Wargame: Red Dragon

Wargame: Red Dragon

Twan Dec 12, 2016 @ 4:05pm
Human Wave Infantry Deck Strategies/Discussion
Hi everyone

I sometimes like to roleplay in 10vs10's with my human wave decks. I use Mechanized for both sides for the maximum amount of infantry slots. For NATO, I play Blue Dragons, and can field 220 rifle squads, which is 2,200 men. Blue Dragons also has access to militia. On PACT, I play my Red Dragons deck. You would think that China and North Korea COMBINED would have more manpower available than South Korea and Japan, but no...I am able to field only ("only", lol, but still) 216 rifle squads, which is 2,160 men. Also, this deck does NOT have access to militia, like Blue Dragons do. Another thing is that All my infantry on BD are a maximum of 15 points (10 points + 5 point transport), besides militia which is 10 points (5 + 5). On RD, All except my final 3 squads are 15 points, because I have to use the 15 point Chinese rifle squad to fill in the remaining 3 squads. No big deal, I'd just rather have access to more cheap squads.

The rest of my deck I fill with cheap SPAAGs, 25 point vulcans for BD, PGZ-80s (ZSU-57-2) for RD. I just buy a bunch of these and they are actually pretty effective with their 2,800 meter range. Also, for RD I compliment the PGZ-80s with 30 point non-radar Shilkas. It's a lot of fun seeing an aircraft being shot down by mass Shilkas and 57mms, then seeing a SEAD plane fly by hoping to catch you.

I usually have fun playing my human wave decks, since the rest of the team usually has plenty of air cover, and I often even attract enemy bombers that try so hard to kill my worthless units that the team ends up ahead.

I always put troops in towns, and militia in our deployment zone, especially if there is a town or city block in it. At the very least it will delay a sneaky unit trying to decap it, or outright destroy it. I think that infantry in towns are too vulnerable though, once they are spotted, in a minute they are either dead or useless from artillery/mortars/airpower. I think something like a variable damage system would be cool, for example, infantry are in a city block, then it gets bombed and destroyed, which damages the infantry like normal, but then they get a bonus to defense/cover/whatever, since the buildings can't collapse again, and the rubble can provide good defensive positions.

If I have spare points I might form a few platoons of infantry in a mountain near the frontline, and send them in as reinforcements once the enemy attacks or even after they move on. Even sending a few platoons of infantry to move on foot across the map through mountains and forests for a raid on the enemy spawn zone, when it works, is really fun.

So what are some ideas to use my glorious riflemen better?

Thanks
< >
Showing 1-3 of 3 comments
Tiberius Dec 12, 2016 @ 4:46pm 
Originally posted by Twan:
Hi everyone

I sometimes like to roleplay in 10vs10's with my human wave decks. I use Mechanized for both sides for the maximum amount of infantry slots. For NATO, I play Blue Dragons, and can field 220 rifle squads, which is 2,200 men. Blue Dragons also has access to militia. On PACT, I play my Red Dragons deck. You would think that China and North Korea COMBINED would have more manpower available than South Korea and Japan, but no...I am able to field only ("only", lol, but still) 216 rifle squads, which is 2,160 men. Also, this deck does NOT have access to militia, like Blue Dragons do. Another thing is that All my infantry on BD are a maximum of 15 points (10 points + 5 point transport), besides militia which is 10 points (5 + 5). On RD, All except my final 3 squads are 15 points, because I have to use the 15 point Chinese rifle squad to fill in the remaining 3 squads. No big deal, I'd just rather have access to more cheap squads.

The rest of my deck I fill with cheap SPAAGs, 25 point vulcans for BD, PGZ-80s (ZSU-57-2) for RD. I just buy a bunch of these and they are actually pretty effective with their 2,800 meter range. Also, for RD I compliment the PGZ-80s with 30 point non-radar Shilkas. It's a lot of fun seeing an aircraft being shot down by mass Shilkas and 57mms, then seeing a SEAD plane fly by hoping to catch you.

