Love ur videos. I like how u separate yourself when commentating from the player so as to not spoil the game. I have never played this game, so I don’t know what are strengths of divisions are versus the opponents divisions. U explain the strengths in almost every video but today I didn’t knew which were the “cool” units to look forward to. I really love how u explain ur game plan before the beginning of the game.
Very admirable of you for being a good sport even when the things dont go your way. Maybe the diplomatic way to say is that I wouldn't expect anyone to resort using helo rush in a tournament.
We need to see all units in this replays. The question is whether his spawning point was well defended and if spawn swapping wasn't better counter strategy
Spawn swapping would be a better counter but his cv was blown up by the airmobile in the first few minutes, that is what makes the rush works so well. Even if Vulcan was able to reach the opponent spawn point, he still have to find and kill the enemy's cv in a contested zone
honestly I think your biggest mistake was bying in two strela 10m as a counter to the rush. he was just too close and there were too many, I think it would have been better to buy maybe one strela and then just infantry but I definitely understand that while under pressure it is super hard to make those decisions, good game either way
Helis are way too strong right now, had lately some transport helis land in front of my infantry and they basically took no losses, neither did the dismounting infantry.
That was pretty cool to see it pulled off (I wouldnt call what they did cheesy just because it was helos, it was a risk and wasnt overwhelming due to broken balances), almost looked a few times like you were going to recover but yeah, close run thing
2nd Inf. is such a Air Power Div. bringing in this little AA, not rearming them and no Fighters was a big mistake. 1 or 2 of the Shilka would have stopped the whole push on the left. What I also noticed was the use of BMPs in the forrest. Their cannons have over a KM range and can give great fire support using them in the forest is just a waste of points they cant survive there even against laws.
At least attack/autocannon heli rush is not a thing in WARNO... I hate true heli rush(something more like your game 3, where its across the entire map), but don't see this version as particularly egregious. It's a risky tactic that should be available in some form in these games. TIBERIUS committed to capturing a forward zone with helis. As mentioned, SPOILERS, in game 3 he does a more cheese version, which is deploying 100% helis across the breadth of the map, knowing it is pretty much unstoppable. Keeping in mind that VULCAN is a top tier player and knows much more than the writer about this game, one response to this forward grab that I don't see mentioned: once you see that many helis coming on a zone you do not already have AA in, it's too late. The unit speed in WARNO is too fast, and there were too many helis. Instead of deploying the Strela units, make it a fight on the ground. Deploy a bunch of stay behind infantry on the spawn before you lose it, and force him to take losses deploying there. Then continue what you did; isolate the sector and make an attempt elsewhere. Of course, this is a response to this particular situation; against a heli rush like in your next game, there's really not much to be done. I would hate to see EUGEN react to the extreme detractors, and do something like really pare back the ability to do this(there are additional ripple effects that unit stat balancing has across single player). I think it should be up to tourny organizers to limit it, as VULCAN mentions.
I can totally understand the the panic AA units after seeing the swarm of helicopters, but I was surprised you went for strellas instead of shilkas. With that many transport helicopters and with them being almost on top of you, the fast stun potential and the flexibility to shoot up infantry in the open would have been more useful at least in my head. Obviously some of this is hindsight talking, but I think you definitely overinvested infantry wise in Bravo and positioned them in a way that made them basically stationary assets. You needed more mobile units that could either respond to the helo rush, reinforce your probing attack at Bravo, or rush for Delta. Even something as minor as having part of your infantry fast move and wait for further orders behind the town rather than unloading straight away may have been a life-saving adjustment in this circumstance, and probably wouldn't have taken that much micro to re-allocate if your opponent played "normally" Man that helo rush was such a WG:RD throwback. Much like in that game, you always needs to have a plan whenever there are capture zones that provide reinforcement paths on the map you're playing. Props to Tiberius for going for a helo rush with a deck that lacks regular attack or AA helicopters and making it work.
Love ur videos.
I like how u separate yourself when commentating from the player so as to not spoil the game.
I have never played this game, so I don’t know what are strengths of divisions are versus the opponents divisions. U explain the strengths in almost every video but today I didn’t knew which were the “cool” units to look forward to.
I really love how u explain ur game plan before the beginning of the game.
Very admirable of you for being a good sport even when the things dont go your way. Maybe the diplomatic way to say is that I wouldn't expect anyone to resort using helo rush in a tournament.
