

I find the MANPADS changes somewhat jarring, but I can live with it. I have no strong opinion about SF changes. I really like the changes to aircraft loadouts, infantry loadouts, and the campaign. This is all coming from the view of a primarily skirmish/campaign player and BLUFOR player. I also appreciate that you paid attention to the campaign. I think that you struck a good balance between designing things for authenticity and realism, and gameplay balance and variety.

Just finished a complete playthrough of the 2nd Korean War and played several skirmish matches.
Wargame red dragon infantry deck full#
If you are playing in conquest mode you will begin bleeding out the enemy’s points very quickly and gain a massive lead and possibly full on win.(posting here since my comment hasn't appeared on the Eugen forums yet) If you are playing in destruction or economy mode this point will give you enough points to “pay for” all of the units you’ve purchased in acquiring it. Lock down this zone and eventually bring in a command to crown it once it is secured. If you are using an airborne deck you will want to rally in anti-tank infantry, anti-air infantry, anti-tank helos, anti-air helos, helo supplies and a recon helicopter or two. The follow up to every single hyper aggressive tactic like this is a strategy of defense. In the event that your opponent has far more anti-air helicopters than you, set down away from the town and rally out an artillery or a napalm bomber to provide cover for your infantry walking into the town from afar. You will want to set your infantry down and hold that town at all costs. Right click on where you want to go… make sure it is always a town. Spread them out pretty well so that when you push they don’t clump up and die to anti-air helos or anti-air ground weapons. This will cause them to already be airborne when the game begins. In the deployment phase deploy your helicopters preferably on bushes and trees. In case they deploy their own anti-air helicopters remember to have anti-air helos in groups of one only (to avoid area of effect damage) and spread them liberally. If you have an instance where your helicopters clash with theirs, having a few anti-air helos will allow you to take out their helos very quickly and lower their infantry numbers. Give preference to AA helos with Fire and Forget rockets (F&F tag in the armory) and Area of Effect Damage (AoE tag in the armory). If they don’t air rush these helicopters can simply be allocated to cover flanks against possible all assaults. The anti-air helicopters however will be able to pick off enemy helos from the sky. Assuming your infantry mix is strong they will be able to deal with most ground rushes that come. You should also consider bringing some anti-air helicopters with you.

This means the Chinook will be 20% faster and be able to reach its objective far faster. Helicopter speed is VERY important though. You should choose pretty bare bones helicopters for this as having more infantry will out pace having super mega helicopters once the infantry are deployed. The biggest is going to be some infantry in helicopters. Make UpĪn airborne opener needs to have a few things. Sometimes an important battlefield decision might be to back off. While you are committed to using helicopters, you are not committed to losing them all to the enemy. More linear maps will favor grand aggressive airborne infantry and less linear maps will favor more conservative play. Whichever you decide will depend on the map. This kind of opener will require assistance from your team mates by deploying air superiority fighters to take out any enemy planes.Ī less risky opener sets to do an airborne landing to get to one of your own bases first so that the enemy can’t do an aggressive airborne infantry opener against you. The goal of an airborne infantry opener is to get to a position before the enemy and dig in.Īn aggressive and risky airborne infantry opener looks to push past what the enemy border would have been and enter their territory. However a failed airborne infantry opener will be catastrophic for the remainder of the game. which given the distance you will travel is fine.Īirborne infantry openers are not all ins. Having an airborne deck means all of your anti-air will be infantry and air superiority fighters…. The distance also ends up being so large that it becomes very difficult to reinforce with tanks, anti-air vehicles, and napalm tanks. The distances end up being so large that you will probably be re-supplying your units with supply helicopters. With maps being so insanely large, there is no reason why they won’t become standard in Red Dragon.Īirborne specialization can be invaluable in building a deck for an airborne assault. Airborne infantry openers were really popular in the Wargame: AirLand Battle meta.
