477I just shift-queue a move order with every fire mission so they always fire their salvo, then move to safety.
>>2078477>Move SPAA every single time>Don't move them ONCE>-440 points
>>2078477>move Patriot after it shoots, this time to reload at supply>friendly himars shoots off 50m from my supply circle>counterbattery rng hits my patriot and supply but his himars lives
>>2078477I want to move my spaa after every shot but the rearm is really annoying when your AA ran out of ammo in 2 salvos, so I always end up just parking my AA in supply tent
and just have group of short range AA park in front of them instead
maybe its better if i get the upgrade?
should I bother with missiles upgrade or armor for AA?
>>2078481i didnt know you could do this
considering the depth of this game and the amount of micro-management you have to do to get the most out of your units it would be really cool to see the units act independently like real units do.
Probably asks a ton from the AI but at the scale the game is fought it makes more sense that an infantry company would set up their own positions in a objective area after just being ordered there or artillery and air defense automatically displacing after fire missions because that's how the crews are trained.
I think warno tried to have something like this but it was pretty janky.
At least vehicles smoke automatically. That used to be a real skill thing in wargame
>5v4 in our favor
>Me and another guy have our half of the map fully locked down, other guys doing well enough we have max conquest points
>Other guys average .5 kd and lose the game because other team got max destruction
>lose the most elo because i'm 100 points above everyone else on my team
fml
>>2072343 (OP)The campaign was World in Conflict tier ludo kino. The hard difficulty is a bit too easy and predictable tho.
>>2078539>The hard difficulty is a bit too easy and predictable tho.Huh? I'm 1200 ELO and I'm struggling with the campaign.
>>2078543>>2078556I finished it on the switch. But I was more talking about the AI isn’t very I. It’s just timers and preset paths. In a lot of cases I broke the mission by hiding in the objective or not even holding it. So it was pretty easy all things considered.
>>2078567steam deck* not switch
are tanks from non tank spec any good?
like how good is M1A1 compare to Sepv2-3?
>>2078576lose out on armor and lolpen rounds, but they're still chunky, survivable blocks of american steel with enough gun to fight even top tier vatnik aluminium with some micro and good positioning
>>2078576Kinda. They can never straight up compete with the top tier tanks but tend to be still decent.
The stock FEP is already better than the SEP and M1A2. Compared to a SEP v2 with Tusk1 and Trophy you only pay 10 points more and get HE instead of HEAT which is a tossup.
I'd argue they also aren't as point efficient but you can get cheap guns out of them.
What is the best way to get rid of troops in the building?
beside bombing them with napalm cause my planes will never reach the middle of the map to bomb anything
>>2078653Arty, especially the russian napalm one
Tanks, footsloggers with IFVs, grenade launchers, breaching vehicles and the most OP of them all smoke
>>2078653Any sort of artillery will rapidly degrade infantry squads if they don't reposition
>>2078653other infantry, arty and I know its crazy but it works tanks
also there are some specialized anti infantry vehicles that obliterate them like the breacher for the americans or the burattino for the russians
>>2078674JDAM kinda sucks after testing it honestly
Stormbreaker lets you popup cheese (though you can fuck it up by missing the timing and most likely get it shot down for nothing)
>>2076656and you can dump your entire load basically immediately, letting you delete one thing or damage many things
>>2078675damn people do you all the micro trick in
meanwhile I dont even know how precision thing work
are you suppose to laser guided it first then press precision bomb?
or do the laser guided after you order your precision bombing run?
>>2078677you don't need a laser to use precision weapons, but it does let precision munitions lock onto targets, for example a scout sniper can laser a stationary helicopter so a tube artillery can lob 3-4 guided rounds that will all home in on the fucking cockpit. with lases, tube artillery can even reliably kill tanks
But you can fire them conventionally, it just loses that automatic guidance. In the aforementioned Stormbreaker popup tech, you can also lase the target once you see it with the F35 as it has a designator on your way out, letting the bombs guide themselves in, if you manage to spot it
Getting world in conflict vibes from this, hopefully they release more campaigns instead of focusing multiplayer like eugen
can I pay my air tax with spaa instead
or it must be a AA loadout fighter plane to shoot down enemies jet and carriers?
>>2077966>Sidearmis it even worth using compare to HARM?
I mean sure it might work great on heli since you can easily resupply it on field
but I dont know about it on harrier
4x sidearms harrier cost 200 points where 4x harm prowler is 240
so its cheaper on that front
>>2078522When you've won your side, just buy some arty or planes and use them to help the guy who's struggling. I've been on the receiving end of this, winning 4v5 and pushing against two players on my side until suddenly a 3rd player starts edging units into my flank or shelling my fallback points and the situation rapidly deteriorates.
>>2078576FEP is equivalent to SEPv2 but with half the availability.
The other marine Abrams is equivalent to the SEPv1
Thunderbolt has a SEPv3 gun but with the armour of a LAV. Think of it like a WW2 tank destroyer.
>>2078687The idea is that the Harrier carries a rocket or bomb payload on its main slot and flies in at low alt to hit a site where you've seen AA fire.
As you enter detection range or rise for the rocket storage, the sidearms fire and either decoy incoming AA missiles to protect the Harrier, or juke the AA because it's too close to intercept and get a bunch of kills.
The closer your ARMs fire, the better because interceptors have a limited aiming time and can't turn at weird angles, so they can just outright miss up close
>>2073110welcome back, Marder
can Trophy block helicopter ATGM?
thinking whatever if I want to put it on the Shorad
>>2078730Yes, it's almost a must to put it on American shorad
They will still lose in a straight-up fight one-on-one, though. Russian helos are too tanky, and fires missiles too quickly for a single shorad, APS or no, to feel comfortable unlike the TOR.
>>2078730Yes. And since most heli atgms only kind of care about smoke because of weird LoS fuckery, APS is the main protection against heli gunships
However, the Stryker SHORAD is the only one that can actually fit APS and it makes it rather expensive. Be sure to always go for the double-stinger loadout on all SHORAD if available. 1 stinger pod is 4 shots. Because of airbust damage, it will typically take 3-4 hits to down a gunship and the most dangerous ones have ~15-25% ECM plus flares, so in practice the average number of shots necessary to score those hits is more like 5-8. Double stinger pods not only shoot faster, but will fire 8 shots before stopping to do their length reload so even with bad RNG they'll always down at least 1 helicopter before reloading, but with good RNG they can down a whole swarm.
Major downside to the Bradley SHORAD is that it can't fit that second stinger pod, nor APS so it's just kind of the worst of both worlds.
LAV-AD gets double stingers for a good price but no radar, so it basically has to fight within gunship ATGM range. Stryker SHORAD gets the whole package, it's the GOAT. Avoid Hellfires on mobile SHORAD. Their aim time is 4x as long as Stingers and they carry less ammo so you're liable to getting fucked by RNG or just sniped by helis before you can stop them.
Honorable mention to the MML. 15 missiles and radar, so it can down a whole heli tab solo from a safe distance. With the Sidewinder loadout it's essentially equivalent to a Pantsir or Tor but less expensive. With the Hellfire loadout it's dual-purpose area denial for a really competitive price, just beware that it has no smoke and dies to a stiff breeze so positioning is important and it can't be your only SHORAD.
>>2078677you can laser troops as soon as you see them and keep the laser on the whole match
the enemy doesnt see your laser
Did a bit of testing on pilots like I mentioned I would earlier.
Pilots come in 3 configurations depending on the plane that they ejected from:
1 pilot - most aircraft
2 pilots - some air to ground strike craft and some strategic bombers
4 pilots - transport planes and other strategic bombers
The refund you get is a flat amount that does not scale with the cost of the plane or anything else. Both single a double pilot squads refund 135. 4 pilot squads refund 180.
Note, for a 200pt transport plane, a 180pt refund is actually equal to the refund you would get for safely evacuating the plane intact, and more that you would get for evacuating the plane damaged. For any transport plane less than 200pts (Herclues, Harvest Hawk) you actually get a better refund letting the thing die and evacing the pilot than by evacing the plane intact. Obviously since the pilots refund for a flat amount, the ratio of cost to refund is always better the cheaper the craft is
Pilots are not guaranteed to spawn, but it's not clear what the chance is or if there are factors beyond a diceroll.
The pilot will always fail to spawn if the craft is over water when its shot down
The really bizarre outlier here is the AC-130. 150pt base cost, drops a 4-man pilot squad when killed that refunds for 180. You actually gain points for throwing these things, assuming you get lucky and the pilot actually spawns. This also means that there are several possible configurations of aircraft where the refund you get after dropping your payload would be lower than the refund for rescuing the pilot.
Very bizarre overall. Just remember:
135 for most things
180 for big things
>another episode of teammates not launching any air tax and watching my selfish VDV stack cow chopper get blown out of the air
JUST LET ME BE THE HERO
NO I DONT WANT TO SPEND ANY POINTS ON MY OWN PLANES
>>2078755We don't need another hero
>>2078675is there a faster way to select multiple bombs to drop?
with dumb/retard bombs I usually just carpet bomb
with jdam there is only few bombs so clicking twice for 2 bombs isnt that bad
but what am I suppose to do with 16?
or can I still do bomb run and it will find its own target like with maverick?
>>2078778You have to P 16 times and click 18 times to use all 16 bombs. Yes I know it's retarded. In practice you're never doing that, but you get a full refund for all the ammo you don't spend as long as the plane survives so you don't need to drop all 16 each time.
What do breacher units do?
do they mow down trees or something?
>>2078786They carry short-ranged breaching charges that do comically high damage to infantry in buildings, basically instantly killing them.
>>2078736yeah I think the Stryker shorad just work because of the dual stringer+trophy
I tried the other loadout it just cant just delet heli, and is more of a toss up instead of 95% win
220 is kinda steep tho but I still get all 4 of them
its no Zsu-23 but still
>>2078813Impressive, post kill feed
>>2078786They do this
https://youtu.be/8iLbf3WT9Oc
What is really the point of Airborne deck for the US when both Marines and SOF get access to very good helis and planes? With Marines I pick Prowlers for cheap SEAD and F-35 as a stealthy bombers. In addition, they also have Prowlers for quick deployment and Vipers. In case of SOF it's even better, because they get F-22, F-35, Guardians, Comanches and Stealth Hawks.
