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PostPosted: Tue 17 Apr 2012 20:05 
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Location: Universe, Galaxy, Solar System, Earth, Ground, Eurasian Continent, Main Landmass.
Based on AP damage to morale patch (V 12.10.08.950000069)

This is a prolongation of the guides available in my Signature.

As a reminder, these are mainly my opinions, they are bound to change, and can be flawed, but I'd be happy to correct myself if proven wrong.

This guide will first be about NATO and PACT command vehicles, then about supply units.

General Information

- Wheeled vehicles all go at the same speed on roads. All tracked vehicles go at the same speed on roads. Tracked vehicles are slower on roads than wheeled ones. Wheeled vehicles have trouble managing difficult terrains (hedges, forests, etc...) and go very slowly.
- No armour means that anything can damage the vehicle, including rifles. Light armour means that there only is frontal armour. Armoured means frontal and side. All round means... At least one armour on each sides. Heavily armoured means that there is at least one side with 2 armour. Helicopters never have armour.
- Some units have 5 hit points (HP). This means they are rather fragile. All other vehicles have 10 HP. For air units, it is more important as against some weapon systems, it means they can die in one shot.
- MMGs have shorter range than HMGs. HMGs can stun helicopters.
- Small size means the unit is hard to spot/easy to hide. Normal size means the unit is possible to spot just outside a defensive range (AA/AT range). Big targets mean they are really easy to spot outside regular AAA range, and generally give away your position.

- All Command vehicles will die to one ATGM. Remember not to leave them in the open/too close to a forest edge.


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NATO Command Vehicles

USA

M151A1 COMMAND
Wheeled, unarmoured, unarmed, slow, 5HP, Small, 200 points, 4 available.
Second slowest NATO command vehicle, this unarmoured CV has an extremely low survivability. Random artillery shots can take it down extremely fast. It's only advantages are its availability, the biggest of NATO CVs, and it's size, making it harder to spot, but once spotted, it is as good as dead. To be sold ASAP, even when certain to be able to protect it: A lucky artillery shot, and it's toast.

M114A1
Tracked, armoured, slow, HMG, Small operational range, 220 points, 4 available.
This rather armoured command is the slowest NATO command vehicle. Its average armour (front and side) protect it from light arms fire, and its HMG can damage helicopters in small numbers. However, it's extremely small operational range mean that in case of hurried escape, it will eventually run out of fuel and become extremely vulnerable. As the only armoured command with 4 availability for NATO, it still has a place in a deck.

M577 CPC
Tracked, heavily armoured, unarmed, small operational range, 220 points, 2 available.
This is he toughest of all command vehicles in game along its German version. Due to its high armour, it has an extreme survivability for a command vehicle, for really cheap due to the absence of weaponry. Running away isn't always the best option with it due to a small operational range, but its speed is acceptable. Sincerely a must have if you don't want nasty surprises (but still remember to protect it), and able to take quite some punishment.

UH-1A
Helicopter, small operational range, unarmed, unarmoured, 5 HP, 260 points, 2 available.
Inferior to it's PACT counterpart, 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, and you can't hide it in forests or hedges). Experts and special plans only.

NON USA

FV105 SULTAN
Tracked, armoured, fast, MMG, very small operational range, 230 points, 2 available.
Very fast in cross country, this command has little armour and a weak main weapon, but is able to escape pretty well with good chances to outrun his opponents. Beware though as it quickly runs out of fuel. To be used when quick escapes on difficult terrain might be necessary but you are confident in your supply lines.

VAB PC
Wheeled, lightly armoured, fast, HMG, huge operational range, 240 points, 2 available.
Very fast, this command vehicle is to be used for quick objectives grabbing. It's HMG gives it acceptable survivability against single helicopters and it's speed makes it the pride of all White Flag Armaments (tm) factories. Joking aside: A good choice, but slightly costly. One of its main advantages is that it can efficiently hide in the middle of split VABs for more difficult sniping and that it can go hide in cross country for ever without running out of fuel.

M577G
Tracked, heavily armoured, unarmed, small operational range, 220 points, 2 available.
This is he toughest of all command vehicles in game, it is an exact copy of the USA version. Due to its high armour, it has an extreme survivability for a command vehicle, for really cheap due to the absence of weaponry. Running away isn't always the best option with it due to a small operational range, but its speed is acceptable. Sincerely a must have if you don't want nasty surprises (but still remember to protect it), and able to take quite some punishment.

