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Wargame red dragon infantry deck
Wargame red dragon infantry deck













wargame red dragon infantry deck wargame red dragon infantry deck

This thought process is flawed, however, because it does not take into account the main advantages of infantry as a whole: they are numerous, cheap, extremely difficult to dislodge when entrenched, and have some of the best points-per-hit & time-to-kill ratios in the game. It is understandable to think that this means that infantry as a whole are very fragile and are thus unsuitable for “tanking”. They die to pretty much everything, including the smallest of small arms. In-game, an infantry squad is probably one of the softest targets on the battlefield. Let’s go over why, starting with infantry. Ready? If you said infantry = DPS and tank = tanks, then congratulations! You are wrong. Give yourself some time to think about it. I’ll give you some freebies: supply vehicles are your healers, and the other two unit types in consideration are infantry and tanks. I’m almost certain everyone who is currently reading this has heard of the classic three jobs in role-playing games: the trifecta of DPS, tank, and healer.Īs a thought exercise, try to assign Red Dragon unit types to each of these three roles. The rest of this post is dedicated to demonstrating the critical synergies between infantry and armor, and the concepts that this synergy flow into.

wargame red dragon infantry deck

Many people fail to properly emphasize armor, however, and this is an extremely costly mistake. They are the core units of the game, and failing to understand why or how will severely impede your ability to play at a high level.įor most, the infantry aspect is pretty obvious – the honguide addresses it by name. Literally every other unit the game can be thought of in terms of supporting or disrupting this relationship. The synergy between infantry and armor is the strongest synergy in the game. If not, consider a pair of mediums or even a single one instead.Īfter all, often you just want something to fight off fire support with.Ī 180pt antitank specialist is overkill if the heaviest expected enemy is a recon lav-25.1.a – Fundamentals of Infantry and Armor, The Foundation of Your Entire Strategy The superheavy will show itself to deal with enemy tanks, but otherwise spend most of its time hidden and untargetable by the enemy. The escort will take on most of the risks, spending lots of time spotted as it kills IFVs, following up on attacks or crossing open space to take flanking positions. Usually youll want to kill cheap stuff with mediums even if you do have a superheavy not exposing your most key unit to enemy ATGMs or unexpected sideshots, keeping it in reserve until the enemy tanks waste their first shot on more disposable units.ĭue to their cost they also must be used more defensively than other tanks. If we look at this from a point perspective, even killing a pair of mediums and then losing the AT plane is a decent trade, but that isnt the important aspect of the trade unless you fall 200-300 points behind.ĪT planes and superheavies are both very card-inefficient, thats to say limited assets you get 1-3 AT planes per deck.Īn enemy who wastes his only superheavy counter on mediums will be in a pinch if actual superheavies show up, so most people wont send planes after cheap tanks unless its obvious theres no AA around. People arent guaranteed to pull a hornet on your 80pt M1IP, and if they do it will have to kill 3-4 medium tanks before dying to justify the purchase. In return you get a very strong frontline, so its often worth it, but that kind of expense really takes its toll on your infantry and flank forces.Īnother weakness of that kind of frontline is that the superheavy will eventually need repairs, forcing you to disengage for 2-3 minutes a drawback that can be mitigated if you have a second tank, meaning even more points spent.Ī pair of mediums on the other hand can cover for each other from the outset. This gets pretty expensive: 300 points just for the superheavy and assets dedicated to keeping it alive. Theyre the best and probably the only decent counter to a superheavy. These are 100-160pt planes with very powerful ATGMs capable of killing any tank in a single pass, taking mere seconds, and often escaping alive too. If you tried a superheavy after reading my previous post, you probably lost it to an AT plane. In the many cases where a superheavy is appropriate, sending a medium to accompany it is still important.Īnd sometimes a superheavy is plain inappropriate due to price or flexibility concerns. I claimed that small price increases are associated with big increases in effectiveness, culminating in the superheavy class, tanks so strong theyre practically invincible in pure tank warfare. If thats not possible you may finally start considering reducing veterancy. Wargame Red Dragon Deck Codes By tradizmecang1982 Follow | Public















Wargame red dragon infantry deck