Wargame: Red Dragon

Wargame: Red Dragon

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Micro Deck Format v1.5
By Commander Red Vega and 1 collaborators
The Micro Deck Format is a unique way to play Wargame: Red Dragon & focuses on restricting cards in any given deck down to (14) Cards Total for each player to use.

   
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Chapter One - Micro Deck Composition
1. Each Player is allotted up to (14) cards total in their deck.
-You must take up to (11) electable cards of non-naval units and (3) cards from any given Naval Set. See Naval Tab Set Options in Chapter Two for more information about what card options are available for your deck and read the synopsis to understand how to use a given set.
>The command unit in logistics tab is required to make any type of micro deck.
>One card slot used, is a card taken from your allowed elected Card pool.
>Which sets are available to you are based on the type of role deck you choose.
>Micro Decks have (11) Non-Naval Cards and (3) Naval Cards, totaling (14) cards in a micro deck.
See Naval Tab Options below to see options are available to you in the naval tab.

All Players must choose a "Role" deck among the following:
  • Armored
  • Mechanized
  • Motorized
  • Marines
  • Support
  • Airbourne
Specialized Decks Only, no "general" decks allowed.


Here is a sample picture of an GDR Armored Deck that has been fully constructed with all (14) cards.
Chapter Two - Naval Tab Set Options
2. Naval Tab Set Options
Once you have setup your (11) Non-Naval Cards in your deck, you get to choose up to an additional (3) cards in the Naval row tab, which can consist of the following sets with varying accessibility to different roles and restrictions on the options given to them.
_____________________________________________________________
Set 1: Marine Operations Force

Accessible by:
  • Marines
Synopsis: If you want to dominate the ocean and project force from the sea, Set 1 is the way to go. This set allows you to be able to field a powerful naval force with a variety of ships and aircraft at your disposal. You can use your naval power to bombard coastal targets, transport troops, and protect your fleet from enemy attacks. However, you need to play a marine role deck and among all of the six roles, Marine decks generally have the least access to a variety of units.

Cards Types Available:
>Maximum (1) [Ship: Command]
>Maximum (1) [Ship: Escort] {Restriction - Only available to be taken at "Elite" Veterancy.}
>Maximum (1) [Ship: Supply]
>Maximum (1) [Aircraft: Interceptor]
>Maximum (3) [Anti-Ship] cards, as restricted to listed to the following assets:
  • [Artillery: Anti-Ship]
  • [Helicopter: Anti-Ship]
  • [Aircraft: Anti-Ship]
>Maximum (1) [Ship: Landing Craft Mechanized] card, which is of ANY card that utilizes a Landing Craft ship in the Naval row tab with the following restrictions:
Banned Card Types:
  • Banned: [Infantry: Reserve]

Set 1 Naval Row Tab Sample:

_____________________________________________________________
Set 2: Maritime Patrol Force

Accessible by:
  • Armored
  • Mechanized
  • Motorized
  • Support*
  • Airbourne
Synopsis: If you're not a Marine player but still want to project force from the sea, Set 2 is a good option because this set allows you to field versatile naval force. You can use your naval power to transport troops, conduct amphibious assaults, and provide fire support to your ground forces. You likely will struggle against a marine player who is trying to dominate the sea, but you can provide a threatening naval presence nonetheless. This set is highly recommended for Support Players to take since they get stronger capital ship options than other non-marine players.

