Wargame: Red Dragon

Wargame: Red Dragon

Best REDFOR and USSR deck?
I got this game a few days ago, and am really liking it. I'm hoping my experience of other RTS will carry over, influencing my unit choice in my decks.

I have two custom decks:
45th Guards Motor Rifle Division
Emphasizes combined arms, with mass amounts of on-par tanks (T-55A, lowest variants of T-62/64/72) in support of my 3 entire allocations of Motostrelki brought in by BMP-1D. The grenade launcher helps in urban areas, and there is no reason to have an ATGM on a BMP if there are supporting tanks. Scout vehicles are pretty much just T-55s, again, emphasizing mass amounts of lower-quality vehicles. I have BMP-Ts allocated, along with PT-76Bs and other assorted lighter vehicles to support the main advance in flanking attacks.

Air support is very limited, I think the only air support I have allocated is the MI-24s that carry my Spetsnaz for behind-the-lines activities. Also, for AA, I have a LOT of Tunguskas, a few ZSU-23-4s of both variants, and some not entirely AA dedicated vehicles, like the BTR-152 with the 4 KPVT machineguns, and the ZSU-23-4 Afganskiy tanks to support the (Now dismounted) infantry in urban areas with fire support and light AA duties.

1st Guards Independent Heavy Tank Division
Emphasizes combined arms to an extent, but generally favors using only the finest Soviet machinery, such as the T-80BV (Or whichever the highest quality variant is) with T-80As, highest quality variants of T-72/64/62/55 held in reserve, supported by 3 allocations of Motostrelki brought to bear in BMP-2Ds, Sapery '85, etc. As with my first deck, recon is T-55s, because although lower-quality, two whole allocations of them can cover a large portion of the map. Also, I have Razvedki carried in by Mi-24. BMP-Ts are in support of the mainstay of my armored divisions in urban areas, whilst Mi-24s of both variants stave off Abrams tanks, the random squad of riflemen, and other helicopters. I also believe I have AA in the form of 2 allocations of BUKs (Modernized variant), 2 allocations of Tunguskas, and one allocation of the highest-quality ZSU-23-4 variant.

Thoughts? What are your deck setups?
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1630/33 megjegyzés mutatása
Jagergrenadiere eredeti hozzászólása:
Tank pushes seem to work okay for me when I have 100+ tanks and tell them to fast move down a road into the enemy base :D

I Skrek these kinds of things...

How so? Wouldn't you need a ton of tanks/TDs to take them all out?
My EastBloc Comination...listed above...

I did not include plane types or Smarches...anyone who sends tanks 'en masse' at me is gonna get a whompin'..!
Jagergrenadiere eredeti hozzászólása:
My EastBloc Comination...listed above...

I did not include plane types or Smarches...anyone who sends tanks 'en masse' at me is gonna get a whompin'..!

I mass 2 plats of grads and 1 plat of Buratinos at the very start of the game. Good luck entrenched inf! :D
entrench? what's that...this isn't WW1 or 2 ...

Perhpas you should stop playing Ruse/ww2 junkies...
Legutóbb szerkesztette: Solon; 2015. szept. 17., 11:01
John Cena eredeti hozzászólása:
jPgSZ7DEz2GJnsMVO4wqdxhdpim7TFMg65RB1yi7Rdoiih8K8lSipRUEqAVAKflPyIRDoh0QyLNFmi6JdsgKQdIOlmw= I exported my 3rd and newest deck and it pasted this to my clipboard. Is this what you need to see my deck?

Try this out while you learn and tweak it more as you get a better feel for the game: jPgO7TFZzuL6nsMVPYptDRWLBigWBeYryJqLDoFSopAMqCXZLpI/xIJlWR+pALrlUCBpUpBknbQhFMUmyTw=
Jagergrenadiere eredeti hozzászólása:
entrench? what's that...this isn't WW1 or 2 ...

Perhpas you should stop playing Ruse/ww2 junkies...

