Wargame: Red Dragon

Wargame: Red Dragon

Madness Apr 16, 2018 @ 2:41am
Good Dutch army deck
Anybody here who can help me with building a good dutch deck?
I am new to the game, and I have a soft spot for the swamp germans, so yeah... Could anybody please help me build a good/strong dutch deck?

Thanks in advance for any help!
Originally posted by Brandon_Lee:
okay, here you go.

Logistics
1. FOB. Obvious.
2. AMX supply. Some may say that it's only 500pt... well, yes. But here you don't have much choise, only alternative being 800pt DAF, but AMX is faster offroad, smaller size, it's armored and... it's amphibious. Also, higher availability.
3. Command infantry comes in an armored vehicle capable of laying some covering fire.
4. Supply heli. AS-532 is faster and carries more points than Bell, use this to resupply your AMX without exposing to enemy fire or moving them all the way back to your FOB as they're only doing 110 kph on roads. Establishing supply lines is very important.
5. Command vehicle. This you're gonna be using (and losing) alot. 10pt more than rover but at least some protection.

Infantry
1. Sadly, the only ATGM you have access to is M47, sorry. Comes is wheeled vehicle (faster speed is well worth extra 5 pt cost, trust me)
2. Shock infantry comes in the only infantry fighting vehicle capable of actual fighting.
3. This is your fire brigade. Comes in helos, use it to quickly gain ground or deploy to tightspots. In case of emergency deploy them to weak points in your defense.
4. Grenadiers is your regular infantry, a backbone of the battlegroup, not much to say. Comes in wheeled vehicle.
5. City fighters, napalm instantly stuns enemy infantry.

Support
1. This is your spaag, one of the three most important units on the battlefield (MIU). Why this if for only 10pt more you can get exactly the same thing with better accuracy? Because it's not about points, it's about availability. You can have 7 of these, and yes, its job is not shooting down enemy air assets but stunning them thus not allowng to fire at you! Range damage and supression are the same, so I'd prefer to go with this.
2. This hawk is a special one. Note that there's no [RAD] stat, this missile is optical guidance, so SEAD planes and helos are UNABLE to target it.
3. This is the second of MIU. Rapid-firing mortar on a wheeled chassis, fast fire and fast to relocate.
4. Heavy artillery. Good accuracy, good damage. Better than M109A5.

Armor
1. 2A4 is your armored fist. You don't really need 2A5 'cause you will probably spend more time (and points) defending it rather than actually using in combat.
Important note: Tanks in WG seem to be simple - select and attack-move... However, days of WWII have passed long ago (and so this tactic), so just like IRL tanks here aren't as straightforward as they seem to be, not even close. Moreover, you'll be surpriset to find out that 175pt superheavy is the weakest unit in the game :steammocking:
2. 2A1 is your MBT, good all-rounder, slightly lower damage and armor than 2A4, everything else is pretty much the same.
3. Backup for your tanks, use these to cover ground or in combination with your leo-2 as ATGM catcher.
4. Make no mistake, this is NOT a tank. Since your deck doesn't have acces to Marder 2 or Bradley or BMP-3, this is merely a poor man's IFV. Capable to fire it's gun on the move with decent accuracy.

Recon
1. Regular infantry comes in truck, cheap and fast, their purpose is just to accompany your main force.
2. Third of MIU. Elite recon with decent launcher can be usen in numerous ways - infiltration, ambushing, forest cleaning etc. Don't lose the transports however, chances are you'll have to relocate them fast.
3. Recon tank to accompany your armor. Can stand for itself.
4. Fast recon, use this for scouting.

Vehicle
1. Here is your only tank destroyer. You can use this in two ways: first, hit-and-run, trying to outrange enemy tanks (not recommended) and second, ambushing enemy tanks and shooting them from the back or sides ( the closer the range the better, since rockets perform a hitroll every 2 seconds, if used wisely it can pack a quite a punch - good accuracy and devastating sideshot, then vanish in the forest (town). Also it's amphibious (which adds tactical depth).
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Showing 1-15 of 21 comments
Brandon_Lee Apr 16, 2018 @ 8:44am 
If you have a deck already import the string here and we'll see if it's okay. Or I could post a deck that I made (a bit later as I'm not home atm), however I only played NL only a couple times, I usually play CW, also it just may not fit your playstyle.
Madness Apr 16, 2018 @ 9:32am 
Thanks :D

another question, which armies are strong on defense?
Rabidnid Apr 16, 2018 @ 9:35am 
OK, this is the sort of thing I would give a new player.

