>What the fuck is this?
A general for all the realistic wargames out there that don't generate enough traffic to sustain their own generals.
>Attention grabbing search terms go here:
/wgg/, /fsg/, /mowg/, /mowassg/, /rtsg/, /ctag/, /dcsg/
>Example welcome games:
Wargame: Red Dragon
Call to Arms
Flashpoint Campaigns: Red Storm
Theatre of War
Men of War
Command: Modern Air Naval Operations
Steel Panthers MBT
>Interesting history links:
Cold War military technology ads:
/wgg/ misc Cold War literature:
The Soviet Army: troops, organization & equipment
USMC intelligence North Korea handbook:
/wgg/ old group
/wgg/ new group
Uralmod official group
/wgg/ Men of War / Call to Arms Group
>Legacy Wargame General pasta and game-info repository:
everything in this thread had its own general at some point, friend
and that general is dead and consists of people who do not understand what a FEBA or LD is.
Kind of boring, to be honest.
Pretty much why I've stopped playing DCS.
Especially right now, its seems that all they've made actually viable in PvP is slinging BVR missiles at each other and watching the mechanics for them wig the fuck out or going full X-Wing mode. The latter of which you die 99% of the time seconds after you even knew someone was there.
I didn't say I was losing the engagements, kiddo
For those who are interested (I am guessing 0 people) here is the end of the AAR of the game of Squad Leader I started last night.
I got caught up in work and had to leave, so couldn't finish it yesterday.
Germans assault was spread to thin, looping around the hill to enter from the north with 1 squad+leader cost them, as they got gunned down. Meanwhile in the south an extra leader to direct the main attack would have given the needed edge.
The Russians had an excellent layered defense utilizing cover and their 9-2 leader to make up for inferior range and numbers.
Overall a close game that didn't get decided until the very last round.
(I h ave the 4th editions rules scanned, I could upload the pages here if anyone wants me to, the rules required to play the scenario here are about ~4 pages of text and ~2 pages of example diagrams)
There was never a Combat Mission general
I like having a place where me and the literal one other CM player can post about it.
IMO Arma is not welcome for now simply because they have enough of a player/poster base to generate and keep a general going without needing to aggregate with /wgg/ solely because it lacks traffic.
If this changes in the future (arma generals dying because they lack traffic) then I'd call for it to be included in this general too, but for now, that's definitely not needed.
Well, as "promised" a more complex scenario (only slightly).
TO&E shown on the right.
This scenario has the Germans assault the large complex in the middle. They have assault engineers with flamethrowers, smoke, and demochargesat their disposal.
Whoever owns 6 hexes of the complex in the middle at game end wins.
All pieces are on the board and play can commence.
Russia vastly outnumbers the Germans, but only have 4 leaders over ~40 units and barely any equipment. The Germans on the other hand have 6 leaders over ~20 units and have a lot of (heavy) equipment to work with.
This is going to go slow, not a lot of time, neither does my buddy.
Will probably update at the end of every half turn. Detailing all the intermediary steps is rather pointless anyway if you don't understand the rules, far more interesting to see the grander picture of troop movements etc.
Germans attempted an assault on the east side of the complex.
The Germans are too impatient and despite heavy prep fire and smoking up the street they lose an engine squad and their 10-2 leader, the flamethrower lying on the ground after the failed assault.
The second flamethrower malfunctioned and had to be abandoned. The norther engineers move further north and manage to gun out the northeastern corner of the complex.
In the west the Germans decide to hold cover, but some overwhelming Russian fire forces the units on the perimeter to break away from their cover. The Russian gear proved below subar, all their LMG's malfunction in the process of trying to clear out the Germans in their way of the middle complex.
Overall a overly hasty German first turn, balanced out by an overly clumsy Russian defensive response.
Russians, wanting to link up their western forces with the forces in the complex, decide to break cover and open up with 2 MMG's from the middle. They manage to make some Germans reveal themselves as they break their cover.
The bulk force in the west can not do much but fire at Germans abd push back the German western forces for now. Crossing open ground with so many known (and unknown) German MG positions would be suicide.
German player manages to keep the east side of the complex open during the defensive phases. The northern engineer squads even manage to reveal the northern section of the building (as it turns out, no Russian troops were actually there).
Eugen this is completely unacceptable
Is anyone else in love with fast amphibious auto cannon recon units?
Brdm3 and Lav-25 are so good for flank attack cv/aa hunting.
Pretty much all the top 10 players.
Welcome to the club, enjoy your stay.
I love maps with little or no rivers so I can call in coyote recon lavs with delicious 2 av and better cannons/eyes
That poll seems to be rigged to me, I'm a filthy eyetie and most of the people I talk with HATE muslims and other trash with a deep passion, and that seems to be the general consensus too.
