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Post by Soap on May 20, 2013 12:16:33 GMT -5
It's not about them being sucky. It's the fact I can't scramble them fast enough. Using chinnocks for just one supply run must be a waste of points?
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Post by Rolling Thunder on May 20, 2013 12:25:59 GMT -5
The RAF Tornados are actually pretty good. The IDS has cluster bombs, and the ADV is pretty much up there with the best Air Superiority fighters in the game (The F-15/MiG-29/Su-27 series). Britain's problems are a lack of napalm, SEAD, and ATGM platforms.
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Post by Soap on May 20, 2013 12:37:14 GMT -5
But the question remains, how can I get them involved in anti air missions faster? I think my main problem with the game now is learning all the acronyms so I know what everyone is talking about? Google is getting sick of me
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Post by Adkenpachi on May 20, 2013 12:44:58 GMT -5
It's not about them being sucky. It's the fact I can't scramble them fast enough. Using chinnocks for just one supply run must be a waste of points? I dont know chinnys point cost off hand but a squad of 6 american super chinooks gives 12000fuel whereas the fob gives 10000. Its more a case of using that logistic slot more efficiently. And after theyve done their run they can go an hide and not die giving the enemy points, fobs cant run heh. As for your scrambling... you just need to assess if your jets gonna die and if it likely wont then send em out there and then. If it helps just deploy it anywhere then take your time selecting its target... you can also change target whenever or target a second craft when its done its job. They stay out til the fuels ran out so make use of em, or send em to a corner to not die. (If you can send em home early id love to know how)
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Post by Rolling Thunder on May 20, 2013 13:10:37 GMT -5
If you've bought 4+ of them, you can reliably cycle a taxi rank of air superiority fighters. Requires insane micro though, so I don't bother.
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Post by Soap on May 20, 2013 13:30:33 GMT -5
I think in my deck I have 6 jets. Ill have to look, but I'm sure it's 2x Jags, 2x Gr3, 2x F3. So cheep bombers, expensive bombers, and best fighters the Brits have to offer.
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Post by Adkenpachi on May 20, 2013 13:49:00 GMT -5
I got 4 bombers and 4 air to air, the taxi idea is good and I never really thought of it. However their expensive so I tend to just get one at the start.
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Post by Soap on May 20, 2013 13:59:50 GMT -5
What's the best way to deal with enemy helicopters? Will better positioning of anti air infantry suffice? Last night they tended to stay near their start point and target unit on the move to engage other enemy units.
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Post by Adkenpachi on May 20, 2013 15:10:04 GMT -5
AA infantry aint great. Get some aa with a long range but not low on ammo, I used the ones with 3, 885 range but they only had 3 shots each!!! Took all my chinnys to keep em going. Best way to kill choppers is with jets tho, one jet can kill upto 6 usually until they send something after it, if its not near AA that is. Otherwise yeah, just get long ranged AA.
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Post by RedsandRoyals on May 20, 2013 15:39:12 GMT -5
You can even use a swarm of empty APCs with MGs if the chopper is alone. LRAA is your best bet, as is gun AA if you can sneak it close enough or if it has long range like Geps. I also use cheap planes like Corsairs or Starfighters for gun runs if one is proving particularly annoying. IFVs with autocannons work too.
So, two new patches. Multinational decks are down to 33 activation points instead of 35, and the US deck basically got kicked in the balls. France is now the strongest NATO national deck.
Reds
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Post by Soap on May 20, 2013 15:46:40 GMT -5
Hmm, I wonder if the company is French?
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Post by Adkenpachi on May 20, 2013 15:47:00 GMT -5
nuts! What am I gonna dump
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Post by treadiculous on May 20, 2013 17:59:41 GMT -5
Has anyone noticed the Ai be a bit odd..
I've played against very Hrd and all it did was sit at first base and lay out a carpet of units protecting it - didn't advance at all.
I had the same occur against what I though was hard too... and another game where watching the replay it was just being really stupid - like advancing, falling back and then advancing again.
