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Xerxes17
Feb 17, 2011


(Most of the OP shamelessly borrowed from the Previous thread's made by Woop)
https://www.youtube.com/watch?v=lw3az0LsKc0

What is Wargame: Red Dragon?

The short answer is that it's the most interesting RTS released in years.

Wargame: Red Dragon is a real-time strategy game available for PC with Mac OS X and Linux coming soon It is a 'tactical' style game, without base building and resource management, set during the Cold War/Alternate 90's. 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 2013's best yet least hyped strategy games, What is Wargame: Airland Battle. The biggest thing new to this compared to the previous game is airplanes botes. This bring a new dimension to the game and changes it significantly, for the better. ranging from bad to irrelevant. Thankfully, a majority of the maps are still ground/air focused so you can safely ignore them if you so wish.



Wargame:RD is a game about the cold war going hot and a "what if" the USSR didn't fall in 1991. The Single player campaigns are set between 1979 and 1987 with another campaign set in 1992 coming soon via free DLC. However despite the focus on the Far East theater, all of the old European nations of ALB are still here, with some being updated to the new time frame that extends to approximately 1995. Of the old nations, the Scandinavian and East Bloc countries will be getting updated to 90's standard in an upcoming post-release update. Despite this, they are still very playable. So if you want to see your Vikings in STRV-103's shooting at Koreans in Ch'onma-ho's then go right ahead. The game has many different ways of playing. 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? Now you can even add amphibious landings with frigate/destroyer support to the mix.

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



Gameplay

Wargame:RD 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 various areas of the Far East. You can play against the AI. 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.

https://www.youtube.com/watch?v=IoXwdVJIlk0

n 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 1400 units in the game, split into the two factions, BLUFOR and REDFOR. 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? Airborne ANZAC light infantry with a Sea Lane denial focus? :australia: 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 AI players will come soon. 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.

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 :911:, Great Britain :britain:, France :france:, West Germany :godwinning:, Norway :norway:, Denmark :denmark:, Canada :quebec: and Sweden :sweden:, Super-Kawaii Nippon-Chan :japan: and South Korea :csgo:.
Fighting for the forces of darkness liberation of the people; the Soviets :ussr:, Poland :poland:, Czechoslovenia :tito:, German Democratic Republic :eurovision:(http://i.imgur.com/o0kSpAX.png), The People's Liberation Army :china: and the Glorious Orange Juche Warriors of the Mountain Kingdom of North Korea :orks101:.

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.

Oh god I don't want to fuckup and have goons hate me :ohdear:
Relax buddy, all the goons that play this game are very relaxed and won't flip the gently caress out on you for being new to the game. As long as you can follow directions and take advice you'll be stomping pubbies in no time. 90% of pubbies in this game are loving awful at it.

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.

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

Links
- Old thread
- LP of the previous game, Air Land Battle by SerCypher
- Official site
- Official forums (as with all pubbie forums, quality of posting is highly varying absolute dogshit now as it has been infected by maximum :godwinning: nationalist dickwaving, but it has a pretty good dev presence)
- http://www.wargamerandomdeck.com/ This will give you a totally random deck! Made by Power Crystals.
- http://imgur.com/a/6Qqwp An album of all the maps from the devs with a top down perspective.

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. They are Mukip, TheFluff, DandyWalken and myself, so if you want something changed or at least looked at by the devs, give us a yell.

Short list of thread titles
Wargame:Red Dragon - King Kongo vs Mecha-Udaloy
Wargame:Red Dragon - The Moskito Fleet

Xerxes17 fucked around with this message at 04:22 on May 8, 2014

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Xerxes17
Feb 17, 2011



TRAPPED IN BAD PLAYER FACTORY SEND HELP

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

:siren: Me and Shanakian have massively :spergin:'d out and made a big ~spreadsheet~ that explains a lot of the esoteric game mechanics of this game, you can always find the latest version here: :siren:
http://www.wargame-ee.com/forum/viewtopic.php?f=189&t=42234

This primer was written by Mukip and TheFluff, and edited by woop and now me. Note: my spell-checker is an American Australian 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

Airplane Control, by Arglebargle

quote:

Fighter Micro MegaPost

Timing is incredibly important in the ASF game. Two seconds between orders can mean the difference between your expensive fighters owning the sky or splatting unceremoniously against the terrain. This means you have to manage your attention. When you are doing planes, be doing planes and not other things. If you get distracted by something, evac your planes. The #1 way you will lose planes, especially air superiority fighters, is not paying attention to them. Remember they are expensive, fragile, highly visible, and fast. They can arrive in a bad situation and die in literally three seconds. Keep your eye on them or remove them from the board with the evac key. (It's V) As of Red Dragon hotkeying planes finally works correctly, so do that. I usually hotkey them to 1 2 and 3 just so I can give orders as fast as possible or mash SHIFT123V if things have gone pear-shaped. They are the most time sensitive units you have so use those hotkeys.

Do this and you will eliminate probably 50% of your plane deaths right off the bat. Always be watching them when they're out. For the rest of those 50% deaths, we need to talk about how to use planes.

1: How Not to Lose Fighters.

Fighter combat is the most time-critical thing you can do in Airland Battle. It doesn't actually take much clicking or brain power, so it's not the most micro-intensive thing, but it takes a keen feel for timing. This means they need the most attention. A one or two second difference in order timing can mean air dominance or defeat. Fighters are so fast and agile that a second wasted in giving an order can mean the difference between an easy kill and a pointless loss. So again, pay attention to your fighters. Here's some advice about specific situations:

Don't circle fighters, but especially don't circle fighters together. Two fighters circling in close formation are exactly as vulnerable as one, but twice the target. If you must circle fighters space them out so that they can cover each other's tails. You can do this just by putting 2-3 seconds between calling in two fighters to the same point. Ideally if some enemy fighters come by for an easy kill, at least one fighter should get a chance to fire radar and IR missiles on them as they attack.

Circling radar fighters is fine -- in the midgame, behind your lines, so they can react to bombers faster. (You will still occasionally lose them when you're not looking.) In the first two minutes, it's not fine. A circling fighter is very likely to die to a fighter that's been ordered to kill it. Against two it's toast. This is because fighters only shoot radar missiles on-boresight, and off-boresight IR missiles still have something like a 140 degree forward fire arc. A circling fighter spends about 70% of its time unable to return fire at long range against an attack from any one vector.