Oh the good days of AL battle.
>beating NATO pubs with cheap shit polish decks
>dat polish spec ops raping everything
>flanking undeadable abrams with cheap ww1 veichles and killing them
Is red dragon worth it?
I never played board wargames and with AAR's much simple understand how it's going.
And thank you for Vassal
Russians manage to punch a hole down the middle in the west. The northwest also find the opportunity to advance. The southwest advance is halted by the Germans coming out of their concealment and opening up.
The middle complex is seeing a lot of action with fire going back and forth. A gnasty ambush with a 8 firepower HMG set up in the middle cuts down some Germans squads forcing them back over the street to their leader in the east. Despite this the German player currently seems to have the upper hand in the building, the 83-8 assault engineers with their specialist equipment and the MG position in the south eastern building are making it hard for the Russians to hold on. The complex is in dire need of reinforcements from the west if the Russian player wishes to hold on.
In DCS when? I want the kawaii little sister of the A-10.
Take it back!!!!!!!!!!!!!!!
Germans manage to push further into the middle building. They smoke entry and demo charge the 2 Russian MG positions. In the end they end up killing 2 Russian squads while only having to retreat one of their own.
The leader in the north west managed to come to his senses and fire the MG at the Russians on the street on his own. It forces 2 of them to retreat (not shown here, but they had to retreat to the woods directly to their north). Later during the round the leader was forced to retreat, the MG's being to heavy to carry on his own, he decides to disable them, permanently. The south western German position falls back slightly as well, so as not to come under too much fire.
In the south eastern building the HMG with the 9-1 leader moves up one hex to the north in preparation of a possible (and likely) Russian assault from the east.
The Russians did not manage to do a lot of defensive damage this round, largely due to the smoke in the building (it doesn't affect demo charges, but it does affect all small arms fire).
Main German concern is holding of all the Russian units coming from the west, especially now that they have broken through the middle and only need to cross one more street to link up with their forces in the large complex.
The Russian main concern is that the Germans clear out the complex and get their MG's set up on the west side of the complex before the relief arrives.
>arma babbies don't even recognize Mi-24V when it's staring them in the face.
Even dumber than I thought desu
Both the Su-33 and MiG-29 are getting some love! We are working on the Professional Flight Model (PFM) for the Su-33. This will be based on the Su-27 PFM, but will be adapted for weights, the tail hook, and its distinctive aerodynamic features. Once we complete the flight model of the Spitfire IX, we will begin work on a new flight model for the MiG-29. Speaking of the MiG-29, we are also completing work on an all-new external model!
Losses for both sides as it stands right now.
After this, would there e a specific sort of scenario you guys would like to see. The game has a plethora of scenarios around platoon levels (some are smaller, others reach battalion scale).
The game does support landing scenarios, but an actual D-Day landing scenario isn't available (nafaik). I could design one from scratch, but I don't have the time for that right now. Actual landing crafts are introduced much, much later and I am not entirely familiar with the rules anymore.
I guess what you want to see is Germany vs USA, where the Germans have less units/equipment but are set up in a fortified position and have to defend? If so, there are enough of those kind of scenarios. Usually a D-Day+X sort of setting.
I was that teammate. Biggest fluke of the century. 4 panzerfausts and nothing. 99% of the time, however, it's a straight OHK on everything it hits. It's so infuriating. Their stealth rating is the biggest load of bullshit, as is their SP price. One cheap, early game unit shouldn't be able to stretch out complete match dominance for the rest of the round by deleting any vehicle that isn't closely guarded by a full, multilayered perimeter of infantry.
Your reasoning is sound. 2sp for a nazi ninja death squad with AT weapons is a bit ridiculous.
But having an officer out really helps combat that.
Whats a good resolution for webms?
>200mp for a single unit that can't fight or cap in any real way.
>Gigantic micro-sink with binoculars
>Just for a meager chance to spot ubermensch death squads that can come out within the opening 4 minutes of the match and split up to infest your rear lines.
I don't think most good players will let you float that much MP so early in the game that isn't going towards attacking or defending cap zones. Especially when the same damn faction gets TWO early game options for auto cannons on wheels and treads that can BTFO your entire force if you don't get a vehicle hard-counter of your own up in time.
It's not just the balanceburgers, it's the structuring of the entire faction that just kinda stacks the odds high as fuck. Autocannons, ubermensch, best elite marksmen now that Rangers(The only redeeming unit of the US faction) got positively nerfed into a subterranean trench, free snipers, panzerfaust squads even before burgers are on the field, the best early game medium, etc
Yea. Germany is pretty fucked.
Even against people I know I'm better than I struggle with them.
They also get their share of unreadable late game units also.
