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Posted
And you can always click on the units weapon to deactivate it. This is especially usefull when you have radar SAM sites operating. If you turn off the radar, the enemy's SEAD shouldn't be able to pick them off.

 

Now that IS some VERY useful information.

 

So even though there is no hold fire command as such, i could always disable all weapons on a given unit.

 

Thank's alot.

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Posted

I just completed the Middle Campaign, Nato vs. Pact. I am getting to grips with it but still not keen on the time limit.

 

I figured there is no way you can get the points needed to win so I go after the re-supply corridors.

 

On one of the sectors I had the US armoured and held all 3 corridors, had to start the game with only 3 command vehicles to secure them and wait whilst I earned enough points to start deploying units.

 

As they had only one sector I figured they couldnt re-arm and as I didnt have many points I could only defend my command vehicles, then I controlled a few more areas and started getting more and more command points and launched an attack on their hilltop stronghold.

 

Smoked the T80's to get my TOWs up on the plateux, when the smoke cleared the tows annihilated them.

 

Took out their Command vehicle and steered clear of their anti tank infantry in the buildings, as the game didnt end I figured they must have another Command Vehicle somewhere, I had 4 recon helicopters searching the map for it, got it with 10 seconds left, luckily the US recon helo has a minigun!

  • 4 weeks later...
  • 5 weeks later...
Posted
Just purchased this game recently and i'm enjoying it, runs very smoothly and looks fantastic - I just wished my skills were better!

 

I am not good at RTS' but this one makes me really feel like an idiot. But it is a pleasure to look at under any circumstances.

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Posted

While I found the time limit frustrating at times, I eventually came to realize that the game is better for having it. I don't think it takes away any fun...but that's my opinion.

  • 1 month later...
Posted
how to kill SAM IR seeker or SACLOS (eg Strela 10, Roland) ? SEAD Fighter (Su-24, Raven) is not working with this target !

 

Of course not since they have ARM (anti-radiation) missiles which lock on to radar emissions which the above mentioned SHORAD systems don't have. You'll have to use some other means.. e.g. recon with some precision artillery or some bomb/cluster aircraft strike (DEAD).

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Posted
Of course not since they have ARM (anti-radiation) missiles which lock on to radar emissions which the above mentioned SHORAD systems don't have. You'll have to use some other means.. e.g. recon with some precision artillery or some bomb/cluster aircraft strike (DEAD).

 

Recon helicopter will be found and they (enemy) will dispatch interceptor, very difficult to destroy target IR seeker, Ground Attack can do good, but always badly

Posted

Artillery.

 

Remember though, you don't need to kill them in order to render them ineffective. Smoke can block LOS and you can stun them will artillery so you can bring a bomber in safely. Wargame isn't like rock paper scissors in that there's a single counter for everything - you need to use combined arms tactics.

  • 3 weeks later...
Posted

I recently got this game and it is nice for a fast skirmish if you only have 30mins left to kill. Now that I read the an excellent guide (https://docs.google.com/document/d/1-uURrYRBWlOFHMbZRSjCE0A6p9FGj2EhKD9SjvUmeug/edit#) I found and think I understood the basic game mechanics, I can at least hold my ground against a medium/ average AI. So I started MP 10vs10 pick up games and after 10 battles, in which I feel I fight against 3 or 4 other players on my own, I lost 7 out of 10 and ended 3 in a draw. Ok, I am not good, but I thought my short comings would be balanced somehow enough for at least one victory in 10 games?

 

What are your experience in pick up games?

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Posted

Gotta be REALLY conservative when playing pub matches. You can't count on your team backing you up if something falls through.

 

I'd say generally a good idea to SAM up and pay attention to incoming SEAD. Control of the airspace is a sure way to ensure that you have enough time to react to unexpected surprises.

If you aim for the sky, you will never hit the ground.

Posted

Ok, so far I mainly play a West german only deck, in which I heavily rely on MANPADS and cheap Radar AAA to back up my Roland-SAMs, but do not use planes at all. I spread recon infantry over the map, try to support other players with logistics and defensive infantry, while establishing a tank perimeter around a sector I intend to defend. Usually I end up alone fighting on 3 sides.

 

I also made a PACT deck, mainly consisting of BUKH, Shilkas, Speznaz and ATGM Infantry - somehow same playstyle, I would consider as pretty conservative and somehow my typical RTS playstyle, but I think I still miss a lot. Last game I had a team member deploying 9 FOBs (!). What is that about? Just playing artillery? Is a worthwhile approach?