Two fighters with two missiles are better than one fighter with four missiles, missiles and fighters being equal. I know we all want to kill helicopters but in an air scrap shooting twice as fast is much better than shooting twice as long. In IR and gun range, especially in a confused furball with 4 or more fighters where nobody can micro well, numbers will tell more than technology.

Fatter fighters need closer attention. An agile fighter like an F-15, Su-27 or Rafale can recover from a mis-micro or change vectors in response to a new situation much faster than even marginally less agile fighters like the Tornado or F-14. Fat fighters can get themselves into situations where there's no hope of escape, and no way to fight back, if they are left circling and a more agile fighter catches them at the wrong time. If you get a Su-27 behind your Tornado you'd better pray he's out of missiles and out of fuel because there is no other way your Tornado will survive that. You can evac the Tornado, order it to attack the Su-27, whatever, but it will not be able to get the Su-27 off its tail because it's just not agile enough. Your only hope in a situation like this is to either avoid it in the first place or fly over a friendly AA site. F-14 and Mig-31s absolutely need babysitting in the early game, since they're both fat and have no IR missiles. If something gets within 10km while they're circling away they need to bug out immediately.

Never forget that evaccing planes climb, and climbing means losing airspeed. If you evac with an equal speed fighter closing, he will gain on you very considerably before he has to start climbing too.

DON'T TURN AWAY FROM AN ATTACKING FIGHTER. Especially to evac. 90% of the time turning a fighter away from an oncoming attack is the wrong decision. Against a good (1000 kph F&F radar missile) fighter with a full payload it is suicide. That Su-27M or Eagle or Rafale will crawl up your rear end and unload all its missiles and fire one or two bursts from the cannon in the time it takes to evac. A head-on attack run, though, is a roll of the dice. Even a lovely fighter like a J-7 can get lucky rolls on its gun and IR missiles and stun or even kill a 160 point fighter in a head-on pass. Or it can die. It's likely to die, what with the Eagle getting the first shot with its longer range missiles. But the J-7 certainly can't evac in time to escape. A roll of the dice is better than certain death.

That was the same game (I think) where I got a Su-27M kill turning a damaged Rafale into him. The Rafale was really unlikely to survive, but the Su-27 was mis-microed and turned away. Low chance of survival turned into free kill by turning into an attack.

2. How to Get Fighter Kills

Pay more attention than the enemy. Give important helicopter orders before you call in starting fighters. Your helicopters will take 40-60 seconds to get where they're going. Keep your eyes on the fighters. Seconds count. Launching a little late has more advantages than disadvantages anyway.

Don't commit to attacking helicopters until you have to, and even then you really shouldn't with your radar fighters until you're sure the enemy has played their hand.

Watch for ASFs making attacks on helicopters. They are easy kills. You can afford to lose 50 points of helicopter better than they can afford to lose 100+ points of low availability fighter.

Be an opportunist. Watch for air scraps that you're not a part of: you want to be a part of them, but a few seconds late. Damaged, stunned, and low ammo fighters are all easy pickings. IR missiles shoot so fast that most fighters will have exhausted their supply in a few seconds of fight and they're not likely to be micro-ed well enough shoot radar missiles at you as you come in. You can't wait with these, get there too late and you waste missiles on thin air as they evac, get there too early and you look like a hero to your teammates.

Watch for circling fighters and turn in on them when they start to circle away. Don't worry too much about the approach, if you have equal numbers they're still easy kills even if you catch a radar missile on approach.

Don't follow a fleeing fighter over enemy territory very far, if it's being microed back the enemy is paying attention and is likely doing something sneaky.

3. Bombing

Strike aircraft micro is a little more relaxed: these guys aren't going to be making any radical maneuvers, although you should still keep an eye on them in case they fly over a concealed AA site and need to evac. Assume enemy territory is covered by AA unless you know otherwise; failing to make this conservative assumption is how most new players lose strike planes. Here's a checklist to consider before you send in strike aircraft:

-Do I need to attack this with a plane? If the answer is no, don't send the plane.
-Do I know the AA environment? If the answer is no, ask your teammates. Be aware that they may give wrong answers. Consider sending a cheap helicopter in as a sacrificial recon-by-lamb.
-What path will the aircraft take? You can control this 100%, so there's no excuse for flying over things you shouldn't. Try to select an approach that stays within friendly territory, but is oblique enough that your strike plane won't overfly enemy territory. You can always call planes onto the map with a move order, move them to a location that will give their final approach the desired angle, and then order the attack. For example, if calling in a strike along a straight front, you want the plane's approach to be more like 45 degrees to the front rather than flying straight at the front. This way it will turn back towards your lines faster and spend less time in range of enemy AA.
-Where will the plane evac? Planes tend to evac towards their call-in point, so again try to plan your approach so that the plane will turn in a safe direction. If you call in the plane straight from the call-in point to the strike it can be a total crapshoot which way the thing will turn on evac. You will hear much cursing on mumble about this. Call your planes in at an angle to the front and alleviate this problem.
-Do they have fighters covering the target? If yes, don't call in the strike.
-Do I want to trade this plane for the target? If all else fails, remember that an AA network can rarely bring down a plane before it launches its ordnance. If you're willing to trade the plane for the target, it may be worth a kamikaze run.

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.

Xerxes17 fucked around with this message at 04:21 on May 8, 2014

Xerxes17
Feb 17, 2011

Mukip posted:

Wargoon Starter Guide

Things to do before you are ready to get properly mad at video games:

1) Disregard anything you learn from playing the computer opponent. It cheats and provides a poor impression of what multiplayer gameplay is like. Don't neglect playing with Goons so that you can "practice with the AI".

2) Build your deck. Maybe decide a deck strategy, maybe not?

3) Get on Mumble with other goons and join a match lobby; never play with pubbies.

4) It's important to spend the deployment phase coordinating a team strategy on the fly, because we're all too lazy to do pre-match planning.

5) Stomp pubbies/get rolled by a clan.

6) Complain that random pubbies are too easy/artillery and planes bombing all your poo poo and there's nothing you can do/all-goon matches are too stressful/historical in-authenticity/the meta/Eugen/pubbie forums/Sparky.

7) You've made it. Your otherkin form is a blue dragon (Japanese).

