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- Sorry for any grammar mistakes as english is not my native language.
- As a support player I developed a few rules for myself about a game style for a support player.
- 1-Never artillery spam at early game, you are need at the front. The idea is simple, as long as you go full artillery that means that somebody else is going to fight against more than 1 player, which is an invitation to a disaster. Talk to your team, pick a zone, send troops and defend it. Send infantry and recon to probe and buy your artillery slowly.
- 2-If you are going to buy artillery at early game buy a few pieces 4-6 and a single MLRS, remember to leave resources to buy troops for your chosen zone.
- 3-Divide your pieces in control groups, 3-4 pieces per group.
- 3-You are an artillery player, you are an artist, your pieces are your brush, paint with them.
- 3.1-For example, your recon picked a column of vehicle coming your way (or your ally), order your pieces to bomb the road ahead (each group targeting a section), calculate the speed of the column and target where your guess they are going to be. Players tend to fast move, so bombing the road is a very good tactic. Also, several times I made bluefor players to cancel attacks because I was bombing the road ahead, which bought me time to bump my defenses.
- 3.2-Blocking Barrage, use each control group to target an area creating a line along en enemy advance blocking, damaging and killing them.
- 3.3-CV snipping, watch the replays and note where players usually leave their cv´s, use your artillery to guess shooting them.
- 3.4-Counter battery, always counterbattery in force, if you are going to shoot back, it is to shoot to kill, 6 pieces firing is a minimum (HE 7), 9 pieces optimal.
- 3.5-Rolling barrage, use each control group to shoot ahead an advance route, especially woods, forests, houses and other obvious places. Kill and panic the enemy before moving in. As you take that place, bomb the next area, advance slowly and carefully (support decks are not very strong for full assaults). MLRS are also very useful in that function, but consume a lot of supplies.
- 4-And the golden rule of artillery, FIRE AND MOVE, ALWAYS. Shoot 3 times and move to another area, avoid enemy counter battery. That demands micromanagement, but hey, you are a support player, you are supposed to take care of your artillery.
- 5-About anti-air, support players can buy a lot of them, use them to create an effective air defense network and at mid and late game, use them to cover your allies zones, their decks can’t field as many AA as you can, so keep that in mind, help defend their zones.
- 6-Support decks can field cheap stuff, use them to cover gaps and avoid the enemy to sneak recon behind your lines, that recon can spot your artillery, making enemy counter battery very effective. Also use cheap infantry to protect your and your allies, command vehicles.
- 7-For redforce Eastern Block support decks, Heavy Armor is your worst enemy, always remember to keep on your deck equipment do deal with them.
- 8-Feed your own artillery, don’t steal supplies from your allies, players tend to hate artillery players, even on their own team for 2 reasons. a) They spam artillery and don’t help at the front; and b) they steal supplies to feed their many artillery pieces. Always feed your own artillery.
- 9-Your deck is cheap, use it to cover gaps, support your teammates.
- I choose Eastern Block because of all my redfor attempts I believe they are the more balanced for that function. About the experience level, I always pick the one with more numbers, as this deck is a cheap one.
- Now for the deck itself.
- Logistic
- Mi-6 – 2 cards – very useful to resupply your artillery.
- FOB – 1 card
- Skot R-3 – 1 card – very fast command vehicle, light armored, very useful, place them on woods, but not on obvious places.
- SPW 60s – 1 card - very fast command vehicle, light armored, very useful, place them on woods, but not on obvious places.
- Fupz T72 KI – 1 card – Heavily armored command vehicle, very useful on conquest games where players keep snipping command vehicles by blind shooting obvious places.
- T813 Kolos – 2 cards – Very useful supply truck, more capacity than the basic ones.
- V LKV 813 Kilos – 1 card - Very useful supply truck, more capacity than the basic ones.