>>2078830cheap weapons teams and efficient fast land transport
>>2078830i love the car that goes 130
>>2078830Basically once upon a time, special forces were split among all specs and Airborne had Rangers as well as Strykers and most of the stealth assets.
The split it to form the Stryker and SOF specs, leaving the remainder somewhat aenemic in terms of units and options.
The main things notable about Airborne now is:
Weapons Teams for ripple-fire javelins
M8s for the best tank gun at 1/3 of the price
A-10s for the cheapest Maverick payload
Humvee TOWs for cheap, fast ATGM spam
Brutus' for the most cost-effective US barrel arty
Globalhawk for the best drone in the game
F-15C for the most cost-effective ASF
And maybe arguably the F-15EX for some of its loadouts, though it's probably too expensive to matter
These units are all individually notable but they don't come together to form a coherent deck concept or playstyle so it's just a smattering individually decent units to add to another, better spec. The total lack of stealth and SEAD means that it can't even really use its air tab unless it pairs with Marines or Strykers specifically. It can't really take advantage of its helicopter mobility or paradrops because it has arguably the worst infantry tab in the game, and is bafflingly terrible at fighting in light infantry terrain despite being the airborne deck with America's premier light infantry.
During the open beta everyone complained about Airborne having shit infantry and they responded by increasing the price of Airborne and nerfing their small arms because it's clear the deck was basically sacrificed at the altar of SOF because they wanted 5 specs and couldn't figure out how to make those two different from each other after splitting them.
Which isn't to say that SOF is faultless, either. 9-man Rangers have no reason to exist as a squad, Delta Force are mostly just a clone of Marine Raiders but worse, Green Berets are a meme unit. But between Airborne and SOF it's obvious which one has better infantry, better recon, better helis and better planes.
Something weird happened to me in a match so I popped into the editor to test it:
If a unit with a Lead-Pursuit ATGM is struck and panicked while a missile is in flight, the missile will lose guidance and miss.
I might be a shitter at 800 elo, but matchmaking today as decided every match will be against 1200+ ELO.
I'm sick of armoured+spec ops.
Spec Ops covers too many bases really well or something.
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wtf I love the B52 now???
also every chinaman must fucking hang
>>2078778>>2078784With a single weapon system, you can shift-queue up the strikes. With multiple bombs, it will drop one weapon at a time, THEN start aiming the second weapon, and if it's a bomb, by then you'll have overflown the target and make a second fly-over to drop it.
So with the F35 with 8 Stormbreakers, you fly in low, wait until it's ~6km away from the target, then shift-precision strike-click 8 times where you want each bomb to drop, then queue up your evac route.
>>2078873>With a single weapon system, you can shift-queue up the strikes. With multiple bombs,Just to clarify, I mean two different types of bombs, such as one JSOW and one JDAM. It will first drop the JSOW, then start aiming the JDAM.
>>2078871it's anudda linebacker! What loadout on the B52?
I think open forest map is a bane of me
I could never get into it
urban only pls
redpill me on combat engineer
also why is there only Legacy Hornet and not Super?
>>2078879600 points cruise missiles on the wing pylons. Firing off 12 is difficult enough without getting into AD range as it is.
Even with just 12, you have to first make it loiter around air spawn before queuing up strikes, and even then you have to make it turn back around with 1-2 missiles left.
sof + tanks are the best us decks everyone agrees but whats the best russian combo?
Can this thing shoot down mortar round?
>>2078896Artillery projectiles are not interceptable, only ballistic missiles are. I know, shrug.
>>2078891Guards + Motorized
You get tanks from guards, guards motostrelki with absurd AT launchers, T15.
Motorized gets you Diversanty, with absurd AT launcher that ignore APS or you can get them in an anti-infantry role since they all have high armor pen high damage weapons. You get Incendiary grads and smerch, SSO, Spetnzaz GRU (who shred infantry AND armor)
Why is Elena such a bitch?
Starting to get a bit tired of the armor meta
MBTs should have one smoke, and drop APS charges to 3
>>2078948Just get rid of APS completely
Today's autism testing:
Bradleys are shockingly durable with all of their protection upgrades. Both US and Russian tanks require 3 hits to kill. US tanks do roughly 1/3 of the Bradley's hp per shot using AP rounds. Russian tanks use their HEAT round and deal around 8 damage per hit, but since the Bradley has 17hp they take a 3rd to finish off the last sliver.
Strykers get 150 less HEAT armour and 1 less hp when fully upgraded. This is still enough to require US tanks 3 hits to kill, but now russian tanks can consistently kill in only 2 hits because their HEAT round is considerably better. This means in a mirror match, Strykers have effectively the same survivability as Bradleys, while in the opposing matchup Bradleys are 50% more survivable. Importantly, however, Strykers use F&F missiles so they can fire while moving and smoke while their missile is mid-flight.
Bradleys also carry two ready-loaded ATGMs. Because they are not fire and forget, it won't ripple-fire them, but as soon as the first ATGM has hit or been decoyed by smoke, the second will immediately fire. This means you can't decoy both missiles with a single smoke charge the way that you can ripple-fire ATGMs like the Kornet or Ataka. However, at long range the travel time is so long that APS has enough time to reload between missiles arriving and block both. At closer range, it can overwhelm APS to get a shot through.
Against non-APS targets, 2 shots kill which can make the Bradley's consecutive-fire very effective. However, there is a very long reload after the second shot, so it's usually better to smoke and disengage during the reload time rather than stand around and wait for it. For both Strykers and Bradleys, a volley of 3 missiles threatens an instant kill against any APS vehicle and forces it to smoke to survive, however because of overkill prevention, they will never automatically fire 3 shots at the same target and you have to manually right click to force it.
>>2078891Guards + mot is the uncontested best.
Guards is the best russian spec period. A russian deck basically needs to include Guards to be viable unless you're some backline support role. It has the best tanks, the best IFVs, most of the best infantry, the best AA and the best artillery. All it's missing is recon and rocket artillery.
Motorized provides the best-in-slot recon with GRU and Diversanty, the best (and fastest) fighting transport outside of Guards, and all of russia's rocket artillery.
The resulting deck is pretty much the 1 for 1 counterpart to Armoured/SF except your anti-tank infantry is twice as good and you have spammable napalm.
>>2078886It's just Armoured's Mech Engineer squad except 50% larger for 30 more pts. They're a specialist anti-infantry squad that excel in forest fighting and will 1v1 and win against pretty much any squad except Marine Raiders and Delta Force. However this is a pretty marginal role since 90% of players are just spamming tanks right now.
When are the chinks being booted to their own servers so they can ruin the game for each other
>>2074000>Is artillery overpowered ...?Yes, always has been.
>>2078980They dont want to cheat against cheaters because then it is balanced. They want to cheat against us because they like having an advantage
is PDSS any good?
its the only unit that can swim for some reason
>>2078948they will never nerf armor.
>>2079116Its not really good, no. It has the gimmick of being able to cross water but it has no stealth in water, so it will just be shot and killed. Or if you go way out of the way they will take forever to walk anywhere relevant at which point you should just load a helicopter with recon + small jeep and unload that on a map edge
>>2079116The ability to swim is immaterial because it's not concealed in water and it moves too slowly to actually get anywhere that way.
It has the stealth and optics of a sniper team while being a 4 man squad instead of a 2 man squad. So basically you just set it to hold fire and sneak it around to find things for you. It just lacks a laser designator, if that actually matters to you.
>opponent opens with a padadrop
>pop the pinata with my airtax
>he DCs
kek
1000+ ELO is really all just cheaters and stacks, isn't it? Five games in, three cheaters and two stacks.
>>2079229No shit anon. It takes a fuckload of consecutive wins to reach 1k and the game hasn't been out a week. Only cheaters and the nolife hardcore stacks are actually finishing that many games that quickly.
Stryker hitsquads are fucking hilarious. They're just survivable enough that you can be fucking audacious with them and nobody else expects it.
Should I take 1 T14 or more T90s
>>2079232I don't cheat or stack, and I'm at 1K ELO while playing relatively little.
I am home from work about about to play some matches if anyone wanted to group up.
>>2078982I appreciate this 5 day old reply to a question I didn't even ask
kek
>want to play SOF + Stryker
>lack of tanks means it is not viable since everyone else has tanks
>>2079274infantry buff is coming any day now. trust the plan.
>>2079274>>2079276Tank+AA is oppressive. It makes infantry and/or helicopters and/or planes just generally less useful.
Everyone talks about close quarters delta force and ignores the stand off. All weapons are suppressed, outrange every infantry, do more damage than basic rifles, and have 10 armor pen. And laser guided rockets that can pen the basic russian APCs + target helicopters at 800m
Should I get rid of my nighthawk with with 2 cruise missiles (300 points) or my F35 with 8 stormbreakers (320 points)
>>2079282Why don't Delta Force get their own lasers? That's what would make them really stand out, being able to lase their own targets.
>>2079283>F35 with 8 stormbreakers (320 points)AA fodder with useless AMRAAMs. Too expensive for a bomber, too worthless as a fighter. I never take the F-35.
>>2079293I wish I didn't have to but I need HARMs
>>2079293I just got rid of the nighthawk and switched the F35 to 2 500lb JDAM. It will never live long enough to drop 8 stormbreakers, and sending it on a suicide run to lased backline targets is only 290 points if I use 500lb bombs.
>>2079295>lased backline targetsJust use your long-range laser-guided artillery? The US has a retarded amount of this stuff.
>>2079274Stryker + anything is absolutely viable. Strykers can contest tanks in open ground, you just need them in groups of 3, which is just the price of a tank anyways. You're faster and you outrange them. You have more ammo than they have smoke and every volley threatens a kill, so either they back off or they die.
You don't have the durability to force objectives like tanks can, but you can fight tanks well enough to prevent them from running you over to let the rest of your deck shine. Just remember that you're sacrificing the ability to bring tanks in order to access superior recon, infantry, helicopters and planes. So you better actually use them.
>finally home and get to play the game after waiting all this time
>open up deckbuilder
Oh fug. Now what
>>2079320Russian: Motorized and Armored
US: SOF and Armored
>>2079282CQC Delta is relevant because it's one of the best close range anti-infantry squads in the game. All forest combat happens at close range, and forest is one of the only places infantry can exist without just getting shat on by vehicles. So odds are if you want to kill infantry in a forest you want a squad like Delta.