Here's a step-by-step program to playing this game I guess:

Part one: Your Deck
This is super important. If you've ever played tabletop games (you nerd) then you'll know how important it is to think beforehand about how your units come together as a cohesive whole. The Wargame series has revealed that thinking about anything beforehand is not really a goon attribute, but this is not the crippling flaw it might be if the pubbies in this game were not so terrible. If you feel apprehensive about your skill level, then don't; being on Mumble with other Goons means you will automatically win 90% of your games because voice comms are overpowered. There are literally pubbies who have been playing this game franchise since it launched years ago who you could surpass in skill within a single day of playing with Goons. With that in mind, you can probably stop reading this guide now and get going.
A strategy, according to Google anyway, is a plan of action designed to achieve a long-term or overall aim. In Red Dragon we can consider deck building and pre-match/deployment phase planning to be the strategic aspects of the game. Deliberately or not, this is why everybody being on voice comms tends to win matches almost automatically against pickup opponents, since they lack the ability to coordinate a strategy amongst their team.

Broadly, there are three types of decks which are useful in a multiplayer match:
*An elite force of high-end, veteran units. These decks are the ones that slug it out over the course of the entire match in a grinding battle of attrition. They have the greatest ability to wear down the opponent and conquer held territory, but you must carefully avoid suffering too many losses since replacing expensive units is time-consuming and you might even run out of units to bring on.

*A scrappy horde of obsolete trash/wheeled gimmicks/whatever. These types of decks often do a singularly terrible of job of actually fighting the opponent, but they can rapidly secure flanks and put up "doorstop" defences, and round out the capabilities of an elite deck if paired with another player. Having a strategic sensibility and coordinating heavily with other players is key to these decks.

*A focused, early-game rush deck that can reliable secure forward sectors. These types of decks can range from elite to trashy, but they all serve the same purpose; getting into a forward sector before the enemy does. Whoever has the territory advantage in Wargame has a significant advantage. These decks will have lots of helicopters and planes, engaging in a short and sharp initial skirmish with the equivalent enemy rushers in order to establish an early-game advantage. All-wheeled vehicle starts are a more challenging alternative to helicopters.

The effectiveness of decks is heavily map dependent, and it's also important to consider the terrain surrounding each sector. A sector which is heavily enclosed by forests and buildings is a totally different proposition to one which is relatively open. The best decks are made with a clear and focused sense of what you are trying to accomplish with them. A good thing to do is think about hypothetical

scenarios, such as:
"what would I do if I have to attack a city?"
"what would I do if I have to fight over an open plain?"
"If I need to secure an area without diverting my main force?"
"If the opponent has a qualitative advantage?"
"If the opponent has a numerical advantage?"
etc

Here's an example of an elite-type deck made with the archetypical faction for high-end goodies; the Soviet Union:

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There a lot of powerful and super-expensive toys in here. I've made full use of the USSR's ground-based SALH-missiles, which have a longer range and travel faster than most anti-tank missiles. They are mounted on the T-80 tanks and BMP3's which are both also better by armour than most ATGM-carriers, another Soviet advantage. It usually pays off to play to the nation's strengths like that. Combined With an artillery-resistant T-80 command tank, this deck has some units which would make me well suited to duking it out in a heavily contested sector.

If I were facing these types of units with their powerful and long-ranged weaponry, I'd want to use ground-attack planes to deal with them. Anticipating that response, I have included lots of powerful AA units since 'heavy' tanks are a magnet for planes. Obviously, it's important to account for likely enemy responses to your strategy. Alternately, I might simply be outgunned by enemy armour, such as the Challenger 2 or Leopard 2A5 which possess the ability to defeat my T-80's in a straight brawl. For that situation I've gone with the best anti-tank ground-attack plane I can get my hands on, the Su-27PU, to ensure that I am not dominated by enemy armour. This choice has also necessitated the inclusion of a high-end SEAD aircraft, the MiG-25BM, which is used for hunting enemy radar AA units, since I can fairly assume that enemy heavies will be as equally well-defended by AA units as mine are. I also have an Akula helicopter carrying powerful anti-tank missiles, and some Konkurs-M jeeps with even more high-AP ATGMs. I've tried to ensure that I won't be outgunned by enemy ground forces since that is my own specialization here.

My own infantry units are well suited to fighting in urban terrain, Spetnaz are very powerful anti-infantry units with napalm rocket launchers and I have enough Motorstrelki and Sapery backing them up to ensure they don't get overwhelmed. My centerpiece for urban battles is the TOS-1 Burrito, a unique artillery piece with an extremely short range, but the ability to carpet a large section of a city in napalm. A one-two punch of Burritos and Spetnaz will be hard to deal with for urban defenders.

I can't buy all of these expensive toys at once, or at least not in great numbers, so I have attempted to cut costs in areas which I feel are of secondary importance to my deck's focus. My recon units are fairly inexpensive and expendable. The cheap SPAAG-trucks and Second World War tank destroyers are super cheap and mainly used for backfield defence and securing flanks. The mortar carriers are mainly there for smoke barrages I have two cards of Yak bombers, one napalm and the other iron bombs, which are not especially good planes but aren't too expensive either. The Yak-141 is not the best fighter I can get, but I figure it is the most cost effective when purchased singly, since I likely won't be able to spare the points to save up for a whole fighter armada and my ground-AA units are very expensive too. The Mi-24A is an inexpensive attack choppers with powerful rockets; a cheap support unit for problem solving. It's important not to have expensive toys in every category because it will quickly become impossible to replace losses; in this way I've ensured that my elite units can still be provided with combined-arms support.

Part two: Deployment

What does this deck look like in action? Well here you can see me spending my initial 1000-point allowance on a starting force:


I've gone for a T-80UK command tank as my main fighting option; it also saves me a few points by combining command vehicle and tank into one unit. Naturally I've brought a hardcore array of AA units (Strela-10 and Buks) to defend this tank because It's a lot of points invested into a single unit and I can guarantee somebody is going to try and bomb me. Forget what a real army might look like, in Red Dragon this is what a sensible ratio of AA to tanks looks like. Inside those BTR-70s are four squads of Mototstrelki and two Spetnaz, the Motorstrelki have anti-tank rockets so they are better off defending the outskirts of cities and, being more expendable, should also eat up bombing runs while the Spetnaz will chill out further back within the cities and respond to threats. In the event that the opponent secures the city before I do then that's not a problem the Burrito shouldn't be able to solve. Naturally, I have a recon jeep for spotting enemies. You always need to bring recon of some kind.



