How to make the Eagles fly! 101st Airborne Deck Deep Dive WARNO
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- Опубликовано: 21 авг 2024
- My WARNO Decklist including the deck above:
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Ah yes the 10st, the division history forgot
Really interesting build. I built mine a bit more around the new units (eg with two delta cards), but think I will eventually need to adjust that a bit (like no dedicated AA helicopter, no or only one Delta for example). We shall see once I have internet again :)
Irl I think it’s cool they gave tanks from the national guard unit that’s also on-base (at least that’s why in my head-canon)
I feel like you're supposed to use helos and airmobile infantry more aggressively with this division. The way you have it set up here, you have no airmobile command units, so you don't even have the possibility of flying in and flipping zones in the enemy's rear, which seems to me to be the 101st's whole strategy for winning games. The units you get aside from your small number of tanks (too few to hope to compete with the majority of other divisions) are not great at pushing the front directly, you get zero ground-based protected mobility for your infantry so advancing across open ground is very risky, and you don't get enough forward deployment to hope to grab most of the zones in the opener and play defense all game, so if you want to put points on the board, you really need to drop those Green Beret Leaders behind enemy lines. If you play completely linear with the 101st you're setting yourself up to lose.
The way I see it, helos cannot really operate cost-effectively on the front line, which will almost always be covered by massed enemy AA and random units with autocannons and heavy machine guns, they either need to be used behind your own lines to counter enemy breakthroughs/infiltration, or fly over a weakly defended section of the enemy's line and drop their passengers in their rear. And they need to be protected by your own AA to keep them from getting dived on by enemy planes and killed for free, that's why the division was given the ATAS Apache and why you need to bring either the airmobile Stingers or Vulcans to cover landing zones. Especially transport helos (which you are basically forced to use with the 101st) can't safely land directly on the front line and if you use them as expensive battle taxis and land them right behind the line, all their advantages are wasted.
the gameplay you propose aint really viable, because transports helos are too expensive, yes you need your helos to stay mobile, but the helo transprots are mostly for the beginning + exploiting weak spots. You have no sead so you cant really operate your fighters as protection behind enemy lines for any bigger manouvre. and airborne CVs are just a waste of points usually you have enough agility as is with humvees.
@@sd_league I think you have it backwards, helo transports being expensive is a big problem in the opener when you're squeezed for points and need to bring in units that can fight, it's less of an issue later in the game. You have a bunch of helo transported squads in your deck already, like I said you are forced to use them with this division to bring in their best infantry, so it doesn't make sense to say they're too expensive, you are already buying them, I'm just saying you need to play to their strengths and bring more airmobile support units, since you have them. Both the helo CVs in this division are actually cheaper than the Humvee CV, and putting your Aero-Engineer Ldr in a Blackhawk is only 40 points more than putting it in a Humvee. Without having even one card of airmobile command units, you have no way to use your airmobile units to actually exploit enemy weak points to get conquest points and no payoff to all the other helos & airmobile units which make up half your deck, and I don't think it makes sense to give that up to save less than a hundred points. Don't play the helicopter division and then refuse to use helicopters!
Yes it's risky to support with ASFs deep over enemy territory, that's why I was talking about the importance of the Apache ATAS and using airmobile AA units. Though Sparrows outrange every radar AA in the game and if your helos are coming around a flank your ASFs will likely have a good angle they can safely launch missiles from to cover them.
Also what you get instead of SEAD with the 101st is the Raven, and that plus spotting/baiting missiles with the Quick Fix can let you use the Apache's Hellfires to knock out radar AA. Most AA is outranged by Hellfires or just barely matches them, and the Hellfire has better accuracy and one-taps any AA piece. If the AA loses 20% accuracy from the Raven then the odds strongly favor your helos killing the AA and coming out unscathed. You also have airmobile mortars and artillery that can be brought right outside the AA's range. There are only a few AA units that aren't extremely vulnerable to either Hellfires or indirect fire, and they're expensive and low availability.
You wrote 10st in the title :D
is there any other division with airborn infantry+every kind of manpads?
You can go literally anywhere on the map and turtle in, thats pretty op in my eyes.
AA will ruin your day buddy
@@juliusceaser7242 in the opener, just send few scouts ahead as bait, AA Cobra behind them, and everyone survives in the column.
Tier list please
Need more playtime with the patch + more competitive games seen.
Can't just make a tierlist based on nothing.
When is the release date?
It already released yesterday :D
Interessant wie du dein Deck zusammengestellt hast! Reicht dir die Versorgung? 😳
Und „nur“ AA Flugzeuge?
Auf jeden Fall spannend, aber mir wären das auf jeden Fall zu wenig Flugzeuge, ich brauch immer viel Luftwaffe 😇
Die luftunterstützung sind die hubschrauber ;)
Die Bomber in der Division sind alle sehr schwach.
Und jo versorgung reicht, ist ja keine arty spam division und viel IFV die repariert werden müssen gibts auch nicht.
nice 😍