The problem with their standoff loadout is that if infantry is fighting at more than 600m away, then it means they're fighting outside the range of infantry AT launchers, which means you could be using a vehicle, even a cheapo shitter vehicle like an M113 and you would be dealing more damage and taking less damage.
This is why most 'standoff' squads don't make sense. They excel at a combat range that doesn't actually exist, in a role that's already covered by vehicles. A shitbox with a browning has 800m range and is bulletproof.
The problem with their fletcher is that it doesn't eat APS and doesn't really deal enough damage to be a threat to anything heavy or valuable enough to bother sending a 120pt squad after. A BMP3 doesn't give a shit about those rockets. And sure they can hit helicopters from 800m away but guess what, so can a shitbox with an M2.
>>2078930She simply craves Big Hohol Cock.
>>2079325examples for both? still super overwhelmed with options and I'm afraid I'm not covering enough bases.
here's what I got for sf+striker
How bad is the micro in this game?
I could never get into starcraft because all the little tiny micro is too much for my brain
something like totalwar would just be fine
>>2079436more than World in Conflict multiplayer
less than Age of Empires III multiplayer
probably slightly less than COH multiplayer
which side is more fun?
RU or US?
>>2079312How are Troopers superior to specops?
>>2079368Your scout tab looks fine, though you could drop some scouts and some STT if you need more room elsewhere.
Your infantry tab is lacking ATGMs.
You don't need full transports for everyone.
You want more and heavier tanks, especially as a new player. I wouldn't recommend this combo to someone new. You can try it if you want to, though.
I don't know what tube artillery this deck has access to, but I recommend at least one card of them (or mortars).
You want a Blackhawk for speedy supply delivery, the Osprey is too vulnerable while landing and too visible.
Spooky isn't very good in general, but if you must use it (like I do), slap some Griffin missiles on top.
>>2079453You have a lot of different recon units. In most of my games, I end up using nothing but snipers and maybe some AT recon or a recon vehicle from time to time.
Motopekhota have crummy AT IIRC. You might want to replace them with an infantry squad that has actual anti-vehicle capabilities.
You have too few transports and they're all too expensive. Drop two, bring multiple BTRs or whatever you have that goes fast, seats everyone and costs little.
Four medium tanks isn't a lot in the current meta. You have very little that can halt, pause or stop a tank rush.
Four cruise missile launchers? Kinda crazy. Drop those and bring more trucks.
You're missing SHORAD. The ZSU kinda counts, but it won't suffice when the enemy brings out big-dick helicopters to rape your backline.
Two giant transport helicopters is better than no transport helicopters, but I would be very hesitant to use those since they are very slow and very visible.
I don't know what any of those planes do, so I can't comment on them. People around here don't like frogfoots, but I like them. Yours are a bit expensive, though. Keep them cheap since they're gonna die (hopefully after busting a load all over the enemy).
>>2079455Each Trooper squad gets two javelins
>>2079458ok fixed
I tried 2 cruise missiles before and its literally useless the entire game
2 cruise missiles can be easily intercepted I thought its either all in or nothing on this front
I might try max cruising once if it suck ball then I guess I will just give up and go for couple of tube/rockets instead
there is not much I can do with tank front since I got not point on veh tab
I could take out 1-2 T80 for some dirt cheap 30pts PT or some ATGM vans but all the Bumerang can already shoot ATGM
the planes loadout are just
Su24 is the 3 SEAD missiles plane
Su25 2 SEAD missiles + 4 ATG staffing plane
Mig is the AA plane
the Su-24 was for high drag bombing run plane
but I think I might swap that out for Cruise missiles boat just in case enemies git gud at turning off radar
>start match
>spawn 1 single AA plane as air tax as usually
>no one on my team did
>the pull opening nuke and blow up all their opening
>1 guy leave then it spiral one after until only me and the other guy left
pay your air tax guys
T-90 or T-80 for Guard Tanks cannon fodder when I cannot afford the top tanks?
>>2079499T90 has the same ammunition but better armor for less price if you're going cheapo
>>2079505On the other hand, T-80 has shorter reload time.
>>2079507That's why you bring more T90s. I'd rather have four cannons firing than three that reload slightly faster
>>2079510I chuck it on strike aircraft when they're kinda expensive and the Guardian, but it depends on how much I care about helping something stays alive
DAGR vs Hydra for the Commanche?
Hi. I'm a 5000 meter range, pinpoint-precision laser-guided piece of artillery that costs only 220 points.
>>2079514DAGR, better range, better CEP
>Get higher in ELO
>People start to leave games MORE instead of less
Why is this? I haven't had a game without a quitter in eight matches. It wasn't this bad in the triple digit ELO range.
>>2079625some fag always rage quit when they get nuke round start for me
how much air tax is enough air tax?
I only got 1 AA plane and it wasnt enough
>>2079510Supposedly ECM interacts with flares to have a compound effect that makes small increases much larger in practice but I don't know the exact formula.
I'd say it's usually worth it if the plane is actually going to fly into AA range, but it would be better to just spam sead and farm AA kills all game instead usually.
>>2078896How good is this thing compare to Shorad?
is it better at shooting down sead at least?
its cheap enough that I dont mind parking 2-3 of them in front of my SAM launcher
>>2079659Shooting down sead is it's only reason to exist. It's good at it for the price but can still be overwhelmed eventually.
>>2079654Ideally one ASF per player is enough but in soloqueue you may consider a larger air tax if you can't trust your teammates. I'd consider 2 planes the minimum to actually have a chance to intercept a bomber or transport before they drop their payload. More if the target is escorted by their own airtax
>tfw sticking with your non-meta spec deck just because you'll get more uncommon cosmetics from ranking up
Its ok.
I dont need rocket artillery, ground based missiles, terminators or high end tanks.
>>2079673If you do not have a personal T14 you WILL die
Why is Vikhr ATGM almost twice as expensive as Ataka?
i'm looking at the stat page and they are identical
>>2079675Vikhr ripple-fires, absolutely worth
>>2079487I have 1 deck that simply does not have the ability to pay air tax. Anything other than that and I'll pay it.
What do you think about the campaign?
It's nice that the game has one, but those characters are so disappointing, especially in American missions. There was zero depth. Bennett is rude, rough general. Miller is a slimy spook, while Williams might as well could be gone and it would change nothing. I don't know how they managed that, but even the military in the Modern Warfare seemed more professional and authentic. Starting a war over a simple drone is so dumb. And then there's also the ending, where in one of them it's a return to status quo. At least campaigns from Wargame seemed serious.
I wonder if those British pussies are behind making the campaign as politically correct as possible.
>>2079673I have been using a non-meta deck all the way up to 1100 ELO.
>>2079687Fighters are like sub-300 pts, just cut a single fucking tank.
I cant tell you how many games I've won this past week because I was the only person on either team to spawn a fighter, detected a B2 flying at our spawn or a transport plane trying to paradrop someone's entire opener, shot it down and triggered an instant ragequit.
>>2079673So what is it that you need?
I want to move out of meta too
Can I use my F-16CJ as air tax?
sure it has 4 Harm but it still have 4 amraam
>>2079673Nigga the game's been out a week, it's way too early to proclaim a 'meta.'
Tanks are good at pushing and applying pressure because that's literally why they exist. The overwhelming majority of people above 1k elo got there by running a doomstack and speedrunning 4v5s against rando soloqueuers. Obviously the most optimal way to end a game whose conclusion is foregone is to pick the units best for pushing and push.
We call this selection bias, not a meta. Right now the game's meta-environment exists in two parallel states of clueless new players just smashing army men together with no greater awareness of what does and doesn't work, and unemployed sweatstacks who exclusively play against the first group and exclusively speedrun matches leveraging the difference in APM, basic game fundamentals and coordination.
>>2079712Technically yes. I airtax with my F-35b with only 2 AMRAAMs because I can't spare the pts for a dedicated fighter.
The issue is that adding the extra 2 AMRAAMs makes your sead plane more expensive, which makes it harder to purchase multiple at once and try to overwhelm air defenses. If that's not an issue for you then the multirole benefit is probably quite handy since it means you'll also fuck up those players who open with radar AA and try to bait air tax over them
>>2079719these days I always open with SPAA and Air tax
but sometime when you go against some sweat stack who open with multiple planes and have another dude delay his nuke opener its kinda disheartening
especially if someone left right after getting nuked
>>2079708My air tab has 500 points. I can either take two kinda decent cas or 1 shitty fighter (terrible A2A missiles). I made my choice.
>>2079705The canon ending is the nuke ending, since that is the one that leads the formation of a European Army and US forces deploying to Asia (both will be DLC)
>dropped clusters on enemy
>nothing die
clusters are fucking scam
>>2079726Listen, I agree with you that its probably gonna happen, but could you not present your speculation as established fact.
>>2079727Go look at the pen on your clusters and then look at the top armor on whatever you dropped on.
>>2079722There's no point in taking CAS with a 500pt air tab where you can't afford any SEAD to get your strike through, on a ground-based deck where you don't want 300pts tied up in plane that suicides into AA just to trade kills with a tank.
>>2079727Cluster bombs mostly deal 3-4 damage a hit to any vehicle and inflict two criticals. In order to actually kill a tank with 18-19 health you need several bombs to all drop around the same place and overlap their AoEs on your target. Typically it takes 5 minimum to ensure a tank dies, which means more like 6 in practice.
Just be mindful when drawing your bombing run that you don't extend the line too far. The bombs will spread out to cover the length of your line, so a shorter line means a denser spread that's more likely to have all the bombs hit the same targets.
>>2079727Take the jdam pill
>>2079735>JDAM>gets to target>dies before dropping bombsOr alternatively
>miss the timing>fly over target without dropping and then die
>>2079737Timing can be learned and 1 bomb is enough to kill at least 1 tank.
>>2079733>There's no point in taking CAS with a 500pt air tab where you can't afford any SEAD to get your strike through, on a ground-based deck where you don't want 300pts tied up in plane that suicides into AA just to trade kills with a tank.>he needs sead to get air strikes throughSEAD just helps the plane go home or get deeper pens
well setup CAS planes will trade up in points even if they die as long as they get some bombs off
>>2079733>There's no point in taking CAS with a 500pt air tab where you can't afford any SEAD to get your strike through, on a ground-based deck where you don't want 300pts tied up in plane that suicides into AA just to trade kills with a tank.Not only have you made false assumptions but even the claims you make given those assumptions are false. Open your mind.
