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The key to it is recon and engaging on your terms. Use crawling sniper teams in ambush mode to get an idea of whats going on, then decide on where to go with your army. Or just what to shell. Artillery is your best friend if you want to avoid losses.
Be mindful of your vehicle crews. Its often better to bottom up tanks when you expect to fight.
Lastly, something you can learn in other difficulties: Get an idea of the level of overmatch you need to minimize casualties by wiping enemies out before they can respond. Lower difficulties do NOT increase your damage. Enemies are just as easy to kill as they are on all other difficulties.
1-Scouting
2-Hit without getting hit
3-Protecting key units (ATGM, Tanks, etc..)
-Scouting:
Use a sniper squad, set them to defensive, make them crawl then press Q and click on the position you want them to scout. They will stop the moment they detect an enemy.
For buildings, try to throw a smoke in advance so your scout don't get melted by incoming fire, then bring your anti-garrison units and destroy the enemies trying to hit your scout through the smoke.
-Hit without getting hit:
After scouting, next is hitting without getting hit. Against legion, you get ATGM that deals with basically any vehicle other than legion tank and snipers that can kite legion homonculi all day long.
Another way to achieve that is by baiting enemies with smoke. For example for legion tanks, you can send your scout unit and throw smoke right withing max range of enemy tank, while it's trying to hit them, approach with your own tank from a different angle (no smoke within line of fire) and diable it from the first shot if it hits the cannons.
3-Protecting key units:
As you said in realistic, units die easily. In fact, you should expect losses in realistic because that's the nature of war. But there are key units that basically dictate the outcome of the mission. How to protect these units, through proper positioning. You should keep in mind the range of the units and their positioning in the Frontline.
You have "brawler" units like the infantry squad, militias, etc that are designed to be right in the mid of the fray. They should be in the first layer of defense whether inside buildings or in a prone position spread out to avoid multi kill hits, supported by tanks if possible when the situation allows it. Next the second layer behind them, longer range units like movement heavy weapon squad, vehicles, snipers, etc..
Never ever, group up your units and right click on enemies for that's the least effective method to not only get a decent k/d ratio but also to consume ammo as well.
So yeah, founder snipers are the best in stealth, especially with that perk. Also Kondo shares the stealth stat with founder snipers.
Range of detection/view is always 120 for every infantry unit. But whenever something shoots it's detected from a range of 100.
To my knowledge - almost yes. I'm not sure why sometimes snipers can crawl close enough to reveal a garrison and stay undetected and why sometimes they cannot. Every other squad was noticed and shot at in 100% cases in my limited testing.
I swear the best scout is armoured dozer for almost every situation (at least on hard difficulty) - it can tank even a random ATGM or two from the front, while reverse move retreating. Second best scouts are Stryker, due to smoke and automatic turret (Bradley too for same reasons, but pimped up Bradley is much more valuable), and founder snipers due to stealth.
Seems accurate. The enemy needs to be VERY close, almost on top of, to notice laying down squad with weapons disabled and in defensive mode.
1. the easiest way - to know the future
2. a little more difficult way - to complete the game and remember everything
the game is designed in such a way that the firing range of any weapon overlaps the reconnaissance radius
i.e. it's a pure lottery about blind kittens and serious losses, even if you play through reconnaissance
without two upper options - no chance to play comfortable without saving and loading, that's how it is
True, the core of the game is tactics, not strategy. Sadly, most people can't tell the difference anyway. Especially the clowns that don't even play it.
I never understood why they removed the original cover system from the game engine either. It was present back in Syrian Warfare, so we know it worked, and personally I liked it very much for the realism.
When you hit the cover button in SW, infantry used to hide behind the closest solid obstacle (stone fence, rubble, dirt pile, tree, etc.) or go prone if there was none around. Double tap cover forced everyone prone. And my personal favorite: earth mounds for tanks to park behind as covered firing positions. It made so much sense in holdout type of missions.
Also trenches for infantry, widespread in SW, but there was none in the base game here, we had to wait until the Legion DLC to see them come back.
It's like the apocalypse happened and everyone forgot the basic military practices of " how to minimize exposure to enemy fire".
Apart from the missing "look for cover" animations, the "cover system" works the same it did in Syrian Warfare. Bullets are simulated. If they hit an earth mound in front of your tank, they don't deal damage. If they hit a low wall in front of your infantry, they don't deal damage.