Cards Types Available:
>Maximum (1) card of either of the following, the card chosen must not exceeding 145pts in cost:
[Command: Ship] - {*Support Players can take this card at up to 165pts instead of 145pts.}
[Ship: Escort] - {Restriction - Only available to be taken at "Elite" Veterancy.}

>Maximum (2) [Ship: Landing Craft Mechanized], as restricted to any of the following role types:
  • [Command: Infantry]
  • [Command: Wheeled]
  • [Command: Tracked]
  • [Recon: Special Forces]
>Maximum (1) [Anti-Ship] cards, as restricted to any of the following types:
  • [Helicopter: Anti-Ship]
>Maximum (1) [Ship: Supply]
>*Maximum (1) [Ship: Coastal Support] {Restriction: Only available to Support Players.}

Set 2 Naval Row Tab Sample:

_____________________________________________________________
Set 3 - Coastal Operations Force

Accessible by:
  • Armored
  • Mechanized
  • Motorized
  • Support*
  • Airbourne
Synopsis: If you're not as interested in projecting force from the sea, then this is your ideal option to take, as you are able to conduct littoral operations and have defenses against ships. Making Set 3 a good option for those less interested in using ships in general but still like to enjoy the format. This set allows you to field a smaller naval force focused on coastal defense and amphibious operations. You can use your naval power to protect your coastline from enemy attacks and to transport units to nearby islands and shorelines.

Cards Types Available:
>Maximum (2) [Anti-Ship] cards, as restricted to any of the following types:
  • [Aircraft: Anti-Ship]
  • [Artillery: Anti-Ship]
  • [Helicopter: Anti-Ship]
>Maximum (1) [Ship: Supply]
>Maximum (1) [Ship: Landing Craft Mechanized], as restricted to the following role types:
  • [Artillery: MLRS]
  • [Artillery: Howitzer]
  • [Command: Infantry]
  • [Command: Tracked]
  • [Command: Wheeled]
  • [Infantry: Commando]
  • [Recon: Special Forces]
>Maximum (1) [Ship: Coastal Support] - {Restriction: Only available to Support Players.}

Set 3 Naval Row Tab Sample:

_____________________________________________________________

Once you have constructed your deck, count your cards and make sure you have no more than (14) cards in all, from your Logistics row tab down to your Naval row tab.
Chapter Three - Rolling Dice [Optional]
Optional : Rolling Dice for AI, Players, and/or Maps.
If you decide to roll dice for the AI or other Players, you will need to have (6) sided dice for rolling for the AI to represent the deck roles of following types as listed:

Dice used: 1d6
1. Armored
2. Mechanized
3. Motorized
4. Marines
5. Support
6. Airbourne

How you structure these decks as the game master is up to you. Don't be afraid to make decks which are entirely comprised of mostly one kind of unit if you are fighting the AI. The AI communicates well between themselves when given role decks, such as giving the AI decks entirely comprised of planes with a few recon helicopters will allow them to deploy a lot of aircraft throughout the match. Such is the logic of the AI.

For choosing map sizes between 1v1, 2v2, 3v3, & 4v4; you will need to roll a 1d4 dice, and a dice number respective to the number of maps available for each map size: 1d10 for 1v1 and 2v2, 1d12 for 3v3 and 4v4. For the sake of all decks available with the exception of Naval Decks, we'll be only counting maps that are exclusively land oriented and hybrid land/naval maps.

Optional Rule - Map deference in presence of Marine Player: When a Marine deck player is present in the lobby, and if the map has a naval variant of the map rolled. Default to the naval map variant instead to improve the odds of marine players being able to use the naval tab of their marine deck. Usually used in our in-house tournaments.

Optional Rule - Increased Marine Map odds: When a Marine deck player is present in the lobby, flip a coin. If Heads, roll from this exclusive map table for marine players with a 1d4. If Tails, roll as normal. Usually used in our in-house tournaments.

1. [1v1] Wonsan Harbor
2. [2v2] Strait to the Point
3. [3v3] Gunboat Diplomacy
4. [3v3] Another D-Day in Paradise

Number of 1v1 maps permitted: (11)
Dice size needed: (1d10)
Odd number variable: When a 10 is rolled, flip an a coin to choose between the 10th and 11th map.
-If it lands on heads, use Strait to the point (small).
-If it lands on tails, use Wonsan Harbor (Marine Forces Enabled).


