Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Instead, pick something you *like*. There are lots and lots of ways to make viable decks, which can be used to play in different ways.
A good/mediocre deck might assuredly lose a gainst a "best" deck played by a top player, but I doubt you would run into such a deck, and the top player could beat you with any deck, anyway. And you couldn't likely play the "best" deck correctly either, still lacking the practice and the skills needed for it.
Make a deck which you think might be fun. Play it and experiment with things. Learn how stuff works, switch out things which don't feel good for you. Add things you don't really know what they do, and try to use them.
That earns XP to
The French get a low tier infantry that you can deploy hundreds of, in a puma helicopter that has a 30mm cannon with 1000 rounds or something... So it allowed you to basically deploy a set of psuedo attack choppers for a much cheaper price.
It really depends on how you want to play though. I for one, love aircraft, planes, helicopters, anything that flies I love it, especially if it causes massive explosions with its munitions, or epic strafing runs (I'm partial to an A10 minigun run... gets the gunboner pitching.) So I build my decks around deploying a multitude of various role filling aircraft.
Small tip though, when selecting your infantry, consider the purpose you plan to use them for, especially when selecting the transport vehicle and veterancy for them. For example. A low tier infantry, the basic squads, you could deploy a load of them at trained status in say... an APC. Then they are cheap, you can use plenty of them without too much worry, and they have the weapons on the APC for basic fire support. But say... an ATGM team, designed to take out tanks, you are probably better off taking them at a higher veterancy and getting less of them, deployed in say... A Helicopter or even an Armored vehicle. The reasoning being that You don't really drop a lot of ATGM teams, you use them primarily for city defence or forest ambushes and you want them to be veterans so they hit more often, those missiles are not cheap and they don't carry many.
You just have to build a deck to your playstyle. I recommend using one of the games pre-built decks first, play with each unit, each type, and then build a deck based on the things you enjoyed most.
When I first started this game, I could only use decks that had sturdy tanks in them. Having come from C&C, Starcraft, and Ruse, I had come to rely on tanks that could absorb a lot of damage and work as the front line of my army. In this game, you don't always have tanks that can fulfill that role, so if that's how you tend to play RTS games, make sure you have a tank in your deck that has good defenses in addition to powerful, long-range attack capabilities.
But really, above all else, you'll just have to put some time into the game to learn what works and what doesn't work.
PACT
Poland
Motorized
Pre 1975
there are only two tanks available here, the T-55 and the T-55A pretty paper thin armors, won't stand up against any real threats, but the bonuses are they cost 20 and 25 points respectively and their main gun isn't terrible... oh and because of the 80% increased availability I had over 100 of them total.
I found myself fielding groups of 8 to 20 tanks, and then rampaging with them, sure they'd get smooshed by cobras and an abrams would waste them in a straight up fight. But I could take out groups of abrams with my group, because of the difference in reload time. Also you have to remember points cost... A single abrams is 135 points. So a group of 4 is 540 points. that means I have to lose 6 of my tanks, before they've made enough points to equal a single abrams.
My infantry were also super cheap, and deployed with a somewhat decent APC that had anti tank missiles on it, again paper thin armor, but 12 of those infantry + their APCs in a city could lock it down nicely, especially when supported by AA infantry with more of the same APCs.
I found my playstyle evolved to fit that deck and it actually held up rather well. The thing is, there are SO many possibilities for the outcome of your deck and the way it will play, you have to simply experiment and find out which you like the most.
Send a company of T-55A (250 pts) over the field, supported by Malyutka ATGM launchers (50pts), shilkas (50pts) and BRDM recons (40pts) hidden in forest, accompanied by a company of infantry (250 pts) which unloads once it gets among the enemy tank platoon (540pts) the whole attack was directed at! Almost a battalion against a single platoon - at the same price, give or take. (point values might not be absolutely correct.)
Perfect 1980s stereotype of endless eastern hordes against few high tech NATO defenders..
But just find a strategy that works for you and do it as much as you like.