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First. Every unit has its use. There are no 'good units' or 'bad units'. There only are 'good players' and 'bad players'. Difference is that good player know their units, and they only use units that would be useful under given circumstances and never take units that they have little idea how to use.
Second. If by 'useful' you mean 'cost-effective' then you probably don't quite understand the game, because units aren't cost-effective by themselves, it's you who makes them cost-effective. Just some examples: a) if say 5pts APC manages to kill anything out there has it then paid itself? And b) last game, my teammate had F-15 that didn't fire even once in like 25 minutes and eventually was killed in the end but it was the most useful unit on our side... Guess why?
understand ???!
but they are in the game ..wanna know why ??
because the extra victories are ment to be owned by the player who also knows how to build an army
example :
in the israeli deck the gavnonie infantry are as such
and every single army in the game has a few ....so choose your army carefully
because you used the plane as bait
So, i begin.
For me the West German CH53G (Transport helicopter) is pretty bad.
I like the Design and i find these pretty cool, but they are big and got no Weapons on it.... it is also pretty expensive (not sure but 20Points i guess). You are not able to support your infantry with them and are to expensive to safe your flanks.
Yea, they are armored and take a hit more but even 1 AA guy can take them out, before they land.... still i like them.
If you dont know what they do and how they play, you will not get the differences, only by watching the armory.
look at their behavior, and you will get them further away when a match starts.
this means more map control, and here begins the fun: you can take further away positions, denying them for the opposing side, and there are 2 options: 1. the opponents go with all their mein force through it, then you know fast where that is, or 2. you are likely to buy a LOT of time with just some infantry well pre-placed as you all know how it is to get them out at start.
smart players will know how to, but still its valuable.
The Speed increase is also exponential, because the speed + in comparison to road speed, is greater and it comes + on the landing startings(because they are always the same, the + travel speed means more), so the + for the helo speed of just 60 or 100 (kmh) means much more than this number, because it comes on TOP of the initial speeds of the counter-forces and helps the easy player.
Later in the game, I also started to save my troops (in matches where it started to become neccessary), so they fight, you have some 1-3 soldiers in the squad left: now you will be lazy and just put it further, maybe with reinforcements, or quickly to get a shot.
But darn be aware what happens, if you resupply them:
I have already seen LSTR (east germany) with 19 kills in my hero section, another with 12, in the same match, just by retreating properly (and resupply).
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So it all comes down to you exploiting what makes you strong. This can be a real pain if you handle it carefully. its JUST about YOU...
easy question he?
And if you're good at both air supeiority and counter-battery then APC CVs accompanied by some infantry can prove very useful too.
I also thought that helo CVs are useless before I bumped into a player on Nuclear Winter who successfully harrased me with his helos accompanied by aculas flying across the map spawning reinforcements behind my back, I had a hard time regrouping my forces and aparrently ended up losing the game.
I've seen militia squads going on killing spree, Yak-38 w/napalm scoring over 500 pts and cheap cannon-armed planes being ultimate FU fighters constantly strafing anything close to the front while MY ASFs were rearming... So I would strongly advise anyone against treating ANY unit in WRD lightly, even 5pt manpad team can turn into weapon of mass destruction in skilled hands. There's always bigger fish, you know...