Now thew dutch have some big holes in their organisation, so it;s not going to be very competitive. But it should give a bit of everything to play with and be quite a solid infantry fighting deck.

@FskCS9R8Tdo+Ju0fDHrOsj1nwt7LrG9V1jdm8ZO1dkndl9BdaH7p16eCnkp5SdUndJ3yd8nUp3pfUntN7jecn8J+ZfkX3l+BfsA=
Rabidnid Apr 16, 2018 @ 9:38am 
Originally posted by Madness:
Thanks :D

another question, which armies are strong on defense?


All of them. The best decks though have a long range non radar anti helicoper system and long range heavy ATGMs. Which the Dutch don't have.
Madness Apr 16, 2018 @ 9:39am 
but their recon tank is so sexy :(
Brandon_Lee Apr 16, 2018 @ 10:39am 
@Fs8CC9R7ydq7KO2fansPeb1nwx277U7R7ydm94P3LrS+hO/Tvk7pO8TvU/hPnT84/Bv0b9k7BPKT308VPjb9S90vgA==
This is how I see NL, however DGC is much better in terms of available options. If you want I can explain this deck unit by unit
Madness Apr 16, 2018 @ 10:45am 
If you wouldnt mind.... Also, Im new, what is DGC & CW
The author of this thread has indicated that this post answers the original topic.
Brandon_Lee Apr 16, 2018 @ 12:08pm 
okay, here you go.

Logistics
1. FOB. Obvious.
2. AMX supply. Some may say that it's only 500pt... well, yes. But here you don't have much choise, only alternative being 800pt DAF, but AMX is faster offroad, smaller size, it's armored and... it's amphibious. Also, higher availability.
3. Command infantry comes in an armored vehicle capable of laying some covering fire.
4. Supply heli. AS-532 is faster and carries more points than Bell, use this to resupply your AMX without exposing to enemy fire or moving them all the way back to your FOB as they're only doing 110 kph on roads. Establishing supply lines is very important.
5. Command vehicle. This you're gonna be using (and losing) alot. 10pt more than rover but at least some protection.

Infantry
1. Sadly, the only ATGM you have access to is M47, sorry. Comes is wheeled vehicle (faster speed is well worth extra 5 pt cost, trust me)
2. Shock infantry comes in the only infantry fighting vehicle capable of actual fighting.
3. This is your fire brigade. Comes in helos, use it to quickly gain ground or deploy to tightspots. In case of emergency deploy them to weak points in your defense.
4. Grenadiers is your regular infantry, a backbone of the battlegroup, not much to say. Comes in wheeled vehicle.
5. City fighters, napalm instantly stuns enemy infantry.

Support
1. This is your spaag, one of the three most important units on the battlefield (MIU). Why this if for only 10pt more you can get exactly the same thing with better accuracy? Because it's not about points, it's about availability. You can have 7 of these, and yes, its job is not shooting down enemy air assets but stunning them thus not allowng to fire at you! Range damage and supression are the same, so I'd prefer to go with this.
2. This hawk is a special one. Note that there's no [RAD] stat, this missile is optical guidance, so SEAD planes and helos are UNABLE to target it.
3. This is the second of MIU. Rapid-firing mortar on a wheeled chassis, fast fire and fast to relocate.
4. Heavy artillery. Good accuracy, good damage. Better than M109A5.

Armor
1. 2A4 is your armored fist. You don't really need 2A5 'cause you will probably spend more time (and points) defending it rather than actually using in combat.
Important note: Tanks in WG seem to be simple - select and attack-move... However, days of WWII have passed long ago (and so this tactic), so just like IRL tanks here aren't as straightforward as they seem to be, not even close. Moreover, you'll be surpriset to find out that 175pt superheavy is the weakest unit in the game :steammocking:
2. 2A1 is your MBT, good all-rounder, slightly lower damage and armor than 2A4, everything else is pretty much the same.
3. Backup for your tanks, use these to cover ground or in combination with your leo-2 as ATGM catcher.
4. Make no mistake, this is NOT a tank. Since your deck doesn't have acces to Marder 2 or Bradley or BMP-3, this is merely a poor man's IFV. Capable to fire it's gun on the move with decent accuracy.

Recon
1. Regular infantry comes in truck, cheap and fast, their purpose is just to accompany your main force.
2. Third of MIU. Elite recon with decent launcher can be usen in numerous ways - infiltration, ambushing, forest cleaning etc. Don't lose the transports however, chances are you'll have to relocate them fast.
3. Recon tank to accompany your armor. Can stand for itself.
4. Fast recon, use this for scouting.