Now you can see that my units have moved up to take a sector and my choice of units should hopefully start to make sense to you. You can see that I am holding one sector, and further up there is another sector which will normally have been capped by the opponent. Separating the two is a town. Having stationed infantry and the Burrito around the town I shouldn't have problems holding it for the time being. My other concern is the opponent attempting to flank me, I've moved the now empty BTR-70's to one flank until I ca afford to establish a firmer defence there, and stationed my other units towards the other flank. The T-80 command tank is my primary defence against flanking attackers. This is a solid position that I can build on to attack the enemy-held sector or repel their assaults

All of my units are in cover. Where possible, everything should always be in cover. It serves the purpose of hiding your units from enemy view which makes them far less likely to be the subject of bombs and/or artillery. Recon units, especially high-flying recon choppers, have a very long vision range but as soon as your units get into cover they can't see poo poo.

Another thing you might not have noticed here is that I am using an alternate UI. If you don't like the standard UI then there's a bunch of options for changing it in the options menu.

Part Three: Team Strategy

So now that you have a deck built and some semblance of a strategy to go along with it, the next thing to do is figure out how you can fit in with other goons. When the match starts, give the middle of the map a look over, quickly check if there are any sectors which seem like they would be advantageous to your deck, and call on comms that that's where you are going. Normally, in a 4-player match, two players will double-up on an important sector which is likely to be contested while the other two goons will try to cap the other parts of the map. You might want to check that the players doubling-up on a sector have complimentary decks. A helicopter rush deck followed up by an elite deck for instance is a fairly good option, but two low decks or two decks lacking any powerful units will struggle to make progress.

Once things get going this can change, it might be that up to three players are needed at the hotspot to fight off a concerted enemy attack, be sure to pay attention to what's going on and think about how you can best contribute. It might be that your goon allies are lacking some key units which your deck possesses, or that they are focusing so much on that particular battle that there are exploitable gaps in the line elsewhere that need to be plugged. Maybe they just need you to bomb the hell out of the enemy with planes and artillery. Perhaps you could succeed in attacking another sector while the opposing players are busy elsewhere, or at least force them to draw off forces in order to respond to your threat. Try not to be content with just sitting in 'your' sector endlessly fortifying it.

Part Four: Tactics

This would be a good time to reiterate the importance of reconnaissance. Most of the time, your units can't see poo poo until they are staring the enemy in the face. This is really bad for tanks which can be picked off by ATGM fire while unable to return fire, and downright catastrophic for every other type of unit. Any direct-fire unit unit simply won't shoot at things they can't see. A huge part of battle tactics in this game is simply getting eyes on whatever it is that's blowing up all of your things.

It's important to have recon units scouting ahead for you, but that's not enough; even dedicated recon units can barely spot enemies who are concealed in cover. The main value of recon units is their excellent sight range over open terrain. Some recon units, which have 'exceptional' optics, and particularly recon helicopters (which spot further than other types of recon) can do a good job of spotting concealed enemies; but a lot of the time, if you want to engage a dug-in enemy force there's not much you can do except get stuck in at knife-fighting range.

Given how your entire army could most likely be obliterated by simply trying to cross an open field within range of the enemy's guns, this poses all sorts of difficulties. The most straightforward method that a lot of people resort to is trying to get infantry forces of their own close to the enemy position. Infantry have moderate spotting ability, but the important thing is that they are immune to anti-tank rockets and can garrison buildings. Usually the only thing that can reliable spot infantry is more infantry in a building block right next to them. Sadly, exposed infantry are torn to shreds by other infantry and their transports rarely make it into range of a building unaided without being destroyed by anti-tank fire. Ultimately, establishing a firm foothold in the enemy territory with infantry is generally the first stage of a successful assault, since at that point your tanks can then see targets and provide supporting fire, and once the enemy infantry have been cleared out it is much safer to advance with vehicles.

There are many tactics which improve the odd of a successful assault; brute force isn't one of them. An army with a handful of tanks and lots of supporting units will usually perform better than an armoured force with lots of tanks but lacking support units. Forget about legions of tanks rolling across the field crushing enemies beneath their treads, in Red Dragon they would just get laughably curb-stomped. By support units I mean artillery, anti-aircraft defence, fighter and bomber aircraft, helicopters, recon and ATGMs. A single player can't provide all of these tools at once, which is why it's often best to have multiple players focus on attacking a single enemy sector.

You should always be taking advantage of cover yourself for the same reasons, your units will die a lot less when your opponent doesn't know where they are for indirect fire, and lacks visibility to fire long-ranged missiles. On a related note, it's also sensible to conceal the strength of your forces wherever possible so that your opponent cannot be sure what exactly it is they are up against. This is especially true when building up for an assault as you don't want your opponent to rush fresh defenders into the area you are about to assault.

Whether attacking or defending, you are liable to suffer a relentless pummelling at the hands of bomber aircraft and artillery. Currently, the solution to aircraft is fielding a strong force of fighters backed up by top-end (or at least rapid-firing) AA units in combination with each other. Artillery can be responded to with counter-battery fire from your team's own artillery pieces. Over the course of a long game, an unchecked bomber armada or heavy artillery squad can cause ridiculous amounts of damage, racking up pages of kills and fatally weakening your force through the continual elimination of your thin-skinned support units. It can put you in a very frustrating position of losing control of the match and ending up an open target for your opponent's ordinance. It's best to respond to these problems in a timely fashion before it's too late.

It's also important to stay mobile. A stationary unit will eventually become a dead unit and this holds especially true for lightly armoured vehicles which can be easily destroyed by shells and bombs. Every time your units open fire at the opponent they reveal their position; your opponent can zoom in to observe the origin point of weapons fire (so can you). This means that even concealed units need to move regularly. Expensive and vulnerable units, such as AA missile launchers, should immediately move after each time they fire.

Finally, take a good look at the terrain around which your units are fighting. The placement of forests and building will dictate your fields of view and lead to greater or less engagement distances for the opposing forces. Every localized area on each map in unique in this regard and you will often have to tailor your deployment of units to account for the terrain.

Part Five: Naval Units
TBC when they are actually implemented.