Entrenched = inf in towns.
it was a rhetorical question...only noobs entrench

I have a tendency to only leave Panzerjager/Pancerovnici in towns...and I use them to bounce around vehicle and sideshot them and if I have Granatomets...your tanks will be stun-locked anyway.
EB Mech -

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Warsaw Pact ShnelleAngreifTruppe -

tPiQjfKxylUJkuUTiGU125SQawjPYYsh38JZWGWBdBWA/gs0N+JELsl7C96kApCU1NbkAzBKP8gSROTPEPVJBUMu0XaIPkCg

TRIUMPH eredeti hozzászólása:
John Cena eredeti hozzászólása:
jPgSZ7DEz2GJnsMVO4wqdxhdpim7TFMg65RB1yi7Rdoiih8K8lSipRUEqAVAKflPyIRDoh0QyLNFmi6JdsgKQdIOlmw= I exported my 3rd and newest deck and it pasted this to my clipboard. Is this what you need to see my deck?

Try this out while you learn and tweak it more as you get a better feel for the game: jPgO7TFZzuL6nsMVPYptDRWLBigWBeYryJqLDoFSopAMqCXZLpI/xIJlWR+pALrlUCBpUpBknbQhFMUmyTw=

here, this is my main USSR deck. as long as you learn to micro your air power you should find that the line up is very deadly but costly. from playing both online and off ECM is key when using air. anything to big and slow will be shot down. TOR is a ok anti-air but why not add a 2nd Tungusa-1M for 20 points more? it has better missiles without the downfall of being spotted by sead. I like the tank and inf line up but that air........ as stated low ecm is going to get them shot down. as for the MiG-25, i would drop that for the MiG-31 if you really want a stand off fighter or the Yak-141. I could take or leave the SU-24 but the MiG-27 won't help much in a fight. imo if your going low cost bump it to the MiG-27K or go big and get the Su-27M and have a well rounded fighter that can handle both ground and air. you can get the same effect out of the MiG-29M.

jPhO7TKxymhwoJInKLBlZENfpTuMKncYUxAviaiwxBUukQ6IZF7HLglsOQW9IVlQCoBUEuigFKbmZiAaTMSKVKUgEBCCZdovYA==
2x tor in an area is pretty economical. Think of paddy field on the open flank where the 1 pointer is. Early game, 2x manpad and 2 tor basically covers 1/3rd of the map and you don't instantly lose the flank to something silly like you would if a single tunguskam is sniped. Dual tung card is certainly a choice though. Heck, you can go 3 card arty and just M+buk or some other RAD. PD's are OP and they trade evenly with Eagle C and similar aircraft worth twice their value. They're cheap, super accurate, have okay ECM which allows them to trade so they kill off suicide napalm and can scout for helo cheese opens. Mig-31 are a n00bs mistake. They can go for 10 runs and not hit a damn thing. I haven't seen a yak141 by a good player in maybe a year or more. Base su27 at rookie isn't bad for smaller games though. Base mig27 get 3 quantity and side shot super heavies into oblivion with 1 missile hit and a burst from the guns for super cheap. Totally OP.
John Cena eredeti hozzászólása:
Yulevia eredeti hozzászólása:
1st Deck is not gonna fare well, having only cheap spam tanks will be a target practice for any half-decent tanks, its probably hardly gonna scratch a small group of M1A1 variants in a head on fight. Grenade launcher BMP is a good choice for Urban warfare.

Tunguska is a good choice, but don't be entirely dependent on it, while you can micro its guns to turn off the radar, a slight mistake in leaving it on will make it SEAD food. Though Tunguska are fairly sufficient in most scenarios. You might want a card of Strela-10

Skipping out on Soviet Heli is unexpected, especially with that quality Heli. But since they are hard to control I guess I'll concede there.

Those Vehicles are also mostly outdated spam meat shields.

On another note, what's in your planes? what Artilleries?

Getting a few better Tanks should be a good enough remedy though.

2nd Deck T-80UM is the best T-80. T-80A is a nice choice. what exact variants of the others? T-62 and T-55 isn't much worth so far, though the highest variants of both are semi usable as a line tank with ATGM.

Sapery instead of Sapery '85 is recommended as the '85 version has less men without much if any damage boost. And. . . No Spetzies? Ahh I guess this is an Armored Spec Deck.