Vehicle
1. Here is your only tank destroyer. You can use this in two ways: first, hit-and-run, trying to outrange enemy tanks (not recommended) and second, ambushing enemy tanks and shooting them from the back or sides ( the closer the range the better, since rockets perform a hitroll every 2 seconds, if used wisely it can pack a quite a punch - good accuracy and devastating sideshot, then vanish in the forest (town). Also it's amphibious (which adds tactical depth).
Last edited by Brandon_Lee; Apr 16, 2018 @ 12:30pm
Brandon_Lee Apr 16, 2018 @ 12:26pm 
Helo
1. Regular gunship. Good cannon more than makes up for those pathetic 2 HE rockets which most gunships get. Much better than Bo-105, especially considering availability, even though the price's 2x higher.
2. ATGM helo is a tank sniper. Also, Hellfire can outrange many AA, or at least you'll be able to fire first which is important because AA rockets travel faster than AT. Don't let it beyond your AA range though.

Plane
1. Sorry pal but this is your ASF. Two are available, 40% ecm but will lose to SU-27 most of time, because of low veterancy.
2. Again, sorry, but heres your only ATGM plane. Have fun trying to split those 4 rockets. I see high veterancy tempting you to use this one as ASF... well, DON'T EVEN TRY, you have only one. It only got two LRAAM and when those are gone it becomes a practice target for your enemy.
3. Rocket pod plane with 4 HE rockets, this is a poor man's CAS. Also, Zuni has 2450m range so most of time it will actually kill lone enemy AA in a head-on, and trust me 50pt plane vs 100pt Tunguska is a good trade especially if there's no SEAD (your case).
4. Napalm bomber. Not much to say here.
5. MRF with cluster bombs. Why prefer this over F-16A? Same rockets, but higher availability and decent veterancy.

Guess thats it.

And yes, DGS is Dutch-German Corps, CW is Comminwealth

P.S. Corrected some mistakes but not going to read this through another time, grammar nazi move along xD
Last edited by Brandon_Lee; Apr 16, 2018 @ 12:36pm
Madness Apr 16, 2018 @ 1:44pm 
Thank you so much <3
Madness Apr 16, 2018 @ 2:23pm 
If you ever feel the need to post a DGC deck, Id be more than happy to take note of it XD
Brandon_Lee Apr 16, 2018 @ 2:25pm 
You're welcome. Note that this deck, however, has a couple of drawbacks:
1. There's no SEAD available, so penetrating enemy AA grid is gonna be tough. I suggest F-84 train followed by ATGM plane. This, however, will require a f**king lot of micro on F-16.
2. Poor anti-helo capability, not a problem in tactical game or vs AI but if ou're about to face URSS player who uses helicopters extensively then I suggest replacing marines with stinger and/or M-110 with additional AA piece.
3. As there's no real infantry ATGM it may be tough to counter massive tank pushes, flexible defense and smoke screens combined with flanking attempts should do the trick, but again, a lot of micro.
4. Overall Air tab is not very strong(to say the least), don't let 40% ecm on fighters fool you, enemy can simply spam them to the point where ECM doesn't really matter. Perfect timing is the key here, only send your planes in when your enemy is busy.
5. Pushing through open ground is suicide, and even though you shouldn't have any problem controlling a forest, but getting out of that forest can be a bit tricky sometimes. I suggest replacing your only exceptional recon with anything that's got autocannon (YV-104, YV-408 or M-113C&V), this won't hurt much.
6. These two heilcopters you get... well, that's pretty much it, the other two are just trash - gunship needs rearming every minute and SS.11 ATGM is a joke.
Madness Apr 16, 2018 @ 2:34pm 
thanks a lot man!! Gonna try out your deck a lot the coming days. Afterwards, I will try DGC as per your suggestion!
Brandon_Lee Apr 17, 2018 @ 12:12pm 
I see you're fancy to play NL but truth is you won't see many dutch units in a DGC deck, with only unit which presense would be almost certain being AH-64, and that's it. Also, NL Hawk would compliment to anti-air lineup, BUT if I would like to strenghten AA capabilities I'd stay with Landjut the reason being this:
https://steamcommunity.com/sharedfiles/filedetails/?id=879334689
Madness Apr 17, 2018 @ 12:18pm 
Well, besides the AH-64, I think you'd see Korps Marinies and Dutch Leopard tanks.
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Date Posted: Apr 16, 2018 @ 2:41am
Posts: 21