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PACT Command Vehicles

USSR

UAZ-469B
Wheeled, unarmoured, unarmed, 5HP, Small, 200 points, 4 available.
This unarmoured CV has an extremely low survivability. Random artillery shots can take it down extremely fast. It's only advantages are its good speed and it's size, making it harder to spot. Once spotted though, it is as good as dead. To be sold ASAP, even when certain to be able to protect it: A lucky artillery shot, and it's toast.

BRDM-2U
Wheeled, light armour, unarmed, 220 points, 4 available.
Best choice available, this CV offers enough protection combined with good speed to increase its survivability, while available enough to be the only choice needed in the deck, and for rather cheap. Its only drawback is it's absent weaponry, but that never saved a CV in existence.

BRM-1K
Tracked, armoured, canon, exceptional sights, 250, 2 available.
A very strange command vehicle, the 1K features an inaccurate and weak canon, mainly against lightly armoured ground targets, and exceptional sights, for a prohibitively high price. To be used on really open maps, hidden in hedges, where its optics provide reconnaissance against attacks. Situational and quite costly.

Mi-2D
Helicopter, small operational range, unarmed, unarmoured, 5 HP, 260 points, 2 available.
Superior to it's NATO counterpart in terms of mobility, this is still extremely situational due to it's high cost for little survivability (anything shooting at it will kill it). Experts and special plans only.

DDR

FÜHRUNGS UAZ
Wheeled, unarmoured, unarmed, 5HP, Small, 200 points, 4 available.
This unarmoured CV has an extremely low survivability. Random artillery shots can take it down extremely fast. It's only advantages are its good speed and it's size, making it harder to spot. Once spotted though, it is as good as dead. Not to be bough, even when certain to be able to protect it: A lucky artillery shot, and it's toast. Also, it's unusual name can give it a few seconds of survival if brain dead enemies don't see the stars near the name.

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NATO Supplies

Remember any supply unit can be captured if not protected by armed units. This applies to landed helicopters as well. These targets have to be manually selected for units to fire on them.

LAND

FOB
Most cost effective way of getting supplies, the FOB holds 10K supplies for only 100 points. Adding one to a deck might not be necessary as you spawn with one. On smaller maps, it can be sold in order to recruit more troops. On bigger maps, you might need several of these where your supply vehicles refill.

MD JUPITER
20pts/K supplies, 12000 total (/16), 5HP
This is NATO's workhorse. Smaller sized than the HEMMT and slightly slower (but remember all wheeled vehicles travel at the same speed on road, and you mainly use roads with those), it has the same price/supplies and same total amount of supplies on deck choice. If you don't want your forces to be too easy to spot, these are a better choice. Also, due to higher numbers, coverage of your forces is easier than with the HEMMT.

HEMMT
20pts/K supplies, 12000 total (/8)
Exactly similar load / price than the Jupiter, it is overall more practical for people who prefer to Macro- over Micromanage. Useless frontal armour is a bonus. It's only real drawback is it's size, making it easy to be spotted.

AIR

SA.330L PUMA
40pts/K supplies, 8000 total (/8)
Fastest of all NATO air supply helicopters, it has the smallest load. Privileged on big maps, or for players working as a team with rather defined roles. Due to the smaller load, it has to be micro-managed, but it proves rather efficient in its task.

CHINOOK HC.1
40pts/K supplies, 9000 total (/6)
Basically the least efficient supply heicopter: With same price/load but smaller speed than the PUMA, and with a higher price/load with identical characteristics than the super chinook (and smaller load/transpor), it's a bad middle ground. It's only advantage is that it bring, if all available are bought, 1K more supplies than the other deck choices.

CH-47C SUPER CHINOOK
37.5 pts/K supplies, 8000 total (/4)
Most cost-effective NATO supply helicopter, the super chinook is best used for people who don't want to micro their air supplies. A good choice.

_________________________________________________________________________________________________________________________________________


PACT Supplies

Remember any supply unit can be captured if not protected by armed units (KOLOS, even if armed, can still be captured). This applies to landed helicopters as well. These targets have to be manually selected for units to fire on them.

LAND

FOB
Most cost effective way of getting supplies, the FOB holds 10K supplies for only 100 points. Adding one to a deck might not be necessary as you spawn with one. On smaller maps, it can be sold in order to recruit more troops. On bigger maps, you might need several of these where your supply vehicles refill.