Radvedka in Mi-24 feels like too expensive for actual use, I would rather use them in cheaper transports.

AAs are almost all SEADable which can be risky as the enemy planes can deny you of your AA. Tunguska can work with their guns off I guess.

No Artillery? howabout Heli and Jets?

Without Indirect fire, you will never be able to go on an offensive.


I think the biggest problem of both decks is that they are not flexible enough to counter many situations as you will lack the tools for it. Also if you can post screenshots I can likely advise better. you can also add me in Steam and in-game (current IGN is #CMW#SCAND Yulevia #REDDRAGONS#NSWP <---- #'s are also the Coalitions I mostly use)


Nero eredeti hozzászólása:
for someone who got this game a few days ago its really good. It would be easier to look at your deck when you export its code so we could import it and take a look.

your recon is too weak at spotting. You need at least Very Good optics. 10men elite recon inf can make for excellent infantry and come in 5p transports. A recon heli is a must. The hide and seak game is the trickiest part of wargame.

think about unit synergy and what the specified unit is supposed to do on the battlefield. You're doing it already but it looks to me like many of your units overlapp each other. You have motostrelki 3 times inside a deck? Go for VDV instead in the Skrezhekniet (or whatever this tongue breaker is called xD.

AA with less than 2800m range against helis is always difficult to use because helis outrange you. For aa helis range is crucial and fly into them instead of attack orders.

you'll need fast 150kmh units like infantry in btr. Time is key.

I'd tend away from medium tanks and go for low cost and high cost ones. the low cost ones you can sacrifice if necessary. Mediums always cost too much for what they do and are always in danger of being outgunned. They have their uses thou.

compare your deck with the nato one. Try to get an advantage which they don't have. Utilize your advantages and think where you will go on the map. A tank deck will hilariously fail in front of a city. Unless you bomb it thoroughly and drive around it. At your peak its about not letting your enemy play the way he wants.

USSR has amazing vehicles. Zhalo Norov BMPT Afghanski Su-122
On the other hand their light tanks are rather awful. Spare yourself the tank slots for the good ones only and go for cheap vehicle slots.

Ya wont be needing too many attack helis. They're extremely fragile in here so havign only 2 with the inf heli is quite normal or 3 with the recon heli.

Spread your units out. there's plenty of area damage weapons. Think about morale. Don't always stand in the most obvious spots at the front. What your enemy doesn't know he will fear. Other rts tend to go for blobs of units.

Panick or stun your enemy before you advance. Armored USSR decks are rather bad because they lack the artillery to panick the enemy before you advance so the tanks in a non armored deck can perform better.

---

the biggest fun is to find your style and optimize your deck after every match :D try out things and don't be disouraged if it ain't worked.


For planes on the first deck, my air support is limited. I have only ground attack planes and multirole aircraft. I use my Mi-24s that carry inf as air support, however.

For planes on my second deck, there are none. However, I have Mi-24s of both variants, not the ones that carry inf, but are dedicated support helis. On my second deck I had 12 2S7 Pions (203mm guns), but I got rid of those, because they took too long to fire after I gave the order. All other artillery either wasn't big enough (122mm is smaller than a tank gun, 81mm Podnos is just ♥♥♥♥♥♥♥♥.) or didn't have the range/dispersion at the range I was using them at. (Again, looking at you, Podnos.)

As far as the tanks on the first deck, my plan was to use the mass amount of Motostrelki supported by their BMPs (They also carry RPG-7s) and by a mass of tanks. Whilst skirmishing with my light units, it was my plan to deploy ALL of my motostrelki, T-55s, AA, and fire support vehicles to ONE staging area, and then set them to fast move down the entire map straight into the enemy base. Although Abrams are tough, no amount of Abrams tanks short of an entire Army Group's worth could stop that many vehicles, infantry, and helicopters. There are simply too many. The second deck uses top-of-the-line tanks, the highest variants of T-80, T-72, T-64, T-62, and T-55.

I haven't found any good artillery. As of now, I use several Mi-24s at once. They spray those rockets about and stun anyone they hit.


Helis while very effective as CAS, would not be very capable at debunking the enemies, however you do have Buratino for that.