- Infantry
- Reserveschutzen – 1 card – since they nerfed them by making the unit more expensive (because of the vehicle which is now more expensive) their used was reduced. Their main advantage is numbers, which are important on attrition games. They are also very useful to defend mountains, choke points and cities. The tactic is simple, 2 (max 3 squads) per group, the enemy attacks, they hold while you bomb them with your own artillery, very effective on city housing fights where 5 cp cost (per unit, plus 10 of their crap vehicle) reserve infantry can hold the line against expensive elite infantry that gets killed by your artillery, very profitable. They are not expected to win assaults and hold the line on their own. Another side note is that 3 or 4 squads in a group of reserve infantry tend to lure expensive bombers which got shoot down by your AA, a nice trade, very nice way to destroy those pesky F111c.
- PLRK Strela 2 (with QT-62b vehicle) – 1 card – Cheap AA that comes in large numbers, 1 or 2 squads per group, hiding inside houses and forests, if you concentrate enough of them they can shoot down even expensive high ECM jets. You can also place them on the mountains along your reserve infantry.
- PTRS Konkurs (with QT-62b vehicle) – 1 card – Very useful ATGM, especially to deal with heavy armor. Place them on houses and forests, always on teams of 1 (max 2) units, as they die easy to artillery and bombings and you cannot field many of them.
- Piechota Zmech (with TOPAS 2-a vehicle) – 2 cards – Not as good as the Mot Schutzen, but they came with the TOPAS 2-a, a vehicle with a short range gun with AP of 12 and HE of 2, incredibly useful to support infantry assaults and bump up defensive lines. The same goes to the QT-62b vehicle of the strelas and the konkurs. They are really worth the extra that you pay for them. Also they came in large numbers.
- Support
- Dana (2 cards) and wz 77 Dana (2 cards) – Sincerely the best cost/benefit artillery for Red force, low dispersion, high HE (7), huge ammo capacity and very fast to fire and move (“shoot and scoot”, google it). Quite good looking to. With hardened experience you can field up to 20 of those babies, but remember, artillery spam only in late game, after the situation is stable and you safely control your zone (zones).
- Hybrenit ZU-23-2 – 1 card – cheap AA gun that comes in large numbers, very useful to place ahead of your main AA defense network and lure artillery shoots, revealing the enemy pieces position for your counterbattery. Use them to cover gaps and prevent helicopters flanking maneuvers, but remember, that’s a crap AA gun that should be fielded in groups of 2 with each group covering the other one. I choose them in place of the Pragas because they got twice their rate of fire.
- Fla SFL 23 4w1 – 1 card – radar AA gun that comes in large numbers, incredibly usefull to shoot down enemy jets and choppers, always field them alone to avoid double kill against SEAD´s and close to each other in order to create a hail of bullets to any plane that get to close. Assign a control group that gets all of them and turn weapons off as soon as you see a SEAD plane, turn on after it leaves the area.
- Fla-Kom Strela 10-m – 2 cards – Very useful IR AA that supplements the radar gun AA. Radar missile AA for Eastern block is not very good and I got tired of losing them to SEAD planes. If you want to go to Radar AA I recommend taking down a card of this Strela and picking a 9K33M2 Romb, which has a nice cost/benefit and comes in large numbers.
- MFRW RM 70 – 1 card - MLRS, can shoot twice before needing to resupply, has a HE of 6, fires 40 missiles per salvo that covers a large area, panicky and stuns everything inside its impact radius. Very useful before assaults and to break enemy assaults (shoot ahead their route). Personally, I call all 3 of them, place each one in a group and shoot in areas partially overlapping each other increasing the radius of impact.
- Tank
- Kpz T34/85m – 1 card – Very useful cheap tank that can close gaps, support fire and lure enemy jets to your air defense network, don’t expect to win the game with them, although 1 or 2 times I managed to successfully assault a zone with them. Call in groups of 4 and split them before attacking, use your artillery to soft the target area and move them in. Send some AA to get opportunity shoots against enemy choppers and jets, and send some infantry to occupy forests and buildings. Downside is their range of fire 1.5km, and their big size, which means that they are very easy to hit. Well, you get what you pays for.
- Kpz T55-a – 1 card – cheap tank with nice range and AP power, use it as a front line tank, slightly ahead of your tank destroyers to lure enemy fire.
- T62 cz – 1 card – The best tank available for this deck, same function as the T55-a, better armor and AP power, same range.
