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Wooper
Oct 16, 2006

Champion draGoon horse slayer. Making Lancers weep for their horsies since 2011. Viva Dickbutt.




http://www.youtube.com/watch?v=IbXaAu6kgNc

What is Wargame: Airland Battle?

The short and simple aswer is the best drat strategy game released in recent years.

Wargame: Airland Battle is a real-time strategy game available for PC, Mac OS X and Linux. It is a 'tactical' style game, without base building and resource management, set during the Cold War. It's developed by French studio Eugen Systems (Act of War, R.U.S.E.) and published by Focus Entertainment. It's the sequel to one of 2012's best yet least hyped strategy games, Wargame: European Escalation. The biggest thing new to this compared to the previous game is airplanes. This bring a new dimension to the game and changes it significantly, for the better.

Wargame:AB is a game about the Cold War gone hot. The campaign is set in fall 1985 and involves the Warsaw Pact invading Scandinavia. Do you feel attracted to the idea of sending a column of dozens of East German T-72's rolling through southern Sweden, only to get them strafed by A-10 Thunderbolts? How about reenacting Apocalypse Now by sending hundreds of marines in Hueys to take a napalm-bombed town, only to have the Ride of the Valkyries fail miserably when it gets intercepted by half a squadron of Czech MiG-21's? Or what about finding out who's the king of the armor hill by letting your M1A1 platoons duel with T-80U's, or letting the French Foreign Legion duke it out with the Soviet VDV, or leveling entire cities with Polish rocket artillery?

If any of that is sounds appealing then this is the game for you.



Gameplay

Wargame:AB is a Cold War-flavored medium to large scale RTS focusing on 'macro' rather than 'micro'. Battles come down to tactics and positioning instead of build orders and APM. There is no base building and no resource management to speak of, instead you start the battles with a pre-determined "deck" containing all the units you can use. You use points that you start with and receive during the game to "call in" units from your deck to the battle field. During the game you will use special command units to take control of zones on the map. These zones give different benefits such as new call in-points(for bringing in units closer to the front), air corridors(like call in points, for planes) and points(victory points and/or deployment points for calling in more units, depending on gamemode).



The dynamic single player campaign(s) is in the style of traditional wargames where you fight for control over Scandinavia. You can play against the AI or against a friend! You can also play a Co-op campaign together with that same friend. The campaign uses pre-set formations and units that are persistant and you will have to deal with events and decisions outside of the battles as well as moving your units between the different provinces. The campaign is very divisive, as some people apparently actually likes it. However the game really shines in multi player.

http://www.youtube.com/watch?v=w7kFzb7rWhI

In multiplayer you will use your own decks. Let's talk a bit about deck building, the game outside the game(not really outside, don't worry). Previously we mentioned decks as something that determines what you can call in to the battle once it starts. Well, you make these decks yourself! There are over 800 units in the game, split into the two factions, NATO and Warczaw PACT. You decides exactly what units you will have available for use in your matches. Not only that but there are optional restrictions you can put on your decks, these will give your deck different bonuses. What will you bring to fight your opponents Polish air assault deck? 70s US marines perhaps? Do you want to bring the big guns by using a Soviet armored deck? Do you want beat try hards with dumb gimmicks that has no business winning? There are loads of possibilities.

The multiplayer matches are played in regular games from 1v1 up to 4v4, with the option for subbing in AI players. There are also the special larger games hosted on dedicated servers, these go up to 20 players. These are the casualest of matches and a pretty big draw among many players.


A-10 strafing run from the receiving end; first Mavericks, then the gun.

There are four game modes. The first is Destruction, it is the classic gamemode of Wargame that we all know. This is the "default" gamemode and also the one to be used in ranked games
Capturing command zones will give you an deployment point income. The goal of the mode is to appease Secretary McNamara back at headquarters. He wants you to kill as many of the enemy as possible and to destroy as much of the enemy's equipment as possible. For every unit you destroy its value get added to your teams victory point total. The team that reaches the victory point limit wins, unless it was too close to call, then it's a draw. In tryhard matches this gamemode often leads to huge stalements where both teams set up impenetrable defences and try to snipe high value targets.

The second of out gamemodes is Conquest. Conquest was recently added in a free DLC and is the new hotness. Teams set out to capture the same command zones. These will give victory points and whichever team controls more(if any) will gain the difference in points for their victory point total. The number of deployment points teams get during the match are set to a specific value that never changes. This gamemode leads to more free flowing back-and-forth battles as the units you send at the enemy doesn't directly increase their lead when they are destroyed.

Then we have Economy which is like destruction but instead of killing units you need to save up your teams precious deployment points enough for them to reach the victory limit. A budget war for a new future! This mode is not very popular, for good reasons(it's not as fun).

Then there is Siege. I don't think anyone has ever actually played it. The goal is the same as in destruction but the set up is different. One team get lots of starting units but no call in point. Another don't get many units to start with but got deployment zones. Shenanigans ensues.


What toys do I get to play with?



There is over 800 units in the game. Take your pick from a selection of the following 12 countries armed forces: fighting for NATO we got the United States , Great Britain , France , West Germany , Norway , Denmark , Canada and Sweden , and fighting for the forces of darkness; the Soviets , Poland , Czechoslovenia , German Democratic Republic (http://i.imgur.com/o0kSpAX.png)


The Super Retard firing its super retarded missile. That is one dead tank right there.

Playing with goons



The best way to experience Wargame is to play with goons, and the best way to do this is to get on the Camping the Stairs mumble server. Join the Wargame channel and say hi. The regulars are mostly friendly, mostly.

DeathSandwich posted:

Team games in this are surprisingly chill compared to some of the other goon played RTSes like Company of Heroes or Dawn of War 2 back in their respective haydays. Even when I was playing my first couple of matches, I never felt like I was being carried because, even though I didn't know poo poo about what the gently caress units did in this game, other goons told me 'just move up to _______ territory and hide a bunch of ATGMs and MANPADS in trees and cities' and even that was a huge contribution. Even if you've got a weird deck loadout, in the 3v3s and 4v4s most goons roll with very generalist decks and can help cover you if you did something silly like include no AA in your deck.