The first deck will never be able to match a fully modern arsenal, there are only so much starting points you can have, effectively your enemy can just field a much smaller group of some M1IP Abrams, K1 or Leopard 2 and the like which only cost some amounts more each tank to blockade you. a Mars, or ATACMs or outright a few Cluster Bombers will also make the rush too vulnerable as an offensive push with the map design of RD, inevittably will have to run through some choke points where these can grind your forces to a halt. And Fast Move is what I'd want your big blob to do and expect it to once any recon sees that big blob incoming, there are so many ways like putting some fire in the way you're going through then pick off your panicking tanks or even just meeting it head-on with a modern armored force as those won't be able to do anything until they are in point blank range.

Helis need to come in range to do anything as well, without artillery panicking potential air defense though they are enough as support to the main force.

I am heavily against T-55 on the second deck, those ATGM can't really do much anything to any half decent armor and they have that unreliable gun, not worth its points. You probably will do yourself more favor by taking some base T-80 as your early armor over the T-55AMV. Though since this deck sounds cheesy as well, the problem is, what if your initial forces lost? Generally I believe the biggest flaw of both decks are that they sound like they are just one trick ponies
Yulevia eredeti hozzászólása:
John Cena eredeti hozzászólása:





For planes on the first deck, my air support is limited. I have only ground attack planes and multirole aircraft. I use my Mi-24s that carry inf as air support, however.

For planes on my second deck, there are none. However, I have Mi-24s of both variants, not the ones that carry inf, but are dedicated support helis. On my second deck I had 12 2S7 Pions (203mm guns), but I got rid of those, because they took too long to fire after I gave the order. All other artillery either wasn't big enough (122mm is smaller than a tank gun, 81mm Podnos is just ♥♥♥♥♥♥♥♥.) or didn't have the range/dispersion at the range I was using them at. (Again, looking at you, Podnos.)

As far as the tanks on the first deck, my plan was to use the mass amount of Motostrelki supported by their BMPs (They also carry RPG-7s) and by a mass of tanks. Whilst skirmishing with my light units, it was my plan to deploy ALL of my motostrelki, T-55s, AA, and fire support vehicles to ONE staging area, and then set them to fast move down the entire map straight into the enemy base. Although Abrams are tough, no amount of Abrams tanks short of an entire Army Group's worth could stop that many vehicles, infantry, and helicopters. There are simply too many. The second deck uses top-of-the-line tanks, the highest variants of T-80, T-72, T-64, T-62, and T-55.

I haven't found any good artillery. As of now, I use several Mi-24s at once. They spray those rockets about and stun anyone they hit.


Helis while very effective as CAS, would not be very capable at debunking the enemies, however you do have Buratino for that.

The first deck will never be able to match a fully modern arsenal, there are only so much starting points you can have, effectively your enemy can just field a much smaller group of some M1IP Abrams, K1 or Leopard 2 and the like which only cost some amounts more each tank to blockade you. a Mars, or ATACMs or outright a few Cluster Bombers will also make the rush too vulnerable as an offensive push with the map design of RD, inevittably will have to run through some choke points where these can grind your forces to a halt. And Fast Move is what I'd want your big blob to do and expect it to once any recon sees that big blob incoming, there are so many ways like putting some fire in the way you're going through then pick off your panicking tanks or even just meeting it head-on with a modern armored force as those won't be able to do anything until they are in point blank range.

Helis need to come in range to do anything as well, without artillery panicking potential air defense though they are enough as support to the main force.

I am heavily against T-55 on the second deck, those ATGM can't really do much anything to any half decent armor and they have that unreliable gun, not worth its points. You probably will do yourself more favor by taking some base T-80 as your early armor over the T-55AMV. Though since this deck sounds cheesy as well, the problem is, what if your initial forces lost? Generally I believe the biggest flaw of both decks are that they sound like they are just one trick ponies

I study Soviet military doctrine (I research online and read books, not professional xP) and I don't just send a mass of tanks at once. While the pushes ARE large, it is far from my whole force.

When Soviets attack/defend with tanks, they have a first line of tanks, second line of tanks, sometimes a third, and a reserve. The reserve is large enough to replace all two or three lines if they fail, so 50% of my force is essentially waiting for the first 50% to be knocked out or succeed.

