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PostPosted: Thu 10 May 2012 15:02 
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Corporal

Joined: Tue 8 May 2012 02:58
Posts: 32
Hi all,

I'm looking for a little bit of help here. Ive played a lot of classic rts's and was quite. Comfortable sending units out, primarily because I knew what they were and weren't capable of. However, I find that in this game, because I feel it is more complex, I am very very timid in my play style. I think I've boiled it down to not knowing what to expect of my units.

For example, traditionally, I could send infantry against a tank and expect a fair chance of taking it out. Now however, I'm not even comfortable having any infantry on the field. The only ones I am comfortable with is special forces, however because of how expensive they are I don't commit to using them
which makes them ineffective.

Can I get some help figuring the basic usefulness of certain units/unit classes?

Thanks.


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PostPosted: Thu 10 May 2012 15:10 
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There is not really unit or unit class...

In fact try to think about your unit as only a vehicule that transport Weapons...

That those weapons that have specificity....

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PostPosted: Thu 10 May 2012 15:14 
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General

Joined: Sun 6 Nov 2011 00:00
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Some general thoughts.

Tanks.
Low end tanks.
- Good meat shield, support weapons for infantry.
Med end tanks.
- Ok meat shields, can be used for flanking.
High end tanks
- Main hitting power, good against other land vehicles but can be flanked/ambushed.

Infantry. In general - use them only from cover. There they can kill anything (in forests, with exception of flame units)

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PostPosted: Thu 10 May 2012 17:46 
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Joined: Sun 11 Mar 2012 18:57
Posts: 289
Location: Canada
I absolutely agree with what was said above. The units in this game aren't so much units as they are weapons delivery platforms. So yes, focus learning about what weapons each "deliver" and which may suit your individual play-style.



Recon:


Recon is the single most important unit type in the game. If you don't have lots and lots of recon your army is blind.

unarmed recon - great to spam all over the map (edge of forests and hedgerows) but pops faster than popcorn.

armoured recon - find the one with the weapons systems you perfer. I find the one's with autocannons often double as a poor-man's AA (give some lone probing helo a nasty "hello" hehe). They are also useful to kill unprotected CV's (yes quite a few people don't bother protecting those 200pt CV's). So the armoured version of recon is very much worth the extra points in my opinion.

recon helos - best used (in my opinion) to watch for flank attacks/rushes so place them in locations you aren't necessarily "pushing" so that you'll have early warning of anything coming at you from a location you haven't focused on/prepared for.




Tanks:


light/calvary tanks - great for infantry support near and around forests or buildings. these tanks have a smaller target profile so they are harder to spot by recon etc. and some of them come with ATGM's which can be a nasty surprise to someone attempting to push into your infantry controlled regions.

medium tanks - ahh.....these guys used to be the mainstay of tanker's armies before the heavy tank patch (patch that actually made heavies useful) they are now much less used by some but I find they are still very useful in a flanking role. If you imagine a V formation (like the V typed not the typical upside down V formation) of your forward pushing units.....having your heavies at the point (all the way in the back) and some mediums in the flanks makes for some awesome focus-firing on the flanks of opposing heavies or you could (since again the mediums have a smaller target profile) drive a few of them around the enemy force and start hitting them from behind. Either way you want your medium tanks to be hitting the sides or the back of opposing heavy tanks.

heavy tanks - the new backbone of many an army in MP. From the front they can soak up large amounts of damage and also deal large amounts of damage with their long range weapons. Don't forget. They also have excellent stabilisers so use them. What I mean is......don't waste your heavy tank by having it sitting still. Heavy tanks should be micro'd to make sure they are always facing the enemy......and keep them on the move. Moving heavies can help draw an unsuspecting enemy into the fire of your other units which are positioned nearby.




Infantry:


I find infantry to be the "units that often make the difference" in many of the higher level games I've played. The reason I say this is because you can deliver your infantry (which has it's own use) to the battlefield in vehicle (which also has it's own use). So you can create a compliment there. There are too many combinations of units and delivery for me to get into here but suffice it to say that I think there is something for everyone here. Infantry has (at least for me) on many an occasion been the "ace up my sleeve" so to speak so please don't discount them and I'm telling you if you really learn to use them you can absolutely decimate an enemy with infantry.



Support units:


These I think speak for themselves largely, but I would say this. Don't fall into the trap of "bigger is necessarily better". I still use the regular auto-cannon AAA just as much if not more than the SAM anti-air. In fact it's usually a 2:1 or 3:1 ratio for me. Also while rocket arty may "look cool" etc. I find the regular arty (or mortars) to be of more use the rare times I use it.......especially if moved along with attacking forces.



Helos and Vehicles:


I find both of these categories very situational and as such if you place weapons delivery systems from either of those two categories you should bank on having to micro whatever you've placed (in many cases). So while I definitely dip into the vehicle-pool quite a lot more often than the helo-pool in my deck I do so when the situation/map calls for some specific hardware which as stated I know I will most likely be micro-heavy in order to give it's full benefit as well as to make sure it isn't lost and then you've given the enemy a large number of points.

For example: While an Apache sounds like the bees knees in terms of tank-killer etc. Apaches need some heavy micro in order to be used really effectively. First, have some air-recon with the apache, and then turn off all weapons systems except the cannon until you actually want them used. For instance you see an enemy CV.....target it......quickly enable the ATGM weapon......wait for one missle to fire and then quickly disable the ATGM weapon again or you will (in most cases) have wasted a second valuable hellfire.

You enable and disable a unit's weapons systems by left-clicking on the weapon displayed when your unit is selected.



Logistics:

Same thing with logistics units. They are very situational but here a few quick tips. It is almost always useful to go with armoured CV for the few extra points it costs. So build an armoured CV and then delete your unarmoured CV by right-clicking on it. The armoured CV might actually with-stand one of those random arty barrages so you can get it out of the sector alive. Oh and if it's not obvious.......watch your CV's because if you lose a 200pt. unit your teamates aren't going to be very happy with you. ;)

I should also mention that while the super chinook seems like such an awesome support transport (carries so many supplies) it also has a huge target profile and makes a rather juicy and squishy target.


Don't worry mate, just play the game more. All of what I've posted isn't secret........you'll see......the more you play the more everything will fall into place.

Good luck and have fun out there! :)


Last edited by the_Monk on Thu 10 May 2012 17:50, edited 2 times in total.

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PostPosted: Thu 10 May 2012 17:50 
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General

Joined: Sun 6 Nov 2011 00:00
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some "medium" tanks are still good - like T64B, it got the range buff as well.

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PostPosted: Thu 10 May 2012 18:56 
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ikalugin wrote:
some "medium" tanks are still good - like T64B, it got the range buff as well.

Only T64BV got it.

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PostPosted: Thu 10 May 2012 20:21 
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Specialist

Joined: Wed 4 Apr 2012 16:32
Posts: 17
Infantry are fantastic if used well. 80 points of infantry can change the game where 300 points of tanks would be impotent. They're often cheap enough where if they fail and die, no big deal, but if they complete their mission will win the game or drastically turn the tide. I was playing 1v1 the other day and shot 8 FAMAS units down the middle highway. They were fast enough that only a couple were lost on the way, got into the enemies base and took down about 800 points worth of units. It was fantastic.


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