Playing with goons in this game has actually been some of the most positive experiences with goon multiplayer games that I've had. If you haven't gotten in CTS and played with goons you probably should.

The game has its own in-game account system, you can't find people/arrange matches via Steam. You can add yourself to this Google spreadsheet full of people I have never heard of or played with. Use login names to add to your ingame friendlist.

There is also a Steam group that is not used for anything.

http://www.youtube.com/watch?v=f8TWBzMaPy8

Links
- Old thread
- LP of this game by SerCypher
- Official site
- Official forums (as with all pubbie forums, quality of posting is highly varying, but it has a pretty good dev presence)
- Pictures of all most maps

On the official forums there are these Marshalls. They are people that make enough bad posts in a bad forum to get privilege to have influence on future patching. We got some inside men/goons among the Marshalls. There are TheFluff, Mukip and xerxes69.

Wooper fucked around with this message at Oct 9, 2013 around 20:47

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Wooper
Oct 16, 2006

Champion draGoon horse slayer. Making Lancers weep for their horsies since 2011. Viva Dickbutt.


Deutsch Nozzle posted:

I had calculated a perfect attack plan for my tanks to assault that town. That was before I learned they got ATGMs [...] you might as well poop in my mouth.



TRAPPED IN BAD PLAYER FACTORY SEND HELP

You can use the tutorials to familiarize yourself with the game but don't feel bad if you can't complete them. They are a bit poo poo.

This primer was written by Mukip and TheFluff, and edited by yours truly. Note: my spell-checker is an American and hates Mukips spelling.
Game Mechanics

Decks: You select a deck before the match starts. You are limited to the units in your deck and the stated availability is the number of those units you can bring on during the match. You can make decks with restrictions for traded bonuses.

Victory Conditions: The first team to reach the points limit wins the match, unless the scores are close in which case it's a draw. In destruction you gain victory points by killing enemy units, in conquest you do it by holding command sectors.

Command Vehicles and Sectors: You are require to have some command vehicles in your deck, you use them to hold territory. If your team has no command vehicles on field then you lose the game. You need to have a command vehicle sit stationary in a sector to hold it for your team, which gains your team an income (the number displayed on the sector). This income is either in more call in points(Destruction) or to your victory point total(Conquest). If the sector displays a fat arrow when zoomed out, then the sector has a call in point and you can bring ground reinforcement on from there. If it also has a long thin arrow then you can bring air units in from there too.

Supply Vehicles: Refuel, rearm and repair your units. Without these your army would quickly run out of gas and ammo. They can be captured by the opponent if they travel close to an enemy unit, giving their supplies to the opponent instead, so you have to ensure that they travel down secured roads. Supply helicopters cannot be captured in mid-air. You can select which sorts of supplies, such as fuel, ammo or spare parts(repair) it provides. Supply vehicles will refill themselves if they travel back to a FOB.

Forward Operating Base (FOB): This is the only static unit in ALB. You must deploy them in the deployment phase before the game and they must be situated in your starting deployment sector(s). The FOB has the most supplies point for point in the game and will refill supply vehicles within it's radius as well as ordinary units. If you put one in your deck then it will automatically be purchased for it's points cost when the deployment phase starts, but you can delete it by right-clicking on the FOB.

Unit Attributes:
Strength: Is the amount of hit points the unit has. Ground units have either 3(mostly only transport trucks), 5 or 10 HP. Helicopters come with 4, 6, 8 or 10 HP, and planes always have 10 HP. For infantry squads this is the number of men in the squad, which can be as high as 15. All unit is as effective at any HP level, disregarding any morale damage they would have taken. For example an infantry squad with 1 HP(one man) is as effective as a full squad, firing rifle(s), machine guns and other weapons simultaneously.

speed, road speed: A unit will only use it's road speed if you order the vehicle to “move fast”, which will cause the unit to head to the nearest road and then travel to the ordered destination. Otherwise they use their regular speed. When travelling any significant distance units should always use roads.
When traversing rough terrain such as a forest, a wheeled vehicle will go 2/3rd more slowly than normal, while a tracked vehicle will travel at half speed.

autonomy, fuel capacity: Autonomy is the amount of time that the tank can spend moving before it runs out of fuel. While moving, a vehicle loses fuel at a constant rate, regardless of speed, so if you are travelling quickly on a road you will get more miles per gallon than if you were driving through a forest. Helicopters can hover stationary without losing fuel. Fuel capacity is the amount of fuel supplies needed to refuel the tank. Ideally a vehicle would have a high autonomy and a low fuel capacity.

size: The size of a vehicle determines how easy it is to hit. Weapons gain a small accuracy bonus against larger targets.
ecm: ECM is the "size" for planes. Decreasing hit chances the better the value is.

optics, stealth: Optics determines the units ability to spot other units. A unit with poor optics might be fired upon by an opponent it can't return fire against. Stealth determines how difficult a unit is to spot, the better their stealth value the closer you must be to see them on the map, particularly if the unit is occupying cover. For AA units the optics attribute determines how well they spot planes.

Stabilizer: Stabilizers are used by units for firing while on the move. A unit having no stabilizer means it has very poor accuracy on the move. The better the stabilizer the less the accuracy reduction will be for moving. Explicitly Bad means a halved base accuracy, Normal between 50% and 25% reduction, Good between 25% and 15% reduction and Exceptional exactly 15% reduction.
Bad means the vehicle has an accuracy on the move halved from its base accuracy.

Year, type, prototype: These are related to deck restrictions. The year value determines whether a unit is limited in category C (1975) and category B (1980) decks. A unit introduced in 1983 would only be available in an unrestricted deck. The unit type determines what sort of deck types the unit can be used with. A unit with the "mechanized" type can only be used in mechanized decks. Unrestricted decks can have units with any type value(s).