The same goes for the lighter vehicles, to exploit the gaps in the enemy line produced by the heavy armor. The MBTs punch a hole through the line, continue going forward into enemy territory, and lighter vehicles (I use Motostrelki '90 in BMP-3s and VDV '90 in BTR-ZDs) then charge behind the line and run the length of it up and down, destroying it, from both sides of the break produced by the heavies. Once they get back to the point they started from behind the break, they continue forward with the heavier vehicles into the next line of hostiles. On each side of this advance are many ZSU-23-4 Biryusas and Afghanskiys for fire support and AA duties. I use my recon units (BRDM-3 and BRDM-2s along with Spetsnaz GRU in BTR-80s) to screen the field, providing support in front of the very lines the BMP-3s and ZDs are attacking from behind. Several platoons of 2S15s also provide some AT duties from the safety near the tank reserve and AA vehicles.

Before this attack, 4 Buratinos and 8 Grads have severely crippled the rear areas and softened up the main line so as to ensure the tank/BMP push can do its job. 2 Akulas and 3 Mi-28s also support this advance. You'd be surprised to see what 5 helicopters can do to a line of Abrams tanks. The Akulas also deny enemy helicopters from coming near my vehicles, and any that slip through will be punished by all the ZSU-23-4s.

I also deploy a T-80UM on each side of the battlefield that moves up with the main push to keep the AA safe to a degree.


What you would be looking at, were it already in sight range or had recon given you early warning:


39 BMP-3s of Motostrelki '90
26 BMP-ZDs of VDV '90
14 T-80BVs
6 T-80Us
2 T-80UMs
8 BTR-80s of Spetsnaz GRU
13 BRDM-3s
26 BRDM-2s
18 2S15s
36 ZSU-23-4 Afghanskiys
9 ZSU-23-4 Biryusas
2 Ka-50 Akulas
3 Mi-28s

4 Buratinos and 8 Grads have already rained on the area
9 BMP-Ts are held in reserve






John Cena eredeti hozzászólása:
Yulevia eredeti hozzászólása:


Helis while very effective as CAS, would not be very capable at debunking the enemies, however you do have Buratino for that.

The first deck will never be able to match a fully modern arsenal, there are only so much starting points you can have, effectively your enemy can just field a much smaller group of some M1IP Abrams, K1 or Leopard 2 and the like which only cost some amounts more each tank to blockade you. a Mars, or ATACMs or outright a few Cluster Bombers will also make the rush too vulnerable as an offensive push with the map design of RD, inevittably will have to run through some choke points where these can grind your forces to a halt. And Fast Move is what I'd want your big blob to do and expect it to once any recon sees that big blob incoming, there are so many ways like putting some fire in the way you're going through then pick off your panicking tanks or even just meeting it head-on with a modern armored force as those won't be able to do anything until they are in point blank range.

Helis need to come in range to do anything as well, without artillery panicking potential air defense though they are enough as support to the main force.

I am heavily against T-55 on the second deck, those ATGM can't really do much anything to any half decent armor and they have that unreliable gun, not worth its points. You probably will do yourself more favor by taking some base T-80 as your early armor over the T-55AMV. Though since this deck sounds cheesy as well, the problem is, what if your initial forces lost? Generally I believe the biggest flaw of both decks are that they sound like they are just one trick ponies

I study Soviet military doctrine (I research online and read books, not professional xP) and I don't just send a mass of tanks at once. While the pushes ARE large, it is far from my whole force.

When Soviets attack/defend with tanks, they have a first line of tanks, second line of tanks, sometimes a third, and a reserve. The reserve is large enough to replace all two or three lines if they fail, so 50% of my force is essentially waiting for the first 50% to be knocked out or succeed.