Anyone up to play some AS2?
Planes exiting cloud cover give me a strange erection.
By the by, if anyone is interested, I could "teach" the basics of the game here.
It looks like it's made of plastic right now.
That was an intense match.
>mfw my Pershing is immobilized and taking shot after shot from all angles but is too burger stronk.
>mfw my last Airborne soldier with a carbine mows down 5 krauts in a glorious last stand
Shame I missed it. I love Pershing matches because it's like the only cost-effective US tank that suddenly goes from a roster of dogshit that is over-priced to being Kraut-mower-3000, even against a King Tiger.
New Call to Arms update, but it seems to coincide with the vanishing of the steam forums, so no patch logs just yet until that's resolved. Will poke around in test mode to see if anything was added.
German player uses his last smokes to advance in the large complex. Both the defensive as offensive fire proved largely ineffective. The German player malfunctions the HMG in the south east, in combination with the 3 broken squads being continuously fired upon the fire support from that area of the map is minimal.
The Russian defensive fire manages to break a single squad here and here. Russia has pretty much secured their route towards the complex.
German player advances into CQC across all 3 remaining enemy hexes in and around the complex in a desperate attempt to secure it completely before the reinforcements arrive en masse.
end of CQC of this round.
Germans clear out western most hex.
The middle hex is locked in melee, neither side taking losses for now.
The western hex is also locked in melee here both sides have eliminated 1 squad.
It's actually pretty fun, too. Income is increased quite a bit while CP is lowered so you can only have one vehicle out, and one engineer or tank crew squad for capping(Or you can just have a crew member hop out to cap). I couldn't immediatly tell if points now resupply vehicles or not, though.
ReRaeGa. Check the OP.We usually get together at least once a day lately.
The Russians forgo any firing and charge the complex, they don't seem interested in slugging it out over another 4 rounds.
With the HMG in the south east out of action for now and 2 hexes locked in melee, the Germans only have 2 fire teams covering the streets leading to the complex. The remaining German MG's will undoubtedly manage to mow down some Russians, but will it be enough?
You can't. Pretty dumb, but that's early access for you. I'm not entirely sure why they don't just temporarily allow outposts to do it like they can for infantry until they finally make a vehicle-specific method. I wasn't sure if they were doing it in the armored warfare mode, though. I wasn't getting an icon above the unit, though it did feel like I was firing more TOWs than I ought to have. Was kind of heat of the moment, though.
The Germans manage to kill 4 Russian squads, 3 that went down the centre, and 1 that looped around south, they also managed to break a unit which will have to retreat.
However, 2 squads in the north got through, another squad can now potentially lock the engineers in close combat (who broke their Russian stolen MMG because Vatnik can't make durable equipment).
In the south the Russians made a successful push and are now nearly on top of the MG nest that is covering the street (it is this MG nest that killed the 3 crossing units).
Russia forfeits the game.
All close combat was won y the Germans, a couple of squads were lost in the process. Russia manages to get a tiny corner of the complex back in the north, but without any leaders nearby 2 squads have little hope of holding on for long.
Russia simply doesn't have enough units left. The Germans now have more squads, more and better leaders, more and better equipment (some of which was taken from the Russians) and are now defending rather than assaulting. The German 9-2 leader in the south leading the MG nest is going to be near impossible to dislodge, and without doing so another "human wave" assault has no chance of succeeding.
The Russian units in the complex were overrun too fast, the strongest equipment of the Russians was located here (2xMMG+1xHMG) and they barely got any use out of it. Not defensively against the German assault from the east, not offensively to support a breakthrough in the west.
My mate and I were thinking of doing another Rus vs Ger urban infantry scenario, anyone interested?
Note that aside from the units in the graveyard, Russia has 5 broken units and 1 berserking unit. The majority of these have no hope of coming back into the game.
Russia has 9 combat effective units with 2 leaders and 1 LMG, against 11 combat effective Germans who have 4 leaders, 9 LMG's and 2 MMG's.
>take maximum file size allowed on 4chan which is either 3 or 4mb
>divide by length
wow so hard how do I bitrate????
>take maximum file size allowed on 4chan which is either 3 or 4mb
Why here so small limits?
I can't spam with my chechnya webm.
mig 23 when?
>use computers daily
>have no basic understanding of how a computer works
>I'll call him an autist that'll show him
I wish americans and american tripfags would fuck off
What does computer use have to do with knowing shit about optimum bitrates for video clips?
Do you just flip the fuck out and piss your pants whenever you run into anyone in life that doesn't know something that you do? That's why you're autistic as fuck, not because I didn't know something, but because you act like a complete fucking sperg over it and have to be a rude asshole for no reason.
Because bitrates aren't exclusive for fucking video and are used in any type of streaming format?