I usually have fun playing my human wave decks, since the rest of the team usually has plenty of air cover, and I often even attract enemy bombers that try so hard to kill my worthless units that the team ends up ahead.

I always put troops in towns, and militia in our deployment zone, especially if there is a town or city block in it. At the very least it will delay a sneaky unit trying to decap it, or outright destroy it. I think that infantry in towns are too vulnerable though, once they are spotted, in a minute they are either dead or useless from artillery/mortars/airpower. I think something like a variable damage system would be cool, for example, infantry are in a city block, then it gets bombed and destroyed, which damages the infantry like normal, but then they get a bonus to defense/cover/whatever, since the buildings can't collapse again, and the rubble can provide good defensive positions.

If I have spare points I might form a few platoons of infantry in a mountain near the frontline, and send them in as reinforcements once the enemy attacks or even after they move on. Even sending a few platoons of infantry to move on foot across the map through mountains and forests for a raid on the enemy spawn zone, when it works, is really fun.

So what are some ideas to use my glorious riflemen better?

Thanks

You need to learn to write short sentences but pregnant!
Twan Dec 12, 2016 @ 6:11pm 
Originally posted by Pinocchio:
Originally posted by Twan:
Hi everyone

I sometimes like to roleplay in 10vs10's with my human wave decks. I use Mechanized for both sides for the maximum amount of infantry slots. For NATO, I play Blue Dragons, and can field 220 rifle squads, which is 2,200 men. Blue Dragons also has access to militia. On PACT, I play my Red Dragons deck. You would think that China and North Korea COMBINED would have more manpower available than South Korea and Japan, but no...I am able to field only ("only", lol, but still) 216 rifle squads, which is 2,160 men. Also, this deck does NOT have access to militia, like Blue Dragons do. Another thing is that All my infantry on BD are a maximum of 15 points (10 points + 5 point transport), besides militia which is 10 points (5 + 5). On RD, All except my final 3 squads are 15 points, because I have to use the 15 point Chinese rifle squad to fill in the remaining 3 squads. No big deal, I'd just rather have access to more cheap squads.

The rest of my deck I fill with cheap SPAAGs, 25 point vulcans for BD, PGZ-80s (ZSU-57-2) for RD. I just buy a bunch of these and they are actually pretty effective with their 2,800 meter range. Also, for RD I compliment the PGZ-80s with 30 point non-radar Shilkas. It's a lot of fun seeing an aircraft being shot down by mass Shilkas and 57mms, then seeing a SEAD plane fly by hoping to catch you.

I usually have fun playing my human wave decks, since the rest of the team usually has plenty of air cover, and I often even attract enemy bombers that try so hard to kill my worthless units that the team ends up ahead.

I always put troops in towns, and militia in our deployment zone, especially if there is a town or city block in it. At the very least it will delay a sneaky unit trying to decap it, or outright destroy it. I think that infantry in towns are too vulnerable though, once they are spotted, in a minute they are either dead or useless from artillery/mortars/airpower. I think something like a variable damage system would be cool, for example, infantry are in a city block, then it gets bombed and destroyed, which damages the infantry like normal, but then they get a bonus to defense/cover/whatever, since the buildings can't collapse again, and the rubble can provide good defensive positions.

If I have spare points I might form a few platoons of infantry in a mountain near the frontline, and send them in as reinforcements once the enemy attacks or even after they move on. Even sending a few platoons of infantry to move on foot across the map through mountains and forests for a raid on the enemy spawn zone, when it works, is really fun.

So what are some ideas to use my glorious riflemen better?

Thanks

You need to learn to write short sentences but pregnant!

:D
Tiberius Dec 12, 2016 @ 6:22pm 
Originally posted by Nom Noms:
only thing i can say is use terrain cover to get them as close as possible before getting out of transport, use smoke to block LoS when trying to get into range and include plenty of recon. what your doing is prime target for carpet bombing and HE MLRS spam.
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Dec 12, 2016 @ 4:05pm
Posts: 3