The same goes for the lighter vehicles, to exploit the gaps in the enemy line produced by the heavy armor. The MBTs punch a hole through the line, continue going forward into enemy territory, and lighter vehicles (I use Motostrelki '90 in BMP-3s and VDV '90 in BTR-ZDs) then charge behind the line and run the length of it up and down, destroying it, from both sides of the break produced by the heavies. Once they get back to the point they started from behind the break, they continue forward with the heavier vehicles into the next line of hostiles. On each side of this advance are many ZSU-23-4 Biryusas and Afghanskiys for fire support and AA duties. I use my recon units (BRDM-3 and BRDM-2s along with Spetsnaz GRU in BTR-80s) to screen the field, providing support in front of the very lines the BMP-3s and ZDs are attacking from behind. Several platoons of 2S15s also provide some AT duties from the safety near the tank reserve and AA vehicles.

Before this attack, 4 Buratinos and 8 Grads have severely crippled the rear areas and softened up the main line so as to ensure the tank/BMP push can do its job. 2 Akulas and 3 Mi-28s also support this advance. You'd be surprised to see what 5 helicopters can do to a line of Abrams tanks. The Akulas also deny enemy helicopters from coming near my vehicles, and any that slip through will be punished by all the ZSU-23-4s.

I also deploy a T-80UM on each side of the battlefield that moves up with the main push to keep the AA safe to a degree.


What you would be looking at, were it already in sight range or had recon given you early warning:


39 BMP-3s of Motostrelki '90
26 BMP-ZDs of VDV '90
14 T-80BVs
6 T-80Us
2 T-80UMs
8 BTR-80s of Spetsnaz GRU
13 BRDM-3s
26 BRDM-2s
18 2S15s
36 ZSU-23-4 Afghanskiys
9 ZSU-23-4 Biryusas
2 Ka-50 Akulas
3 Mi-28s

4 Buratinos and 8 Grads have already rained on the area
9 BMP-Ts are held in reserve


that's likely the entirety if not the majority of the deck, In wargame you are going to only be capable of deploying little by little (albeit your 1000~2000 start pts worth then the rest from either time(conquest) or when you cap zones(destruction). I believe you need some Base T-80 or T-80B there, as those tanks cost a whole lot (though I'm speaking on a 1 v 1 to 4 v 4 type of game, I rarely if ever go 10 v 10, I rarely go into 4 v 4 if there are smaller games.)

Though this does let me get a clearer view of your choices and they are, quite far from my assumptions (I believe this is Deck #2)

There are also no cheap infantry in cheap transport which can take the brunt of the battle at a very small cost, these are needed to take the areas and they are expendable on the enemy held Urban Areas which are usually at the choke points you will be crossing (though you can rain fire on them, only when holding forests and Cities can you really overrun their covers.)

If this was the entirety of the deck well. . . a very very big problem is that people will bomb you back to stone age, or at least be addicted to Wagner's Album. With how many cheese users out there, you can never be too careful.

2S15 is probably useless here, its too weak for a support fire, too expensive to be a meatshield.

You might want to add in some Vasilek or Nona, these can give you quick barrages at the enemy and can add cover for your troops with smoke, the use of those Mortars are so good at an offensive in that you're gonna fight panicked mess of enemies that you can just stomp through.

instead of 3 trained Mi-28, its better to take 3 Hardened Mi-24VP or 2 Hardened Mi-28. Those are a lot more deadly due to accuracy bonuses.

Grads are a good choice to cover a huge area to panick them, I used them before and they help me use cheap measly ZTZ-85-II to kill M1A1 Abrams easily. Buratinos are nice too, Napalm everywhere!

I think your sense of combined arms is very good however the holes that are lacking can prove lethal in a fight (the biggest flaw being that things are too expensive, you will likely not be able to support your own assault.).

Yulevia eredeti hozzászólása:
John Cena eredeti hozzászólása:

I study Soviet military doctrine (I research online and read books, not professional xP) and I don't just send a mass of tanks at once. While the pushes ARE large, it is far from my whole force.

When Soviets attack/defend with tanks, they have a first line of tanks, second line of tanks, sometimes a third, and a reserve. The reserve is large enough to replace all two or three lines if they fail, so 50% of my force is essentially waiting for the first 50% to be knocked out or succeed.

