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Fordítási probléma jelentése
How so? Wouldn't you need a ton of tanks/TDs to take them all out?
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
Perhpas you should stop playing Ruse/ww2 junkies...
Try this out while you learn and tweak it more as you get a better feel for the game: jPgO7TFZzuL6nsMVPYptDRWLBigWBeYryJqLDoFSopAMqCXZLpI/xIJlWR+pALrlUCBpUpBknbQhFMUmyTw=
Entrenched = inf in towns.
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.
sshSyHq1ykcZ7qljLVKnK6vP1UwZcniyYQ71GbLJRPtyJENYGvzXZUMv8jWKRopjWolA2cJZNmF4i+JghkYyNdnqtC3qb9OIaRLvE6Sg4A==
Warsaw Pact ShnelleAngreifTruppe -
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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.
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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.).
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.