If the unit is a prototype, it will only be available to a national deck of the same nation, and if you used an army type then it must also be of the same type.

Example: A T80-U (nation: USSR, prototype: yes, type: armored, year: 1986) can be used with a Soviet national deck, but not an East German national deck or a generic Warsaw Pact deck. The T80-U can be used with a Soviet national armored deck, but not a Soviet national marine deck. The T80-U cannot be used in a Soviet national armored deck with the category B (1980) restriction.

Veterancy: Veteran units aim faster, have better accuracy, are less likely to rout and recover morale faster. Veterancy can be purchased during deck creation at the cost of lowered unit availability, and can also be gained for units during the course of a match by destroying enemy units. The explicit modifiers for accuracy are 1 for Rookie(no change), 1.10 for Trained, 1.26 for Hardened, 1.36 for Veteran and 1.60 for Elite.

Morale A unit suffers from lowered morale or "morale damage" when fired upon, causes them to aim their weapons and reload much more slowly and gain a penalty to accuracy. A panicked unit might rout and become temporarily uncontrollable. A unit can also be stunned by enemy fire, interrupting all its operations for a period of time.

Accuracy Every weapon weapon has a accuracy value. Every point of accuracy translate to a 5% chance to hit. For example a 10 accuracy weapon has a 50% base chance to hit. For indirect weapons, such as artillery or plane bombs, accuracy indicates how much the salvo will spread out.

AP, HE and Armor: A weapon inflicts damage on an enemy vehicle depending on how much it's AP value exceeds the armor value(AV). The formula for the amount of damage a given hit does is (AP-AV)/2+1. The value is rounded down but fractions are remembered and will be added to future hits.

Armor value 0 and 1 are special cases, they will take quadruple damage from AP weapons. Armor value 1 is bullet resistant and will take reduced damage from small arms(rifles and machine guns) that does not have AP damage. Artillery, napalm and HE bombs can cause damage to armored vehicles despite lacking an AP value but the damage quickly scales down with higher AV.

When a transport carrying infantry is killed the damage overflow will be dealt to the infantry squad. The infantry will be placed where the husk of the transport is located. This apply to all transports, even choppers. The hardier the transport the more survivable your infantry squad is. The magic number for armor, allowing infantry squads to survive(given high enough squad strength), is 2.

Weapon attributes
Weapons can have one or more of these attributes. Let's first look at two important ones.
- KE: kinetic energy. The weapon fires a non-explosive kinetic penetrator. Most vehicle guns are KE, they gain additional AP value the closer they are to the target, explicitly 175m translate into 1 additional AP. At near point-blank range even the cheapest KE gun can damage any vehicle. If you get the message "ineffective" when ordering an attack with a weapon like this, it means you can't penetrate the target's armor at your current range. Get closer or flank the target, side armor is usually weaker.
- HEAT: High Explosive Anti-Tank. The weapon fires a type of explosive armor-piercing round. The damage is calculated the same as with KE weapons but it doesn't increase with range. The weapon will do at least 1 damage if it hits, even if the weapon has less AP than the target's armor.

- AoE: area of effect. The weapon can do splash damage around the point of impact.
- CLUS: cluster munition. The weapon is a bomb that splits up into smaller bombs, intended to punch through the roof of armored vehicles. The weapon does not harm infantry.
- CORR: correction. The weapon is some kind of indirect-fire artillery piece that gets improved accuracy if your team can spot the thing you're firing at.
- CQC: close quarters combat. The weapon is a machine gun that can be fired on the move and also be used in urban combat where two squads are fighting for the same city block.
- F&F: fire and forget. The weapon guides itself once fired it will hit (or miss) even if the firing unit is destroyed or loses sight of the target.
- GUID: guided. The missiles this weapon fires are guided by a human operator, which means that the launch unit needs to have vision of the target for the entire flight time of the missile. If the launching unit dies, is stunned or loses sight of the target while the missile is in flight, it'll miss. The unit must also remain stationary for the duration of the missile flight.
- NPLM: napalm. The weapon burns things to crisps, removes forests and is generally unpleasant.
- RAD: radar. The weapon is radar-guided and as long as it's enabled, the carrying vehicle can be targeted by SEAD missiles.
- SA: semi-active. The weapon is guided by the unit and like the attribute guided, requires line of sight until impact. However the launching unit does not need to remain stationary.
- SEAD: Suppression of Enemy Air Defenses. The weapon is an air-to-ground missile with a seeker designed to lock on enemy radar emissions. In game play terms this means that the launching aircraft will spot and fire the weapon on enemy vehicles that have enabled weapons with the RAD attribute. It can do this from very far away, even if you normally wouldn't have vision on the target vehicle.
- SMK: smoke. The weapon can fire smoke rounds. It does not hurt anything but your frame rate should you zoom in too close.
- STAT: stationary. The weapon cannot be fired while the vehicle is moving.