Also had you fucking used google like a sensible person instead of posting half a million shitty webms nobody would hurt your feelings.
Armored warfare mode is pretty good.
>That detail on tank shells.
It's almost like
And bear with me now
Someone is new to something.
If you don't like it, make your own shit and stop being a gigantic fucking baby that needs perfection delivered on a plate just for you in all things you consume. I've never seen someone so fucking asshurt about something so trivial, even on 4chan of all places. I did google about it and got a bunch of conflicting shit and decided to just find it out myself over time, because it turns out there's more than one road to this sort of thing.
But man you sure showed a stranger on an imageboard.
It's hard to tell because of the shit quality due to video length, but I tried APFSDS a few times before realizing he was just too far to penetrate frontally with it because of kinetic bleed, so switched to HEAT to try and break his gun and it ended up working since it maintains it's penetration over distance.
Also, in a bit, I've got dinner soon.
No idea, maybe if leatherneck gives it some love at some point
Try BMS. It's free so there's nothing to fear.
Belsimtek was making these last I heard. the AH-1 version they were planning to do (G) got bashed for being essentially a glorified huey with no transport capability so they started making the W version instead.
No idea on this one.
Fuck no, the size limit is a pain at times but I'd rather not go back to no inline quotes and shit.
>start first silent hunter 3 campaign
>sink 3 cargo ships
>decide to take a break
>see end mission report
>allied ships suck: 0
>neutral ships sunk: 3
>war hasn't actually started yet
Finally, some patch notes for CtA.
• Added new gamemoded Armored Warfare (work in progress)
• Added new barracks building
• Added mod activation
• Added game version tracker
• Added avatar graphics for campaign
• Added ability to capture flags to IFV
• Added custom unit selection (you can customize the units used in a multiplayer match)
• Improved LODing
• Reduced the ATGM flexibility
• Reduced re-charge time of 100mm and 105mm guns
• Reworked accuracy by motion
• Reworked vehicle ranges
• Reworked vehicle accuracy
• Fixed session chat has no smiles
• Fixed ranked icons are swapped in session chat
• Fixed third person lock in cut scenes and on game save/load
• Fixed threat info on window borders
• Fixed several object issues
• Fixed several vehicle issues
• Fixed crash on ping update
• Fixed crash in chat
>• Added custom unit selection (you can customize the units used in a multiplayer match)
How do you do this?
I'm noticing a balancing flaw.
TOWs have no range limit and also do not lose any penetration over distance.
Meaning you can park a TOW unit on a hill and dominate the entire battlefield and nothing can touch you since they need to move within range, where you can easily back up and let your AT infantry ambush them
No clue. Will investigate
This is true of all ATGMs. It's not as OP as you think when both teams are competent. It only really fucks with idiots that silhoutte on top of hills.
also the points do resupply your vehicle, but not with fuel.
I was having to send men around with gas cans siphoning fuel from dead vehicles.
And GRM ATGMs are the worst in the game.
Well yeah, AI vehicles have no concept of cover, and wont engage at long ranges.
Played with the devs and some pubbers tonight in a 6v6 and the TOW's stopped being spawned after early game because they just couldn't really keep up in armor and firepower.
Wat? They have pretty much the same penetration value. None of the ATGM's do very well against MBT frontals unless they hit the turret. Refleks is pretty based, also very good for sniping off enemy TOWs since you don't have to worry about ammunition over-matching.
Regardless, against heavies, ATGM's are best for trying to break shit, rather than outright kills. They're long-range tools, and excel at ranges where cannons can't take advantage of superior firerates and lack of guidance requirements. I mean shit you can park on an incline and kill a TOW with the DShka on top of your T-80 if you want, I've seen it happen a couple of times. Autocannons can smack it at extreme distance to, webm related.
I have yet to try any real multiplayer so you're probably right.
And I used a nice side shot with the TOW on the bmp-3 and it didnt do anything to instinct's M1A2.
This was before the latest patch though.
This game and men of war look so bad and completely unrealistic. Gtfo this tread faggot.
Pretty sure it was bait.
The squad should all hop on though and lets get some games going.
I never have more than 2 squads of infantry in at once.
Just split them into teams of 2 or 4 and the micro is hardly even a thing.
Static guns are just place them and forget. And tanks are easy to manage
As someone who's played PR for years, I find it to be pretty dull right now. There's nothing that really differentiates it from other shooters apart from most people working together. Once there's some vehicles and a logistics system it should be a lot more interesting.