Conisder that you are arguing with someone who has many decks with plenty (maybe even too much) "airtax" but because I have one trick deck that fails to fall neatly into your "requirements" you are lecturing me about things I apparently know better than you. Stop and think if this is really the hill you want to die on.
>>2079733>take out long range AA with laser guided artillery>send in planes
>>2079726>formation of a European Army and US forces deploying to ABoth endings lead to that. The only difference is the control over Baltics and other people thrown to gulag.
>>2079728They posted Chinese tanks on their patreon and with the story including European units they couldn't make it more clear what's coming in the future.
>>2079752Are you Chinese? Is that why your reading comp is so shit?
>>2079765Except it's not speculation.
>>2079737man if anything dropping jdam is just as hard as dropping cluster
the pill people need to take is high drag retaded bombs, cluster or HE
Pivads
md5: 57c268765e4821afe33de1755ab0684f
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This thing is such bs.
>only 80 supply
>absorbs SEADs
>melts helicopters
>not bad against infantry
On that note, Patriots should be 400pts each minimum. I think US decks are missing the 'great but stupid expensive' authenticity to some of their units.
>>2079768Point to the announcement.
>>2079769Confirmed esl
>>2079776>absorbs SEADPeople have been sleeping on this. The ability to actually tank a missile and survive is wild.
>>2079743lmao buddy you need to be at least 18 to post here.
>>2079776I stll prefer using CIWS cause muh iron dome
it work just like real life
>>2079778>tank a missile and surviveDon't forget that it needs the armour upgrade for that.
>>2079776I prefer this one more
you even have the option to make it 80cost by taking out the missiles
pls r8 my first deck
haven't played a game yet.
how do you all loadout your helis and planes? My F-22 is ASF, F-35 is SEAD, Comanche is Stingers, and Eggs are rockets
which is he best fat SAM for each side?
S-300 or S-350?
Pac-2/3 or MSE?
>>2079788Its 20 points more for a better weapon, more health, more armor, and smoke. Its an easy sell to me, but you do you.
>>2079789Should have mentioned, but yeah.
>>2079792Haven't used, tell me more.
>>2079794A2A Killer Egg is a good choice. It often dies but its so cheap it doesn't matter and you feel like a god when you kill a transport plane full of troops with one.
>>2079801>A2A Killer Egg is a good choice.Really? With no flares or ECM?
>>2079797Ranger javelins and mechanized javelins and STT? Drop one of the infantry AA and replace them with regular rangers (which can hold forests against enemy infantry). You have no ATGM infantry, fix that. Bradleys are okay at best, the Russians get better APCs for the same price point. Drop an M1A2 and replace it with some missile throwers to use against infantry in buildings (dedicated TOW-2B launchers typically get TOW-2BB as well). Get one or two IronThunder, the best piece of artillery in the game. One is usually enough. What use does the osprey serve? What are you using the F-35A for? That's a very expensive Spooky, it's just gonna get shot down by long range AA since it can't fly low.
>>2079797I won't comment on the build itself, as im still learning, but id advise that you might need to reduce the number of transport helicopters in the infantry and recon tabs. Keep in mind that all transport units go into a shared pool, and you can use any available transport for your infantry. So, you could simply remove some of the transport specifically allocated for infantry, for example, and just add more transport helicopters in the helicopter tab instead, plus that way you will get some points back
>>2079803Nevermind my comment about the infantry, I keep thinking Ranger Javelins are AA because of their icon.
>>2079803>You have no ATGM infantry, fix that.Other than Javs, spec ops and armored combo doesn't have any
>>2079795S300s and Pac2 oneshot planes on a direct hit (though they'll take 2 hits if they get a blast frag near-miss). The motorized S300 is the better version though more expensive.
All of the SAMs that oneshot planes are very vulnerable to being overwhelmed by SEAD or a large volume of incoming missiles because they only have 4 total and won't fire a second shot until the first hits or misses.
The S350 and the PAC3s are specialized for missile defense. They take 2 direct hits to kill a plane (potentially 3-4 blast frag hits) but they have a much larger stockpile of missiles and can track and engage multiple targets simultaneously firing as quickly as their launcher will allow instead of waiting for each missile to resolve before firing the next.
S-300s are a lot more expensive than the PAC2 because they have slightly higher damage and blast radius (this more likely to score the one-shot-kill) but the Patriot can be up-armoured to allow it to survive a direct hit from artillery, which is nice.
S-350 and the PAC-3s are the same price. The MSE has the most missiles, so that's probably my top choice. I'd had a single MSE singlehandedly prevent a whole 5 stack from airspamming all game because they could never get their SEAD through it. You basically need to snipe it with artillery or a low-flying stealth bomber.
>>2079802Its a suicide drone. If I trade with your expensive ASM fighter or ATGM Apache, who is the real winner? If I lose two of them in the procress, who is still the winner? You keep it near the front, low altitude, and on a command group. When you see something coming, you pop up and take your shot. Sometimes you even get lucky and it gets away to rearm (also cheap as fuck).
>>2079802>>2079816Oh and the CD to redploy is way lower than whatever you are killing so its back up and ready to use often faster than you would even think to look for it.
Here's also my first RU deck
>>20797974 recon bradleys is excessive. You only need 1 deployed at at time to give the rest of your brads the optics, and a second one in case the first dies.
3 pivads is excessive.
You have no ground supply. That will be a problem. Bring a couple of the M548A3. You can use them to hold and move the supply dumps your Blackhawks drop so they aren't left in the open.
4 STT and 4 Mech AA is an absolutely excessive number of manpads.
4 snipers is also excessive. 2 is like, more than enough.
The AC-130 is not good. And it's especially not good when you nearly double its cost.
Consider adding Rangers RRC. They are premier fighting recon for 75pts and their AT-4s are special. They have the same pen/damage as the Rangers MAAWs, but because it's 5x disposable launchers they shoot them FAST.
Consider bringing some AMPVs to replace your Warpigs. For 65pts it has the armour of a Bradley and can carry Delta Force or a pair of MAAWs/RRC so you can use it to move around your infantry or rush to get them into range to kill something and you're not super upset if it gets caught out and dies. Dismounted infantry moves so slowly and is so vulnerable to everything while crossing open ground; I am a battletaxi believer. As an aside, wheeled transports look fast because of their road speed, but they get a much larger penalty offroad that makes them slower where it matters compared to tracked ones.
I assume you plan to bring your bradleys along with your tanks, in which case you can cut the engine upgrade. Without it, they are the same offroad speed as Abrams. No point in paying like 15pts per unit just to make everything move at different speeds and get more annoying to micro.
>>2079795best is hard to say imo for the reasons
>>2079815 mentioned
Although MSE is the middling one in range and missile amount, it gets 12 instead of the 16 of the ordinary PAC 3.
The SAMs with low missile magazines also require way more attention/have more downtime to resupply them Well unless you park them on a supply depot which has it's own issues.
>>2079794>>2079797F-35 is a mid SEAD plane desu
Only 2 HARMS is very little, in most cases SAMs have enough time to shoot 2 missiles down. You can make an argument for using stealth and holding fire until you're closer but still. The high price of the F-35 only makes this way worse.
I wouldn't be surprised if you'd even be more effective by bombing the SAM with 2 500lbs LJDAMs from the F-35.
If you have some hope of being able to sneak your snipers into the enemy's rear a paladin or some other artillery might be more effective as SEAD but your support tab is honestly already strained so that would require cuts.
You might be able to squeeze out more points in the air tab by switching the F-22's AIM 260s to 120s but that's honestly a maybe, 80 points is a lot but so is the 2k extra range.
With your SEAD situation I'm also not sure how much value you will get out of the Nighthawks with JASSM simply because those missiles can be intercepted.
Not sure if you're ever going to make use of 3 delta force at once.
I don't think you're going to use that many little birds.
Once could make an argument for the GMV, Silent Hawk and War Pig being too much too. I'd might use less, partially because the Bradley can carry everything of yours aside from the deltas and your choppers can airlift troops too, but this is very subjective.
Upgrading the M1A2 to SEP v2 with trophy might be worth it, aside from the trophy you also get better front armor and ammo. Arguably somewhat dicey with the low point allotment you get for vehicles.
Helo tab seems solid
>>2079807I thought the exact same thing.
>>2079822Get rid of Osa, it's redundant if you already have S-300 and Tor. You could replace it with Derivatsiya. Upgrade your Koalitsiya to extend your range and get laser-guided shells. Maybe replace Grads with Smerch using cluster ammunition. It's useful for taking out enemy AA or artillery.
In case of tanks, remove everything and add 2 Armatas, then T-90M and then you have few options. You could fill the rest with cheapest tanks, basic T-90 or take a mix or Terminators and Kornet T.
Modify Mi-28 and pick Ataka+Igla loadout. Get rid of Mi-28 since you already have two heavy choppers and get 1 or 2 Mi-8s instead for troop and cargo transport.
Bring more infantry cheaper. I'd say that 2 Barbaris are enough.
Why is it that every other match of this game has multiple people disconnecting or quitting? I just "played" a match where 4 people disconnected in the first 30 seconds of the game. Another 4 people left like 5 minutes later.
>>2079859>disconnected in the first 30 secondsThat usually only happens to me when the something messes with the connection like my vpn being on the game really hates that
>>2079859There's an actual server bug that causes people to DC in the loading screen, or just never connect at all, on top of all the folks who crash or lock up upon loading and need to alt-F4.
The devs have deliberately disabled the leaver penalty for the time being because there are so many known issues that can force someone out of their match against their will.
>finally have 2 cruise missile (out of 12) going through AA net and land on tank blob
>they dont even die
reeeee
>>2079883No matter how bad you think cruise missiles are, you haven't even tried ballistic missiles.
tonks
md5: 7873a5eed36e5787e970a5540fe430f0
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Should I ditch T90 Arenas and get another Armata + another cheap T90 or just keep it how it is
>play my first 3 matches
>everyone just dc's at the start
fun
>>2079883Tanks are blobs of anti-HE armour. Firing HE missiles at them is pointless.
The point of high HE payloads is to kill the things around the tanks that help support the tanks.
Tanks are strong but they can't fight alone. They need thin-skinned supply vehicles or else they run out of smoke and APS and get whittled down. They need SHORAD or else they just die to helicopters. They need thin-skinned SAMs or else they die to cluster bombs and AT planes. And they need recon or else they can't see what to even shoot at.