Weapons:
tank gun/cannon: Fires a single shot before reloading. They vary in range, AP and rate of fire. Most are KE damage type but a few are HEAT.
autocannon: Possess a lower AP value than tank guns but a rapid rate of fire, being effective at destroying light vehicles and infantry. Being KE-type weapons, at very short range the autocannon can penetrate any armor just like tank guns.
heavy/anti-helicopter machine gun: Causes slight damage to infantry, un-armored vehicles and helicopters. Quickly depletes the morale of targets. Ineffective in small numbers but a very common secondary weapon.
chain gun/anti-aircraft artillery (AAA): Long-ranged, rapid firing machine guns which can target all types of units. Rapidly decimates infantry and unarmored vehicles, causes morale damage to armored vehicles, and slowly inflicts damage on helicopters and planes. Particularly helpful for stunning planes to disrupt their attack runs and cause them morale damage.
Anti-Tank Guided-Missile (ATGM): Fired from various infantry, vehicles and aircraft, and varying a great deal in their accuracy, range, killing power and missile travel speed, ATGMs can only be fired against ground vehicles and have a longer firing range than tank guns. Most versions must remain static to fire, and if the firer moves while the missile is travelling to the target then the missile will go off-target. This does not apply to fire-and-forget (F&F) missiles.
Surface-to-Air/Anti-Aircraft Missile (SAM/AA): Does what it says on the tin. They vary in accuracy, range, damage and guidance system. There are three types of SAM: MCLOS/SACLOS, infrared and radar missiles. Infrared missiles have a shorter range against planes but more range against helicopters, do less damage, but normally have a good ammo supply and are immune to anti-radar missiles. Radar missiles have the greatest range and damage against planes, but need frequent rearming and can be destroyed by anti-radar missiles launched from aircraft. MCLOS/SACLOS missiles require the firing unit to remain stationary until the missile reaches it's target, and the missiles have a slow travelling speed allowing aircraft to escape more easily. Their range and damage is all over the place.
Man-Portable Air-Defense System (MANPAD): They are not nearly as good as vehicle-based SAMs, but maintain all of the advantages and disadvantages of being carried by infantry.
artillery: fires indirectly and causes slight to moderate damage against ground targets. They vary in range, power, accuracy, rate of fire and ammo supply depending on type. Most notable for causing heavy amounts of morale damage. Most artillery units can also fire smoke barrages, which obscure line of sight through the smoke. With corrected shots they can be dangerous to both infantry and light vehicles. It's possible to rack up kills with pinpoint artillery against lightly armored vehicles.



Glossary
- AAA: anti-aircraft artillery. Guns that fire upward.
- APC: armored personnel carrier. An armored truck that drives infantry around. If you're lucky it has a machine gun or something on top.
- ATGM: anti-tank guided missile. What you need to buy when you see the other guy rolling around with four T-80U's.
- Bingo: NATO brevity code, means "out of fuel". Your planes will use this as an excuse to get out when you need them the most.
- ECM: electronic counter-measures. Various ways of attempting to trick systems that try to find out where you are (such as radars, infrared cameras, missile seekers etc). In the game, this is an aircraft stat that reduces the chance of getting hit by anti-air weapons.
- IFV: infantry fighting vehicle. Basically an APC with more armor and more weapons.
- LAAD: low altitude air defense. In the game, basically means the same thing as MANPADS.
- MANPADS: man-portable air defense systems. A few dudes on foot carrying around an anti-air missile launcher.
- MCLOS: manual command to line of sight. A method of controlling human-guided missiles. Basically, you get a joystick and fly the missile where you want it to go like a hobby RC plane. About as "easy" to use as you could imagine; requires very highly trained operators to achieve decent hit rates. MCLOS missiles fly pretty slowly, to give the operator time to react.
- MBT: main battle tank. Your average pile of steel.
- SACLOS: semi-automatic command to line of sight. A more advanced method of controlling human-guided missiles. Unlike MCLOS, you get some kind of electronic sight that you point where you want the missile to go and a computer calculates how to steer it. Considerably more accurate and easier to use than MCLOS, and the missiles can be made to fly much faster.
- SALH: semi-active laser homing. Yet another way of controlling missiles. You point a laser at the target, the missile looks for the laser dot and goes there. In the game, these missiles fly even faster than SACLOS ones.
- SPAAG: self-propelled anti-air gun. AAA mounted on a vehicle of some kind, rather than towed. Technically, all AAA in Wargame are SPAAGs.
- Winchester: NATO brevity code, means "out of ammo".


- Baby Nighthawk: SK 60B, previously a smoke plane. Now this is one of the coolest planes in the game.
- Bacon: Bkan 1, a Swedish 155mm self-propelled howitzer. Moves very slow but shoots very fast.
- Best Germany: West Germany, duh.
- Burrito: TOS-1 Buratino, the game's only napalm artillery piece (technically, it's a armored short-range thermobaric rocket artillery piece). Used to be hilariously overpowered, still sorta nasty now.
- Flanker: NATO reporting name for the Su-27 air superiority fighter.
- Foxhound: NATO reporting name for the MiG-31 interceptor.
- Havoc: NATO reporting name for the Mi-28 gunship helicopter. An apt name, since Havoc is exactly what it wreaks on your expensive tanks.
- Hind: NATO reporting name for all the dozens of variants of the Mi-24 helicopter.
- NSWP: Non-Soviet Warsaw Pact; a collective name for the in-game PACT countries that aren't the USSR (so Poland, East Germany and Czechoslovakia).
- Smerch: BM-30 Smerch, a Soviet heavy rocket artillery piece, but also used as a generic name for any rocket artillery.
- S-Tank: a common name for the Swedish Strv 103, the tank that doesn't look like a tank.
- Super Retard: Super Étendard, a French carrier-based strike aircraft that carries a retardedly powerful air-to-ground missile.


We have gotten reports that the Soviet Union has launched an offensive in Scandinavia. A viewer has sent us this footage filmed earlier this morning on his potato.

It appears that the Soviets are tank rushing. Full color version(9MB)


Basic tactics
All right, so you have an army. What do you do with it? Drive it at the enemy, of course. There are some things you need to consider while doing so, though:

- ALWAYS BRING RECON. Seriously, this is very important. Don't go anywhere without recon units. If you lose all of your recon units, don't try to attack until you have replaced them. Most units really can't see poo poo, and unlike many games, Wargame won't give you any convenient fog-of-war indicators. Enemies that your units haven't spotted are simply completely invisible to you, and it can be a nasty surprise to suddenly see a ton of missiles fly out of a hedgerow you thought was empty. Vision isn't a simple range-based thing either; the fact that you can see a tank a few kilometers away does not mean that the innocuous-looking building much closer to you is empty. Infantry in cover is especially hard to spot, especially if it's special forces or a recon squad.

