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PostPosted: Fri 27 Apr 2012 19:46 
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After playing a few public games and getting somewhat frustrated I wanted to share a few friendly pieces of advice to you new guys (I prefer the term new player instead of noob, which I find a rather counter productive term) who have just found the joy of playing Wargame: EE multiplayer games. These are not in any specific order, mind you.

1. When you enter a game you start with two things: a FOB and a command jeep. A quick word on these two: Command jeeps are the worst of the command vehicles. You really don't want these. One arty shell and they go boom. They're slow and unarmored. Invest a few more points to get a better one. Also if you do not feel that you need a FOB, remove it. In the worst case scenario, nobody will be left to defend it and an enemy force comes and captures it and gets free refueling and rearming from it.

2. You can right click to remove a unit that you just deployed. That's right, including your FOB and command jeep. You also get points back from removing them. However you must deploy another command vehicle before you can remove your initial command jeep; you must always have at least one command vehicle in the field in the deployment phase.

3. Do not deploy excessive artillery. The more you spend on arty, the less you spend in your presence in the battlefield and the less you help your teammates. Arty can only do so much and no more, it has its uses but it's only one tool in your arsenal. Don't depend on it. Don't over use it. And whatever you do, don't leave it unprotected. Enemy helos and special forces are always there, don't let them surprise you.

4. Forests are not the place for an armored advance. Neither are towns. See an infantry unit in a forest or a town? Don't send your tanks in. Just don't, RPGs will eat them alive. Send infantry and flame units. Learn the strengths and the weaknesses of different units.

5. Remember your anti-air defenses. No armored column should ever advance without AA units. No need to overreact though, a couple of AA units will do. Choppers are vicious and you really don't want to put your precious T-80s or Leo 2s on the line with no air defenses, otherwise they'll get ripped to pieces.

6. Remember your recon. No strike force should be deployed without recon. Preferably deploy two recon units per a main attack force. Don't just rely on one. You don't want to become blind when your only one gets destroyed.

7. Logistics, your tanks will eventually run out of fuel and ammunition. It's no use to send a large strike force to the enemy's rear if you run out of fuel before/when you reach your target. Keep supply trucks with your strike force, and do NOT put them into the front of your force. Keep them back.

8. Never advance with your command vehicle in front of your force. It's just asking to get shot. In fact, it will get shot. Don't do it. Keep it behind your units. I know the move fast command can make it move ahead of your main force especially when it's faster than your other units - in that case, just stop it and wait until your main force passes it, then get it moving again. A dead command vehicle is a useless one and you'd just be feeding points to the enemy.

9. Do not feed points to the enemy. See a pair of T-80s or Leo 2s? Don't send in your Pattons/Leo 1s, they can't do a thing. Know when and where to fight. If the enemy has superior force, evade. Learn how to counter them. Cheap ATGM units shine against heavy armor. Remember recon. Remember range. Remember logistics. Know when to pull back. Don't give them free points.

10. Stay focused, not only on your current task but the whole map. Helo drops can happen anywhere, especially around your command vehicles and artillery. ATGM helos can swoop in. The battlefield is a wide open space and no matter how hard you try there will always be gaps in your line. Stay alert and be ready to respond. When bad things happen near your command unit, move it. Don't stay and hope for the best. A command unit that's lost is hard to replace.

11. Don't stagnate. Always look where you could advance. Quite often it doesn't need to be a big push - a few infantry units or a pair of helos can do a lot, you just need to find the right time and place.

12. Lastly perhaps the most important, don't give up. happens and you may lose your entire army in a single attack gone wrong. That's not the end of the game. You assess the situation and rebuild. Look where your teammates need your support or where there's a gap in the line wide open for the enemy to use. Deploy cheap stuff that can make a difference. I've stopped a heavy armored attack countless of times with cheap ATGM units after my army got obliterated and then built up to counterattack. You may take a beating but it's not the end. Wargame: EE is a wonderful game of tactics and strategy and if you use your brain, it's not over before the fat lady sings!

Feel free to fill in the gaps, ladies and gentlemen. And to all new players, I hope this helped you understand the game better.


Last edited by OpusTheFowl on Wed 9 May 2012 16:16, edited 1 time in total.
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PostPosted: Fri 27 Apr 2012 20:04 
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Joined: Thu 1 Mar 2012 18:33
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If you figured out all this from playing a couple of public matches and reading the forums, then you're way ahead of most noobs.

Also, I endorse this post. Especially point 12.


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PostPosted: Fri 27 Apr 2012 21:22 
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Joined: Mon 20 Feb 2012 01:30
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13. If you're playing on a team, work with the team. Corollary, if somebody on your team who's much more experienced than you says to do something (or, more likely, not to do something) the correct response is not "lol F you I'm goin ramboooooooooo!"