These are the elements you want to be targeting, whether it's with cruise missile volleys or with stealth bomber strikes or with conventional artillery. Whenever a tank blob loses one of these supporting elements, it has to stop fighting and pull back. If you defeat the elements supporting the tank blob, you can 'win' your fight without actually needing to beat the tank blob.
>certain special forces only have a 30 second cooldown on sprint instead of the typical 60 second
why is this not mentioned anywhere
>>2079940>USGreen Beret Flash
Rangers RRC (close range)
Pararescue (close range)
Force Recon (black ops)
Delta Force (close range)
Marine Raiders (close range)
Rangers don't get it on their close range loadout because fuck them, I guess
>RUVDV Spetsnaz (bur)
SSO (close range)
Ingenery Sturmoviki (shield)
Weirdly neither Black Berets, PDSS nor all the other Spetsnaz variants get it.
I get the logic that it's a little bonus for CQB-oriented special forces squads, like how some of them get 4 smokes instead of one, but it seems like there are a few candidates missing.
>>2079969>Ingenery Sturmoviki (shield)Fuck, I like the thermobaric launchers because they are less micro since I can just plant them in a nearby building and do something else but having more sprint would be nice for assaulting
>>2079986The shield guys are kind of silly being an 8-man squad for 60pts with 4x shotguns. They shit on a lot of squads more expensive than them. Not sure why they're included in the sprinters club when all the other 'regular army' engineers aren't.
The World in Conflict scenario is fucking kino, using the original cutscenes and audio from WiC
>>2079995Is it like an actual mission?
>>2079920>get another Armata + another cheap T90T-90 Arenas are good...but t14s are better. Use t14s to assault and cheap t90s in defense
Is the unit AI/pathing as busted as shit for anyone else? Like vehicles reversing toward the enemy or opposite of the location you actually clicked, units not registering commands, not firing on targets in range, etc. It's fucking infuriating.
>>2080015Unsure if you are aware of this but this is usually my issue: Click to have forces directly path to the point, double-click to have them take the quickest path (this can often have them go "backwards" to reach a road and take roundabout paths).
In stressful situtations its quite possible to spam commands and thus tell them to do the latter option which may be undesirable.
>>2080011Yes, on the steam workshop
>>2079837> by switching the F-22's AIM 260s to 120s but that's honestly a maybe, 80 points is a lot but so is the 2k extra range.A fun note on the JASM/AMRAAM combo is that with one slot for JASM and one for AMRAAM, it gets to fire the JASM and the AMRAAM rapidly. Different weapon systems have their own individual RoF, so mixing as many different missiles as you can is GREAT for absolutely dogging enemy planes.
How do solo queuers deal with retarded teammates? Should I just give up on the idea of winning the match and only try to win my own local fights
>>2080015The pathfinding absolutely spazzes out sometimes during a lot of micro.
>microing around some buildings with my ayybrap against an armata>lots of smoke memes and reversing>go to trade a shot, my front to his side>armata onetaps my tank>it was driving forwards with its ass first
>>2080021I'm halfway through and it plays better than the base game campaign lmao
>>2080042>tfw I set up on the wrong side of the river crossings and had all of my defences facing the wrong way
>tfw been avoiding tank spec cause too contrarian for meta deck
now I'm end up always running marine spec because they are the only one that still have a tank
>>2080045>col sawyer suddenly joining the dialogue and the WiC soundtrack kicks in right as my drones scout an entire armored division rushing at me while my units are re-supplyinggod damn, that was a nostalgia punch I didn't know I needed
>>2079995Is it just a mission of the whole entire campaign port into BA?
>>2079920Personally I don't use tank without ADS
So I went with upgraded t80 instead
>>2080098it's a unique scenario that follows the forces that pulled out of Seattle to the south instead of East with Bannon
About to start a group, anyone interested?
the WiC scenario is fucking awesome, but it's pushing my PC. idk if it's just the scenario or game isn't optimized
Sometimes, sacrifices have to be made for the cause.
>>2080196I think its the scenario, there are fuckloads of units that attack you at the bridges
>>2079558kek. this thread would die in a day or less.
>>2080015>>2080036It adds to the realism.
asd
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Does this thing shoot four missiles per target in a single volley? Does that mean it can kill or severely fuck up tanks if they don't smoke up?
>>2080289You see that entry that says "Missiles per target?" What does that say?
>>2080304It has two launchers, though. Doesn't each launcher get two missiles per target?
>>2080196It's actually the best stress test scenario for this game right now. The amount of shit happening on screen is absurd.
>>2079995>shows up and takes over>hears that you're kicking ass and being competent>leaves to go yell at Bannon for being incompetent and fortifying the I-90 bridgebased Sawyer
They need to start banning leavers. I dont care if the servers are bugging out for them. You can give 3 let-offs a month and then impose penalties.
>>2080344Just quit when your teammates do
>2 igla teams firing on enemy chopper
>it tanks and flares all of them, fires 3 missiles and gets 3 instakills on my arty and flies off back into safety without dying
meanwhile anytime my heli tries to kill anything it gets lost, forgets to fire its missiles and flies right over something so it can shot down by machineguns
>>2080380I've stopped giving attack orders to helos to prevent them joining the Palestinian People's Suicide Squads. Either I stick it to a road a tank charge is coming down, in clear fields of view or use the LoS tool where I want it to go.
Nothing to shoot at from where you are? Too bad, don't die.
anyone try russian attack helo rush? think I'll try that next
like using HINDs to be cost effective for payloads at the start to kick their shit in
>>2080389It can kinda work, but the helo rushes of the second beta are dead. Even a near-miss small-calibre missile will stress/panic them, and then their unguided rockets stop hitting shit.
Even after buying their first picks and cashing out whatever's left of their air tax is left, someone's going to have the money to buy a cheap jet with some heatseekers, SHORAD etc. I'm sure it'd be fun to try around the 500 elo bracket tho
>>2080380I seethed about infantry being trash at fighting anything but other infantry until I put things into context
generally 3-5 infantry squads cost as much as 1 proper tank / heli
expecting infantry to trade 1 for 1 or even 2 for 1 against Sep v3 / Armata or 64E/D is dumb and infantry being that cost-efficient would be very dumb
infantry isn't actually bad, just fragile and very micro intensive for safe movement and resupply but in exchange you get massive alpha strike capable of deleting shit without counterplay
I've taken to just sending strike teams of 3 RPG + 2 MANPADS + 1 Recon sniper into forests near map edges and between caps and cleaning out the whole backline of SAMs and arty if enemy doesnt react, or if he's focused on dealing with the inf strike team I make him pay if he tries hasty heli / armor QRF and meanwhile I focus picking apart his frontline and setting up a new defense line
>it's all about points
i hate this retarded argument. if you're a stupid enough motherfucker to drive your 300+ point tank into range of an 90pt infantry squadron while you have no recon or support of your own, you should be penalized for being a massive retard.
I cant figured out how to use tube gun
they are so inaccurate and doesn't really kill anything
anyone else have F-15s just ignore your AD and cluster bomb your S300s taking no damage?
>>2080403You do, if you use the budget tanks. It's only the superheavy ones that get to bully infantry.
A 385-400 point unit being able to bully a 80 point infantry squad doesn't seem all that unreasonable to me.
The infantry: Holds up the tanks, as they still don't want to expose their sides. Expends their APS charges/smokes, and gives you time to bring in your dedicated tank killing helo, your own tanks, the chance to bring in your CAS, artillery and whatever else you need to kill/drive them off. Remember, making the enemy simply fail to break through with their bug doomball is a victory if you don't lose an unsustainable amount of units, and infantry losses are very sustainable and replenish quickly. Just taxi in a new squad or three.
What do you guys put on Su57 or F35?
they can only fit 2 things
>>2080404They need batteries of 3+ tubes to be effective, and HE wont do much damage against heavy armor only crit and maybe stun so you can take it out easier. Their main advantage over MLRS is much higher uptime before rearming, so you can keep popping short fire missions on all inf and light vics, and of course counterbattery, and repeat it over and over and over again
just dont forget to queue up a move order to at least outside of cluster MLRS radius after every fire mission to escape counterbattery
>>2080308It shoots 2 missiles at once, and then the other two. After that, it reloads.
>>2080455Su-57 is more of an air superiority fighter. F35 is a closer to a strike fighter.
are AC-130s trap options? They kind of suck but they were also never designed for broken arrow type combat
Do these only fire when strafing? How should I equip a Su-25?
>>2080480Yes
You put retarded bombs on it and turn it into a one-way trip to dreamland
>>2079815I just realized
why not just bring both?
>>2080404You group several cheap ones into a battery.
Don't keep them too far back, their accuracy worsens as ranger increases, so they should basically be just behind your frontline where they're safe from getting sniped by a heli.
Use short-duration volleys, because most things will move after the shells start falling. They impose a micro tax on your opponent, who needs to constantly move shit to avoid being shelled. They do enough damage to outright destroy things like SAMs, supply carriers, MLRS and thin-skinned SHORAD like the Tor, can damage infantry in buildings and most mid-weight fighting vehicles, and can hurt tanks if they're accurate enough (especially with guided shells).
So basically you just constantly fire off short fire missions at possible targets, then reposition, over and over. If you're good enough at it, it makes it very difficult to keep SAMs alive and will force players to split their attention a lot just to avoid losing expensive shit to artillery constantly.
As
>>2080462says, the main advantage of barrel artillery over MLRS is that there's basically no downtime between fire missions, which makes barrel artillery perfectly suited for applying pressure to disparate targets with constant salvos instead of just trying to snipe singular high-value units every once in a while.
>>2080408If it was only the big boys, it wouldn't be such a problem. A vanilla t-72 for like 1305pts can duel motostrlki in a forest and win handily. Not only will it win the fight, the motostrelki will literally run out of launcher ammo before being able to kill it. They cost roughly half the price of that tank. If you brought 2 squads, you'd be paying the same price as the tank in order to only narrowly be able to beat the tank in an isolated 1v1 in your ideal terrain, which is supposed to be a terrible place for a tank to be, after expending almost all your ammo to kill it--and probably not being able to secure the kill through two smokes--while the tank remains useful outside of your ideal terrain as a fucking tank, but you can't exist outside of that forest because you're just fragile short-ranged infantry.