- Don't forget your support. Don't forget to bring your anti-air with you, or you'll soon lose a whole platoon of expensive tanks to a single Havoc. Don't forget to use artillery either, it's very useful to stun things before your main force moves in.

- Use terrain and cover to your advantage. Hide your units whenever it is possible; a unit that can't be seen can't be fired at. Buildings, slopes and forests will block the line-of-sight needed for most weapons, so use that to hide from nasty things. When placing units in cover, the unit label will flash slowly when the unit is hidden; if it stops flashing, the unit has either been spotted or moved out of cover.

- Stop your units when you want to shoot stuff. Most guns can fire on the move, but their accuracy is drastically reduced when doing so, even tanks with very good stabilizers get reduced accuracy. Anti tank missiles generally can't be fired on the move at all require the firing unit to stand still during the entire flight time of the missile. This goes for AA missiles as well but thankfully most of them are F&F. Infantry can't fire their RPG's or most machine guns while moving, either. Use "attack move" command to get units to automatically stop and fire when they get in range of enemy units.

- Spread your units out. Bunching up makes you an easy target for artillery or a bombing run.

- Think about unit positioning. Watch out for buildings, people love putting ATGM teams in there. Expensive tanks and ATGM platforms want to stay at max range from their targets as they will be unlikely to return fire. Autocannons get much more powerful at close range and can tear though anything they get close and personal with. Anti-air needs to be close enough to the front line to provide cover, but not too close or they'll get sniped.

- Front armor forwards. Make sure you point your front armor against the enemy. It is likely stronger than the rest of it and you want to make sure your precious units don't get killed by cheap shots. The unit AI is good about keeping its front armor towards enemy it can see, but reversing away from danger is a sure fire way to ensure it.

- Remember your supplies. Units can only fight for so long before running out of ammunition and fuel. Keep them resupplied and repaired; it is cheaper to repair a unit than it is to call in a new one (particularly with expensive units).

- Don't throw planes away. Planes are expensive and fragile. They are powerful tools but those are a lot of points you could be investing in hardy long-lasting tanks. Do not chase down helicopters with your planes unless they threaten your very existence. Planes with (semi-active) radar missiles can't use them against choppers and are therefore particularly ineffective against choppers.


Blackhawks down, blackhawk downs

Assorted advice
- The default GUI is not very good. It is huge and cluttered. Thankfully you can change it in the options. European Escalation veterans might want to go to Options -> Interface to change it back to the classic EE style or to a custom. If you aren't a sperg you might still want RTS icons rather than NATO ones. Another pro tip is to set "Label merging" to never and to generally make the different elements smaller so they don't take up as much screen real estate.
- Control groups exist, and they work just like in every other RTS: ctrl + <number> to assign units to a control group, <number> to select it. They just aren't shown anywhere in the UI. Use this for your artillery parked way in the back of the map, so you don't have to scroll back there every time.
- Make sure you know what your important hotkeys are(fast move, attack move, stop, reverse, fire position). Check your key bindings. 'Fast move' is likely something bad and I suggest changing it to 'f'.
- The number on the command zones indicates how many deployment/victory points per tick you get from holding it.
- Don't use command jeeps. Don't use command choppers. Both have a few niche uses, but really, it's almost always better to just go with an armored command instead.
- Under Options -> Gameplay there is an option called "Automatic fire on buildings". This may sound good but it is pointless, so turn it off. It makes your units fire on enemy FOBs.

Wooper fucked around with this message at Sep 15, 2013 around 22:09

Wooper
Oct 16, 2006

Champion draGoon horse slayer. Making Lancers weep for their horsies since 2011. Viva Dickbutt.


Populist posted:

Do not use boondoggles against machines made to fight mans.


T-72B being strafed by a Danish Draken. (The joke is it is a bad plane with a bad missile)

Deck building

This first part is intended for deck building.
I'm lazy so this part isn't done yet. Enjoy some sample decks below.

Reference decks

This is a basic US deck for beginners. It made for conquest, team games up to 4v4. For destruction, 1v1 or large games(10v10) you may want specifically made for those games. There is also an advanced version that is not quite as basic, but gives you some more options.

More advanced version here.
In the basic version we got a standard setup of logistics unit. More or less armored CVs and a fair bit of supplies.
We get plenty of line infantry in marines(15 men squads). They come in fast transports, armored transports and choppers. We also bring stingers in cheap fast transports, and sadly the US do not have good ATGM squads.
Our support are plenty of Chaps for anti-heli and non-radar AA. We bring I-Hawks to shoot down planes and PIVADS for stunning.
We get tanks in four cards. They are heavy, medium but high armor, medium and cheap, with no special intricacies.
Our recon is cheap but not bad. You always want to have recon and having it cheap help in this.
Ground based ATGMs on a somewhat armored platform will help in fighting armor across the open.
The helicopters we choose are single purpose, highly effective units that doesn't break the bank.
Finally we get a card of CAP planes, plenty of bombers to throw at the enemy and a Raven to fight against the enemy air defenses.

In the advance version we replace on of the cards of chaps with some Avengers, they are neat units that are wheeled(fast) and can fire on the move. We want higher veterancy on the I-Hawks and sacrifice the PIVADS to do it.
The lighter tanks are dumped for two special units. The MBT-70 got decent armor, ATGMs and an autocannon that can fire independent of its other weapons. The M8 is an awesome gun with a good stabilizer stuck on a fast but barely armored chassis.
HUMVEE is unarmored but carry a more powerful missile.
The Apache is an expensive chopper with many powerful missiles.
Lastly we switch out our Eagles for a pair of Tomcats, one of the most annoying air defenses in the game. We get rid of the Raven and instead do these things: deploy less planes to get shot down, carefully micro our planes or do not give a gently caress. We replace one of the cards of Intruders with a Nighthawk, an expensive, stealthy, powerful bomber with a tendency to get killed decent air defense setups.


