Yes, I thought it might be interesting to strip the logi out of the decks, giving more room for fighting units. In turn, there will be a deck of logi and the units that are needed as escorts. Essentially, 2v2 will become 3v3 with the extra man running supply, much like it is in real life. Demands a whole new level of co-operation and teamwork.
@@GavinKadeyI think it'd make sense if the force distributions were different, I already run decks with full slots and plenty of Logi. Currently going full logi just leaves spare points and spare slots which doesn't make sense unless it's organised play and both sides are set up in the same fashion. BUT! If we have divisions that are logi heavy, arty heavy and the like and have reduced slots elsewhere and a little rebalancing on the points for each slot - this is a different story. Our group is also talking about this. Thankfully that's really easy to mod in. Eugens setup is convoluted, but simple with it. You're just juggling numbers and making sure a few text files are all pointing to the right stuff.
@@The_Gryph- Agreed, I hear you, I think that my idea would require considerable remapping(?) of the decks by Eugen, to make it work. Using existing decks won't fit the bill.
Always love your warno contents 😊i think Warno shines especially when it's played with team match like this one. Sheer scale and the visuals of action is so entertaining
NOTE: MOVE YOUR ARTY AFTER FIRING especially the 35 air grad, that one is so fragile but it can aim so fast when given leader near it to counter battery
shifting non-heli units with helis is one of my favorite things in this game, I have an entire meme deck built around it edit: I found it useful to have AA helis to sustain that deck while it gets set up, obviously not an option with 2nd UK though
As long as you hold shift. Fast move, right click fob, then fast move back to where you need it, that should work. Otherwise they just go back to fob and stay there.
Tips for players fighting Automatons: Listen carefully! Primary weapons: Slugger is really important and really effective against all enemies and can kill tanks and hulks in the back vent. Great pick for running solo. For teams a good mix in too is the explosive Scorcher good for blobs and AT-ST walkers which are plentyfull. Dominator can work too but Slugger is just easier to use and more powerful. Strategems: focus on raw firepower. Sields are a MUST for anything in higher dificulty. Super important if you have 4 in a squad take 2 shields so all 4 can wear it at some point. Shield will save your ass more times than anything else. 500kg bomb, eagle airstrike, cluster strike are really good. Orbital: railacannon, laser and 380 HE barrage (this one only for medium-big bases) all great . Weapon strategems: AT rifle is really good. It can 2 shot hulks in the red weakpoint just need to learn the aim. Granade launcher is still very powerful. Expendable AT super important. Autocannon and recoiless rifle can wlrk but the backpack shield loss is a significant flaw with this ones. A good mix of AT rifle, EAT and GL works great for almost all treats. Whoever thinks of using railgun I wish you luck charging it while you are shot at with rockets and 10 machine guns (just dont do that to yourself its is way worse to use vs. Bots) Use cover and stelth all the time to take out bots before they can call bot drops cuz they will wreck your ass with the ammount of firepower they can bring instantly. Good luck and help us liberate Troost!
So cool to see people take on a more specific role in 10 v 10. Like arty, air, infantry...
Yes, I thought it might be interesting to strip the logi out of the decks, giving more room for fighting units. In turn, there will be a deck of logi and the units that are needed as escorts.
Essentially, 2v2 will become 3v3 with the extra man running supply, much like it is in real life. Demands a whole new level of co-operation and teamwork.
@@GavinKadeythis would be so fun
@@GavinKadeyI think it'd make sense if the force distributions were different, I already run decks with full slots and plenty of Logi. Currently going full logi just leaves spare points and spare slots which doesn't make sense unless it's organised play and both sides are set up in the same fashion.
BUT!
If we have divisions that are logi heavy, arty heavy and the like and have reduced slots elsewhere and a little rebalancing on the points for each slot - this is a different story. Our group is also talking about this.
Thankfully that's really easy to mod in. Eugens setup is convoluted, but simple with it. You're just juggling numbers and making sure a few text files are all pointing to the right stuff.
