![]() also units have hitpoints so supply is more important that SD as it replaces ammunition, fuel (which can be a pain in RD) and repairs your infantry with cyborg parts. Eastern Block is more focused on mechanized stuff, Norad has high tech unicorns, USSR has cancer, ecc.īecause the attacking and defending is more focused, range is important. Not all specializations are viable, the most common and strong ones are motorized and mechanized.ĮuroCorps is know for the strong motorized flavour but inefficient mechanized grind. You get more slots of a specific type with higher veterancy (infantry for moto/mech, tanks for armored, ecc) but you lose access to other units (moto get only wheeled transports, mech only tracked and both lose big tanks). You can have also specializations like motorized, armored, mechanized of the same coalition. The trade off is that you have some of everything but not a lot of a specific type. For example: you can take 2/3 cards of mechanized infantry (inf with slow but cost effective transports/IFVs) as your main inf force then some motorized infantry (fast but less cost effective transports). a deck without specialization that let you choose every unit from the coalition's nations but you are limited in the number of slots per category. You can have what is called a "general deck" i.e. ![]() Hope it helps, good luck and I hope to see you online some time.Deck building is much more flexible and can be a painful experience for new players. No helicopters? Good luck locking down that lake etc. While all decks in theory work on all maps, a vehicular deck on a heavily forested map is in for utter hell. Without recon, that Spetznas unit will sneak right up to your commander and annihilate him.įinally, learn what decks will work on what map. ![]() Without recon, your tank is blind, our infantry vunerable. This is something that takes a long time to learn, but recon is life. Quality nits should be far and few between, and generally the expensive units should be those you plan to build a deck around (e.g., only have the heaviest tank if you are making a tank-oriented deck). ![]() Do not over-invest in expensive shiny units, because they invariably have a cheap counter unit. Have a good balance of units and make sure you have at least one counter to every possible threat: One anti-helicopter AA, one long range AA, one anti-tank missile launcher and so on. Have some cheap infantry in basic trucks these will be your assault units for taking towns and defended locations. DO NOT use the command tank, they are expensive and not wort the points. Some people use the infantry squads (stealthier), but the basic jeep is generally the best. For a supply deck (one designed to support other players) take more, and also if you have an artillery or rocketry heavy deck take more. Do you like trench warfare? Do you like fast, unexpected rushes or infantry stealthing through forests unseen?Īfter that is done, basic deck rules are as follows: ![]() for example, no born helicopter rusher would ever play Scandinavia. As with any strategy game, there are multiple viable options but the national bias and advantages narrow them down. Secondly, identify your favorite playstyle. Each country has a different playstyle (British are slow and defense-heavy, French are quick and pack a punch but lightly armored etc.), and identifying the nation you want to play also narrows down your option. Okay there is no such thing as a best deck, but there are a few tips that I can offer.įirstly and foremostly: Identify the country that you want to play as. ![]()
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