The same goes for the lighter vehicles, to exploit the gaps in the enemy line produced by the heavy armor. The MBTs punch a hole through the line, continue going forward into enemy territory, and lighter vehicles (I use Motostrelki '90 in BMP-3s and VDV '90 in BTR-ZDs) then charge behind the line and run the length of it up and down, destroying it, from both sides of the break produced by the heavies. Once they get back to the point they started from behind the break, they continue forward with the heavier vehicles into the next line of hostiles. On each side of this advance are many ZSU-23-4 Biryusas and Afghanskiys for fire support and AA duties. I use my recon units (BRDM-3 and BRDM-2s along with Spetsnaz GRU in BTR-80s) to screen the field, providing support in front of the very lines the BMP-3s and ZDs are attacking from behind. Several platoons of 2S15s also provide some AT duties from the safety near the tank reserve and AA vehicles.

Before this attack, 4 Buratinos and 8 Grads have severely crippled the rear areas and softened up the main line so as to ensure the tank/BMP push can do its job. 2 Akulas and 3 Mi-28s also support this advance. You'd be surprised to see what 5 helicopters can do to a line of Abrams tanks. The Akulas also deny enemy helicopters from coming near my vehicles, and any that slip through will be punished by all the ZSU-23-4s.

I also deploy a T-80UM on each side of the battlefield that moves up with the main push to keep the AA safe to a degree.


What you would be looking at, were it already in sight range or had recon given you early warning:


39 BMP-3s of Motostrelki '90
26 BMP-ZDs of VDV '90
14 T-80BVs
6 T-80Us
2 T-80UMs
8 BTR-80s of Spetsnaz GRU
13 BRDM-3s
26 BRDM-2s
18 2S15s
36 ZSU-23-4 Afghanskiys
9 ZSU-23-4 Biryusas
2 Ka-50 Akulas
3 Mi-28s

4 Buratinos and 8 Grads have already rained on the area
9 BMP-Ts are held in reserve


that's likely the entirety if not the majority of the deck, In wargame you are going to only be capable of deploying little by little (albeit your 1000~2000 start pts worth then the rest from either time(conquest) or when you cap zones(destruction). I believe you need some Base T-80 or T-80B there, as those tanks cost a whole lot (though I'm speaking on a 1 v 1 to 4 v 4 type of game, I rarely if ever go 10 v 10, I rarely go into 4 v 4 if there are smaller games.)

Though this does let me get a clearer view of your choices and they are, quite far from my assumptions (I believe this is Deck #2)

There are also no cheap infantry in cheap transport which can take the brunt of the battle at a very small cost, these are needed to take the areas and they are expendable on the enemy held Urban Areas which are usually at the choke points you will be crossing (though you can rain fire on them, only when holding forests and Cities can you really overrun their covers.)

If this was the entirety of the deck well. . . a very very big problem is that people will bomb you back to stone age, or at least be addicted to Wagner's Album. With how many cheese users out there, you can never be too careful.

2S15 is probably useless here, its too weak for a support fire, too expensive to be a meatshield.

You might want to add in some Vasilek or Nona, these can give you quick barrages at the enemy and can add cover for your troops with smoke, the use of those Mortars are so good at an offensive in that you're gonna fight panicked mess of enemies that you can just stomp through.

instead of 3 trained Mi-28, its better to take 3 Hardened Mi-24VP or 2 Hardened Mi-28. Those are a lot more deadly due to accuracy bonuses.

Grads are a good choice to cover a huge area to panick them, I used them before and they help me use cheap measly ZTZ-85-II to kill M1A1 Abrams easily. Buratinos are nice too, Napalm everywhere!

I think your sense of combined arms is very good however the holes that are lacking can prove lethal in a fight (the biggest flaw being that things are too expensive, you will likely not be able to support your own assault.).


This is deck #3, which I made not too long ago. And while the units are expensive, it uses only the finest in Soviet engineering, sacrificing early-game skirmishes for massive late-game advances. This deck isn't supposed to just hold off the enemy the entirety of the game; it is supposed to smash through the lines and head straight for their command vehicles and FOB.

I will see about replacing the 2S15, as I noticed its AT stat isn't that great, when I could have other, better dedicated AT vehicles on the field doing the same job I wanted it to. I may just replace some units and add some Nonas like you said, as advance artillery after the before-advance saturation barrage would be important.