URAL-375D
20pts/K supplies, 12000 total (/16) + 12000 (/12), 5HP
This is PACT's workhorse. It also gives access to the URAL-4320, making this deck choice mandatory as it gives access to a total of 24K supplies, perfect if FOBs run out. Great value.

WOZ ZAOP. URAL
20pts/K supplies, 12000 total (/16), 5HP
A poor choice compared to the URAL-375D as it provides, overall, less supplies/deck choices. Forget it. And it looks fugly.

KOLOS & T-813
20pts/K supplies, 15000 total (/12)
A good choice for secondary supply trucks, those are for players that don't want to micro their supplies. Surprisingly armed with MMGs and possessing frontal armour, they are great to accompany attacks. They are less vulnerable to artillery than other supply trucks. I favour T-813 as they are harder to be remembered as supply trucks by players that aren't used to PACT units, while KOLOS is easy to remember.

AIR

Mi-26
25pts/K supplies, 20000 total (/4)
Absurdly cost efficient, this supply helicopter carries half a FOB...It is also the only "VERY BIG" target in game. Do not use them to close to enemy lines in order not to draw artillery fire to your positions. They are best used slightly behind your main battle line as a place for units to fall back when damaged, like a mobile FOB.


[Special thanks: ...]

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Last edited by DeuZerre on Tue 16 Oct 2012 11:20, edited 13 times in total.

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PostPosted: Tue 17 Apr 2012 21:07 
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Location: Polska Rzeczpospolita Ludowa
Quote:
Inferior to it's PACT counterpart, this piece of [censored] is extremely situational due to it's high cost for nor 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.

LOL... briliant! :lol: :lol: :lol:
Many thanks... your guides are awesome! :D

Side note: URAL trucks are beautiful.
Anyway Poland should get STAR or JELCZ trucks instead of Ural... also better version of that vehickle for Soviets could be bigger and faster Kamaz than just another Ural.

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PostPosted: Tue 17 Apr 2012 21:12 
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U wrote UH-1A for soviet command helo... its the Mi-2D

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PostPosted: Tue 17 Apr 2012 21:14 
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REDDQ wrote:
Side note: URAL trucks are beautiful.


The polish version's texture is horribad seriously...

Thanks by the way :!:

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PostPosted: Tue 17 Apr 2012 21:28 
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The Super Chinook/Chinook also has a "Very Big" size category as with the Mi-26, although do you mean a "Very Big Target" instead of a Very Big Size. :D


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PostPosted: Tue 17 Apr 2012 21:36 
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I think the number of HP that suply vehicle have is an important thing to consider as well. For instance I realy have a hard time choosing between Jupiter and HEMTT because of that.

:? 2x5HP vs 1x10 HP what is the best ? Dipends of the situation of course that why it's os hard to choose !

Are you sure KOLOS cannot be captured ? Of course when they are shooting at you you offen prefer to destroy them but I'm pretty sure I already captured some.

Good Guide as usual.

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PostPosted: Tue 17 Apr 2012 21:39 
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They can be captured. Where did I say they couldn't? Typo maybe.

Well, for the more HP principle, I always found that 1x10hp dies more easily than 2x5, simply because several shots go on the same target anyway. If you split your units, the enemy will focus on one, especially since targetting is manual against supplies.

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PostPosted: Tue 17 Apr 2012 21:48 
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HEMTT have an other advantage....

SPEED!!!!

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PostPosted: Tue 17 Apr 2012 21:57 
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Also, I never understood the logic behind the extremely nerfed Polish supply truck. That is another unit that you never see at all and is a filler except for National decks.

They should just make it have a total of 20-30 supply trucks or something to make it at least seem like a viable alternative to URAL-375D, or change some other parameters to make it stand out.


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PostPosted: Tue 17 Apr 2012 22:06 
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Quote:
(but remember all wheeled vehicles travel at the same speed on road, and you mainly use roads with those)
10kmph won't make much of a difference.

For the 2x5 vs 1x10 dilemna I was thinking about arty. Area of effect damage is much more efficient on soft targets like Jupiter. A single shell can destroy 3 or 4 Jupiter close to each other because of splash damage but will never kill 2 HEMTT, 1 max if the shell lands on it.

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