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PostPosted: Wed 16 May 2012 18:17 
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First Sergeant
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Joined: Sat 11 Feb 2012 12:12
Posts: 212
I personally use 'Airborne' aswell, but I cannot rely completely on that.

What you'll need is atleast 1 basic infantry brought in by Vehicle. This allows for pushing the frontlines, or simply deploying infantry when the enemy has too much AA

Also get some vehicles, recon and maybe artillery or tanks.
It's important that you do what your teammate can't. Scouting the sides, bombing the enemy, flanking them, etc etc.

You'll end up more as a support than an actual player, I suggest you find a friend whose deck is focused on ground combat.

Oh, and. You may wish to add some more command vehicles (Since Airborne is very much rush & defend strategy, you need to be able to capture and defend valuable points)


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PostPosted: Wed 16 May 2012 19:12 
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Specialist

Joined: Wed 4 Apr 2012 16:32
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I use a completely airmobile PACT deck in big games. The key is to save at least half of your points at the beginning, and then capture a reinforcement point somewhere on the other side of the map ASAP, and then call in whatever vehicles you need. Don't use ATGM infantry, just regular infantry and SAM infantry, as well as rocket helicopters and mabe a gunship or two.


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PostPosted: Fri 18 May 2012 12:11 
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Corporal

Joined: Thu 17 May 2012 21:28
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shouldnt there be added paratroopers or like in world in conflict to paradrop some light tanks in a specific area, I really don't see any point not doing so ?


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PostPosted: Fri 18 May 2012 14:04 
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Corporal
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Joined: Fri 11 May 2012 05:55
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x3ckid wrote:
shouldnt there be added paratroopers or like in world in conflict to paradrop some light tanks in a specific area, I really don't see any point not doing so ?


It sounds cool but you would need to define what you mean by a specific area, obviously you cant have the ability to paratroop some Famas right next to the enemy CV.


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PostPosted: Wed 23 May 2012 01:16 
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Corporal

Joined: Sat 31 Mar 2012 05:38
Posts: 48
I did not read the entire thread. But having seen a successful air mobile force you go in with a lot of inf to secure the LZ then you call in your main force once you have it secured with a command cv.

Problem is you should never use command helo's.. 300 points that will die with just one random rocket hit from a MLRS. But you can be successful at setting up a quick cap zone and calling in units.. its just easy to loose your butt doing it.


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PostPosted: Fri 25 May 2012 22:25 
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Joined: Thu 24 May 2012 18:10
Posts: 672
One thing I pulled semi-successfully is sending a command helo, a recon helo, and airmobile IGLAs to an advance capzone in the beginning of the game. The enemy rushes to hit your command helo with a helicopter blob, command helo starts running away, blob runs into IGLAs. The problem is that with their range and power IGLAs don't generally kill enough points to make this into a major success. You'll kill maybe a couple hundred points on the first volley and that's it. Still, a fun trick.

Also, I've found that securing a dropzone with SF, then using a command helo to cap it and call in a bunch of defenses/armored CV does work. The helo can then fly out.

Finally, you don't really need many airmobile units to airdrop stuff - then you can't field much regular inf. Just use the helos from your initial airdrop. For example, I use the helos left over from the IGLAs to load up some KONKURS ATGMs and drop em in front of rushes.

Best wishes,
Daniel.

_________________
wore explaining that Western superiority comes from education and willpower:
Russian ingeneers ... couldn't make something more or less capable due to lack of education, competence and willigness to develop


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PostPosted: Fri 25 May 2012 22:46 
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Specialist
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Joined: Sat 19 May 2012 17:34
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I managed to pull of an air drop deep into enemy teritory and capture their reinforce point(large map).it was 4 players vs. Al hard ho,dont know how would work vs. human


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