Wargame red dragon support deck3/16/2023 ![]() Again, the 95 seems like a down grade because of the AT4. The infantry weapons probably come out even and marginally edge Korps Mariners out in brutal point blank city fighting but that's not enough to be worth it. I'm not sure if even that's good enough to compete with German special ops infantry, though. Their rifle and IARs might be hilariously strong because of how much fire they put out and how accurate they are and it's a 15 man squad with a carl gustav. ![]() American riflemen might have worse MGs but they have vastly better IFVs which makes them competitive with the best infantry factions. Nothing stands out other than they cost 10 points. A hybrid of other European armories and some domestic kit which isn't anything the game doesn't already have in a different form. Nothing special in the logistics section. A good rule of thumb is to test units out in several terrain types and against both armored and unarmored enemy units.I don't play the game regularly anymore so I didn't actually know it was in the armory yet. If the deck composition is problematic, just head back to the drawing board and make some alterations. Alternatively, if the army composition is fine but the player is having trouble using them effectively, continue testing the units out in several scenarios by using campaign or skirmish mode. Players should mess around with their deck to see what type of units they like and then test them out in a skirmish to see if they can be used effectively. But that doesn’t mean the player can’t experiment with their army composition and develop preferences. Every player is encouraged to have a healthy balance of unit types: naval, aerial, tank, support, etc. What’s a deck? It’s basically a way for players to customize their army. It gives the player a set of customizable objectives, allowing players to gain a significant amount of experience in using their own customized decks and combat mechanics to a goal of their own choosing. Skirmishes on the other hand are significantly shorter. A campaign will insert the player in a war with an AI, which makes it ideal for anyone who wants to test out all of what the game has to offer without going into a multiplayer mode. The best way to learn is to just go out and play. Or the player can use the helicopters they have in their possession to take out the tank from the air. The tank itself will have a hard time assaulting the infantry since it's in unfavorable terrain, which means that casualties on the player's side will be fairly low. Particularly if they are equipped with anti-tank rifles. Once that support is eliminated, even comparatively units can take down a tank if they continue to flank it. That way when a tank comes barreling through, the infantry units can flank the incoming enemy on several sides while getting rid of any support units. A good strategy in this instance is to set up several separate infantry units inside a city or a forested area. Infantry units may be relatively weak and have virtually no armor to speak of, but they have an edge when it comes to their mobility the ability to remain viable in almost any terrain. And with each tank having at least one support unit, it's not likely the player will get lucky and find a vulnerable spot.īut it is possible for the player to win in this scenario. Assuming both players have a similar number of units in total, this would mean that the tank player will absolutely dominate the war, right? Tanks can dominate any open battlefield and can easily take out several infantry units on their own. The enemy has a force that is heavily dominated by tanks and minimal support units while the player has a force that is primarily composed of infantry units and helicopters. Take this simplified hypothetical example.
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