1. Tropic Thunder
2. Mud Fight
3. Nuclear Winter is coming
4. Wonsan Harbour (Has Naval Variant of map, see ([1v1] Wonsan Harbour - Marine Forces Enabled)
5. Plunjing Valley
6. Death Row
7. Paddy Field
8. Punchbowl
9. Hell in a Very Small Place (Has Naval Variant of map, see ( [3v3] Another D-Day in Paradise - Marine Forces Enabled)
10. Strait to the point (small) - (Has Naval Variant of map, Strait to the point (small) - Marine Forces Enabled & [4v4] Strait to the Point - Marine Forces Enabled)
11. Wonsan Harbour (Marine Forces Enabled)
Note: If [1v1] Strait to the point (small) is an unpopular map, use a 1d10 instead and skip the map from selection.)


Number of 2v2 maps permitted: (10)
Dice size needed: 1d10


1. Apocalypse Imminent
2. Paddy Field
3. Hop and Glory
4. Chosin Reservoir
5. Jungle Law
6. Operation Chromite
7. Highway to Seoul
8. Gunboat Diplomacy - (Has Naval Variant of map, see [3v3] Gunboat Diplomacy - Marine Forces Enabled)
9. Another D-Day in paradise (Has Naval Variant of map, see [3v3] Another D-Day in Paradise - Marine Forces Enabled)
10. Strait to the point (small) (Marine Forces Enabled)


Number of 3v3 maps permitted: (12)
Dice size needed: 1d12


1. Tough Jungle
2. Wrecks and Rocks
3. Bloody Ridge
4. Cliff Hanger
5. Back to Inchon
6. Strait to the point (Has two Naval Variants of this map, see [2v2], & [4v4], Strait to the Point - 7. Marine Forces Enabled)
7. 38th Perpendicular
8. Highway to Seoul
9. Snake Pit
10. Crossroads
11. Gunboat Diplomacy (Marine Units Enabled)
12. Another D-Day in paradise (Marine Units Enabled)




Number of 4v4 Maps Permitted: (13)
Dice size needed: 1d12


1. The Green Mile
2. 38th Parallel
3. A Maze in Japan
4. Korea Rocks
5. Cold War Z
6. Floods
7. Sun of Juche
8. Final Meltdown
9. Heartbreak Ridge
10. The Crown of Crags
11. Strait to the point (Marine Units Enabled)
12. Smoke in the water (Marine units Enabled) [Be mindful that any decks with non-amphibious units will struggle without any means of transporting your tanks. If this is unpopular, use the "12" on your dice to reroll the map.]

Banned Maps:

[4v4] Battle of Yuchalnok Pass
Reason: Performance issues with the map causing frequent crashing.
Chapter Four - Hosting & Considerations
Hosting
  • All players are expected to use only the Micro Deck format when a game is hosted that honors it. They are welcome to have less cards than what is allotted, but they are not allowed to have more.
  • If a mistake is found during gameplay, it is suggested to continue playing and ask the player to not call out any further units of that type and to continue the battle to keep things interesting.
  • All players are expected to honor this system's format when asked. It is up to the game host to inform players about this format, therefore it is recommend to play this with friends or people you know will find this format a welcoming challenge to hone their skills in adaptability and cooperation.
  • |Battlefield, Game Mode, Opposition, Accessibility, Starting points, Victory points, Time limit, and Income Rate are up to discretion of the game host.

Separate Role Types [Optional & Recommended]
All roles used by each player must be separate from each other in the same team on any map sizes of 1v1, 2v2, 3v3, 4v4. I.e. You cannot have two, or more players using Armored, Motorized, Marines, etc. decks. This is intended to help enforce more diversity among each team's members and participate in the fight in their own unique assets. On any maps sizes larger than 4v4, this rule would be considered void; not applicable.

