INTENSITY from START TO FINISH as we go on an MLRS POINT AND CLICK adventure! | WARNO Gameplay
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- Опубликовано: 27 авг 2024
- Twitch 📺 / vulcanhdgaming
It's great to come back to Chemical occasionally with a high point limit game! The intensity on the island is always a sight to see and this video is no exception.
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Battlegroup: K.d.a Bezirk Erfurt
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Thanks to Eugen Systems for providing Early Access!
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Music used: End Game by Per Kiilstofte
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I can just imagine having to fight at a burning chemical plant, congratulations you survived you won "cancer"
You won but what did it cost you
"Your cancer is not service related"
@@VulcanHDGaming I am 100% disability rating from the US Army having to deal with the VA I can guarantee they would say that. As we say “the VA gives you a second chance to die for your country”
@@bradleydysinger6906 Hahaha damn it really is like that isn't it. I'm on the burn pit registry and an asbestos exposure registry. Can't wait to fight with the VA in 40 years about if my mesothelioma is service related
They should have a scenario were both sides get negative points for every building destroyed in the chemical plant area and at 50% destruction both side loses. Its to simulate if we could actually preserve a valuable asset in war.
Did you know when a unit die due to the Grad's napalm fire, the game sometimes gives the kills and points to another player on your team
Oh really? I know that sometimes it just doesn't credit the kill if the napalm kills after the strike.
*Me yesterday wondering why Vulcan was apologetic about uploading a video with me in it on the stream yesterday. Checks youtube the next day* Oh, it's this game. Was a fun one to play, even if my performance wasn't that good. I shall have my revenge on of these days, mark my words Vulcan!
I fear anyone that is excited getting T-62s on the map...
Sleeper OP
I always forget just how good this game looks when I don't watch any replays for a while. Then I try to play it and remember why I don't (I'm terrible at it :P )
Put in on slow mo and play against the AI! You'll learn
Awesome game! A pleasure to watch
!
Im always at a loss what to do when RedFor does this arty spam.
Common wisdom says you forward deploy only a small number and use IFVs to move in and out to counter pushes, but this is a 30 min battle not a 2 month campaign. Its too micro intensive to be realistically helpful. Lots of individual commanders can do that, one player managing it all cant. So you are just massively open to arty which you have no real response to, its less of an issue for RedFor because NATO just has less access to area arty spam, mostly limited to the US MLRS. If you dont flood the town, you give up a super valuable foothold and take a painful protracted engagement then get buratino-ed. Or you forward deploy enough to resist it and get buratino-ed before it starts.
And as far as I can tell, the buratino (indeed a lot of the Redfor equipment) is just better than it should be. The buratino should have .5 less range and from everything I can find be way less good at killing especially heavy armour which it currently vaporises. NATO tanks should be nearly double the range across the board. Longer range on the TOW. Things like that which would all help mitigate some of these factors. Holding back most of your units and forward deploying only recon elements, is a strategy that only really works when you assume better equipment, so its difficult to push into to buy time, forcing your opponent to commit disproportionate resources to dig them out buying you time. Yet in game it feels like in most cases RedFor actually has the better top end equipment. Longer range tanks, ATGMs, helios, arty. NATO doesnt seem to have anything which RedFor doesnt have at least as good, usually better and in greater quantity. The only army that actually feels like it should for NATO is ironically the "cheap" deck. The National Guards. Whose raw availability of Abrams makes up for the negligibly worse stats when fighting T80s and their troll ATGMS (which should be outranged by an Abrams anyway but never mind).
Worth noting in the Buratino's case it costs a lot, consumes a lot of supply to reload, ultimately has a small area of effect compared to the battlefield size itself and is also just a high risk weapon system thanks to it's small range. It also rarely pays itself off. Usually when facing those decks with large amounts of the REDFOR MLRS', typically the answer is be aggressive. If you're pushing your opponent and trading well, they need to spend their points on actual reinforcements instead of on artillery systems that can;t take ground back for them, and being on the move reduces the efficiency of the artllery.
@@saithorthepyro3264 For all its short range, not short enough to ever really put it in danger unless someone is extremely careless or their line is already collapsing.
While on raw cost it may rarely pay itself off, on position it rarely doesn't. The towns and forests as a rule arent big enough that vaporising that circle of the buratino isn't usually extremely helpful. And the fact it can kill off heavy armour means you dont need to be strategic about it. Its not like "I napalmed the forest but theres still a Chally and Chieften I need to deal with". You can pretty much guarantee its all dead. Which itself seem silly because, again doing the reading, it only every states its effective against 'light' armour. Unless you hung back a lot of units, youre losing the position. And given how hard and costly it can be to set up a decent push and break a defence that can be game changing. Its not just about what the opponent loses but what you dont have to sacrifice to gain the position. Generating regional superiority.
Again Id mind less if I felt NATO had something equivalent. But you fire your super precise 155m guided artillery at a strella or the indeed the buratino theyve very carelessly exposed, and for the former you might kill it if youre lucky, for the latter you most certainly wont even with two on target, the limit of most decks. If the trade off was NATO gets its super precision strike arty and its deleting tanks that have just been left in a treeline. Id be less bothered. But if you arty most things with more armour than a car, its not uncommon for it to live.
And maybe its just me but I certainly feel its more common to see high level player playing redfor and videos on youtube to skew towards redfor as the team of choice. The less said about towed arty in a game with an automatic counter battery function the better, unless they add a smart function for hitching up and moving immediately after firing so that the truck and arty are treated as the same unit and auto hitch up unless one is actually destroyed.
im excited for this one vulcan!!
Wiktionary says that the slang of jubbly, is ... So, that means, "lovely jubbly"... yeah.
Napalm bomb really crazy for me
im so annoyed the rockets mostly missed the tanks at the end
Yeah me too. Would have been insane!
This was basically nothing new on the western front xd