So, I was just fooling around and trying out different ideas for decks, and thought of an airmobile concept.
Now, first off, I have a question. Are some tanks, such as the Sheridan air transportable as they were historically? (I've unlocked neither it, nor the Chinook).
With that out of the way I'll get to my layout so far.
Huey Command Heli,
Puma Resupply Heli,
Legion Famas w/ Puma,
Delta w/ Huey,
Paratroopers w/ Lynx
Now obviously, this build is highly vulnerable to any kind of anti air that will cripple its mobility. However, my idea is, that by playing games with larger amounts of players (4v4) will allow me to use then to bolster then lines of other players, as well as do commando raids. I don't expect to lead the scoreboard of a match with this build, but am just wondering if I should add/remove anything to keep with the Airmobile theme.
Also, does anyone have any experience with these kinds of decks?
I have had both a VDV and Air Cavalry deck, with some added ground units.
With your current deck you have not much to hold an occupied zone. With airborne you want to conquest zones in enemy territory, close to their supply lines. For everything else you can simply use a ground force. So i would at least put some ground units in the deck, preferably command vehicles, infantry, AA and some tank destroyers. Calling them in from a conquested supply zone.
You will suffer from enemy artillery because they are much more accurate the closer you get and heavy artillery firing from a nearby zone will annihilate your airborne infantry.
Also you probably need your own artillery from any starting zone to have some preperation fire and for actual fire support. You can leave those tasks to a teammate of course.
Overall a sole airborne deck is doomed to fail on most map and there are so many things that can go wrong.
Biggest drawback of airborne infantry is: all you have is infantry after the drop. With all the pros and cons.