2 years before we get broken humvees
2 more years to fix them
another 3 years to add trucks for other factions
2 years to fix those
1 year to add logistics
Then it will finally enter version 0.02
reminder that the cobra maneuver is useless and god's plane still turns better than the wanker
What the fuck are you doing? That's my meme/bait and it's trademarked. Fucking make your own you fucking faggot.
north korean kh-21 pilot-guided missile
Where were you when Cobra confirmed a Block 6 VF-1 Valkyrie for DCS?
Oh boy, ANOTHER eastern bloc deck.
Well, do you think this competitive? Too little command units?
Competitive for what?
And no, it's not competitive. EB is the weakest faction right now, except maybe cmw.
Even without that, you have a lot of errors. Here are a few:
>mi-24a over 24d ever
>LAZUR or any 3/2 fighter taken at below elite vet
>dogshit/no bomber, no AT plane
>spamming line in the mot. faction
>t-72m1 over wilk
Part of the skill ceiling in the game is learning when to micro and when to just save your effort so you can stay focused on the big picture. You'd be surprised, watching tourny matches, just how much people delegate to the AI so they can keep their entire force effective instead of just one guy with a grenade.
Not to say micro isn't important, but it's nowhere near Gookclick levels. It's about finding a healthy balance and learning how to force your opponent to micro more than you so he makes mistakes and can't pay attention to everything he has.
Yes, gud fun with me.
Soviet weapons are very satisfying too, RPK gives a mean roar. Hopefully we see vehicles in soon with humvee and some technicals mounting KPV.
Worse. It's armor is pretty thin, with the side potentially vulnerable to 7.62mm below 100 meters. Any sort of explosive, anti-tank or not, is largely capable of at least damaging it's systems. It's just not really made to take any sort of heavy fire, small arms or not.
Because APC's are only mean to deal with small arms. Very few, from ANY nation, can stand up to any serious fire. They keep you alive against shit like shrapnel while advancing with armor, or bring you to objectives and then dump you out to provide light fire support. That's pretty much it. It can bounce any small arms coming from the front, or that isn't in close quarters to it's side(at which point you've got bigger concerns anyway, like being roasted by a molotov). It's better than being in a half-track. You gotta remember, at the end of the day it's just an armored car. A car.
APCs in general aren't particularly armored, they are protected against small arms. The point of APCs isn't to be a tank, it's to bring troops around without being shot by stray bullets and in places where there aren't great roads.
The BTR has the added advantage of carrying a 14.5mm machinegun that can destroy helicopters, shoot through a lot of walls, and is a real danger any light vehicle.
Russians consider the BTR a mobile Heavy MG nest.
>hexagons AND squares
>you can have your cake and eat it too
>another nswp deck
>as if there was any to begin with
>worse possible choice of cv
>no motschutzen '90
>non-space age tube arty
>no wilk m1
>no airforce to speak of
Everything is wrong with your post. Everything.
>The BTR has the added advantage of carrying a 14.5mm machinegun that can destroy helicopters, shoot through a lot of walls, and is a real danger any light vehicle.
>what is .50 cal
I know it's afghanistan, but fuck. Every road, whether in Germany or Iraq or wherever, is a series of mountains that tanks can't see over, apparently.
Yeah, at least it was only drawn in 1995 so I guess back then there weren't autism games to know the correct size rifle.
Someone post that oversized FAL in the armory
I reverse searched the image, and now realise the guy who made that /wgg/ picture draws the funniest hentai ever.
Finally found a place that produces porn that caters to the very niche russian military equipment fetish.
I thought every plane has a specular map support now?
I'm sure our comrades win the battle enough in the manga for the jacking off to be justified.
>Company of Heroes 2
I haven't played this in a while and I hear that the british forces released with some stupid shit like bofors just one shotting garrisons.
Even now in the game I tested that a low caliber bofors can act as artillery seems ridiculous. Not to mention great infantry with a nice light machine gun. I guess this is just typical COH2 DLC bullshit.
>bofors just one shotting garrisons
Never built one since they weren´t that great in the first game and just seem so expensive to build
>great infantry with a nice light machine gun
Suprising how good the brits can be when they don´t need a guy with a revolver/sten needing to babysit them isn´t it?
WGG maymays - best maymays.
because money is infinite for the goverment and that 500$ rpg is going to take alot of effort to get through the infantry support any competent world power uses with their tanks.
>What is the point of 200mil $ aicraft if they can be destroyed by 5$ screwdriver?
>What is the point of 3mil $ tanks if they can be destroyed by 500$ RPG-29?
>can be destroyed by 500$ RPG-29?
>can be destroyed
son you know thats not possible
Nah side armor of turret is useless against even old RPG-7
though it's a problem all modern tanks
Today a German assault on an American position who have entrenched themselves on a hill.
I'm enjoying Flashpoint Campaigns with the mod that one local anon made for East Germany OOB and campaign, though I think it might fall under basic Matrix stuff category as well as WitE
I've been working on the polacks.