Here is a basic Soviet deck. It is not quite as basic as the US one shown above.

I do not have many comments on this other than that compared to NATO you will use the nice ATGMs on your tanks to keep your engagement range above the range of your opponents guns. Also make sure to turn off the radar-guided guns on your Tunguskas. It is a real shame to lose your best anti-helicopter AA to SEAD.



Infantry assault on a bombed out town, from both the attacker and the confused routing defender's perspective

Unit highlights

BMPT
The BMPT is an obscure Russian 80s prototype tank. If you search the internet for this unit you might find a BMPT from the 90s but it is not the BMPT you are looking for. The game devs figured they would give the unit this name because they got the same capabilities or something. There are only a few sources, all in Russian of this vehicle never called 'BMPT', but rest assured it does actually exist. A whole one(1) of them was ever made.

This unit is like some designer just wouldn't stop adding more things to it. It's gonna have an autocannon, a mortar and an automatic grenade launcher. And it will have the armor of our heaviest T72s and it will be faster than any tank. In game terms the combination of high armor with an autocannon is ridiculous at close ranges. This unit is now 80pts but at one time it had the price of 45pts and the grenade launcher had longer range and would stun the heaviest tanks instantly.

AVRE/CEV
Goodnight, sweet price
These Spigot mortar tanks were once neat little units. They functioned as short range artillery with quite the high HE power(14 which is like the largest artillery pieces). You used the fire-at-position command and the unit would fire one fairly accurate shell. You could do quite well with these against infantry in the open or garrisoned in buildings.

The devs figured they would buff this unit by changing the way it worked. Instead of the indirect fire it used it would get a sort of direct indirect fire. It would target and fire at units in its line of sight had a chance to hit the top armor with its shell. This means you no longer had to babysit them, manually targeting them and you can use them in support of your other units. Unfortunately there was this bug with this change. The unit could use this direct fire against any units within its range regardless of its actual line of sight. As long as some other unit spotted for them they could fire through mountains with pinpoint accuracy. If you had several they could work together to kill the heaviest tanks easily with the high HE shots landing right on the top armor of the enemy.

Overnight this became the most overpowered unit in the game. You could base your whole army on just these and recon and roll any opposition. A few days later a patch was released to fix this bug, ending the good times for this unit. The devs does not know how to be delicate and instead of just fixing the bugs that allowed the unit to fire without line of sight, nerfed it greatly. The accuracy was reduced so much that it has trouble hitting anything. Its firing rate was reduced to a ridiculous low. Combining the low fire rate with the reduced reload rate of any morale damage it would take from return fire means it will most likely only be able to fire a single shot. This unit is now useless, RIP.

M113 Gavin



http://i.imgur.com/WxSjuVt.jpg keeping this link in a safe place for the future

Do you any request for something you want in the op?

Wooper posted:

If you want to contribute to the op read this.

If you are interested in writing some unit highlights describing cool units or you have some past patch nostalgia to share, I will put them in the op*. A paragraph or two will do(like the ones I posted).

If you have some reference deck write a post with a picture, hosted on imgur(I use their built-in thumbnails to keep the op small). I will put the thumbnail together with a link to your post, justifying your choices, in the op*.


*If they're not poo poo.

Wooper fucked around with this message at Oct 10, 2013 around 21:30

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan


I wish Eugen would just make Red Dragon an expansion to this instead of going all Call of Duty on us.

Ugly In The Morning
Jul 1, 2010


Deutsch Nozzle posted:

I wish Eugen would just make Red Dragon an expansion to this instead of going all Call of Duty on us.

I dunno, they do add a lot to each iteration. And give free DLC for each. And it's 40 bucks before any discounts they give for owning the prior game (I only paid 30 for ALB, which is a pretty good expansion price). They aren't really fuckin' us or anything.

What are some good unappreciated planes? I hosed up a T-80 rush in campaign today with an F5A. It did poo poo for damage, but its crappy little rockets stunned the tanks long enough for my stuff with real actual guns to kill them,

SRQ
Nov 9, 2009

by Fistgrrl


The key to deck building is gently caress it just make thousands of gimmick decks, try them against pubbies, and adjust as needed.
It's post post post in video game form.

Davin Valkri
Apr 8, 2011

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


SRQ posted:

The key to deck building is gently caress it just make thousands of gimmick decks, try them against pubbies, and adjust as needed.
It's post post post in video game form.

Shouldn't you try them against the AI first to make sure there aren't any spectacularly glaring deficiencies?

fuck trophy 2k14
Jun 8, 2012

If you rub it, it will get stiff.


No, because playing against the AI is awful.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.



Glad my gif made it into the new OP.

Hob_Gadling
Jul 6, 2007

"I am angry, angry about alternative gender identity elves!"

Might as well mention the best mod for Wargame: HobMod!

http://hobmod.com/

SRQ
Nov 9, 2009

by Fistgrrl


Davin Valkri posted:

Shouldn't you try them against the AI first to make sure there aren't any spectacularly glaring deficiencies?

Nope that's for a 4v4 match.

Tulip
Jun 3, 2008

I have no country to fight for; my country is the earth; I am a citizen of the world.

Helicopters frequently have 4 or 6 HP

So i'm pretty newbish but there are some things i know:

Always bring supplies. Losing dudes from getting hit with with missiles is one thing, losing them because they lack ammo is just plain old embarrassing.

Tanks and infantry are for killing mans. Sometimes helicopters and 'vehicles.' But artillery is not for killing mans. It stuns, panics, and blinds them, but killing is not really a priority.

Recon is king, you can't kill what you can't see and that cuts both ways.

There are a lot of plane options and they're overwhelming and what you need to know is to take the units with the longest anti-plane range you can and sprinkle them about.

ghetto wormhole
Sep 15, 2008


Ugly In The Morning posted:

I dunno, they do add a lot to each iteration. And give free DLC for each. And it's 40 bucks before any discounts they give for owning the prior game (I only paid 30 for ALB, which is a pretty good expansion price). They aren't really fuckin' us or anything.