We need to see all units in this replays. The question is whether his spawning point was well defended and if spawn swapping wasn't better counter strategy
Spawn swapping would be a better counter but his cv was blown up by the airmobile in the first few minutes, that is what makes the rush works so well. Even if Vulcan was able to reach the opponent spawn point, he still have to find and kill the enemy's cv in a contested zone
He had a couple of infantry in the way of me pushing his spawn. Was enough to force my transports to unload.
honestly I think your biggest mistake was bying in two strela 10m as a counter to the rush. he was just too close and there were too many, I think it would have been better to buy maybe one strela and then just infantry
but I definitely understand that while under pressure it is super hard to make those decisions, good game either way
Yeah in hindsight it would have been better to bring in an attack helicopter and or as much infantry as possible (and a new leader).
I disagree. The strela got several nice heli kills, and the helis would've done a lot of damage without it.
Love the warno content
heli rushing in a tournament... now thats some ratty behaviour
Helis are way too strong right now, had lately some transport helis land in front of my infantry and they basically took no losses, neither did the dismounting infantry.
That was pretty cool to see it pulled off (I wouldnt call what they did cheesy just because it was helos, it was a risk and wasnt overwhelming due to broken balances), almost looked a few times like you were going to recover but yeah, close run thing
Yeah in this case a couple of different decisions might have swung it back in my favour.
Idk it felt pretty cheesy. It's the classic "if you bring in enough AA to stop it you've crippled your ability to fight if they don't".
2nd Inf. is such a Air Power Div. bringing in this little AA, not rearming them and no Fighters was a big mistake. 1 or 2 of the Shilka would have stopped the whole push on the left. What I also noticed was the use of BMPs in the forrest. Their cannons have over a KM range and can give great fire support using them in the forest is just a waste of points they cant survive there even against laws.
Damn ,,, that was a big risk by Tiberius, but it pays off! GG
Question: Are ur Decks "prebuild" or do u build them after elimination/bans of divisons?
I made adjustments after picks and bans but didn't expect the heli push in this case.
@@VulcanHDGaming obvious ^^ thx for answering and keep up ;)
Heli Rush: Working since European Escalation!
I think ive never seen you use this kind of helidropped troops tactic. Brutal play from opponent. Very risky, too.
It's kinda frowned upon tactic in WG/Warno community.
This game needs a campaign and its going to be insane. Imagine sometihng like hoi 4 but with this gameplay
I kinda miss the Danger Hills spawn point
When will you update the deck list?
love your games, keep it up!!
Does that guy want some crackers with his cheese?
At least attack/autocannon heli rush is not a thing in WARNO...
I hate true heli rush(something more like your game 3, where its across the entire map), but don't see this version as particularly egregious. It's a risky tactic that should be available in some form in these games. TIBERIUS committed to capturing a forward zone with helis. As mentioned, SPOILERS, in game 3 he does a more cheese version, which is deploying 100% helis across the breadth of the map, knowing it is pretty much unstoppable.
Keeping in mind that VULCAN is a top tier player and knows much more than the writer about this game, one response to this forward grab that I don't see mentioned: once you see that many helis coming on a zone you do not already have AA in, it's too late. The unit speed in WARNO is too fast, and there were too many helis. Instead of deploying the Strela units, make it a fight on the ground. Deploy a bunch of stay behind infantry on the spawn before you lose it, and force him to take losses deploying there. Then continue what you did; isolate the sector and make an attempt elsewhere. Of course, this is a response to this particular situation; against a heli rush like in your next game, there's really not much to be done.
I would hate to see EUGEN react to the extreme detractors, and do something like really pare back the ability to do this(there are additional ripple effects that unit stat balancing has across single player). I think it should be up to tourny organizers to limit it, as VULCAN mentions.
I know it's called a buk but i referred it as the SA-11 Gadfly.
IMO not pushing the right side hard was a mistake on your part, should have gone all in with all the units you had on that side.
I can totally understand the the panic AA units after seeing the swarm of helicopters, but I was surprised you went for strellas instead of shilkas. With that many transport helicopters and with them being almost on top of you, the fast stun potential and the flexibility to shoot up infantry in the open would have been more useful at least in my head.
Obviously some of this is hindsight talking, but I think you definitely overinvested infantry wise in Bravo and positioned them in a way that made them basically stationary assets. You needed more mobile units that could either respond to the helo rush, reinforce your probing attack at Bravo, or rush for Delta. Even something as minor as having part of your infantry fast move and wait for further orders behind the town rather than unloading straight away may have been a life-saving adjustment in this circumstance, and probably wouldn't have taken that much micro to re-allocate if your opponent played "normally"
Man that helo rush was such a WG:RD throwback. Much like in that game, you always needs to have a plan whenever there are capture zones that provide reinforcement paths on the map you're playing. Props to Tiberius for going for a helo rush with a deck that lacks regular attack or AA helicopters and making it work.
I need this game!
Oh the cheese is real in this game. I think you handled it well, that annoyed me off just watching it.
It is what it is.. Word :)
Leaves one to imagine ways to nerf forward reinforcement zones. Timers? Only air reinforcement?
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