Converting the BTRs to SKOTs is on the table right now, but I'm having trouble finding a reliable TO&E.
The Poles were unique among Warpac armies in that they preferred a more flexible command system and spacing, making them somewhat more like a NATO army than a Warsaw Pact army. Should make for some interesting even engagements, as the Poles will mostly be facing second line NATO units that they can take on (Leo 1s, Older Chieftains, M60s and early M1s)
Glad you like it.
How can anyone like call to arms?
a fucking TOW Humvee gets:
I have no experience in designing games and I can tell it's a very very bad game design.
TOWs really aren't that impressive, anon. It's an expensive and highly situational solution to a problem that can be solved for a lot cheaper, and can be countered by being remotely cautious instead of going XAXAXAXAXAXAXAXAAAAAA MOTHERLAND and 1A'ing your vehicle across the map. Even in the new armored warfare mode it gets BTFO now that people know how to deal with it, and the map in that game mode is the most ideal and perfect for TOW's
>units one-shotting eachother to infinity is good gameplay design
Where did everything go so wrong?
Bofors can instagib Kraut squads in seconds if you aren't careful.
However, OKW is obscenely overpowered, with the Wehrmacht at a lesser extent. German factions literally play themselves. Stick with CoH1 where there's a semblance of balance.
They typically don't. And even if they did, that's what tactics are for. If you're too lazy/retarded to use combined arms and positioning so your precious late-game unit you floated a ton of MP for doesn't instantly get slapped(Likely leading to your ragequit, from the sound of it), then maybe you should play Clash of Clans instead of an RTS, because even Wargame would punish you with the same exact shit. Tanks aren't some 'I win' button. They're a tool for specific tasks. You don't just build vehicles for the fuck of having vehicles. They have intended roles and you have to make a judgement call as to if you need their toolsets and if they are worth the cost, and if you can manage handling them properly in the first place.
Fuck out of here. TOW's are fucking nothing compared to Brandenburgers or Kamikaze. It's far easier to keep shit alive in Call to Arms if you're remotely cautious. Not least of which because if you zoom in until black borders, you reveal stealthed shit
real life engagements don't take place on like 500 meters squared maps either, guess I am better off with wargame.
> TOW's are fucking nothing compared to Brandenburgers or Kamikaze.
>comparing infantry units with extremely limited range to a highly mobile vehicle with infinite range.
fuck off with this bait.
>counters everything since it can just splash infantry by hitting the ground next to them
Hope you're a better clicker than your enemy because whoever clicks the mouse first wins. :)
>This entire post
Maximum shitter detected.
>real life engagements
I'm not going to even touch how pants on head retarded this comparison is.
>Infantry units with extremely limited range
...That also have insanely high stealth ratings, and an AT weapon that can fire on an arc, and has higher penetration than not only any other handheld AT in the game, but higher penetration than most tank destroyers at anything other than sub-50 range with APCR. And you get 4 of them, as well as a fireteam with an MG-34 for the fuck of it.
>TOW counters everything because it can kill infantry
Extremely bunched up infantry. In the open. With no obstructions in the way. On the second longest weapon reload in the game. In a thin-skinned armored car with a gunner with no protection. That can be completed decrewed or outright destroyed under any sort of small arms fire since it can't defend itself against direct attacks. That costs 550MP and puts a huge hole in your force composition
>play blufor for a change
>win infantry battles
>win tank engagements
>atgm actually hit and do good damage
Balanse aint free.
Well, more specifically I don't have to use combined arms and a ton of support units to win engagements, it's pretty comfy actually.
>...That also have insanely high stealth ratings
still gets beaten by properly set up frontline
>AT weapon that can fire on an arc
TOW not only can fire on an arc but it can also fucking turn mid flight
>and has higher penetration than not only any other handheld AT in the game
Which is balanced by the fact it's single use and the accuracy is pretty shit
>but higher penetration than most tank destroyers at anything other than sub-50 range with APCR
Probably because their range is even lower than 50?
>That can be completed decrewed or outright destroyed under any sort of small arms fire since it can't defend itself against direct attacks.
Why the fuck would you need to defend yourself when you have no range limit, you can sit out in your spawn and snipe from there, let alone the mobility is more than enough to get the TOW from most tight spots.
I'd love to see you spot my TOW when it's sitting in my spawn 3 trillion kilometers away :^)
>I'd love to see you spot my TOW when it's sitting in my spawn 3 trillion kilometers away :^)
Are you pretending that you didn't read my post where I explicitly mentioned range or are you just retarded?
>Properly set up frontline
They can literally crawl past anything that isn't within 15 range open ground and 10 range in grass. And there are four of them. And their AT has a range of 45. And can penetrate almost every tank in the game frontally. Learn the actual game mechanics.