Thank you for contributing to the discussion and not just raking on me btw. Too many RTS have toxic communities where all I find in the discussion section is cries of OP this and OP that, or attacks on users. (Looking at you, CoH 2.)
John Cena eredeti hozzászólása:
Yulevia eredeti hozzászólása:


that's likely the entirety if not the majority of the deck, In wargame you are going to only be capable of deploying little by little (albeit your 1000~2000 start pts worth then the rest from either time(conquest) or when you cap zones(destruction). I believe you need some Base T-80 or T-80B there, as those tanks cost a whole lot (though I'm speaking on a 1 v 1 to 4 v 4 type of game, I rarely if ever go 10 v 10, I rarely go into 4 v 4 if there are smaller games.)

Though this does let me get a clearer view of your choices and they are, quite far from my assumptions (I believe this is Deck #2)

There are also no cheap infantry in cheap transport which can take the brunt of the battle at a very small cost, these are needed to take the areas and they are expendable on the enemy held Urban Areas which are usually at the choke points you will be crossing (though you can rain fire on them, only when holding forests and Cities can you really overrun their covers.)

If this was the entirety of the deck well. . . a very very big problem is that people will bomb you back to stone age, or at least be addicted to Wagner's Album. With how many cheese users out there, you can never be too careful.

2S15 is probably useless here, its too weak for a support fire, too expensive to be a meatshield.

You might want to add in some Vasilek or Nona, these can give you quick barrages at the enemy and can add cover for your troops with smoke, the use of those Mortars are so good at an offensive in that you're gonna fight panicked mess of enemies that you can just stomp through.

instead of 3 trained Mi-28, its better to take 3 Hardened Mi-24VP or 2 Hardened Mi-28. Those are a lot more deadly due to accuracy bonuses.

Grads are a good choice to cover a huge area to panick them, I used them before and they help me use cheap measly ZTZ-85-II to kill M1A1 Abrams easily. Buratinos are nice too, Napalm everywhere!

I think your sense of combined arms is very good however the holes that are lacking can prove lethal in a fight (the biggest flaw being that things are too expensive, you will likely not be able to support your own assault.).


This is deck #3, which I made not too long ago. And while the units are expensive, it uses only the finest in Soviet engineering, sacrificing early-game skirmishes for massive late-game advances. This deck isn't supposed to just hold off the enemy the entirety of the game; it is supposed to smash through the lines and head straight for their command vehicles and FOB.

I will see about replacing the 2S15, as I noticed its AT stat isn't that great, when I could have other, better dedicated AT vehicles on the field doing the same job I wanted it to. I may just replace some units and add some Nonas like you said, as advance artillery after the before-advance saturation barrage would be important.

Thank you for contributing to the discussion and not just raking on me btw. Too many RTS have toxic communities where all I find in the discussion section is cries of OP this and OP that, or attacks on users. (Looking at you, CoH 2.)

No problems at all I enjoyed the discussion as well, I'd still push you to take a couple of T-80 or T-80B though or T-72B1, in a pinch, a single T-80UM is so much more vulnerable than say, 2 T-72B1, this is due to the fact that having too few armor make it very easy to single out your very expensive armor, a Peace Rhine or a Kahu can easily snipe out your T-80UM, and even if you managed to kill the aforementioned Jets, the kill at 170pts more than paid off their cost (Peace Rhine is 120pts), which in turn crumbles your main fire power option too. Of course there are also the enemy ATGMs when you are on the attack, as much as possible always have cheaper objects shielding your expensive blings (this is where the 10~15pts vehicles are used, of course those 5 pts APCs you have left over after transporting Infantry is also nice for this.) with that in mind you will have a more capable force which you can semi safely use to push through for an attack.

You can also add me and I'll show you a few Soviet Decks I use, which are very balanced and perhaps a good example, though you may or may not be able to use it efficiently as its not your deck, it'll take a long while to explain its purposes, why I took something over another, etc. but it probably is a good starting point.
Legutóbb szerkesztette: Graf; 2015. szept. 18., 15:19
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Közzétéve: 2015. szept. 16., 13:28
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