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PostPosted: Wed 16 May 2012 01:19 
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Corporal

Joined: Tue 8 May 2012 02:58
Posts: 32
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.

Nato Deck:

Huey Command Heli,
Puma Resupply Heli,
FOB.

Gazelle Recce,
Kiowa Recce,

Tanks:
?? Sherridan??

Legion Famas w/ Puma,
Chasseurs Famas,
Delta w/ Huey,
Rangers w/Huey,
Paratroopers w/ Lynx

Cobra,
Lynx Tow,
Huey/Blackhawk
Gazelle+MG
Lynx Transport.

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?


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PostPosted: Wed 16 May 2012 01:34 
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Lieutenant Colonel
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Location: Polska Rzeczpospolita Ludowa
There is no way to transport vehicles by air in this game even if that was possible historically for some.
Also in NATO deck there is not so many transport choppers with weapons on their own so they would be pretty useless after drop and as you cannot summon infantry alone, it will hit your pocket badly.

PS. Play with this deck in 1v1 or with your friends if you can.

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PostPosted: Wed 16 May 2012 01:38 
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Chief Warrant Officer

Joined: Tue 27 Mar 2012 17:16
Posts: 541
It's not really feasible for the simple reason most maps aren't big enough to leave gaps in the IADS to move your troops in security, and even if you were able to do that, you'd likely land and occupy terrain of little strategic value.

It could work on smaller maps if occupying key terrain with infantry is what's gonna secure the victory.

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PostPosted: Wed 16 May 2012 09:08 
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Sergeant

Joined: Tue 28 Feb 2012 04:21
Posts: 59
I think there is a simple answer to this. No, not possible.

I don't think the point of the game is entrenching yourself either. You have to remember that Air mobile forces are no only vulnerable to AA, which an enemy can easy prop up, but their inability to transport armor and vehicles render any offensive on fixed position impediment. This game is all about mobile warfare and integrated support. Therefore having an homogenous force is a recipe for disaster.


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PostPosted: Wed 16 May 2012 10:08 
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Lieutenant

Joined: Fri 20 Apr 2012 19:02
Posts: 1023
Krauter wrote:
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.

Nato Deck:

Huey Command Heli,
Puma Resupply Heli,
FOB.

Gazelle Recce,
Kiowa Recce,

Tanks:
?? Sherridan??

Legion Famas w/ Puma,
Chasseurs Famas,
Delta w/ Huey,
Rangers w/Huey,
Paratroopers w/ Lynx

Cobra,
Lynx Tow,
Huey/Blackhawk
Gazelle+MG
Lynx Transport.

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.


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PostPosted: Wed 16 May 2012 10:36 
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Command Sergeant Major
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Joined: Tue 20 Mar 2012 11:55
Posts: 324
Location: Finland
Tried this once, bravely rushing my helo army (Deltas, Riflemen, ATGMs, Manpads) to capture a point ahead of the enemy tank force. Landed before they got there. Then I got Buratino'd. The end :lol:

It's just too weak of a force to rely on. Once it's deployed, it's basically static. Encounter artillery? Bye bye.
It's one thing to forward/rear deploy a few units for ambushing/delaying/reinforcement killing and another to try using helo infantry as your main battle force. It just doesn't work. In limited circumstances it can work but it's one hell of a gamble every time.

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PostPosted: Wed 16 May 2012 11:00 
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Major
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Joined: Mon 20 Feb 2012 15:52
Posts: 1944
Yes, you could play this in pubs or with friends but please be aware that it's going to be a loldeck, because it has several problems.

Airborne tactics work in different varieties and they have been used by many players from the really good to the just average. You will need to combine the airborne aspect with other components. For example: tanks and defensive infantry for helping in major fights or to defend a zone, howitzer arty to snipe enemy CVs, fast units such as marder VTS1 or zhalo or high-end tanks to capitalize on recon data and hit lightly defended targets, etc.

There's a few different tactics which you need to learn or just go watch replays, eg. the ones from the WCCL would have airborne tactics every now and then. There's ifs and buts - even if the enemy has plenty of AA, a few chapas or bukmis, but has very little recon on the sides, you can sneak around with your specops and pop their command vehicles. If they defend all their CPs with flame vehicles and robust AA and a bunch of other units, there's little point in pushing heavily with specops there.

As said the tactics are quite map dependent too.

REDDQ wrote:
There is no way to transport vehicles by air in this game even if that was possible historically for some.


But you can capture a forward zone with a command heli and spawn a huge tank army there. It's semi-viable in early game and works better late game when the enemy is already spent and has a lower capacity to react, saves you some time and fuel for the last crushing assaults ;)

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PostPosted: Wed 16 May 2012 12:04 
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Corporal

Joined: Tue 8 May 2012 02:58
Posts: 32
Thanks for all of the input. After making this deck last night and just playing a few games against the AI I found I could hold out against tank rushes for a little bit, but once my atgm helis and infantry were spent I was screwed.

So, I decided on adding a lot of tube arty and one mlrs system for fire support. I will however add some light AT vehicles and tanks to 'simulate' an airdrop.

The problem with my theory that I found, was that instead of quickly disengaging superior forces and scooting away in helicopters. Either my infantry was stunned and destroyed as they fled, or my helicopters would be caught on the ground when loading the infantry.


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PostPosted: Wed 16 May 2012 13:02 
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Joined: Thu 12 Apr 2012 02:13
Posts: 2378
Location: Polska Rzeczpospolita Ludowa
varis wrote:
REDDQ wrote:
There is no way to transport vehicles by air in this game even if that was possible historically for some.

But you can capture a forward zone with a command heli and spawn a huge tank army there. It's semi-viable in early game and works better late game when the enemy is already spent and has a lower capacity to react, saves you some time and fuel for the last crushing assaults ;)

That is, of course, completely true... but I rarely see this working. Most of the time such actions end up in glorious defeat.
Also command choppers tend to draw enemy fire as:
Quote:
Helicopter, small operational range, unarmed, unarmoured, 5 HP, 300 points, 2 available.
[...], this piece of [censored] is extremely situational due to it's high cost for no survivability (anything shooting at it, from random raindrops to sunflowers looking at it a bit too much, will kill it). Experts and special plans only.
;)

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PostPosted: Wed 16 May 2012 15:31 
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Joined: Tue 8 Nov 2011 22:40
Posts: 1262
I suggest you try and make a 'spiritual' airborne deck including vehicles that was historically airborne but not ingame.
You'd gain access to the mutt, sheridians, wiesels, M113 and a few more.

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