>TOW can turn mid-flight
Big fucking whoop. It's not like you can straight up loop it past walls at tight angles. Especially with the lag-time of direct control turn rates.
>Single use and shit accuracy
It only needs a single use when it costs no man-power and kills units that are several hundred MP or large chunks of your SP pool. Also it's accuracy is largely the same as any other handheld AT, which is pretty good, considering your target is a gigantic fucking tank that is almost impossible to miss unless you're shooting at it from a weird ass angle.
>Muh range limit.
Maps aren't flat, open spaces with no obstructions.
You're welcome to play against me and display the OP-ness of a TOW
The highlight of the engagement is when a drunken mig-21 pilot bombed one of my Danas.
I'm still annoyed by how the AI hates tanks. I set it to "tank heavy" and it still only bought light inf + 2 gepards.
Actual greatest plane of the cold war. Shame you can't fly it in DCS.
>compares infantry to vehicles
>ignores the fact that brandenburgers and kamikaze cost SP too
>posts wrong information
>dumb enough to stand still long enough for infantry to sneak up on his tanks
>expects me to reply to his stupid post
Which brings us back to this: >>128011652
They might as well throw the entire armor simulation bestway perfected into trash if the game is all about units with infinite penetration.
>greatest plane of the cold war
>Incapable of BVR for most of said cold war
Sure the Sparrow was a piece of shit, but the Russians didn't really have anything that was much better. It completely shits on the Mig series in WVR and is still an excellent multirole capable of doing any job.
Nevermind it's historical success and production run: With more than 4000 produced and in service with a wide array of countries, it decisively outnumbers any peer Soviet aircraft. It is virtually undefeated in air-to-air combat barring scenarios where it was operated by poo-in-loos.
>All this asspain because you don't know how to play
If you don't like down to earth portrayels of vehicles, then why are you in this thread? Don't do stupid shit and you wont get rekt by an expensive as fuck counter that's only useful against very specific units.
i just finished the H Hour, 1994 scenario in Command Modern air naval operations. In this scenario, the cold war never ended and in 1994 the Soviets decide to attack. In this situation, i have to play as Norway and defend it from Soviet air and naval assault. Sweden declared neutrality (lel) and Finland let themselves get invaded and left their planes on the ground because they had to be cucks due to Finlandization. Anyways, i was getting fucking raped at the start because the Norwegian F-16s are pieces of shit with only short range air to air missiles, but once the americucks sent me F-15s with AIM-120s i did better.
My final score was 49: Average.
SIDE: Warsaw Pact
40x Su-27S Flanker B
6x RK Osa II [Pr.205U]
40x MiG-29 Fulcrum A
4x MRK Nanuchka III [Pr.1234.1 Ovod]
7x MiG-27K Flogger J
2x Su-25 Frogfoot A
7x Mi-24P Hind F
5x Mi-24P Hind F
3x Mi-8MTV Hip H
42x MiG-23MLD Flogger K
6x Su-17M-4R Fitter K
21x Su-24M Fencer D
1x PL-877 Kilo
4x RK Tarantul III [Pr.1241RE Molniya]
6x An-12BP Cub A
2x Su-24MP Fencer F
1x MiG-25RBS Foxbat D
2x An-12BK-PPS Cub D
2x Su-17M-4 Fitter K
6x BMP-1 [AT-3 Sagger B] IFV
>want to play DPRK tank heavy
>Fucking base T-80 is miles better than my Chonma-ho IV's
>No solid mid range tank for scouting and work horse duty.
Trying to play offensively where all you can use in an open field is t-90's turns the game into a game of protect the t-90s' from suicide planes and arty spam.
1x Radar (GLOBUS I [Creek Maid ELINT Station])
2x Radar (AN/FPS-110)
2x Radar (AN/FPS-6A HF)
2x Radar (S-600 Gapfiller)
1x Bunker (ELINT Station)
2x Bunker (COMINT Station)
1x Radar (GLOBUS I [EO/IR/ELINT Station])
46x F-16A Falcon
2x P 960 Storm
3x P 980 Snogg
3x P 986 Hauk
2x Falcon 20C-ECM
1x E-3A Sentry
3x Vehicle (RSS-40 Skyguard)
5x 40mm/70 Single Bofors
1x P-3N Orion
1x Lynx Mk86
4x Radar (S-244 HF)
2x Radar (S-266)
2x Radar (Coastal)
1x KV Nordkapp [W 320]
2x F 300 Oslo [Dealey Mod]
19x 7.62mm MG
1x A/C Hangar (4x Large Aircraft)
2x Building (Control Tower)
4x NM135 APC [M113A1]
1x E-3A Sentry
4x F-16AM Falcon MLU
14x F-5A Freedom Fighter
3x RB 70 Rayrider Mk2 MANPADS
1x Structure (Pier [Extra Large, 200-500m])
1x Building (Small)
5x Structure (Tunnel Entrance)
1x P-3C Orion Update III
5x F-15C Eagle
3x F-16A Falcon
2x Bunker (ACINT SOSUS Station)
Lets break ity down barney style:
+1 AP (range scaling)
+175 range (most important tied with accuracy)
+5% accuracy (range scale)
+15% Stabs (range scale)
+1 front, side, and top armor (god send against clusters)
+2 ROF (extremely important for second shot speed against 10 rpm blue mediums)
The combination of speed, stabilizer, ROF, range, and armor make the T-80 a far better offensive tank.