- Recon
- Grenzer (with SPW 50pk vehicle) – Cheap recon infantry, place them on woods and try to sneak them behind enemy lines to spot targets for your artillery. The SPW 50pk vehicle is amphibious which means that you can use them to cross rivers, increasing the chance of sneaking the unit behind enemy lines.
- Mi-2ro – Exceptional optics recon helicopter, use them to scout gaps for sneaking enemy recon units, also scout your rear area for recon units that passed your lines on early game rushes (on that function send them with 1 or 2 attack helicopters). Sneaking recon units behind lines is a very common blueforce tactic.
- SpPz T55 – Strong and cheap recon tank that can be placed on gaps (along cheap AA guns and T34) and spearhead assaults. In 2 or 3 groups of 2 they can be used to recon in force. Good cost/benefit.
- Vehicle
- BRDM2 Konkur (3 cards, 1 czech and 2 polish) – Hardened – Outstanding tank hunter with good range, ammo and AP power, use them a bit behind your line and at maximum range, don’t place them on areas where the enemy when can shoot them as soon as spot them, they die easily. In assaults send a SpPz T55 ahead to spot the enemy vehicles in order for your BRDM to shoot them from maximum range. Use them in groups of 4 or more, and always split them, in order to avoid panic when 1 dies and lucky artillery and bomb attacks.
- ASU 85M – 1 card – Same idea as the T34, but they are smaller and have a greater range, armor and AP power, very useful for defense, crappy on assaults as they don’t have a turret, take longer to aim and cannot fire while moving. Field them on groups of 2, maximum 3, make a line (inside cover, of course) using them, the Topas left behind by your infantry, and other stuff for a cheap defense with many guns, keep a few tanks (T55 and T62) a bit ahead to lure fire from them as they are all very fragile.
- Helicopters
- Khs Mi 8 Tb – 2 cards – Outstanding attack chopper, keep them a bit behind your line, on low altitude and use them to rocket stun and missile kill enemy assaults. That maneuver pins the enemy while your artillery aims and fire over them. I don’t like to use them on offensives as they tend to die easily to enemy AA.
- Air
- Su 25 k (1 card) and SU22 M4 (1 card) – I tend to use my air force mainly for defensive purposes, avoiding unnecessary losses which can make my team loose many points. Those 2 babies are used against assaulting heavy armor, firing and leaving before enemy fighters can come to their aid. It is the best way to kill high end Abrams, Challengers and Leopards. They can also be used against IR and Radar AA, which I do not recommend as loosing those planes leaves you very vulnerable to heavy armor. An attack with this kind of armor is usually followed by Challengers and Chieftains marksman, target them first, artillery stun them before if possible, and artillery houses and forests where the enemy might be housing AA infantry. Take care if the enemy is hiding, because if they disappear before your attack your fighter is going to fly in a straight line, right into the enemy AA.
- SU 22 M4p – 1 card – SEAD plane, use them defensibly, especially against Challengers and Chieftains marksman and other radar gun AA that tends to follow an assault, leaving the attacking units vulnerable to your helicopters. Send them ahead your SU 25k and SU22 m4 to lure fire with their high ECM.
- Mig 23ML (1 card) and Mig 21 MF 75 (1 card) – medium price fighters with a decent range. Use them defensibly against SEAD planes, so your AA can work in peace. Take care when using them against bombers and other fighters. Use them in large groups to increase the chance of a kill and disperse enemy AA fire.
- Naval
- JH7 Feibao (1 card), SU 27k (1 card) and Mig29k (1 card) –Multirole naval fighters, I tend to use them in 2 roles: a) To defend my team fleet against enemy air naval bombers, I see an assault and mark the time they need between the first and second waves, on the third my fighters are there, waiting. b) To assault enemy ships, here comes the trick part. First I stun/panic the target ship with my artillery (MLRS and very useful in that function, but howitzers also work, on large numbers). Second, if the enemy is at the north (for example), I select my fighters and order them to the east, when everybody is at the map I order the attack on the target ship, so everybody arrives and fire and the same time, overwhelming the enemy CWS.
- Jianghu III (1 card) and Hujian (1 card) – Not much to say there, just a few (good CWS) ships used to support my team. Never send them alone, as Blueforce tends to spam anti-ship jets and they are very good in that function.
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