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May 16th, 2014
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  1. Bonus: Mechanized deck
  2.  
  3. +1 XP for Vehicle and Infantry units
  4. -1 Activation Point Cost for Vehicle and Infantry units
  5. +4 Available Slots for Vehicle and Infantry units
  6.  
  7. Vision: Infantry based deck
  8.  
  9. To be used mostly on small and medium maps with lot of cover.
  10. Contest zones with heliborn SF then bring Inf in IFV.
  11. Use recon to spot AA and soft targets.
  12. Take it down with arty or SEAD.
  13. Push forward using forests and smoke.
  14. Be aggressive for you have no armor to hide behind...
  15.  
  16. Deck breakdown:
  17.  
  18. Log:
  19. - Bonbu in K-511 are mandatory command inf.
  20. - K277 for 2 top armor CV
  21. - CH-47D to serve as forward FOB for supply trucks
  22. - K-511 Cargo. Bread and butter supply truck
  23. - 1 fob is usually enough
  24.  
  25. Infantry:
  26. - Chu-Mat never disppointed me. Taken at hardened vet for availability.
  27. - UDT/SEAL in UH-60P. Elite vet. CQC unit. I find Kutei 90' a little more powerful (thanks to the minimi RoF) but the 300km/h of the UH-60P make the difference in the opening. Bring them by pairs (or split them if the contested zone is big enough) and go to CQC if the enemy brings RPO launchers.
  28. - Syoujyu-Buntai 90' and Sochong-Su 85' in tracked vehicules. Only regular inf. The combo Reg Inf - Autocannons/GL/ATGM works well IMO. No wheeled vhcl in this deck. The Haci-Kyu Sichi is great for its autocannon (AC) and ATGM, KAFV 25 has an AC and the KAFV 40/50 has a nice grenade launcher (GL). I usually bring one of each in the contested area in the opening. AC help with enemy choppers while ATGM and GL provide AT capacity and suppression.
  29. - M67-Han. SMAW team. You need one.
  30. - Mistral and PSAM : 2 best MANPADS Blue Dragons can field. I take both for the deck has no IR AA support.
  31.  
  32. Support:
  33. - K242. Mortars. Provide smoke and suppression.
  34. - Guntank. 3/3/2/2 armor. Good ACC. Love them. First layer of ADN along with MANPADS. RAD AA though so hotkey them and turn weapons off (hotkey "H")
  35. - K55. Best arty BD mechanized can field. To be used on soft targets only.
  36. - I-Hawk PIP-II. RAD AA is currently not at his advantage but I use them as second layer of my ADN. As usual, hotkey them and turn weapons off.
  37.  
  38. Tank:
  39. - K1. 17/7/4/3. 15 AP. A little overpriced. Toughest tank in the deck.
  40. - Nana-Yong Shiki G. 55% Acc. 16 AP.
  41. - M48A5K2. Same Acc and AP as K1 but cheaper.
  42.  
  43. I do not use that much tanks in this deck but I usually either set ambushes or use K1/M48 to soak up fire while Nana-Yong Shiki G deal damage.
  44.  
  45. Recon:
  46. - OH-6. Very good optics. The best you find in this deck.
  47. - JSDF Rangers. Veteran sniper. I sneak them deep behind enemy lines. Can snipe CV and unarmored units.
  48. - Susaek-Dae. Recon inf. Lowest vet for availability. Crappy weapons.
  49.  
  50. Vehicle:
  51. - M36. 10 pts. 40% Acc. 8 AP. Great for ambushes.
  52. - KM132. Mandatory napalm tank.
  53. - Mitsubishi Chu-Mat. Chu-Mat on wheels.
  54.  
  55. Helo:
  56. - AH-1S. Max vet. Bring them in pairs. Provide rocket for suppression and ATGM for heavy units. 3 cards means you can sacrifice some to take down Red heavies.
  57.  
  58. Air:
  59. - KF-16C block 52D. Best SEAD IMO. Do not hesitate to bring him to take down enemy planes. Be cautious tough : only one.
  60. - F15J. Expensive but both AIM-9M and Sparrows. The card is beautiful too. Can be swap to KF-16C, F-16C Block 30 according to one's playstyle.
  61. - F-4ES. Snipers. Bring them by pairs. Snipe heavies. Evac them after first run.
  62. - F1. 3 by card. Carry Vulcan and AAM-1. I find them useful for suppressing Inf in buildings. May be swapped for napalm or rocket plane.
  63.  
  64. Naval:
  65. - I don't play naval maps...
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