WARNO
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RebsFRAGO
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File Size
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397.332 MB
Jul 1, 2024 @ 3:57pm
May 19 @ 9:27am
349 Change Notes ( view )

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RebsFRAGO

In 1 collection by RebelSchutze
RebsFRAGO Recommended Maps
10 items
Description
Reb'S FRAGO is an overhaul modification for WARNO's Combat system.

The primary objective of Reb's FRAGO is to accurately represent the weapons and equipment of WARNO without compromising their quantifiable capabilities for balance. Every weapon statistic, from accuracy, to unit speed, dispersion, effective range, damage, suppression, reload speed, aim time, cyclic rate of fire and area affect radius are all copied or calculated from real life data to maintain full consistency. Balance is done through curves in calculation of interpretive factors, (ie, RNG accuracy, suppression) and economy changes.

The second objective of this mod is to facilitate the slower, more tactical style of game-play for WARNO with the new realistic weapon values. Skirmish parameters are changed to allow longer games (1-3 hours), so that players can develop front-lines, cause attrition victories, use small unit tactics, and coordinate grand combined arms attacks.

Mod Description/Tactical Guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3310752520

Important FAX
- Resubscribe the mod after a recent mod update if you intend to play multiplayer to ensure that you have the mod update. If players play with different mod versions they may end up in separate realities.
- This mod changes skirmish deck compositions completely. Pre-made skirmish decks have been disabled. Selecting pre-made decks will draw from your custom deck pool.
- Mod updates can sometimes change deck compositions. Re-save your decks when giving them to AI to play with. I suspect that AI using an out-of-date deck may cause crashes.

Do you want a multiplayer game with this mod?
Join us on discord: https://discord.gg/HRSUVpUph8
Join us on Steam: https://steamcommunity.com/groups/rebsfrago
Popular Discussions View All (1)
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May 10 @ 2:04am
PINNED: Deck sharing thread
Saddam Hussein
812 Comments
Kill3rCat [1st FORECON]  [author] 4 hours ago 
Regarding counterbattery, the meta is to use heavy gun artillery like Malkas to do CB, they have high damage, but most importantly they have high range and high accuracy to effectively engage point targets across the map. Rocket artillery doesn't have this capability, unless you're basically firing it from your frontline.
Kill3rCat [1st FORECON]  [author] 4 hours ago 
@Mr.Chemistry Air dominance is a highly rewarding strategy if you're able to pull it off, basically a gg, game-ender, but it requires co-ordination with your entire team to set up a strong air defence net at the start of the game and run constant, high-volume SEAD. It's not easy, and it's not something a single player will be able to pull off in a 4v4 game against competent opponents.
Mr.Chemistry 22 hours ago 
Hi, it's me the Nato skill-issue complainer... Managed to get some level of succesful air gameplay after a SEAD campaign of 4 F16s and 2 EW planes doing round the clock missions for 20 minutes lol. So I guess you are correct it is possible lmao.
The issue I noticed though is that counterbattery is just useless. How do I know? Because my Allied AI almost never moves their arty, keeps it in giant blobs, get blasted with Uragans, Smerch and every other Soviet arty known to man and yet I have never once seen them lose a single piece. Same on the enemy side looking at some replays... I like the idea of arty being more for suppression of frontline troops but maybe *some* counterbattery should exist?
RebelSchutze  [author] May 18 @ 3:04am 
@Gym its np, thanks for playing and engaging. Your question did prompt me today to work on making specialty traits on all fixed wing which will help define for players how concealable aircraft are, and I eventually will probably do the same for the air optics values of the ground radars.

Also another pro-gamer tip, you can ground attack with SEAD missiles in this mod now, so if you can suss out where they are their AA is they can be engaged without being detected.
Gym Raynor May 18 @ 12:54am 
Thanks mate that helped! :) @Rebelschutze
RebelSchutze  [author] May 17 @ 11:48pm 
@Gym Raynor Just did some tests and rechecked stats. Both Mig27 SEAD work as intended. In vanilla SEAD has a instant radar AA detection chance if it is in weapon range, in this mod radar detection is curved by their real life radar range. The Mig27 has radar but it's not great, and meanwhile has the RCS of a bus, which means there is a decent chance that the enemy radar may pick up your plane before you detect them, especially if they have multiple radars.

Stacking air optics values ("radar") is the name of the game for air superiority in this mod. If you want to decisively wipe enemy air defense you will have to deploy multiple SEAD planes at once, and do so preferably with EW if that is an option.
Gym Raynor May 17 @ 10:18pm 
What's the go with Russian SEAD specifically the MIG-27K they don't fire off any of their anti-rad missiles at the same time as being engaged by enemy SAMs?
Esaar May 13 @ 10:32am 
@Rebelschutze Thank you for your neat response. I Also think that's not a bad Idea. I Like this mechanism. Keep up the good work. :steamthumbsup:
RebelSchutze  [author] May 13 @ 10:20am 
@esaar Hi thanks for playing. You must be speaking of unit identification. Unit identification in this mod is supposed to be much more difficult than vanilla. It rarely occurs outside of CQB. Unidentified units also conceal HP and suppression status to the enemy player, which is the main reason I chose to model it this way.

Scout units in the mod do have a doubled or tripled identification chance, but it is still very low.

You probably only have seen infantry units get identified because very often they are the only units that have both the concealment and survivability to get into close quarters combat.
Esaar May 13 @ 9:49am 
I want to thank you for creating this great mod. I have a question tho; my game does not shows units except infantry. All Units are dark thing going in and out even when I have Scout vision on them. I don't know is that a feature or some kind of bug. Thanks again.