It is currently Fri 24 May 2013 07:53

All times are UTC [ DST ]




Post new topic Reply to topic  [ 82 posts ]  Go to page 1, 2, 3, 4, 5 ... 9  Next
Author Message
PostPosted: Sun 5 Aug 2012 15:22 
Offline
Major
User avatar

Joined: Mon 20 Feb 2012 15:52
Posts: 1960
I drew up a little illustration for the effective hard counters in Wargame. This is probably most useful for fresh players to get a quick picture on the lay of the land.

Currently Wargame has a quite beautiful system of hard counters. At early release patch level, artillery used to counter everything. At later release patch level, some hard counters just weren't quite effective. At heavy tank patch level, heavy tanks lacked effective hard counters which broke a few things. Current patch level provides a good rock-paper-scissors philosophy implementation, so you gain significant tactical advantage by bringing units that counter what your enemy has deployed. However Wargame also strongly subscribes to the learn2play philosophy, so for example top tier tanks can easily pwn infantry or ATGM units if the opponent makes some big tactical mistake.

Image

This takes into account some sensible tactical assumptions. For example, AA and artillery are support units that are pretty much vulnerable to any fire, but usually they are so well protected you can't just eliminate them by bringing another type of unit. Artillery and tanks are generally useful on the battlefield, but they are especially good in countering some classes of units so I've marked them as hard counters for only those. Cheap spam refers to vehicles of 20 pts or less, typical examples are empty APCs, T-55, T-34, marder VTS1 etc. Helicopters could easily kill most units but usually tanks and cheap vehicles are used for offensive pushes where they are quite exposed and lack AA cover so helicopters are most effective against these units.

_________________
ImageImageImage
Fix decks and save minor nations - viewtopic.php?f=91&t=28335


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 15:36 
Offline
Lieutenant Colonel
User avatar

Joined: Thu 12 Apr 2012 02:13
Posts: 2401
Location: Polska Rzeczpospolita Ludowa
Very nice presentation... should help some people...

_________________
Image
http://www.wargame.com.pl/ - Polska strona o WARGAME!!!
Please remember... we complain because we care!!!


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:13 
Offline
Corporal

Joined: Thu 2 Aug 2012 16:58
Posts: 33
You forgot that recon beats all. ;)

At the very least recon is essential to any of these working at their maximum potential.


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:23 
Offline
Second-Lieutenant

Joined: Mon 13 Feb 2012 23:15
Posts: 967
If there is one hard counter to everything, it's cover. Unit interaction depends mostly on terrain, there are very few hard counters in the game. Most things with a gun counter everything without one, I guess?

I don't understand the need to find a counter system in the game when it doesn't really have one.

_________________
Wargame: Disco Edition

http://i.imgur.com/KwSCdxW.png


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:27 
Offline
Lieutenant Colonel
User avatar

Joined: Thu 12 Apr 2012 02:13
Posts: 2401
Location: Polska Rzeczpospolita Ludowa
Hob_Gadling wrote:
I don't understand the need to find a counter system in the game when it doesn't really have one.

You would tell differently if your team mates would try to get rid off enemy infantry in forest by using T72s... after reading varis post some may at least get a clue to use artillery.

_________________
Image
http://www.wargame.com.pl/ - Polska strona o WARGAME!!!
Please remember... we complain because we care!!!


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:32 
Offline
Second-Lieutenant

Joined: Mon 13 Feb 2012 23:15
Posts: 967
REDDQ wrote:
You would tell differently if your team mates would try to get rid off enemy infantry in forest by using T72s... after reading varis post some may at least get a clue to use artillery.


That's actually my point in its entirety. Infantry is dangerous to tanks because of the forest. Without the forest, they would be cannon fodder. Ground matters a lot more than the units.

_________________
Wargame: Disco Edition

http://i.imgur.com/KwSCdxW.png


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:32 
Offline
Lieutenant

Joined: Tue 14 Feb 2012 20:06
Posts: 1332
Cheap spam (I assume tanks?) > ATGM? Nah...

_________________
Image Image


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:38 
Offline
Lieutenant Colonel
User avatar

Joined: Thu 12 Apr 2012 02:13
Posts: 2401
Location: Polska Rzeczpospolita Ludowa
Hob_Gadling wrote:
REDDQ wrote:
You would tell differently if your team mates would try to get rid off enemy infantry in forest by using T72s... after reading varis post some may at least get a clue to use artillery.


That's actually my point in its entirety. Infantry is dangerous to tanks because of the forest. Without the forest, they would be cannon fodder. Ground matters a lot more than the units.

OK, I agree... but it doesn't mean that chart is bad when it is valid for the most time. Maybe only that arrow from Infantry to HiTech tanks is a bit of confusing.

_________________
Image
http://www.wargame.com.pl/ - Polska strona o WARGAME!!!
Please remember... we complain because we care!!!


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:50 
Offline
Major
User avatar

Joined: Mon 20 Feb 2012 15:52
Posts: 1960
REDDQ wrote:
Maybe only that arrow from Infantry to HiTech tanks is a bit of confusing.


When a 5pt motostrelci kills 2 heavy tanks for 300pts, it sounds like a hard counter for me. From a tactical point of view you could very well bring in some cheap infantry and place them in a key location because that's one way to stop the advance of heavy tanks. In the case of medium tanks they could just swarm them in, overwhelming the infantry with firepower and disregarding losses - so infantry could just be a soft counter there, as the ratios of points exchange are different. But of course many points like that are debatable.

A model of hard counters serves 2 purposes:
1) Tactically, you ask - ok, wall of ATGM ahead, what should I bring?
2) Helping out to judge game balance. Should 3 ATGM jeeps overcome a T-80? Maybe if they're supposed to be a hard counter.

_________________
ImageImageImage
Fix decks and save minor nations - viewtopic.php?f=91&t=28335


Top
 Profile  
 
PostPosted: Sun 5 Aug 2012 16:59 
Offline
Second-Lieutenant

Joined: Mon 13 Feb 2012 23:15
Posts: 967
REDDQ wrote:
OK, I agree... but it doesn't mean that chart is bad when it is valid for the most time. Maybe only that arrow from Infantry to HiTech tanks is a bit of confusing.


Right, but it's not really valid either. Infantry beats everything else in the game provided they have numbers and can close the range. That's why ambushes against reinforcement routes are so often infantry hidden in a suitable forest or building. Gunships also work against everything, including AA systems they can outrange and without proper scouting even systems they don't outrange. High-tier tanks are so useful because they are the kings of ground battle, and can take anything head on as long as they can keep at range. Their usefulness drops directly with range. They are also expensive, which is why ATGM vehicles beat them point for point. Infantry beats rocket helicopters if the helos are silly enough to fly over a forest.

It depends too much on ranges and terrain to make a chart like that. It's simply loaded with assumptions: why aren't helos a counter to artillery? Because artillery is practically always behind a curtain of AA. Why doesn't cheap spam beat high-end tanks? Because it's assumed the tanks will move out of the way and pick at the horde from distance. Why does arty beat infantry? Because it's assumed the infantry is far, far away and artillery can shoot in peace instead of being pestered by Deltas from a range of 100 meters. Why do ATGMs beat medium tanks? Because it's assumed they can land a hit before coming under fire from tank machine guns.

I'm not against helping new players, but this doesn't help. It instills the wrong mentality and makes units seem more like one-trick ponies than they really are. Activity, aggression, combined arms and numbers matter usually a lot more.

_________________
Wargame: Disco Edition

http://i.imgur.com/KwSCdxW.png


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 82 posts ]  Go to page 1, 2, 3, 4, 5 ... 9  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group