Part Six: Supplies

All units in Red Dragon consume fuel and munitions and need to be regularly resupplied via supply vehicles. Supply vehicles can also repair vehicles and raise infantry from the dead. It's also important to have a FOB (Red Dragon's only static structure) to refill your supply vehicles. Although your FOB will also eventually run dry too because ~realism~. This means that you will have a bunch of supply trucks shuttling back and forth between your starting zone and the front line. Some units have such low 'autonomy' (fuel range) or ammunition that it's best to just have a supply truck follow them wherever they go. In especially base cases (looking at you, Sweden) it's best to set up pit stops for vehicles to refill before they have even reached the front line.

Failure to pay attention on this point can have disastrous consequences, such as if a force of enemy helicopters attacks your position while your missile launchers are out of ammo. Other units simply won't fight at their full effectiveness otherwise, such as IFVs & Soviet tanks which may carry a very small number of ATGMs which are quickly expended. Heavily armoured tanks need their health bars topped up from all of the incremental damage they suffer. Infantry fight at reduced effectiveness as their squad suffers losses.

Part Seven: Assorted Tips

- All tracked vehicles move at 110kmp on roads, while all wheeled vehicles move at 150kph. Bear in mind that wheeled vehicles will arrive at a location much faster than tracked vehicles, especially over long distances. You have to use the 'move fast' command in order to use roads. You should generally travel everywhere by road unless you have some compelling reason not to.
- Vehicles expend fuel at a consistent rate over time when moving, regardless of their speed. So a vehicle travelling by road will use much less fuel than if the same vehicle was slowly moving through a forest.

- Radar AA units can be destroyed by SEAD missiles. You can counter this by hotkeying your radar AA to a group and then manually turning off the radar weapon, which prevents anti-radar missiles from tracking your units. Infrared AA units are immune to SEAD missiles, but usually not as good at shooting down planes.

- People often try to send infantry and helicopters around your flanks to snipe your command vehicles. It is usually very easy to stop this with some thoughtful placement of cheap flank defences.

- Try not to be too predictable in CV-placement. Sometimes, pubbies will bombard the obvious hiding spots to snipe your command vehicles.

- Napalm blocks line of sight in the same manner as smoke clouds.

- Don't clump your units together in a tight grouping. Artillery and bombs could ruin your day.

- Where possible, stop moving when you want to shoot your units. They are generally much more accurate when firing from a stationary position.

- 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.

- 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.

- 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.

- Your mouse cursor turns blue when you mouse over cover. Also, your units will automatically move into cover if they are very close to it. This can actually be annoying in the case of CV units as they might wander out of their sector in search of cover.

- Weapons need to reload occasionally, and this means that a lot of units will go through protracted reloading periods where they will not fire. You can usually tell how many shots a weapon can fire before reloading by observing how many tubes it has.

- If you click on a FOB while you have a helicopter selected, it will travel to the Fob and automatically land.

Xerxes17 fucked around with this message at 00:41 on Apr 22, 2014

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Attention people with a fondness for tankstankstankstankstankstankstankstankstankstankstankstankstankstankstankstanks action!

A Handsome Goon(ette) with finely discerning taste posted:

Where can I download the Urukburznamod?



This handsome and finely crafted link leads to the inimitable :siren:Uralgraznomod:siren::

https://dl.dropboxusercontent.com/u/13902799/Uralgraznomodv1.3a.zip

Download that file and open [Wherever Steam is]\Steam\SteamApps\common\Wargame Red Dragon\Data\WARGAME\PC\430000319 . In there you should have a file called NDF_Win.dat. Rename it or otherwise back it up (you can back it up in that directory by renaming it to literally anything else). Replace it with the file you downloaded, and rename that guy to NDF_Win.dat.

To check if it's installed, hop in game and check out the armory. If the Ch'Onma Ho IV is 60 points, the M1 is 50 points and your pulse quickens at the thought of an armored deck worth playing, it's installed properly (or if your pulse quickens at the thought of slamming ATGMs into all your newfound targets, tastes may vary).

Things in it: ALL tanks and vehicles with guns probably balanced and NO infantry vet damage multiplier (I was curious).

Recently added: Vehicles with guns and the Dragons(I am definitely interested in opinions). Fixes on pricing and availability especially for NSWP.

Things coming soon: :iiam:.

xthetenth fucked around with this message at 07:29 on May 27, 2014

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
(From the last thread)

AdjectiveNoun posted:

It's really disappointing that the campaigns aren't two-way, or even have the capability for versus campaigns by the sound of it. Looks like they took two steps forward, one step back from ALB's campaigns.
Yeah I mean mechanically the campaign is way better but not being able to play either side (though that was an issue in ALB too) or versus is so dumb.

So I wanted to go try out the new replay system where you can rewind that they added a few patches back but I'm apparently retarded and couldn't figure out how to actually rewind. What the hell am I missing?

Arglebargle III
Feb 21, 2006

Ugh the new campaign map unit markers are tiny little itty bitty things. Painted camouflage colors. On a map with realistic terrain. And the map surface is reflective. :cripes: What was wrong with the little vector-traced glowy tanks and things from ALB? EUGEN! :argh:

Also LMFAO at having the player managing companies on the strategic map.

I have two battalions in this sector with two CVs between them. A SHAMEFUL DISPLAY!

Arglebargle III fucked around with this message at 09:47 on Apr 18, 2014

John Charity Spring
Nov 4, 2009

SCREEEEE
I beat the South Korea campaign just now and enjoyed it. It became clear that the enemy wasn't necessarily supposed to provide a big challenge in each particular skirmish, but that you had to shepherd your forces properly so you could still win these battles eight days down the line. Losing most of my K1s in an ill-advised push made things quite a bit more precarious in later turns.

Mortabis
Jul 8, 2010

I am stupid

Arglebargle III posted:

Ugh the new campaign map unit markers are tiny little itty bitty things. Painted camouflage colors. On a map with realistic terrain. And the map surface is reflective. :cripes: What was wrong with the little vector-traced glowy tanks and things from ALB? EUGEN! :argh:

Also LMFAO at having the player managing companies on the strategic map.

I have two battalions in this sector with two CVs between them. A SHAMEFUL DISPLAY!

Their devotion to having "realistic" orders of battle is downright infuriating. But it's an improvement from ALB's brigades, I'll grant you.