The value proposition is just complete ass.
>>2080545Considering how ass the optimization is, I don't think the game could handle it.
Is there a reason I shouldn't use a B-2 with cruise missiles. Against bots it just werks so I assume with a bit of extra management players should get fucked by it also. It's a pain getting them to work with lasers but it works well enough.
>>2080530Picking specific scenarios as reasons of balance isn't really feasible, multiplayer matches are far too intricate and complex to make a real argument for.
Okay, he brought a shitty T72 in his deck. It's a dogshit tank, so then perhaps you have a leg up on him in tank quality. His T72 still has to stop and fight your equally dogshit Motostrelki, giving you an opportunity elsewhere. Balance also goes laterally.
>>208054910v10 low point ("tactical") then. That would be popular
Today's testing autism:
On the stat cards of infantry small arms, they list their damage, magazine size and reload time, but not their rate of fire. How much better is a machine gun from an assault rifle? What about a DMR? How do those compare? How do you figure out DPS?
Before we get into the nitty gritty, some general facts about infantry combat:
A squad can carry multiple small arms each with their own aim times and firing cycles. When a unit engages an enemy, each weapon type will aim and then immediately fire exactly 1 weapon from each type. If there are multiple weapons of that type, they will each fire one after another, perfectly splitting their firing cycle. Hypothetically, if you had 4 weapons with a 4 second firing cycle, they would each fire 1 second apart. In essence, the game treats 4 assault rifles as 1 assault rifles that fires 4x as fast. The more different small arms you have, the higher your alpha strike will be since they all fire their first shots near-simultaneously.
Next, how the weapons work:
All infantry small arms have a firing cycle. They fire, wait, fire, wait until they empty their magazine, then they undergo a reload cycle. A visual indicator on the unit's stat card indicates how many rounds are left in their current magazine. When it empties, the indicator turns orange and slowly refills to show the progress of their reload. For the purpose of counting ammo, rifles and MGs fire in 3-round bursts, but each 'burst' counts as one shot in the magazine. If there are multiple of the same weapon in a squad, its magazine is shared and not counted separately. So 2 assault rifles will empty their magazine twice as fast and reload twice as often, but also reload twice as fast. The last thing to note before we dig into numbers is that firing cycles are standardized among all weapons of a given category, regardless of their individual stats.
>>2080565>Half of your cruise missiles get intercepted>25% hit nothing because the enemy already moved / was moving>15% hit but don't kill>10% hit and kill random inconsequential shit like a lone infantry squad in a buildingThat will be 500+ points please.
>>2080612In English Doc!
In all seriousness, this would be useful to figure out a general guide. Theres a bunch of stats but I still havent figured out which infantry is actually good.
And like having a squad with 10 vs a squad with 5 but specialized, its hard to tell whats better. Cause i havent seen too many outright fodder units, you cant field a gaggle of conscripts with mosin rifles to easily judge them against spec ops.
>>2080612>MMGs/LMGs have the same magazine as assault rifles
>>2080619Literal skill issue
>>2080612is it like wargame where the last guy carries all weapons if the squad is damaged?
>>2080612Okay so numbers:
Assault Rifles fire a burst every 4 seconds, multiplied by the number of ARs in the squad.
Machineguns fire a burst every 2 seconds, twice as fast as ARs
Marskman rifles have a range of time to complete a firing cycle that they randomly roll within each shot. On average, they fire as often as ARs but individual shots can vary in their firing cycle up roughly 1 second.
Sniper Rifles also have a range of time like DMRs, but on average they fire one shot every 6.5 seconds
Shotguns follow the same firing cycle as Machineguns exactly.
BA-hub has accurate data for weapon rate of fire listed under each weapon as a function firing cycles per minute, so you can divide that by 60 to get the function of cycles per second. You can then multiply the listed damage value to determine DPS-per-soldier.
For example:
A rifle fires one burst every 4 seconds
This is 0.25 cycles per second. Simple.
The rifle inflicts 1.2 damage per burst.
This results in a damage-per-second of 0.3
All rifles fire 1 burst every 4 seconds, so you can always find their dps by multiplying by .25, or dividing by 4.
A LMG fires a burst every 2 seconds
This is 0.5 bursts per second
Let's say hypothetically also 1.2 damage
This is 0.6 DPS, double that of an AR.
All LMGs/MMGs/HMGs fire 0.5 bursts per second, so you can always find their DPS by multiplying damage by 0.5 or dividing by 2.
>>2080620You need four types of infantry.
1) Anti-infantry infantry. Something that can root out people in buildings, be it from long-range (standoff Delta, anti-infantry missiles), medium-range (SMAW / RPG) or close-range (flashbangs and shotguns).
2) Anti-tank infantry. Your bread and butter. These have good chemical armor penetration, lots of ammo and preferably multiple launchers. You put these in a forest and melt enemy armor that approaches. Multiple launchers helps them penetrate APS. Higher chemical penetration = more damage. These are the most valuable infantry units if you use them correctly. These are sometimes found in the recon tab.
3) ATGM infantry. They shoot missiles at tanks. Typically also have an anti-infantry HMG so they can suppress enemy infantry.
4) MANPADS. Infantry that shoots at helicopters and planes. You want at least three of these, though you can get them in the recon tab rarely.
Some infantry, like Rangers, are mixed category. Rangers are 1 and 2. They are decent at anti-infantry to the point where they'll beat most infantry that is not anti-infantry themselves, and they are decent at tanks to the point where they can threaten everything that doesn't have APS. Their downfall is only having one launcher, so you need multiple rangers stacked to reliably deal with tank threats. Most infantry units can be categorized like this, barring specialists like the Russian divers.
>>2080634>1) Anti-infantry infantry. Something that can root out people in buildings, be it from long-range (standoff Delta, anti-infantry missiles), medium-range (SMAW / RPG) or close-range (flashbangs and shotguns).Do not sleep on AGL weapon teams. They beat the shit out of other infantry at standoff distances, stun thin-skinned vehicles, kill trucks and the American SOF AGL team has airburst, that can hit helos.
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luv me bereg
luv me forest inf meatgrinders
luv me derivatsiya
simple as, lads
I WILL frontline half the map and trade positively
I WILL keep the supportards fed with supply
I WILL have kord + AGS brdms permanently rolling around enemy backline
and there's nothing you can do to stop me! hahahaha!
>>2080632You are bad at explaining things. You might be good at researching things. You need a go between.
>>2080648For me, it's BMP-1PG (optionally loaded with infantry).
>>2080289Yeah it fires 4 at a time with that setup.
>>2080648>runs down ur backline harassment with a 85 point drone and a 150 point rocket gunship
>>2080612>>2080632I'll add: while BA-hub's values are accurate, I verified them myself in the scenario editor to be sure they were correct. I'm not just borrowing their data.
A few other things:
obviously reload affects DPS, because it's a longer downtime than their normal firing cycle. I didn't factor that into DPS for simplicity's sake, and because an infantry battle is typically decided before either squad needs to stop and reload. All MGs and ARs have standardized mags, but shotguns do not for some weird reason.
>>2080631No. Each member of the squad carries a separate loadout and when one dies its loadout is lost. A squad with disposable launchers can get unlucky and lose unspent launchers to casualties. There is some degree of by-last protection to ensure that a squad's "main" weapon will tend to be the last alive. For example, a grenade launcher team will always have its second GL die last. A squad with a reloadable launcher will always have the user die last.
There is significant variation in the behaviour of infantry under fire based on when they drop the models holding valuable weapons, like machineguns and shotguns, however. From what I tested, there's a tendency for certain squads to space out these losses consistently, or preserve their important weapons until near the end. Shotgun squads often end up with at least 1 shotgun in the last 2-3 men. Conversely, machinegun models tend to drop relatively early, with squads consistently losing all of their machineguns by the time they're at half strength. Rangers are a good example; their CQC loadout carries two LMGs with higher DPS than shotguns, but they tend to lose those two models early and then get screwed against a shotgun squad that will keep its shotties until the end.
Why do glidebomb like stormbreaker just act like free-fall bombs?
you literally need to be on top of enemies that it might as well be a jdam
>>2080657The redpill to take here is that each infantry unit has a table of inventory dependent on how many men are left in the squad.
>>2080658JDAMs are glide bombs anon
>>2080659Yes but there's also some randomness. Sometimes a Combat Engineer will be left with a shotgunner as the last man, sometimes a rifleman. Sometimes a Mech. Rifle squad will drop their machinegun first, sometimes not.
There are trends, but always some variation, which means there's always a significant amount of randomness in the outcome of infantry fights, especially between nearly equivalent squads. The only consistent things are 'main' weapons, like an ATGM or MANPAD, which will always be last to die.
>>2080656nothing a little derivatsiya 57mm burst wont fix hahahaha!
>>2080662Glide bombs is not a mechanic in BO.
>>2080665O-OH YEAH?? Well I totally just ghosthawked in two MAAWS teams. You're fucking done for ... KID.
>>2080666>no glide bombs>no infantry drones>no cheap Gerans, Switchblades or other loitering munitions>no motorbikes>no top-side copecages or makeshift turtle tanks>no mines>no bunkers or trenches>no underground pipe/canal infiltrations>no PMCs or mercenary brigades>no conscripts, fodder or barrier troopsThis isnt like current year combat at all.
On the bright side, its a bunch of potential for expansion packs.
>>2080689all of this + global chat and the game is an instant classic
>>2080689Drones would have actively made the game worse.
Engineers getting the ability to construct bunkers could be kinda kino.
Letting Russia get Mobikis on dirt bikes would be funny
>>2080689>Glide bombsCould be nifty.
>Infantry dronesOnly if they reveal the infantry using the drone and the drone can get shot down by infantry weapons.
>no cheap Gerans, Switchblades or other loitering munitionsFunctionally the same as a drone with ATGM.
>no motorbikesFunctionally the same as a truck because infantry squads can't split up in the game like they can in real life.
>no top-side copecages or makeshift turtle tanksYou want them to add things that do not work just so you can complain about them not working?
>no minesWould be complete cancer and shut down a lot of flanking and deep-striking, especially if they add anti-helicopter mines.
>no bunkers or trenchesMost maps are so laden with buildings that this literally does not matter.
>no underground pipe/canal infiltrationsOut of scope. These are stalemate solutions that happen after weeks of frontline inactivity. The combat featured in Broken Arrow is inherently not of a prolonged nature.