 

So I see, one point I really lack is a way to react fastly on new situations, with SEAD, Napalm or air cover, but is airpower in WALB really that essential? So far I try to avoid expensive units, are they simply essential?

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Posted (edited)

Is it worthy? I'm in need of a good strategic game, recently I tried ArmA Tactics, it has potential, but its too dumb down for android/ipad hardware.

 

Couple of years ago there was a strategy game, by name "World in Conflict", it was fun, but limited.

 

Regards.

Edited by Focha

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Posted

Though less "realistic" and smaller in scale, IMHO "World in Conflict" was better in many ways.

 

At least it was easier to start cooperative teamplay. This really is an issue in most Wargame-battles.

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Posted (edited)
Is it worthy? I'm in need of a good strategic game, recently I tried ArmA Tactics, it has potential, but its too dumb down for android/ipad hardware.

 

Couple of years ago there was a strategy game, by name "world at war", it was fun, but limited.

 

Regards.

 

Yes, Wargame: ALB has a ton of potential if you can deal with the initial frustration of being restricted to force decks that you design before the battle starts.

 

Ok, so far I mainly play a West german only deck, in which I heavily rely on MANPADS and cheap Radar AAA to back up my Roland-SAMs, but do not use planes at all. I spread recon infantry over the map, try to support other players with logistics and defensive infantry, while establishing a tank perimeter around a sector I intend to defend. Usually I end up alone fighting on 3 sides.

 

I also made a PACT deck, mainly consisting of BUKH, Shilkas, Speznaz and ATGM Infantry - somehow same playstyle, I would consider as pretty conservative and somehow my typical RTS playstyle, but I think I still miss a lot. Last game I had a team member deploying 9 FOBs (!). What is that about? Just playing artillery? Is a worthwhile approach?

 

So I see, one point I really lack is a way to react fastly on new situations, with SEAD, Napalm or air cover, but is airpower in WALB really that essential? So far I try to avoid expensive units, are they simply essential?

 

Airpower is essential if you wish to react quickly to enemy air assets or incursions. Since they are highly mobile, they are essential assets for a reactive force, but I would not say that they are essential for EVERY strategy. Some of my tank focused decks, for example, have very limited fixed wing support. Only using them for when I am really pinned down, or have no other effective way to respond to an incursion.

 

If you are worried about the price of aircraft, there are extremely cheap aircraft that can be used for limited action. I like the Yak-38 and A-6 for when I need airpower, but don't really need to spend a lot of money for a super effective unit. On the other hand, expensive air units are worth it if you have important missions to achieve where risk is greater than normal, or when accuracy is paramount. The F-117A, for example, is really effective at taking out otherwise untouchable defenses, and the A-10A is an extremely effective tank killer when used conservatively.

Edited by Pyroflash

If you aim for the sky, you will never hit the ground.

Posted (edited)
Though less "realistic" and smaller in scale, IMHO "World in Conflict" was better in many ways.

 

To me on other hand there's almost no comparison between them except that both cover a similar theme. World in Conflict was a much simpler RTS game where the key gameplay element was a proficient use of unrealistic air and artillery strikes. Rince and repeat till the end.

 

I know I will never feel the urge to play WiC again after the Wargame series and I occasionally go back and replay a campaign in WALB (just wish they'd make DLCs and gradually cover the whole strategic map area they have made available).

Edited by Dudikoff

i386DX40@42 MHz w/i387 CP, 4 MB RAM (8*512 kB), Trident 8900C 1 MB w/16-bit RAMDAC ISA, Quantum 340 MB UDMA33, SB 16, DOS 6.22 w/QEMM + Win3.11CE, Quickshot 1btn 2axis, Numpad as hat. 2 FPH on a good day, 1 FPH avg.

 

DISCLAIMER: My posts are still absolutely useless. Just finding excuses not to learn the F-14 (HB's Swansong?).

 

Annoyed by my posts? Please consider donating. Once the target sum is reached, I'll be off to somewhere nice I promise not to post from. I'd buy that for a dollar!

  • 3 weeks later...
Posted

Help Solving a Riddle

 

Could someone help me solve this? It's annoying the living hell out of me!

 

If you get it right, The Wargame : Airland Battle dev's will give a sneak peek at the new DLC Unit that corresponds to this riddle.

 

All my friends could figure out is that it wasn't any Recon aircraft. W:ALB doesn't allow those.

 

I am Hollywood's bad guys' aircraft of choice,

Often impersonated, yet never matched.

I might have lost some of my claws,

But my eyes are sharper than ever ...

Man I could really use a navigator right about now.

 

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