I might be accidentally setting them to stupid or something but I'm sure I'm getting it right.
also
I've been playing solidly as brits...
Tornados and Jags in the sky,
No Helicopters anywhere,
Chieftan mk10's and challengers
1 Sultan 1 Rover as CV with a supply truck slot (for the abbots mostly.. though some is fuel for tanks)
3 slots of falcons, 3 of abbots and 2 rapiers
3 fusilier, 2 of the HEAT and 2 of the GUID all in spartan things (that look like chimera)
It requires being defensive and whittling away the first few waves.. then mounting a focused attack on a flank.
THIS GAME IS AWESOME!!
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Post by RedsandRoyals on May 20, 2013 19:40:37 GMT -5
Skirmish replays are a bit borked at the moment, as it doesn't show the AI acting properly, or you acting properly, or both.
You can also throw the AI in general for a loop by being aggressive with some cheap units at the start. Sending them right into the teeth of the enemy will disrupt their advance significantly. Them just sitting there does sound odd, though. Normally they hit you really hard, then exhaust themselves and go on the defensive for the rest of the game.
Reds
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Post by Adkenpachi on May 21, 2013 3:19:09 GMT -5
I managed to defend an entire game with something like 8 abrahms/challengers.. got to 2500points then realised it was really late so sent em in... tanks cannot kill infantry in buildings... i didnt have my flamers cause I selected the wrong deck I only wanted to try out my deck, heh.
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Post by Rolling Thunder on May 21, 2013 9:27:58 GMT -5
Well, I just lost a game due to my teammates inability to take the central town in Gol, and my inability to practice effective air defense with the British deck. Also, helo CV-sniping. Mostly helo CV sniping.
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Post by Adkenpachi on May 21, 2013 12:06:08 GMT -5
This is why I have 12 cvs
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Post by Rolling Thunder on May 21, 2013 12:17:40 GMT -5
What an utter waste of deck space. Logi>CVs
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Post by RedsandRoyals on May 21, 2013 12:35:54 GMT -5
What an utter waste of deck space. Logi>CVs This. If you need 12 CVs, you're doing something wrong. I'm finding myself reverting to the unarmored command jeeps, just because you get 6 of them, and they're cheap enough to replace if you lose one. Also, the US infantry nerf wasn't as bad as it seemed. Small arms have three different types of accuracy (stationary, moving, CQB), but only one is displayed in the armory, and that's the one that got nerfed for the M16A1. Lastly, just smashed 3 Hard AIs apart in skirmish. The deck doubling thing really, really breaks skirmish if you can micro across the whole map. Reds
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Post by RedsandRoyals on May 22, 2013 2:56:40 GMT -5
I would like to point out, once again, that the French deck is awesome. That's a 65pt French medium tank, which took out over 400pts of US heavies. Reds
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Post by Adkenpachi on May 22, 2013 3:08:35 GMT -5
How the hell did he take out 4 abrahms? You must have outnumbered them and thay guy got lucky with last hits... surly.
I need to look at that section more, also need to up the difficulty after all these total victorys.
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Post by RedsandRoyals on May 22, 2013 3:11:14 GMT -5
There were 7 M1s and 4 M1A1s against about 6 Brennuses. They just made the mistake of engaging me on my terms. Most of my Brennus tanks got 2 or so Abrams kills throughout the course of the match, actually. Didn't even have to call in the top-line AMX 40s. The thing is, French tanks, when paired with a recce unit and stuck in cover, can punch outside of their weight class pretty consistently. They just need a bit of micro love for maximum effect.
Reds
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Post by Adkenpachi on May 22, 2013 4:31:15 GMT -5
Would it be good to tie in a recce Jeep with my tank/aa assaults?
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Post by Rolling Thunder on May 22, 2013 5:27:03 GMT -5
Generally, if you're not bringing recce on an offensive, you're dead.
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Post by Adkenpachi on May 22, 2013 5:59:05 GMT -5
Never bothered and did just fine. Maybe now I'll be even better. Maniacal laugh, maniacal laugh.
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