great game :) - but why you have nor arty involved? to slow?
@sd_leagueКүн бұрын
arty in this deck is nice, but the enemy wasnt stopping either and I had no eyes on static targets, so what should I have used it for?
@gmoneybehotch1325Күн бұрын
@@sd_league you are the expert - But if you ask me. If possible with this Deck the automated one ;) - I just bought the game and try to learn
@diestormlieКүн бұрын
@@gmoneybehotch1325As I understand it, Arty in WARNO is typically brought in if/once the lines of control solidify. The setup/aim/shell flight time means that it's very difficult to hit a moving target with Tube Arty. Worse, if you're on the offensive, an ill-considered arty strike could end up hitting your own stuff. Debilitating *and* embarrassing! (Let's handwave off Airstrikes for the moment- out of scope for this.) Arty is at its best when you're facing prepared defensive lines consisting of infantry or towed units. Consider, say, you have to take a town. There's a few ATGM teams in the outermost buildings, a recon infantry in an scrap of forest, and a few large infantry squads one building layer in- let's say some regular squads with AT and some Sapper/Pioneer squads with Satchels/Flamers. If you try and skirmish at long range, the ATGMs will come out to play. If you smoke and charge, the Infantry AT will destroy your vehicles, the Satchels your infantry. Maybe you can brute force it with enough mass, but it'll be very costly, giving your opponent the chance to build up forces for a push elsewhere. So- bring up the Arty! Spot the ATGM teams, either with Recon by Recon or Recon by being fired upon at max range- then call in the tubes. If the strike doesn't immediately wipe out the ATGM team, then it'll have stunned them, or at the *very* least lowered their cohesion. If it didn't do any damage at all, that's because you forced the team back- and that means they can't fight. With the ATGM teams dead or driven back, you can bring forward tanks for fire support. Now you can bring forward Infantry squads- ideally in/backed up by IFVs- deploy them out, then run in the rest of the distance. The defending infantry, if it opens up, will begin to be shredded by the fire support- hell, maybe get the Arty in on it as well! Now, when the CQB battle begins, your troops are heartily supported, high cohesion, and their troops... Aren't. Congratulations, a winner is you!
@gmoneybehotch1325Күн бұрын
@@diestormlie wow thx - this was very detailed! I appreciate
@x0331xКүн бұрын
What rank was this guy is the real question
@sd_leagueКүн бұрын
Rank 110 or so, higher rank then me currently (rank 181 after that game).
@Rempai420Күн бұрын
The blob meta has become so strong you don’t even need infantry anymore. This deck would get clapped against an ATGM or heavy tank deck though.
@sd_leagueКүн бұрын
wasnt really massive blobs, if you call 3 tanks a blob, you can't attack anymore, without blobbing :D
@Rempai420Күн бұрын
@@sd_league Amen to that. I only play 27th at the minute for pure BMP-3 and T80 blobs. Send the recon to be a meat shield and then watch the beauty of HE rip the enemy apart.