Yeah really, I don't mind paying the price of an expansion(actually less for some expansions) for something that's pretty solidly in sequel territory.

explosivo
May 23, 2004

Fueled by Satan

Hnnng I've been holding off on getting this for so long, now that it's $20 (this weekend only) I think I'm ready to pull the trigger.

cl_gibcount 9999
Aug 15, 2002

And so it was proclaimed that henceforth all entities must expel a minimum of 10 hearts and 6 skulls upon exploding.


Tulip posted:

Helicopters frequently have 4 or 6 HP

Also the Apache and the Havoc come in at 8 hp, because why not!

ghetto wormhole
Sep 15, 2008


cl_gibcount 9999 posted:

Also the Apache and the Havoc come in at 8 hp, because why not!

Hinds have 10hp and 1 frontal and side armor so they're WAY tougher to shoot down than NATO choppers.

cl_gibcount 9999
Aug 15, 2002

And so it was proclaimed that henceforth all entities must expel a minimum of 10 hearts and 6 skulls upon exploding.


Oh yeah I know. I was just referring to how chopper HP values are all over the board compared to everything else in game.

SRQ
Nov 9, 2009

by Fistgrrl


Tulip posted:

Helicopters frequently have 4 or 6 HP

So i'm pretty newbish but there are some things i know:

Always bring supplies. Losing dudes from getting hit with with missiles is one thing, losing them because they lack ammo is just plain old embarrassing.

Tanks and infantry are for killing mans. Sometimes helicopters and 'vehicles.' But artillery is not for killing mans. It stuns, panics, and blinds them, but killing is not really a priority.

Recon is king, you can't kill what you can't see and that cuts both ways.

There are a lot of plane options and they're overwhelming and what you need to know is to take the units with the longest anti-plane range you can and sprinkle them about.

Artillery is amazing at killing AA or ATGM clumps.

hhhmmm
Jan 1, 2006
...?

Ugly In The Morning posted:

I dunno, they do add a lot to each iteration. And give free DLC for each. And it's 40 bucks before any discounts they give for owning the prior game (I only paid 30 for ALB, which is a pretty good expansion price). They aren't really fuckin' us or anything.

Both games have been excellent value for money. I'm happily paying for the next one too.

SRQ posted:

Artillery is amazing at killing AA or ATGM clumps.

Also CVs if you are lucky enough to spot one.

explosivo
May 23, 2004

Fueled by Satan

Holy poo poo, this game!

I'm a bit overwhelmed by the unit selection right now but I'm sure it'll become second nature the more I get into it.

cl_gibcount 9999
Aug 15, 2002

And so it was proclaimed that henceforth all entities must expel a minimum of 10 hearts and 6 skulls upon exploding.


Start with one of the smaller nations (not US or USSR) and see what kind of stuff they have access to. Then move up to the big guys and you'll have a good idea on what kind of things make certain units better than others. Finally you can pick and choose what kind of stuff to take in mixed decks among all those units.

A good choice to start with in NATO is probably W.Germany.
For PACT I would recommend Poland.

explosivo
May 23, 2004

Fueled by Satan

Thanks for the advice! I started out with the easiest campaign and only managed to win thanks to the handicap essentially by holding my position long enough to win. I imagine Skirmishes/online battles are a whole other beast though.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.


explosivo posted:

Thanks for the advice! I started out with the easiest campaign and only managed to win thanks to the handicap essentially by holding my position long enough to win. I imagine Skirmishes/online battles are a whole other beast though.

Honestly, MP is not as hard as you probably expect it to be. Get on mumble if you can, and get in 10v10s otherwise. Most pubbies are not very good. I wouldn't recommend skirmishes past learning units and weapon types, the AI will just teach you some bad habits if you do plan to play online.

Alchenar
Apr 9, 2008

The level of betrayal I felt when Paradox announced their new wallpaper tore something from me that I'll never be able to recover. They tore away my ability to respect anything, and they tore away my ability to feel human.

explosivo posted:

Thanks for the advice! I started out with the easiest campaign and only managed to win thanks to the handicap essentially by holding my position long enough to win. I imagine Skirmishes/online battles are a whole other beast though.

What Mazz said. Pubbies are so bad it's almost impossible to lose so get on mumble and play games with goons, it's the fastest way to get good.

a terrible ivan
Jul 26, 2011

We had an interpreter. He got drunk as a lord when he had to translate. So we cooked him in boiled water.

So it turns out that for some men 9 FOBs (8 own 1 allied) and several 1500l supply trucks are not enough.


All those rockets only killed a few unlucky infantry squads and some trucks. Nonetheless, Pact won this game, so this is a Viable Tactic, possibly?

Mukip
Jan 27, 2011

Forever!

http://www.wargame-ee.com/forum/vie...p?f=101&t=32098

Anybody interested in putting together a team for this 4v4 tournament? It's conquest mode. Together, we can enjoy the pleasure of playing against quadruple Soviet T-80U spam in tryhard matches.

wins32767
Mar 16, 2007



Mukip posted:

http://www.wargame-ee.com/forum/vie...p?f=101&t=32098

Anybody interested in putting together a team for this 4v4 tournament? It's conquest mode. Together, we can enjoy the pleasure of playing against quadruple Soviet T-80U spam in tryhard matches.

I'm on vacation this week or I'd do it. If we clear the first round I'd be down.

Ugly In The Morning
Jul 1, 2010


Mazz posted:

Honestly, MP is not as hard as you probably expect it to be. Get on mumble if you can, and get in 10v10s otherwise. Most pubbies are not very good. I wouldn't recommend skirmishes past learning units and weapon types, the AI will just teach you some bad habits if you do plan to play online.

Campaign is good for opening your eyes to playstyles you might not try otherwise, at least. Never tried an air assault deck without tanks before I played the campaign.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester


a terrible ivan posted:

So it turns out that for some men 9 FOBs (8 own 1 allied) and several 1500l supply trucks are not enough.