Arglebargle III
Feb 21, 2006

Really? With ALB's units the most common problem was not having organic anti-air weapons in a campaign that presupposed everyone would have access to a squadron or two of planes. In Red Dragon you can end up with a unit with no organic AA, fire support, anti-tank weapons, or logistics, and without enough CVs to have a decent hope of winning the game. Then you get ridiculous things like a fire support company in support of one whole infantry brigade which makes even less sense.

I'd much rather have the "brigades" from ALB that had specialist units that they technically didn't have as part of their unit but would probably bring along in some form anyway. They had their faults but at least they had character. In Red Dragon you can't split elements off from units so you've either got a whole drat parking lot of supply trucks or none, enough artillery to level a town or no artillery, an AA unit or just manpads, etc.

Also LOL at the motherfucking Nimitz (and presumably other elements of the 7th Fleet beyond the 4 destroyers you get) rolling up on Seoul with a grand total of 12 aircraft. Where'd they put the other 70 planes? :downs:

Okay, I'll admit that maybe over the course of a 20 minute operation the presence of 2 squadrons is realistic, or even optimistic, but the Marines are literally hitting the beach and you decide to send a SEAD flight and a CAP?

Also, Nimitz flying F-4s in 1987 seemed weird to me because the F-4 is an old plane with a lot of wear and tear on the fleet, so I checked. The F-4S was phased out of active duty in 1986. Nimitz should be flying F-14s or F-18s for CAP, both of which are in the game. The F-18 even got an air superiority version in RD. I know it's a little pedantic but it's just a little odd.

Arglebargle III fucked around with this message at 12:55 on Apr 18, 2014

Octavion
Apr 5, 2009
No one has posted them yet so here are the release patch notes. Nothing particularly exciting apart from the FSJ card number drop. Apart from that mostly just more transports for recon and cheaper transports for infantry.

FEATURE wrote:
- the Space bar (shortcut for "move to last alert") does not include reinforcements anymore. Only combat will be taken in account as a "last alert" location.


GENERIC wrote:
- all recon infantry (including spec ops) now have access to unarmed trucks as transport (for which they'll share availability with command squads) in every deck.
- all militia & regular recon squads now have access to tracked APC (not IFV) when available for their nation (see details below).
- all ATGM supply cost set according to their range/accuracy/power (i.e. TOW = 113, ITOW = 180, TOW2 = 263).
- all Fire Support team now have a minimal range when using their heavy weapon in HE mode.
- all Fire Support team deal less supression to infantry
- all Fire Support team max RoF set at 15 rpm.


RECON wrote:
- N-Korean Jeongchaldae now have access to BTR-60P & BTR-60PB.
- E-German Grenzer now have access to SPW-50K, SPW-60PB & SPW-70.
- E-German Specialaufklärer now have access to SPW-60PB & SPW-70.
- CSSR Pruzkumnici have no more access to the OT-62 line.
- Soviet Razvedka now have access to MT-LBV.

- ANZAC NORFORCE now have access to M113A1 30/30 & M113A1 30/50.
- ANZAC NZSAS now have access to ASLAV-PC.
- Canadian Recce now have access to Grizzly & Bison.
- Canadian Pathfinders now have access to Grizzly & Bison.
- French Hussards & Hussards '85 now have access to AMX-13 VTT.
- Norwegian Oppklaring now have access to M113A1.
- W-German BGS now have access to Fuchs & Fuchs MILAN.
- W-German Fernspäher now have access to Fuchs & Fuchs MILAN.
- S-Korean Susaek-Dae now have access to KM113A1 & K200.
- Swedish Fallskärmsjagare now have access to Tgb m/42.
- British SBS now have access to Alvis Salwart & Saxon.


INF wrote:
- Polish SAPERZY SZTURMOWI price increased from 15$ to 20$.

- French RIMa '85 now has shock squad stats.
- French Commando-Marine price increased from 35$ to 40$
- W-German Fallschirmjäger number of packs decreased to 2
- W-German Fallschirmjäger '90 number of packs reduced to 1
- Canadian Highlanders rocket stock increased from 8 t 10


TANK wrote:
- N-Korean T-72 fixed: it now has the same proper 2A46 gun as the other (NSWP) T-72M, but with 18 AP


SUPP wrote:
- CSSR ShM-120 PRAM-S price decreased from 45$ to 40$.
- N-Korean VTT-323 Igla price decreased from 50$ to 45$.

- Canadian Bison 81mm price increased from 30$ to 35$.
- Japanese Tan-SAM base availability increased from 4 to 8
- Japanese Tan-SAM price decreased from 60$ to 45$


VEH wrote:
- Chinese SX250 (transport) number of cards available decreased from 2 to 1, as every other transport truck.
- E-German SPz BMP-2 price decreased from 20$ to 15$
- Soviet BMP3 price decreased from 40$ to 35$ (didn't make it, will be for next time)

- S-Korean KAFV 25 price decreased from 20$ to 15$
- S-Korean KAFV 40/50 price decreased from 20$ to 15$
- W-German MD Jupiter (transport) now available in Marines deck.
- W-German Marder 1 price decreased from 20$ to 15$
- W-German Marder 1A1 price decreased from 25$ to 20$
- W-German Marder 1A2 price decreased from 25$ to 20$
- W-German Marder 1A3 price decreased from 25$ to 20$
- British Warrior price decreased from 20$ to 15$
- British Warrior 90 price decreased from 25$ to 20$
- American M2 Bradley price decreased from 30$ to 25$
- American M2A1 Bradley price decreased from 35$ to 30$
- American M2A2 Bradley price decreased from 40$ to 35$
- Norwegian M621 (transport) now available in Marines deck.
- Canadian M35 (transport) now available in Marines deck.


HELO wrote:
- Soviet & E-German Mi-24P price/base availability standardized as 80$/6.

- American CH-46 Phrog number of cards available increased from 2 to 3


PLANES wrote:
- Soviet Mig-31M R-37 time between missiles reduced from 6 to 4


NAVAL SUPPORT wrote:
- Helicopters' ASM supply cost decreased from 250 to 150

- REFOR Tarantul III CIWS angle to the front reduced

- BLUFOR Type 21 frigate gun accuracy increased from 20% to 25%

Rookersh
Aug 19, 2010
So does the campaign have a story like EE, or just map conquest RISK style like it was in ALB?