>0.9999 percent certainty
>the speed of a missile fired by a US-made MGM-140 ATACMS surface-to-air missile launcher doesn’t exceed 1.5 kilometers per hour
What the fuck slavaboo wrote this?
What's the best medium-cost AA unit for supporting tanks in Bloc? Obviously I already have TOR and Tung, but that's only 3 total units.
>45 point Shilka
Poor vs helos
Good speed and acc but low DPM
Here is the immediate aftermath
Unfortunately I never got the F15 exploding in the background
>be german hooligan
>get in civilian biplane
>fly through several hundred kms of "imbenedrable" soviet AA net and land in moscow
But muh AA net was supposed to shield them from NATO air rape?!??
> Rust's flight through a supposedly impregnable air defense system had great effect on the Soviet military and led to the dismissal of many senior officers, including Minister of Defense Marshal of the Soviet Union Sergei Sokolov and the Commander-in-Chief of the Soviet Air Defence Forces, former World War II fighter ace pilot Chief Marshal Alexander Koldunov.
Even the Soviets knew they fucked up
>comrade we have aircraft entering airspace
>is not responding to iff tags
>has flight characteristics of civilian propeller plane sir
>can we shoot tovarisch commander
strela 10 is a great defensive unit, like if you want to entrench after you've extended the line with your tanks
it's only lacking at pushing up against a longbow, for that you have no choice but to use tung or lazur
if you're looking for low-cost then expecting it to counter longbow is a bit ambitious, and strela 10 does will against the other stuff
I wish they'd fix the stuttering that happens whenever someone joins or leaves.
if USSR needed buffs everything would've been much simpler, the whole problem of red is that most buffs targeted at EB/RD end up hitting USSR as well which is already a tier 1 deck
You want me to explain why one nation shouldn't get access to all strong units for its entire faction, or you want me to explain why I think USSR in particular is a strong nation and thus shouldn't be buffed?
>why one nation shouldn't get access to all strong units for its entire faction
This is irrelevant to the issue at hand as it's obviously not the case, unless by "strong unit" you actually meant "anything that's not entirely dogshit" in which case I am interested in hearing your opinion on the matter.
>why I think USSR in particular is a strong nation and thus shouldn't be buffed
Please go ahead.
And that's the problem, if you buff EB to good then USSR will by definition be better than good because it contains everything in EB on top of its own unicorns. So EB should be buffed without buffing soviets, but that's hard because they don't have that many unique things.
I agree with you.
I wasn't trying to disagree with you in my post.
And honestly, soviets deserve to be the best.
They are the main "boogyman" for everyone during the cold war.
Nobody was worried poland was going to invade with its high tech super military.
And USA didn't aggressively spread their ideology? They were involved with the installment and support of several dictators all over the world.
Anyway, Call to Arms seems okay, if I enjoy fucking around in the editor is it worth getting?
Is the Dana considered a purely Divisional level Artillery piece?
If I give you a new unit and you put it in your deck, you're doing that because you think it's making your deck stronger. Most people here call units dogshit exactly when they're not worth putting in a deck, so yeah, non-dogshit units are strong.
As to why USSR is strong. If you have to actually have it proven to you that USSR is a tier 1 faction, you're in way too deep or you're way too new to talk about balance. Anyway, first, the obvious and not very smart argument - it's the most popular teamgame faction and the second most popular 1v1 faction among the top players.
Authority arguments aside, they're versatile. They have no weaknesses. Scandi gets no useful gunships, USA has no good cheap AA or competitive fighters, EB is stuck with bad fire support. Every faction has one or multiple issues like that, USSR has none. You want a strong motorized force, you go either BD or Scandi or USSR. You want efficient AA, you go either eurocorps or USSR. You want powerful AA, you go either USA or USSR. You want unicorn units, everyone has those, USSR included, and there's an argument to be made about USSR's sheer amount of unicorns but I'm sick of typing