>no PMCs or mercenary brigadesMaybe DLC.
>no conscripts, fodder or barrier troopsUntrue. Half my Russian deck is fodder. What the fuck else would you call a 1966 BMP-1 going up against an M1A2SEP3?
In short: take your retarded real life comparison and shove it up your ass, political-brained retard.
>>2080703>Drones would have actively made the game worse.it would be a complete mess, especially with Ukraine war quantities, and that's why I want to see it
>>2080704>anti-helicopter mines.The logical conclusion is that we need barrage balloons.
>>2080703I wonder, if they decide to introduce drones, would they do so as a separate speciality or integrated into the old ones? After all, both Russians and Ukranians have announced the creation of dedicated unmanned systems branches. On the other hand, it is likely that a lot of anti-aircraft weapons, even vehicle-mounted MGs, will be adapted to counter drones in future wars.
>>2080712https://en.wikipedia.org/wiki/Bulgarian_anti-helicopter_mines
>>2080689Bombs don't glide for balance. I distinctly remember an aircraft for the russians specifically having a one off 500kg UMPK and it's gone.
>>2080665What is the range of a deriv? How do you suddenly have that in the back line?
>>2080689>no minesWe do have mineclearers though for some reason.
>>2080704Theres plenty of ways to incorporate those things without having it ruin the game.
And its absolutely relevant to include the latest tactics as well as good old basics like trenches and mines. Theres even vehicles in the game designed to clear paths in minefields but are used as memes instead.
A few tweaks and we'd get a taste of everything rather than just the perfect neutral day zero combat scenario.
>>2080657>>2080657The last thing to note:
Weapons have a hidden suppression stat that builds suppression towards their target per-hit. When suppressed/panicked, a squad fires aims and fires considerably more slowly, greatly reducing its DPS, but also reducing the damage it takes somewhat (buying you time to rescue the squad).
By and large, infantry matchups are determined by which squad suppresses the other first unless there's an otherwise colossal disparity in DPS. All weapons within a given weapon class and calibre deal the same amount of 'suppression damage' per burst with the caveat that higher calibres always deal higher suppression.
It's pointless to give the direct numbers for suppression because I don't actually know what a unit's "suppression health" is. All I know is that it scales up with the size of the squad, but it's unknown if it interacts with armour or distance or what the relationship is.
So instead we'll talk about it in relational terms (all data directly from BA-hub):
Assault rifles have the lowest suppression-per-cycle, so we'll use that as our baseline unit.
A light machinegun applies as much suppression per burst as 2.5 ARs, and since it fires twice as often that's more like 5x the suppression
A medium machinegun offers 1.5x more suppression than a light machinegun
A heavy machinegun is 1.5x more than a medium machinegun.
Grenade launchers are roughly equal to a HMG per burst and are likely to be the main upfront source of suppression for most infantry fights.
A shotgun is equal to a rifle, but fires twice as often--so 2x in practice.
A DMR is 2.5x a rifle give or take a little because of its random RoF.
Snipers are all over the fucking place but it's generally between 10x a rifle per shot to 25x a rifle per shot. Yeah, a lot. I assume this just instantly panics what it shoots but I'll need to figure out how to actually quantify suppression health first.
>>2080728Its not meant to be current day. Its basically turn of the centurey up till 'rona. Pretty much stopping just before the wars that feature everything people are saying is "missing." Its unironically not a bug, but a feature.
AT rifle or DMR for sniper squad?
>so we'll use that as our baseline unit
>proceeds to do exactly not that
Was it braindamage?
>>2080728>And its absolutely relevant to include the latest tacticsNo it is not, retard. This is a videogame, not real life. If you want all the latest tactics, how about you go volunteer as cannon fodder in real life?
>>2080741Are you going to use your snipers as part of the frontline to spot as you push/defend? Or are you going to sneak around the flanks and backlines?
>>2080526Also note, cause some people don't realise for some reason, you can shift queue to move after fire missions.
Can even queue multiple fire mission, scoot, fire mission, scoot, rearm, scoot, fire mission. etc
Easily saves you from counter battery with short barrages.
How do I into mass infantry assaults, the transport costs 75 and the infantry costs 65 so even just buying 3 of them costs hundreds of points. And if my enemy is pushing I cant afford to sit back and let my points build or afford to keep units in the back in a staging area for the assault, I have to throw them into the meat grinder.
Then I have to buy mortars for smoke. Then they rush me with armor so I have to buy 3 tanks. Then My tanks die so I have to buy an ATGM helicopter or cluster rocket arty.
>>2080755Worth noting that SAMs iffy when it comes to shift ordering radar.
The radar goes on cooldown when deactivated, for example from moving, and won't register if you give a shift order while on cooldown.
What do ESV do?
I thought it can run into building blow it up and it behaved like regular one
>>2080782The TOW launcher it has is different, fucking annihilates infantry from 1.6km away
>>2080771I didn't know you could queue up radar activation at all. That's actually super handy.
>>2080756I personally use the transports big enough to hold two squads, like the marines amtrac, the coastal BT-3F and so on.
You can stuff a pair of complimentary units in one. For example, an Amtrac with a Smaw squad plus a marine squad. These two together can kill a sepv3 at close range by pincering it so at least 1 squad is striking its side armour. Each full set costs 235pts. Armoured/SF can do something similar with an AMPV carrying 1 MAAWs team and 1 RRC, while coastal can just bring 2 Morskaya.
Typically I save up until I have enough points to buy 2 or 3 of these sets, and send them along a flank or treeline to assault. Basically just keep the squads mounted until the amtrac gets blapped by an infantry squad--at which point you smoke, dismount and go kill it--or until you you're close enough to dump your squads on top of a tank and kill it. The benefit of the transport, aside from mobility and protection, is that it can solo CQC squads like Deltaforce and they can't hurt it, so you don't need to worry too much about how well your squad will fare vs infantry, just how well a pair of them can spam down a tank at kissing distance.
Usually you don't need smoke mortars to make this approach because there tends to be lots of treelines or building cover you can use to advance, and typically the vehicle can survive quick crossings through the open. If you don't catch the opposing armour blob by surprise and secure a few cheeky kills, you're likely to zone it out of its position and gain ground that way, at which point you can load back up, resupply and try again. In my experience, players are always caught off guard by how quickly a tank can die when it's caught by the right infantry pair in a forest.
>>2080782Bunker buster TOW
Note the only difference between the Stryker ESV is that the ESV variant can't fit the dragoon turret
>>2080792Honestly the dragoon turret seems completely worthless since it's mutually exclusive with the ATGM.
Why can the Bumerang--which isn't even real-- run around up-armoured at 100mph with APS, a ripple-fire ATGM and autocannon but the stryker loses 20spd for its protection and has to pick between the two weapons?
>>2080795To be fair the Bumerang costs a lot in Ru decks that don't get a lot of points for infantry, and it only gets two salvos that get completely memed by light smoke micro
>>2080792well at least you can do it on the RV recon version
that one can fit both autocannon and ATGM
the only downside is that you have to bring scouts unit instead of some better recon units in order to get that overpriced RV
so I just have 3 stryker in my deck
pimp out RV with Autocannon+jav
gucci ESV with grenade launcher and jav
then regular vanilla cheap ICV stryker for carry troops which Im close to just ditch that part and bring some big carrier from other spec instead
maybe AAVP 7A1
>Paying 175 points for an APC that will lose a 1v1 with a 100 point shit tank
>>2080816>175 points APC with an autocannon that mulches infantry and light vehicles, paired up with three regular strykers that can volleyfire armatas>with 100 speed>and APSOn an open map, strykerballs can troll the shit out of guards players. They do eat shit in knifefights, though.
>>2080816It has 2400 recon though and javelins
5 matches today in the 900-1k elo. 3 had leavers before the second round. All had at least one player decide that they needed to be WAY off on one flank with all of their forces nowhere near a point so they could track down 1 enemy scout. 2 had dedicated support players who didn't provide a single frontline unit and proceeded to just sit there and watch their shit get killed by arty or breakthroughs. 4 had players who would refuse to push despite there being two of them and only encountering light infantry. And one guy who kept charging his Kornet squads across an open field where they were just gunned down (he did it at least a half dozen times).
I'm tired.
>>2080838join the shitcord and play with anons
>>2080841I have, no one ever wants to play when I try. Most of them seem to be EU time I think.
>tfw tank spec still get bradley so its not like they are losing out of IFV/ACP with Autocannon+ATG+APS combo
Hellfires or Stingers on Comanche?
Or are Daggers hidden OP on it and the Apache?
>>2080859Depends on use. For frontline combat, Hellfire + Stinger combo.
If you are using the Stealth rating to try and slip into the backline, DAGRs are good enough to deal with AA and Artillery.
>>2080865How much better are DAGRs compared to Hydras?
is airforce NGWS the best standard infantry in the game?
smerch
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Brutal.
>>2080877They are the same, just laser guided. Worth it if you have recon in the back with a laser designator because with the unguided hydras they will just dump their entire load on a single vehicle
>>2080879Russian Marine infantry
>>2080882Both. PIVADS to defend Patriot and Shorad for the frontline.
>>2080894What should I cut? And general thoughts?
>>2080838Only three out of five? Seven out of eight of my games had leavers in them today. Two had blatant cheaters.
>>2080838>2 had dedicated support players who didn't provide a single frontline unit and proceeded to just sit there and watch their shit get killed by arty or breakthroughs.I fucking hate these retards.
>Enemy tank deathball headed for my frontline>Ping it>Try to fight it off as best as I can>Wither it down to two tanks>Move all of my shit out of the way of these two tanks>Backline retard still hasn't caught on to what's going on despite the enemy tanks being visible 100% of the time due to my drone>Gets all of his AA and MLRS destroyed by two enemy tanks>Blames me
>>2080852Bradley only gets 2APS, which makes it inferior to Russian APCs.
>>2080896-2x MLRS
+Iron Thunder
+PIVADS
If you really want the MLRS, then -1 MLRS +3 PIVADS.
>>2080896Isn't that just a revised
>>2079797 ?
Most of the same things still apply and
>>2080920 is right.
Best F-35 loadout? Only 2 missiles for SEAD is pretty rough since everything just gets intercepted.