@@The_Gryph- Agreed, I hear you, I think that my idea would require considerable remapping(?) of the decks by Eugen, to make it work. Using existing decks won't fit the bill.
Never got into World in Conflict's multiplayer, but that aspect did always intrigue me.
This was a fun one to watch, cheers.
I'm so glad my friend found you're channel when SD1944 had released. Thanks for your content and please do more WarNo :D
I'm trying to mix in more gameplay again now the Warno League videos are finished.
@@VulcanHDGaming Most important: have fun doing your thing
Always love your warno contents 😊i think Warno shines especially when it's played with team match like this one. Sheer scale and the visuals of action is so entertaining
NOTE: MOVE YOUR ARTY AFTER FIRING especially the 35 air grad, that one is so fragile but it can aim so fast when given leader near it to counter battery
4:25 you actually can tele drop Javelin with the 2nd UK. Been having a lot of fun with that. Havent found a use for the chinook howitzers yet :P
Well. Looks like I have to play WARNO when I get off of work
"babe wake up, vulcan dropped a warno vid!"
Also love the way how you optimize the heli transport
If you take Chinooks, you can move some types of arty as well.
@@GavinKadey really? In this game? Like mortars?
@@tomutt8546yes, also some howitzers, I'm not sure if you can fit all of them, but I do know that some of them work.
Good lord.
I mean you played well but your team? Jesus. Some absolute liabilities there. Watching those f-16's go down was painful. :D
10v10 is just pure chaos.
shifting non-heli units with helis is one of my favorite things in this game, I have an entire meme deck built around it
edit: I found it useful to have AA helis to sustain that deck while it gets set up, obviously not an option with 2nd UK though
Do you prefer giving infantry extra experience or just higher nr of units.
Depends on the unit but there is always a minimum number you should take. Just got to figure out that number for you.
@@VulcanHDGaming I spend a lot of units on a match. Pretty new to this game though.
Good stuff
Excellent game!
So units get vetrancy if they kill aloat of enemys ?
Khorne is pleased!
I use fast move on FOBs and trucks resupply.
As long as you hold shift. Fast move, right click fob, then fast move back to where you need it, that should work. Otherwise they just go back to fob and stay there.
Been awhile
Fast moving to the FOB does make trucks resupply, at least for me :)
I'm sure that Bobby Brewster played Warno, didn't he have a magic Konkur ? hehe
UK suffers.
Tips for players fighting Automatons: Listen carefully!
Primary weapons: Slugger is really important and really effective against all enemies and can kill tanks and hulks in the back vent. Great pick for running solo.
For teams a good mix in too is the explosive Scorcher good for blobs and AT-ST walkers which are plentyfull.
Dominator can work too but Slugger is just easier to use and more powerful.
Strategems: focus on raw firepower. Sields are a MUST for anything in higher dificulty. Super important if you have 4 in a squad take 2 shields so all 4 can wear it at some point. Shield will save your ass more times than anything else. 500kg bomb, eagle airstrike, cluster strike are really good. Orbital: railacannon, laser and 380 HE barrage (this one only for medium-big bases) all great .
Weapon strategems:
AT rifle is really good. It can 2 shot hulks in the red weakpoint just need to learn the aim. Granade launcher is still very powerful. Expendable AT super important. Autocannon and recoiless rifle can wlrk but the backpack shield loss is a significant flaw with this ones. A good mix of AT rifle, EAT and GL works great for almost all treats. Whoever thinks of using railgun I wish you luck charging it while you are shot at with rockets and 10 machine guns (just dont do that to yourself its is way worse to use vs. Bots)
Use cover and stelth all the time to take out bots before they can call bot drops cuz they will wreck your ass with the ammount of firepower they can bring instantly.
Good luck and help us liberate Troost!
Helldiver, i think you got lost on the way to Troost
Total war content when ??
react to idf! break contact! reassume firing positions!