All those rockets only killed a few unlucky infantry squads and some trucks. Nonetheless, Pact won this game, so this is a Viable Tactic, possibly?

Variations of this are, yes. Not really with rocket artillery, due to extreme supply hunger, per-launcher cost, and lack of Cat-C nature to feed you enough supply trucks. And rocket artillery is simply not accurate enough to get kills, so you never really make back your points. I've tested this out a few times and never been able to get a good value out of it (except when Smerches in particular were grossly overpowered).

However, mortars can do this more effectively given their less ammo-hungry nature and bigger starting magazine. I have a Mixed NATO Cat C 120mm Mortars deck that has performed fairly decently every time that I've used it (and performs doubly well when you can pair off with someone who can back you up by holding the line and following up with armor and infantry, as well as supplying AA since you won't have room).

It basically relies on West German 120mms, at high veterancy, as many as you can, supplemented by the US M106 (has less range than the Germans' PzMrs and M113 mortars). You end up with about 45 (more if someone quits) mortars split between 3 models (get all of the W-German ones first before getting the US ones), and you can fit in roughly 200 supply trucks. This is enough to keep your mortars fed since they'll last quite a while before needing resupply. The best part is that you can call in nearly ALL of your mortars from the start of the match.

Salvos of over 100 120mm rounds on an observed target are like a death laser. T-72's and worse die in usually one salvo. Higher end T-64 types die in usually one or two -- T-80's usually in two. However even if you don't get the kill, you've severely damaged their morale and often get an instant rout. You can wipe out a FOB in a single salvo, denying their resupply. Infantry platoons melt instantly, even ones entrenched in buildings get destroyed or heavily damaged. You can smoke an entire zone with some careful micro, making assaults borderline trivial. It completely demolishes stalemates on the flanks in 10v10s. It's less viable but still doable in a 4v4 if you can get some other goon to hold the line with you while you all push on a different flank.

Counterbattery is rarely a problem if you have them keyed up into groups by type (all of your PzMrs. in group 1, all of your M106 in group 2, etc.) and as soon as you give the fire order, give them a queued move order (shift + move) and they'll scoot as soon as they've finished firing. The big threat to you is air strikes -- and given that you are using almost all of your support slots for mortars, you won't have much of your own, so this requires a strong AA network.

But yes, it's actually Viable Tactic to do massive artillery spam. Just not really with rocket artillery.

ArchangeI
Jul 15, 2010


Mukip posted:

http://www.wargame-ee.com/forum/vie...p?f=101&t=32098

Anybody interested in putting together a team for this 4v4 tournament? It's conquest mode. Together, we can enjoy the pleasure of playing against quadruple Soviet T-80U spam in tryhard matches.

Looks like the first round is already done?

Ugly In The Morning
Jul 1, 2010


a terrible ivan posted:

So it turns out that for some men 9 FOBs (8 own 1 allied) and several 1500l supply trucks are not enough.


All those rockets only killed a few unlucky infantry squads and some trucks. Nonetheless, Pact won this game, so this is a Viable Tactic, possibly?

What's the air defense situation on those things? I'm looking at that screenshot and really wanting to send in a few F-16's for the sweet sweet points bonanza.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Or hell, some Delta Force.

Damegane
May 7, 2013


Is there any way to skip the intro logos? I know you can just mash ESC to get through them, but with most games these days you can either rename some video files or enable a commandline switch to skip them.

Ugly In The Morning
Jul 1, 2010


Hubis posted:

Or hell, some Delta Force.

I usually use airstrikes to take out artillery to minimize their time to move the launchers, but yeah, with how tied to FOBs those things are, the delta force could just walk there if they were that way inclined. Maybe stop for coffee on the way.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Mukip posted:

http://www.wargame-ee.com/forum/vie...p?f=101&t=32098

Anybody interested in putting together a team for this 4v4 tournament? It's conquest mode. Together, we can enjoy the pleasure of playing against quadruple Soviet T-80U spam in tryhard matches.

I'd be pretty interested in this, but it depends on when we'd be playing. I have a busy social calendar.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Ugly In The Morning posted:

I usually use airstrikes to take out artillery to minimize their time to move the launchers, but yeah, with how tied to FOBs those things are, the delta force could just walk there if they were that way inclined. Maybe stop for coffee on the way.

To be honest, just one or two MRLS fired at that general area as counter-battery would likely be enough to reduce morale on all those launchers that their RoF and accuracy would be essentially nil.

The Mantis
Jul 19, 2004

what is yall sayin?

Leif. posted:

Counterbattery is rarely a problem if you have them keyed up into groups by type (all of your PzMrs. in group 1, all of your M106 in group 2, etc.) and as soon as you give the fire order, give them a queued move order (shift + move) and they'll scoot as soon as they've finished firing.

Wait can you hotkey-group units together? Group 1, Group 2. Etc?

Disclaimer: I'm bad.

Agean90
Jun 28, 2008


Yep! Control-1, 2, so on so forth. I usually use it for artillery and helocopters.

hhhmmm
Jan 1, 2006
...?

a terrible ivan posted:

So it turns out that for some men 9 FOBs (8 own 1 allied) and several 1500l supply trucks are not enough.


All those rockets only killed a few unlucky infantry squads and some trucks. Nonetheless, Pact won this game, so this is a Viable Tactic, possibly?

Rocket arty is really good at stopping enemy assaults or protecting your own assaults via morale damage.
I've also heard it can be used to stun AA before SEAD missions.

Uncoordinated launches from spawn is a complete waste.

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SERPUS
Mar 20, 2004


This game is fun and easy get into, but the most glaring problem you'll experience right away is the skeleton crew of a player base. Expect to wait around 50 minutes for a 20 player game to launch. Playing during non-primetime hours? - no multiplayer games at all.

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