>>2080949the Cruise + SEAD is pretty good
otherwise jdam or stormbreaker depend on how many time you want to pres P and shift click
on f-35/su-57 i usually have them carry one sead slot + whatever cause on top of stealth it really give you much higher chance to drop your load
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>>2080885Nyeh ... Watch this ... kid ...
>>2080816You're mostly paying for the recon. 2.4k optics is really rare now and the RV is the only vehicle to have it and also APS.
>>2080879No they're actually kind of bad.
The way that small arms damage calculations work is that there's very significant diminishing returns for 'overpenetrating'
NGWS do above-average damage at standoff distances, outrange most squads and are able to suppress things very quickly in the open, but in close range fights they get shitstomped because the low base damage of their weapons isn't fixed by having high pen.
Most infantry engagements happen at close range, which means they're usually fighting at a disadvantage.
The major upside to them is being an easily transportable Carl Gustaf squad outside of Specops, but they're like 5pts less than Ranger RAAWs for 1/3 of the launchers so it really is the poor man's anti-tank option. Like a lot of things about Airborne, it's just a worse version of something already in Specops so like, why pick Airborne over Specops?
>>2080982>why pick Airborne over Specopsbrrrrrrrrrrrrrrrrrrrt
>>2080971How did you do that? Recon and laser-guided shells?
>>2080949I bring 1 SEAD missile and 4x stormbreakers.
Use the SEAD missile to vibe check looking for enemy AA sites and then follow the missile in at low altitude and use
>>2076656 to bomb whatever shoots it down
>>2080991Does F-35 survive that kind of trip?
>>2081012Usually yes. If you time it right the SAM you bomb will die before its missile gains terminal guidance, so it just loses lock and flies off, then you're already back into noe flight and evacing. Depending on the distribution of AA you can get unlucky and fly right over a second-undiscovered SAM as you're turning to evac and get dunked but in my experience that's an outlier.
Generally your SEAD missile will automatically target the radar signature furthest forward, since it's the closest to you, so you're typically nipping at the edges of their AA net rather than diving deep, and you're in and out without running afoul any other AA pieces.
>>2080988Idiots that don't move their guns after shooting
here my latest revised of me deck
anything I should change?
I had the mortar before which is nice but I think trying to juggle 2 type of fire support is really hard if you also have to manage a frontline
and I think rocket is just much easier to micro with so I went with it
the F-35b got Stormbreaker on which I could never make it work
maybe I should just ditch it for second F-16?
>>2081040Right, lol.
Cluster ammo or HE?
>>2080982>>why pick Airborne over Specopsthe cars
>>2080988From the discord teamstack. One anon had a single surviving sniper recon that spotted them moving up their artillery after pushing us away (it was a narrow loss but a lase + Iron Thunder is big cum)
>>2081040They were 1200 ELO
>>2081066SF has better cars.
Humvee? Flyer
The airborne clown car? Warpig. Literally just a bigger clown car with weapons
And then you get the rsov too, the fastest vehicle in the game.
Both of the small sf transports have recon stealth and larger capacity than Humvees for a good price.
Airborne has basically nothing that SF doesn't have better, except for it's mediocre tank and support tabs.
>>2081110God I love the clueless URAAACK
>>2081049Worth noting that hellfires take twice as long to aim compared to stingers. Not sure if the MML will offer you much over your ATGM Strykers.
LAV-M and Sryker SPH might be interesting to offer you smoke/ shoot at enemy supplies.
>>2081074>They were 1200 ELOI stand by my point
>>2081049>>2081125Seconding LAV-M. MTVR and HEMTT are overpriced because they double as troop carriers but I think you would probably rather carry troops in a 65pt Stryker instead of a 60pt truck. LAV-M is great because it has the armour to survive a hit, can come with smoke, and carries just enough supplies to repair/restock a few frontline units without risking a whole expensive stockpile if it gets hit. Carry your supplies in a PLS, deliver them in a LAV.
>>2080455su57 is eitheer asf or sead
the f35 you put in the hangar and get something else
>>2080648>derivatsiyaunironically the goat and my favorite unit
always there to clutch, deals with helos, infantry, IFV and sometimes even tanks for just 140
if I could field 10 of them I would
>>2080743he is kinda retarded, can we take any of his points at face value?
>>2081167>See a deravitsiya with my helo>have clear line of sight>know I outrange it comfortably>right click it>helo full tilt dives into cannon range, drifts forward for 2 full seconds before it's "stopped" enough to aim and dies before firing a shotFuck helos
>>2081178No of course not, it's all lies. He's trying to trick you to make his queues easier.
Curious how much people utilize control groups here, I tend to have 4-7 active almost permanently going up to 9 briefly when I send out BRDM kord + AGS packs or cheap gunpod Mi-24s on wide flanks. Feels like I need twice as many control group slots for truly comfy micro but my mouse only has 3 extra buttons
>>2081250I just put helicopters, artillery, and tanks (all in one group) into control groups. I dont bother doing infantry or their transports.
I want to start putting my supply trucks on control groups so its easier to find them and bring up supplies, and I also need to remember to put my backline recon on control groups. But I usually am around 3 control groups being used. Maybe 5 at most
>>20812501 control group for the ATGMs that need to be forced to fire together to get through APS
1 control group for tanks or whatever my frontline fighting vehicles are
1 control group for each kind of artillery
1 for my SAM site so I can move it quickly after it shoots
Usually I don't bother to control group helis because I'm not running more than 1 or 2 anyways but I try to do it for Comanches since they benefit so much from micro.
I'd like to get into the habit of control-grouping infantry because it auto-selects their transport while loaded but it's annoying since you can't actually make the control group until you unload them. Would be nice if you could preset control groups in your deck editor.
How effective are these are clearing up buildings? Also, this one or the incendiary one?
Do you get destruction score for damaging units or only kills?
>>2081296I've only tried the incendiary one. It's okay in that if you hit a building with it, the infantry in it has to leave or they'll eventually die, but the damage ticks slowly enough that if they leave immediately they don't take much damage, and also that they can hold their ground and fight you.
Kind of just felt micro-intensive for little benefit when I could just burn the whole block with a grad instead.
>>2081313>>2081296Ognemetcheke arent worth taking then are they.
They seem like a cool niche unit but having like 4 dudes to a group with only basic ARs as the secondary is such a bummer for this game.
The resource tightness by mid-game is kind of understated. Once you field your critical units, defensive positions, air response budget etc.. Theres no real budget to spend on memes. Like I want to field a whole assault division for mounting a zone capture, but im often stuck to fielding some tanks and a support AA before im down to 0 supplies.
Feels like thats where 5 man teams provide the better experience since everyone can chip in for a coordinated advance covering all combined arms.
I have been up armored and taking the AT launchers on my BTR82s, is tahat worth it? Makes them cost 75 points instead of the default 55 or somewthing. Or are they good enough as just cheap autocannon transports for meat waves?
>>2081106>Airborne has basically nothing that SF doesn't have betterIt has the brrrrrt
>>2081319Then support players having high destruction is somehow still underselling it. They often damage units that run away.
>>2081325>spending hundreds of points just to waste some of the enemy AA ammoCAS planes are useless
>>2081316>Ognemetcheke arent worth taking then are they.They're cheap as fuck. They will always trade positively.
They can kill enemy infantry, but generally what they achieve is forcing the enemy out of their positions, into the open where its much easier to gun them down.
The enemy needs to be quite infantry heavy for them to be worthwhile. But in the first few days where it was a lot of stryker+specops spam I got a good bit of use out of them.
>>2081106>>2081325If we want to actually do this
>Airbourne NGWSBetter than rangers which is saying something
>Vehicle TabBetter than the War Pig, which isn't saying much
>SupportI know, you covered this
>Apache & KiowaSF has better toys but Airbourne has a couple of cheaper. I think I would still prefer SF Heli tab but there is at least something here to make an argument for
>C130 & C17If you want to airdrop (I don't) then this is where its at, SF can't do this.
>F15sPretty cool stuff. Stealth is nice but if you have dominance of the skies than you just need more warheads to put on foreheads and Airborne can bring that.
>A10Has its uses, can't deny SF doesn't have anything comparable.
>>2081331Don't be like this, let them have the victories they are due. CAS planes are certainly not useless, though its quite possible your playstyle is not compatiable with them and that is fine.
>>2081331they wouldn't be useless if they could strafe at low altitude.
>start match
>2 players crash while rolling out
>1 quits after his plane dies
>4th leaves because I guess he just doesn't want to deal with this shit
>I quit after they all have dropped
>counts against my abandonment
What the fuck is this shit?!
>>2081336Just alt tab and do something else for 10 minutes. If the enemy takes all the zones, the match will go into sudden death and end 2 minutes later.
Coastal + Mechanized since they have a 290 point T72 that performs like a T90 or Coastal + Armored for tonks?
>guy that made the WiC scenario said he is already working on the next one and plans for a full ~8 mission campaign of it
good
>>2081348I am aware. Except some assholes are either too dense or looking to farm "kill feeds" and won't cap the last point. Why the fuck do I have to waste 10 mins or even the better part of an hour just because?
How strong are the top down javelin?
its like 30 pts upgrade over regular one
>>2081416Look at the top armor on tanks
>>2081416Anything top attack is always worth taking, at any cost.
>>2081449Even the Armata one?
>>2081353Coastal motorized is my jam
>start match
>spawn 2 fat spaa
>d/c
>log back in
>all the unit count is reset but my 2 spaa on the map is still there
>now I have 4 fat spaa on my front
so you can alt+f4 and reconnect and have dozen of T14/V3
>>2081203I think disabling the cannon or just moving the helo into position where it has LoS without giving an attack order solves that.
>>2081465If coastal moto is your jam, what is your peanut butter?
>>2081250>1-2 is high priority micro/attention, my tanks and their shorad/recon>3 is my helos>4 is my support, artillery>5 is my SAM for radar micro
>>2081125I had Stryker MC before but it was little too much to micro both HIMAS and another motar team sometime so I thought I would simpifiled them and get more AA instead cause even with all that shorad some SEAD still do get through
I tried SPH and not really a fan
I guess its a much better smoke lobber but compare to stuff like MC you cant really laze snipe heavy tank with it
maybe I could go with Lav-M then cause its 10 point cheaper than MC
>>2081209Someone made a new dart
migrate if you want
or dont
>>2081333>C130 & C17SF actually has the best C130 variant.