John Charity Spring
Nov 4, 2009

SCREEEEE
Sort of a midpoint between the two. There is a bit of scripting on the strategic level to make new developments occur (like the arrival of a US taskforce in the South Korea campaign, opening up a second front) but it's still largely map-based.

Magni
Apr 29, 2009

Thump! posted:

^^^^
Edit: Yeah, you basically get to roleplay what would happen if Maggie was somehow even more of a bitch suffering from a terminal case of victory disease.

FTFY. "Goddamnit, Maggie!" should be the motto of that whole campaign considering just how full retard she'd have to go to try and pick a fight with the chinese on their own front porch.

Rookersh posted:

So does the campaign have a story like EE, or just map conquest RISK style like it was in ALB?

It's semi-scripted with regular events that get characters yelling at you. The tactical battles themselves are freeform with some changes for (imo) the better compared to ALBs campaign.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Eugen please add in a post-nuke campaign akin to Warlord from EE for maximum unit mix and matching tia

Arglebargle III posted:

The F-18 even got an air superiority version in RD.
No it didn't; the closest thing to an air superiority loadout for Hornets is the Super Hornet in the NAV tab which runs into the issue of needing a naval call-in. It's also very much still a multirole loadout cause it's still rocking two Harpoons.

power crystals
Jun 6, 2007

Who wants a belly rub??

Can I ask that the random deck generator be linked from somewhere in the OP? :shobon: Somehow it appears to actually be popular.

Also the part listing the countries still says 800 units instead of 1450.

Mortabis
Jul 8, 2010

I am stupid

Octavion posted:

- American M2 Bradley price decreased from 30$ to 25$
- American M2A1 Bradley price decreased from 35$ to 30$
- American M2A2 Bradley price decreased from 40$ to 35$

:stare:

Arglebargle, I think it's in principle an improvement because you can cobble together a force that's actually balanced, but it looks like you still don't get enough of key units to actually do that

Also goddamnit a tank battalion has more than 8 tanks, poo poo a tank company has 14 tanks. A battalion is like, 44. :argh:

Arglebargle III
Feb 21, 2006

Octavion posted:

FEATURE wrote:
- the Space bar (shortcut for "move to last alert") does not include reinforcements anymore. Only combat will be taken in account as a "last alert" location.

Red Dragon redeemed, buying my second and third copies now.

Aaaaand the Marder 1A3 is now officially equal to the AMX-10P, in price if not in armor, AP, range, or accuracy. So happy! :woop:

Actually I better start a thread on the Eugen forums about the ZSD-90 and AMX-10P, if I remember they are functionally identical but the ZSD-90 is 15 points. If the AMX-10P was 15 points people might bother taking it.

Arglebargle III fucked around with this message at 14:00 on Apr 18, 2014

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Arglebargle III posted:

Red Dragon redeemed, buying my second and third copies now.

Aaaaand the Marder 1A3 is now officially equal to the AMX-10P, in price if not in armor, AP, range, or accuracy. So happy! :woop:

Actually I better start a thread on the Eugen forums about the ZSD-90 and AMX-10P, if I remember they are functionally identical but the ZSD-90 is 15 points. If the AMX-10P was 15 points people might bother taking it.

No mention of the RIMA fix? For shame.

Shan/Xerxes, do you guys account for the 15 man stat changes (squad size) in your tests?

I'm curious how Kustjagere and Commando-marine stack up to FSJ since I think they fixed that in RD (they seem to gently caress it up every patch). Also, does it apply to reservists, aka are the 15 man NK SMG even better then advertised?

Arglebargle III
Feb 21, 2006

Oh I forget to mention the fix since I noticed it in game earlier. Commandos Marine were already hardass cunts before the ROF fix, not sure if their new price is justified but they kill the poo poo out of other infantry almost like Fall 90s.

Arglebargle III fucked around with this message at 15:06 on Apr 18, 2014

Hubis
May 18, 2003

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

quote:

- REFOR Tarantul III CIWS angle to the front reduced

Wait -- "CIWS Angle"?

Mortabis
Jul 8, 2010

I am stupid
Oh god don't tell me there are CIWS firing arcs :gonk: the last thing naval battles need is more micro.

Arglebargle III
Feb 21, 2006

Yeah, CIWS guns, when a ship has them, are actual modeled turrets. For example the Nanushka and I think Tarantul have CIWS on the rear deck but not up front.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
So as someone who played the poo poo out of ALB when it first came out: is the naval combat and the 4 new teams worth the $40? I'm not sure I even really care about the navy side of it because back when I played the ground game was so good that I don't want something else distracting me from it.

Hubis
May 18, 2003

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

DeathSandwich posted:

So as someone who played the poo poo out of ALB when it first came out: is the naval combat and the 4 new teams worth the $40? I'm not sure I even really care about the navy side of it because back when I played the ground game was so good that I don't want something else distracting me from it.

At this point, it's "different" than ALB, but hasn't benefitted from the almost 18 months of refinement and balance that the game has. At a baseline, it is flat-out better than ALB was at launch.

Navy honestly isn't even that bad, so long as you avoid the pubbie trap of dumping all your points into a boat arms race that doesn't win you anything on the ground. If none of your team has any marine landers, you are better off just ceding the sea lanes (or putting up a token defense to force them to buy a few 500pt destroyers) and putting all those points into pushing into them on the ground and defending from an assault when they DO come. I don't think I've ever lost a game since open beta where we just ignored the sea when the other side committed.

Ugly In The Morning
Jul 1, 2010
Pillbug
I don't really like the new campaign system for battlegroups, but I can't tell if it's because it's a bad system, or that it's just different from the ALB one which I grew to really like. Well, I liked it as a concept, it did need some more interesting battlegroups. I would have liked something where you had big groups like ALB and could attach smaller stuff to try to specialize it a bit, like adding air cover and whatnot. As it is it always feels like I end up having at least one gaping whole in my unit lineup.

Arglebargle III
Feb 21, 2006

Awww, the AMX-10P did receive a quiet price drop somewhere along the line. Welcome back to the deck you little retarded IFV.

DeathSandwich posted:

So as someone who played the poo poo out of ALB when it first came out: is the naval combat and the 4 new teams worth the $40? I'm not sure I even really care about the navy side of it because back when I played the ground game was so good that I don't want something else distracting me from it.

