With helos, instead of flying straight over the front line into the jaws of enemy manpads like that, you could try going around a quiet flank and landing Aero-Rifles near the opponent's back zone/reinforcement road, with F-15s flying cover. Maybe sneak your LRS through the enemy's lines in the opener and have them run through the forest to scout out an unguarded landing zone. You can fly artillery back there too to counterbattery the opponent's long-range indirect fire, or hit their fob if you spot it. With 82nd you get the full suite of helos that can do recon, AA, ATGM, light fire support, supply, command, and you get plenty of planes to support them...flipping the opponent's back zone and holding it for even a few minutes while holding the front should put you well ahead on points and it could cause an interruption in reinforcements to the front that would give you the opportunity to push there too. Also, if you bring in units that don't have to pay extra for a transport in the opener that you're just going to sell, you can put more effective combat value on the front right away - scouts with recon transports, AGL recon humvees, TOW humvees, and Avengers get airborne deployment without sellable transports and together make up a strong balanced force for taking control of ground in the opener and stopping the enemy's advance.
Hey, Emil here. Actually the quiet flank is super easy to cover, as there is plenty of space to put manpads, which i had done. I think vulcan did the right thing with overwhelming me with atgm units and spending the points on arty instead of airborne units, which would have been slaughtered.
@@emilratzlaff2840 wait, you actually had a bunch of manpads sitting out in that swamp? Like how many? I see you had the one that took out some of the Little Birds at the start, but were there more covering that map edge? Chinooks are tough enough that they need 3 Igla hits to take down, and at 55% accuracy one Igla team has strong odds of not taking out a single Chinook even if they get to shoot all their missiles at them, which they won't get to do if the Chinooks zoom right past them and an escorting attack helo dumps rockets on them right after they open up. That's why I suggested scouting for a safe landing zone with LRS, too. Seeing all those Little Birds go down at the start just made me want to comment with an idea for using helos differently, I feel like sending them in to attack the front almost never results in them making back their points these days and you need to get tricky with them. They're a big chunk of the 82nd deck, you have to find a good way to use them.
woohoo warcrimes: fighting out of a church and similart buildungs and therefore causing the destruction of historical significant objets is prohibitet. but very nice game loved every second ^^
Man the sound design is 10/10
Yup, better than Wargame: Red Dragon.
Every Wednesday for the foreseeable future I'll be playing WARNO on my Twitch stream at 8pm GMT! : www.twitch.tv/vulcanhdgaming
I love the layout of this map I hope to see lots more of it in the future
A almost completely urban map? Looks like I’m going to have to start playing again
really about time tbh. Eugene games all lack any real urban map. Even this one is more suburban but it's getting there at least :P
" Look at this bad boy we're going urban" - Why did that sound so sexy? 😅
That A-10A Interceptor was awesome! xD
"Have a look at this map boii, oooh yer, we gone urban".
- My dad when 'Yeah' by Usher, comes on the radio.
A man of culture I see
Significant upgrade… to the last game in the series. (Wrd, European escalation etc). Haven’t watched since wargame RD. Good stuff
With helos, instead of flying straight over the front line into the jaws of enemy manpads like that, you could try going around a quiet flank and landing Aero-Rifles near the opponent's back zone/reinforcement road, with F-15s flying cover. Maybe sneak your LRS through the enemy's lines in the opener and have them run through the forest to scout out an unguarded landing zone. You can fly artillery back there too to counterbattery the opponent's long-range indirect fire, or hit their fob if you spot it. With 82nd you get the full suite of helos that can do recon, AA, ATGM, light fire support, supply, command, and you get plenty of planes to support them...flipping the opponent's back zone and holding it for even a few minutes while holding the front should put you well ahead on points and it could cause an interruption in reinforcements to the front that would give you the opportunity to push there too.
Also, if you bring in units that don't have to pay extra for a transport in the opener that you're just going to sell, you can put more effective combat value on the front right away - scouts with recon transports, AGL recon humvees, TOW humvees, and Avengers get airborne deployment without sellable transports and together make up a strong balanced force for taking control of ground in the opener and stopping the enemy's advance.
Hey, Emil here. Actually the quiet flank is super easy to cover, as there is plenty of space to put manpads, which i had done. I think vulcan did the right thing with overwhelming me with atgm units and spending the points on arty instead of airborne units, which would have been slaughtered.
@@emilratzlaff2840 wait, you actually had a bunch of manpads sitting out in that swamp? Like how many? I see you had the one that took out some of the Little Birds at the start, but were there more covering that map edge? Chinooks are tough enough that they need 3 Igla hits to take down, and at 55% accuracy one Igla team has strong odds of not taking out a single Chinook even if they get to shoot all their missiles at them, which they won't get to do if the Chinooks zoom right past them and an escorting attack helo dumps rockets on them right after they open up. That's why I suggested scouting for a safe landing zone with LRS, too.
Seeing all those Little Birds go down at the start just made me want to comment with an idea for using helos differently, I feel like sending them in to attack the front almost never results in them making back their points these days and you need to get tricky with them. They're a big chunk of the 82nd deck, you have to find a good way to use them.
Great showcase - of the new map aswell as of 82nd!
Hey! It was an amazing match. GG
8:13 looking on this Mi26 when I know about 105mm shooting somewhere else is so painfull!
was about to say that
They make this with halo theme would be god tier
Those tanks really filled up their kill lists.
So basically this map is a Bahkmut Simulation map
Mortars on this deck is not bad. You can move it faster and you can deal with infantry with it.
Bro I got old pizza hut triple treat ad before the vid started.
Now I know it's gonna be good😂
Nice Little Bird opening ^^
this reminds me of World in conflict
Talk of reliable AA... I think some BUK's operators ears are ringing
It's like listening to Bear Grylls comment on a war
I love big battle, especially the 10v10😊
now if only you could replicate this in tournaments :P
So good to see that after 5 years of people begging for an irban map in steel division, that they added one to warno......
I dont understand how recon works. I feel like mine cant see anything unless its like right in front of them. Any chance someone can explain?
Use the LoS tool to make sure they can actually see out from where you station them
Air looked very weak this game, have they nerfed it?
Hello Guy :)
woohoo warcrimes: fighting out of a church and similart buildungs and therefore causing the destruction of historical significant objets is prohibitet. but very nice game loved every second ^^
Priest and nuns hiding in the cellar, exept for crazy Mary who joined the troops up top with a sniper rifle :)
The maps look great, pity eugen decided to throw out all the good mechanics of SD2 and replace by the wrost possible options.
69th nice