14. If you bump into a strong defensive line do not attack it. Attack around it. Call for an artillery strike from your teammates. Or, if nobody has artillery, buy one or two units of your own. Attacking is hard and it will take experience to realize the difference between a defensive line you can crack and one that will have you re-enacting custer's last stand within 30 seconds of your assault.

15. Don't bunch up. There is no tactical situation in the game, ever, where you should be bunched up. All bunching up does is turn you into a giant artillery magnet. Corollary, Don't bunch up next to your teammates. They will hate you.

16. ATGMs are a support unit. They should not be your primary AT unit. If they are you will lose, badly. Counter armor with armor, use ATGMs sparingly on the flanks and try to score side armor hits. If your ATGM units are being targeted, run away.

17. It's easy to tell the difference between the players who attack in a blob with 1 control group for everything and players who use multiple control groups. The latter player's units are still alive. Use more than 1 control group.

18. A good attacking force includes both expensive and cheap units. Use L2A4s in conjunction with (cheap) marders. Use Hogs with apaches. Use 30 point armed transport helos with Havoks. The point of the cheap units is to soak up fire that would otherwise be hitting your heavies, thus letting your heavies wreak havoc. Or, in the case of helos, to soak up AA fire while your apaches/havoks take out critical ground targets, or the AA itself.

19. The "Recon Chinook" is a valid tactic, and is awesome. As its inventor however every time you use it I expect to be paid royalties.


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PostPosted: Fri 27 Apr 2012 22:02 
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viewtopic.php?f=12&t=4104

8-)


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PostPosted: Sat 28 Apr 2012 00:48 
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20. Play against those at or near your level. It's worth more points, and its better fun.


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PostPosted: Sat 28 Apr 2012 10:26 
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Buck Turgidson wrote:
12. Lastly perhaps the most important, don't give up. happens and you may lose your entire army in a single attack gone wrong. That's not the end of the game. You assess the situation and rebuild. Look where your teammates need your support or where there's a gap in the line wide open for the enemy to use. Deploy cheap stuff that can make a difference. I've stopped a heavy armored attack countless of times with cheap ATGM units after my army got obliterated and then built up to counterattack. You may take a beating but it's not the end. Wargame: EE is a wonderful game of tactics and strategy and if you use your brain, it's not over before the fat lady sings!


This is very true but I guess like some other of your advice, is not just for the new players. I've seen top-rate players give up all hope and be ready to throw in the towel because we got rolled in the initial engagement and were 700+ points behind (for a 4 man team) - and eventually we achieved a solid victory. There's a lot that can happen. Some big factors are 1) the opposing force will run out of fuel, ammo, reinforcements and repairs as it keeps advancing further, defense in depth works and you'll reduce their numbers and eventually you can push back 2) holding good control points will give you more reinforcements in the long run so if the enemy attacked heavily but couldn't capture more control points the tables can easily turn later.


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PostPosted: Sat 28 Apr 2012 11:58 
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Great post, looking forward to play with the op sometime.


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PostPosted: Sat 28 Apr 2012 12:46 
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Joined: Wed 25 Apr 2012 12:03
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Buck Turgidson wrote:

12. Lastly perhaps the most important, don't give up.



I strongly agree. Had way too many games where players would quit a team game when their side is losing, despite the enemy army being short on ammo and fuel. And some players would quit as soon as their precious heavy tank army (or helicopters) got destroyed when they have already dealt a lot of damage.

Should also add: Don't get overconfident. Winning a battle in the field does not mean that you will also win the next battle, especially if the opposing side has regrouped and prepared a defensive line.


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PostPosted: Sat 28 Apr 2012 15:31 
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bentguru wrote:
15. Don't bunch up. There is no tactical situation in the game, ever, where you should be bunched up. All bunching up does is turn you into a giant artillery magnet. Corollary, Don't bunch up next to your teammates. They will hate you.



I'd add to that:

If you moving arty closer to front(or they r the short range mortars) for the love of God don't park them next to a friendly's CV...Or even in general area of one... you'll only attract counter battery and your ally may loose a CV and not even realize it...

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PostPosted: Wed 2 May 2012 11:10 
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Joined: Fri 6 Apr 2012 13:06
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nutegunray wrote:
bentguru wrote:
15. Don't bunch up. There is no tactical situation in the game, ever, where you should be bunched up. All bunching up does is turn you into a giant artillery magnet. Corollary, Don't bunch up next to your teammates. They will hate you.



I'd add to that:

If you moving arty closer to front(or they r the short range mortars) for the love of God don't park them next to a friendly's CV...Or even in general area of one... you'll only attract counter battery and your ally may loose a CV and not even realize it...




My Add :

After a couple of shots : move your arty. Against counter batt. and occasional helo strikes.


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