Other Suggestions
There's a lot of ways you can play micro decks, however there are a few things you may wish to avoid unless you're really exceptional with a certain deck's playstyle and have the capacity to balance out its lacking features to perform certain roles. Here are some pitfalls you may wish to avoid in deck design choices or openers:

1. Avoid having no Infantry in your deck. [/list]This not to say decks without infantry are inherently bad, however you may be facing moments where you will be working on a front by yourself and if you lack the capability to hold towns and forests for cheap. As you may find yourself needing to turn a lot of your tanks into scrap metal to cope with RPG fire. So having at least one card of infantry of some kind is never a bad idea, even if it is just militia.

2. Avoid opening with a lot of artillery.In most cases, opening with about 200pts or more of artillery, out of ~1000 starting points, often leaves you very strapped to capture ground with infantry or tanks, or provide anti-air and deny airspace which is often considered a critical aspect of starting a match. While you can attempt to cheese with your opener by spamming artillery, often what happens in this small of a format is that you end up hitting nothing or not doing any significantly tactical damage. So even if you're a support player, just send some tanks or infantry to go hold some ground on the front, or the flank, and cover that area with something before calling in your artillery. That isn't to say though that opening with some artillery is a bad idea, smoke or preemptively shelling some locations is not bad. Though I have not seen many good openers that open up with a high volume of artillery at the start of a match.

3. A single card of recon can see the whole world.
It's always worthwhile to have at least one card of recon to help spot forces for you units. Whether it is a recon unit that pushes out ahead of your units, or stays with your main force to spot enemies for your forces to fire at, recon will almost be critical to success.

4. Larger maps are more difficult to manage.
(4v4) Maps are very big and even some (3v3) maps are very large to manage, if you are the host; consult with your players first if you would like to include 4v4 maps in the circulation. If you would like to not include them in circulation, if you roll a 1d4 and roll a (4), just re-roll the die until you get a number that is not (4).

5. Know your team.
Consider your team composition before starting the match and weigh your units in total as a team and as a deck and there may be certain questions you all need to have constructively.

For example:
  • A. Do you have too few units of any kind; or just too few units in general, even as a team?
  • B. Do you have too many units of the same kind, with no special assets to leverage force multipliers?
  • C. Do the units that you are bringing in your deck synchronize well with your team's strategy, or provide sufficient coverage against the most likely threats or concerning you think you are going to encounter?

These are things you should discuss with your team and should be able to have an honest, quick, and constructive conversation about. You should try to prebuild a few micro decks so you have some quick options on hand so you don't need to build a deck for every match when people just want to jump into a fight!
Chapter Five - WGRD "Generals"
Within this subformat, we strive to make things more challenging for players on one team whether it is 2v1, 3v1, or 4v1; you can utilize the benefits of a single deck getting multiple more units when you are fighting more players than yourself. But for this iteration we will be focusing on a "fun" mechanic I've dubbed "Micro Boss Decks", which focus on giving a single deck that will be played by AI, or a player, against multiple enemies. The fights are designed to be asymmetrical and not to be balanced in any way; so don't get salty in my comment section because Boss decks have too many cards compared to micro decks or you are playing as a boss deck and have too much to micro against three or four players.

Making a "Micro Boss" deck:
Micro Boss decks have an extra (5) cards allotted to their electable card pool, giving them a total of (19) cards total. With this exception noted, Micro Boss decks follow the same rulings otherwise and carry the same limitations of the format.

I also recommend using the label [M-Boss] or [M-Boss-AI] for your Boss decks.

Examples:
[M-Boss-AI] China Armor


[M-Boss] USA Marines General


In making a Micro Boss Deck, I recommend not giving the AI too many diverse choices in units that are specialized for niche use cases, as the AI may begin to spend its points in a way that may not be intuitive to it's deck design.

For an example, giving a Micro Boss Armored Deck five cards of planes in large quantities per card may hint to the AI to dump its points into almost exclusively planes instead of tanks, and you'll end up with an AI that spams planes instead of tanks even if you gave it 6-8 cards of tanks.

