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May 14th, 2014
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  1. Logistics
  2. Standard. Helicopter, Truck, FOB and numerous cheap CV, sadly Humvee CP is not available.
  3.  
  4. Infantry
  5. Obviously all (2) cards of M2A2 Bradleys as they are the icon and sweet spot of this deck. Also Stinger C and Stinger A in M113A1s ( they're not riding in them in combat so it's better to leave A3 for Rifleman and others) to boost AA department, as this deck has a plenty of infantry slots to use. Having them in A1 also allows them to cross rivers that can be, once in hundred games, a nice trick.
  6. Assault Engineers because you have so many infantry slots that you can fit them in, and you have so many infantry that something that can defend them against Spetsnaz. Delta Force, in it's only available crappy transport, to have any elite infantry at all. Rest of slots filled with only choice there is, Riflemen. Single '90s version in A3 to serve as mediocre anti-vehicle infantry with AT4s and 2 cards of standard rifleman, one hardened in A3 to serve as.. "shock troops" and another in A1 to work both as meat and also to allow amphibious "assaults".
  7. Possible changes: Instead trying to do what the deck isn't really supposed to do, take 'normal' Rifles in A3 instead of A1. Also possibly more Delta Force, even if it's terribly cost-effective in this form, or Assault Engineers. Lower versions of Bradleys aren't IMO worth it, you have increased veterancy Comvats for autocannon purposes.
  8.  
  9. Support
  10. All the Chaps A3 you can get, Hawk PIP III to provide anti-aircraft coverage from ground level.. though even with those 3 cards you should still remember, and rely mostly on, Stingers as Hawks will die very easily, and so will Chaparalls.
  11. Mortars and basic Hotwizer for fire support.
  12. Possible changes: Not really.. Chaps A2 are more numerous but even less accurate; other mortars and hotwizers are also worse than those already in deck.
  13.  
  14. Tanks
  15. Not that bad section to be hones. M1A1 are it's highly effective and cost-efficient backbone even if not as durable as other heavies, M1IPs can work as great durable meat-shield for Bradley / M113s waves. Rookie M48s are here for same purpose. MBT-70s have 4 HE for infantry support as well as autocannon on top, so it's good to mix them into Bradley / M113s group for additional direct support. Super M60 are "just" ordinary medium tanks, that even with current meta can still serve it's purpose.
  16. Possible changes: A few, you can ditch Super M60 for another card of heavy meat in form of M1IP or drop M1IP for Starships that is cheap, 4HE + autocannon tank.
  17.  
  18. Recon
  19. Kiowas are the only Recon helicopter available, Rangers are for basic infantry recon. Taking them in CH-47 increases it's cost way too much to be worth it. Hardened M3A2 Bradley CFVs ( both card availables) because they are iconic for this deck, as well as awesome fire-support that can spot it's own targets and hit them hard with vast supply of TOW-2s
  20. Possible changes: not really anything worth mentioning.
  21.  
  22. Vehicles
  23. Obviously Comvats, at veteran veterancy, for cheap-autocannon purposes. They are far better than lower-tier transport Bradleys variants, as well as more available ( depending on vet). Zippo M113 because it can be quite useful in forest or ambushes at edge of it, TOW-carriers are worthless selection as you have already plenty of TOW2s on Bradleys both in transport and recon version.
  24. Lack of CEV tank really hits this deck and specialization, while not "deck-fixing" it would be a great fire support addition to infantry ( as you get, practically, only line one) as well as covering unit for fragile IFVs stunning and panicking enemy vehicles so that they can't calmly aim at 4AV husks.
  25. Possible changes: Not really, as mentioned ATGM vehicles are worthless choice in this deck and others are already in it.
  26.  
  27. Helicopters
  28. Two cards of AH-1E Cobras, sadly you can't get anything better than them even if it's hard to imagine US Army ground elements rolling without Apaches..
  29. Possible changes: Not really, Hogs and AH-1s are cheaper but lack autocannon while they shoot out their rocket ammo practically as fast as AH-1E, Heavy Hog AGL isn't also the one that received buff from last AGL patch so it's nothing special.
  30.  
  31. Aircrafts
  32. Block 52 for ASF duties, Phantom for large-area stunner as this deck do not have not only a wide-area one but even any MLRS :roll: . F-15D and F117 to engage and eradicate enemy shock/elite infantry that otherwise would mop the floor with your Riflemen.
  33. Possible changes: Swapping F117 for SEAD or one of F18s for AT duties, light vehicles can be handled by you own autocannons so cluster bombs aren't really needed and 227kg bombs are still a bit lacking in killing power (drop pattern) so they aren't really interesting choice.
  34.  
  35. Navy
  36. Build mostly to support ground-part of the deck, therefore light riflemen '90s for mix of line infantry and best-there-is ( for Murrica ofc) ATGM squad, wrapped in fast transport. M1A1(HC) for additional 3 heavy tanks, this time with decent-ish armor, F/A-18E for additional support in Air Superiority fights and Marines in Lvtp-7a1's to allow deck user to field any shock infantry + Lvtp-7a1 is awesome transport in itself.
  37. Possible changes: as always with Naval tab, vast and totally up to personal taste.
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