WARNO
Better Attack/Defence during Army General
Is it possible to better prepare for an attack or defence during the campaign as in Red Dragon?

As a defender, I can occupy most of the conquest zones before the battle starts and think about an effective defence, while as an attacker you have to position your troops accordingly in the spawn area. That would be much closer to a Cold War scenario.

Right know its mostly a clash of units in the middle and quite boring to play.
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seashell Feb 27 @ 2:45pm 
the problem is that
if you occupy most of the zones, then you'll just have a +6 or more lead, and you win total victory by conquest within 10 minutes.

since wargame is purely destruction, you don't feel it.

they need to use steel division 2 breakthrough system to handle this
Played some Army General in Warno, but not enough to understand it fully.

One engagement my starting zone was the same as the PACT side. The AI attacked again, but my starting zone took up almost half of the map while PACT had a very small starting zone.

IDK if there are some mechanics that I am overlooking that dictates the size of the starting zone or what. But the second engagement I was able to spawn units within the control points.

The first engagement ended in a draw. I only had 60 moral while PACT had 280 be ended up taking them down to 140ish I think before the match ended in a draw.

The second engagement was still within the first turn for the AI and they just re-engaged my same division with a different division of theirs.

So IDK if moral/winning/drawing a match has anything to do with the starting zone size. The second engagement was no different than the first, just the AI attacked with a different Division, but my starting zone was ~3x+ the size of the AI and I was able to set up before they pushed in.
Last edited by ArmedGhost-; Feb 27 @ 3:27pm
Originally posted by ArmedGhost-:
IDK if there are some mechanics that I am overlooking that dictates the size of the starting zone or what.
The Army General Tutorials explain that.
CORRIDA Feb 27 @ 10:31pm 
Originally posted by DasaKamov:
Originally posted by ArmedGhost-:
IDK if there are some mechanics that I am overlooking that dictates the size of the starting zone or what.
The Army General Tutorials explain that.

There is none such mechanic, only one that's dictacing the map.
If you are on a forest tile you get a random map from forest map pool, on a city tile a random city map,... and so on.
The maps itself a fixed in size, zones and starting area, you can look at them in the map editor.

Originally posted by ArmedGhost-:
So IDK if moral/winning/drawing a match has anything to do with the starting zone size. The second engagement was no different than the first, just the AI attacked with a different Division, but my starting zone was ~3x+ the size of the AI and I was able to set up before they pushed in.

Unfortunately it does not, in my opinion the biggest mistake of this game.
The skirmish battles are their own "thing" with barely any connection to the tactical map.
The only thing that's getting transferred is the type and number of units.

SDII made it better, but had a own set of problems.
Originally posted by seashell:
the problem is that
if you occupy most of the zones, then you'll just have a +6 or more lead, and you win total victory by conquest within 10 minutes.

since wargame is purely destruction, you don't feel it.

they need to use steel division 2 breakthrough system to handle this
I hope breakthrough will be added but what would be the faith of airborns in that mode? No extra advantage for more price. Still love the idea
Originally posted by CORRIDA:
There is none such mechanic
There is. If a battalion doesn't act during its turn on the strategic map, it counts as "defending" if it is attacked on the enemy's turn, and the control sectors will be much closer to the defending battalion's reinforcement zone.
Originally posted by DasaKamov:
Originally posted by CORRIDA:
There is none such mechanic
There is. If a battalion doesn't act during its turn on the strategic map, it counts as "defending" if it is attacked on the enemy's turn, and the control sectors will be much closer to the defending battalion's reinforcement zone.
Still not an breakthrough mode. Also this system lack mine fields. Not to kill enemy but to force them to kill field of 2 Leo1A1A1's and 1 Leo2A3 supported by reservist. I have dreams and game stops me. First they add no civilians than this
@seashell
You're right. I never understood this kind of system. Ttime is always running up when it starts to get interresting.
CORRIDA Mar 1 @ 11:17am 
Originally posted by DasaKamov:
Originally posted by CORRIDA:
There is none such mechanic
There is. If a battalion doesn't act during its turn on the strategic map, it counts as "defending" if it is attacked on the enemy's turn, and the control sectors will be much closer to the defending battalion's reinforcement zone.

The Zones are coded to the map.
Look at the map editor, there are all AG maps listed.
You will see that the starting zones a set up by the dev's.

The game isn't deciding you are the defender and giving you bigger starting zone and sets the zones slightly closer. It's just deciding this map which happens to have this zone layout.
Played Land Air Battle again and European Escalation again. The map system there feels much more better in single player mode :/
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Date Posted: Feb 27 @ 11:41am
Posts: 10