It's worth it if you want to play multiplayer because ALB's multiplayer scene is probably not long for this world. If you like ALB odds are you will like Red Dragon. It's really the same game with some important differences that produce a different feeling. Maps are bigger in general, AP damage has had a general nerf, HE damage has had a bit of a buff, and artillery has been reworked to fire much slower but do a lot more damage. Opinions still vary on artillery but I think they've dialed it to a point where it can make enough of a difference to earn its points without dominating the game.

Shanakin
Mar 26, 2010

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

Mazz posted:

No mention of the RIMA fix? For shame.

Shan/Xerxes, do you guys account for the 15 man stat changes (squad size) in your tests?

I'm curious how Kustjagere and Commando-marine stack up to FSJ since I think they fixed that in RD (they seem to gently caress it up every patch). Also, does it apply to reservists, aka are the 15 man NK SMG even better then advertised?

If you mean the DPS stuff then yeah we do. it's actually pretty simple and applies to everything.

true reload time = base Reload time / #mans *10


The main reason Reservists are (were?) so good is because 2xReservists has the same DPS (because of the 15man bonus) and 3x the hitpoints of 1xLine Infantry, for the same price. Supposedly this was going to get fixed at some point (reducing reservist DPS that is) so they would be damage sponges but not damage dealers.

Unfortunately updating the numbers on the spreadsheet is kind of a pain at the moment, until hubis or I get around to making an automated system now that we can get at the XML. So the stats are from a couple of weeks ago I guess. They should mostly be the same however.


edit: essentially 15man squads reload faster, allowing them to shoot more often. The bonus isn't actually that big, but the penalaties get pretty huge for when you get down to 2men etc. The big bonus is really in the extra HP.


edit2: In the specops sheet, where it says number of men, for each unit, you can change that to whatever and see what effect it has.

Shanakin fucked around with this message at 16:33 on Apr 18, 2014

Mukip
Jan 27, 2011

by Reene
Reiterating that the standard UI is terrible and can be changed substantially in the options menu.

GoLambo
Apr 11, 2006
Popping in to say I actually do like the new maps for this game, they may not be perfect and they have an obsession with rivers running through everything but the new terrain makes for way more dynamic fights, and makes infantry on the frontline useful or even essential even outside of cities. Because of the power of most nations 85' and 90' era infantry anti tank weapons, and a lot of them with the extra 875 range, you get a lot of power projection from infantry in even moderate cover. People get caught up on the city fight dance but a lot of the real fighting happens outside of cities, and a lot of the maps are dense enough where infantry are essential to fighting there. It's nice to actually see people using dudes outside of houses on the regular, and actually advancing with infantry through large parts of the map. Also, playing mostly USSR I get to abuse the "everything is amphibious" gimmick a great deal too, making for a lot of surprise advances what people assume are natural borders. VDV, BMP's and BRDM-3's in every bush.

The only ground map I think is objectively bad is Apocalypse Imminent.

GoLambo fucked around with this message at 16:48 on Apr 18, 2014

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?!
Well, if nothing else, the campaign mode has certainly turned me around on HE strike planes. Those F-4 bomb trucks and F-86 rocket carriers, jeez.

Also I think "ban tank fagot" is supposed to be pronounced "Ban Tank Fah-Goh", so the internet rage pun doesn't really work.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

CIWS Arc cheat sheet: always turn broadside to maximize CIWS.

the Type 21 is the biggest offender on CIWS arcs because the Sea Cat can't fire forwards.

///

Wargame:Red Dragon - King Kongo vs Mecha-Udaloy
Wargame:Red Dragon - The Moskito Fleet

Shanakin
Mar 26, 2010

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

Davin Valkri posted:

Well, if nothing else, the campaign mode has certainly turned me around on HE strike planes. Those F-4 bomb trucks and F-86 rocket carriers, jeez.

Also I think "ban tank fagot" is supposed to be pronounced "Ban Tank Fah-Goh", so the internet rage pun doesn't really work.

No idea what the N.Koreans actually call it but no, the T is not silent
http://en.wikipedia.org/wiki/9K111_Fagot

Xerxes17
Feb 17, 2011

TheDeadlyShoe posted:

CIWS Arc cheat sheet: always turn broadside to maximize CIWS.

the Type 21 is the biggest offender on CIWS arcs because the Sea Cat can't fire forwards.

///

Wargame:Red Dragon - King Kongo vs Mecha-Udaloy
Wargame:Red Dragon - The Moskito Fleet

Adding these to the OP for future use.

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?!

Shanakin posted:

No idea what the N.Koreans actually call it but no, the T is not silent
http://en.wikipedia.org/wiki/9K111_Fagot

Huh. Could've sworn when it refers to a bassoon and not a sticks bundle, "fagot" has a silent T.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...
There aren't nearly enough Technicals in this game :colbert:



If a bunch of Lybian rebels can weld a S-5 pod to the back of a pickup, surely Kim Il-Sung had a F-150 OF GLORIOUS DESIGN stashed somewhere.

e:

Wikipedia posted:

S-5, along with S-8 and S-13 rockets, have been deployed from the backs of pick-up trucks (generally, technicals) during the 2011 Libyan civil war,[2] serving as a makeshift MLRS. The rebels have also developed a man-portable launcher for the S-5, turning the rocket into a makeshift RPG round.

:stare:

Hubis fucked around with this message at 17:28 on Apr 18, 2014

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?!

Hubis posted:

There aren't nearly enough Technicals in this game :colbert:

What do you call the recoilless rifle jeeps, then? WOMBATs and SPG-9s and the like? They're close enough, I'd say.

Hubis
May 18, 2003

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

Davin Valkri posted:

What do you call the recoilless rifle jeeps, then? WOMBATs and SPG-9s and the like? They're close enough, I'd say.

I guess what I mean is that they're not nearly awesome enough. Where is my S-13 truck?!

(Part of this goes back to the fact that tanks have no aim time for the first shot, so even AT trucks are pretty useless unless they can shoot outside of the tank's gun range)

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Oh wow, there's an in-game guide that has the firing arcs for all the ships marked.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Just tried the campaign. Pearl of the Orient looks cool and all but then I started playing a mission and my only defense from helos was SAS.

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DatonKallandor
Aug 21, 2009

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

Chantilly Say posted:

Just tried the campaign. Pearl of the Orient looks cool and all but then I started playing a mission and my only defense from helos was SAS.

Did you move up your air defense assets to participate?

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