Therefore I don't recommend giving the AI more than 2-3 cards of planes at most. If you want to, give the Boss deck player a map favorable to them to exacerbate the difficulty; whether it is an AI or an actual player!

Be mindful that the AI doesn't normally use ships on smaller maps, at best they will deploy supply ships and landing craft units semi-consistently, but the AI will almost always use anti-ship planes on any size marine map!

Remember that when playing a Boss deck, to act like a boss!

I see you haven't run in fear general.
Soon, you will wish you had.
Armor, crush them.

-General Kwai, C&C Generals.
Closing Credits
I'd like to thank Zneumann and the rest of the Wargame Crew over in our Red Star Vanguard Discord server for helping to found this format, and thank everyone who participates on our server to help suggest and review updates to the format. If you're interested in learning more about our discord server, visit our website below to see if our community is the right for you as we are very strict in how enforce our rules against bigotry to ensure our community is a good space for people to be in.
https://www.rsvg.org

While we welcome people to join our community, we have very strict rules.
Therefore I recommend playing this with your friends.
18 Comments
Commander Red Vega  [author] Nov 20, 2024 @ 2:19am 
Micro Deck V1.5 is getting many dynamic updates to bring a lot of sweeping changes. Many iterations of edits have been introduced in this version after much more extensive playtesting to allow the introduction of Naval units for Non-Marine players. Cheers!
Commander Red Vega  [author] Oct 19, 2024 @ 12:50pm 
Alright folks! Micro Decks v1.5 is live! Please review the first part of the guide for updates. Happy gaming ya'll!
Martian Patriot Jun 24, 2023 @ 1:07am 
Interesting. When I first got this game I used to make small decks like this for the AI so they wouldn't spam and so the general scale of the conflicts could be smaller. A similar idea! I should make some!

One thought I have is that these card restrictions makes high availability factions even more tantalizing as "one" card can equate to so many units.
Commander Red Vega  [author] Mar 7, 2022 @ 4:37pm 
Hey everyone! Just updated the micro deck format to v1.2 to include more explanation on Boss Decks and now the guide has pictures! Enjoy!
Commander Red Vega  [author] Apr 12, 2021 @ 7:56pm 
Wow it's been a year since this got published. Let me know if you all have some feedback!
Commander Red Vega  [author] Feb 27, 2021 @ 7:00pm 
Given how much variety there is and that putting most builds into a meta that is comprehensive for all play styles is a bit odd to nail down almost a year now. I've come back a couple of times trying to think of a way to keep things well rounded but basically I don't think I can really suggest an official deck style to make things meta-like. You either do things well in a particular role and accept your shortcomings or you spec out getting one of each kind of unit and admit you can't do any one role particularly well besides having a paper thin composition of one of each kind of purpose unit with little redundancy.
TXOKaos Feb 5, 2021 @ 7:28am 
can i get a invite to your discord please
Commander Red Vega  [author] Nov 16, 2020 @ 1:51pm 
@Flymaker


I don't mind building a deck for displaying. But given that there are so many less available cards in Micro decks. It is maybe a bit difficult to recommend any premade deck based solely on own speculation. I could make some non-nation specific premade decks and then I think others may be able to take some inspiration based on the roles presented. But the thing is that, with only 11 cards total. There isn't a lot of room for flexibility in any one micro deck, for even any one nation. You're either going to be a jack of all trades or a master of one thing and there's merit to generalized builds and specialized ones. So for now I'll submit some generalized BLUFOR/REDFOR decks here in the comment section and debate to add the deck URLs in the guide.
FlyMaker Nov 14, 2020 @ 7:09am 
Can you give us some example premade decks?
Commander Red Vega  [author] Nov 3, 2020 @ 1:02pm 
Wow, thanks for the first 1000 unique views comrades. Didn't realize this was getting so popular. Let us know how you enjoyed it if you've played a few games folks!