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Mjelnir

Wargame European Escalation

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"No good plan survives contact with the enemy"

 

But it was more of the "we could use it for coop events" thing, since planning in WEE is "I got Jot, you get Chari"

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"No good plan survives contact with the enemy"

 

But it was more of the "we could use it for coop events" thing, since planning in WEE is "I got Jot, you get Chari"

 

Play with us more. We plan out our full strategies, including mutual support. Don't think I've heard "I've got Charlie" and nothing else since we first started playing at launch.

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Sometimes.

 

Then there's just times when Killa logs in as arty and we just sit back and watch.

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Sometimes.

 

Then there's just times when Killa logs in as arty and we just sit back and watch.

 

I good.

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Been gradually wrapping my head around this, current NATO deck is based on a highly mobile armour and mechanized force, resupply and recce with helos.

 

Has worked reasonably well in solo play just need to be online and not doing other things when you gents are playing to see how effective/flexible it can be :)

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Been gradually wrapping my head around this, current NATO deck is based on a highly mobile armour and mechanized force, resupply and recce with helos.

 

Has worked reasonably well in solo play just need to be online and not doing other things when you gents are playing to see how effective/flexible it can be :smile:

You'll want to be careful with mechanized infantry, as it's generally not worth the cost of both infantry and transport. Usually motorised is more mobile and more cost-effective; also you'll want at least one type of ground scout with good optics, since helicopter scouts while incredible at spotting things (and also killing in a pinch if you use the Kiowa/Warrior), are also easily spotted and vulnerable to BVR SAMs, while ground scouts can be quickly rushed to important locations to keep an eye for possible enemy movements while remaining undetected, and also being able to spoil minor flanking actions when equipped with autocannons.

Other than that, without knowing what your deck composition is, you seem to be on the right track.

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Yeah, encountered that earlier, my single gazelle got nommed by a pair of Havocs before it could fall back to friendly lines leaving my then only combat units (2 x Chieftan platoons) with no eyes.

My overall strategy needs work, enjoying the thought experimenting this game offers, only down side is a lack of micro managing options*, but that's not a game breaker for me :smile:

 

Deck wise, I'm still toying with this one until it works as I need it too will post up a breakdown of it for critique at some point.

*also more of this

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Urgh. I just crashed in the middle of a 5v3 6000 point timed match on Summer Night. The PACT team had 5 low ranked players (none above level 8) and the NATO team had 3 high rank players (non below level 43, one was level 60) Very unfortunate, as I was about to push a mixed armor and infantry task force across the river between what the NATO maps call Golf and Delta and take an enemy tank company in the flank. Granted, they were abrams, and I was rocking a mix of T-64s, T-55s, TO-55s, and BMP-2s with Motostrelki, but they were advancing to engage another PACT player at Hotel, and I could have taken them in the open before they got to cover.

 

Here's a rough recreation of how things were going when I crashed. This was my second competitive game, so dropping out right when things were getting good was quite disappointing.

 

9nfkQ.jpg

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That map can be brutal. If someone is really aggressive, you can sit on enemy turf and moon them effectively. Only trick is resupply.

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How does one 1337 superflank SF on that map :wacko:

 

EDIT so no new post

 

Why does every spammer think their hot shit, and absolutely HAVE to say "youmad lolumad" after every match they play?

 

I mean, this guy barely squeaked by with a draw when we were a man down

 

http://cloud.steampo...3C8D127E93705F/

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New patch and DLC get your Wargame on again geeys :D

 

GAMEPLAY :

 

==> Adding a new map : « Mecklenburg ».

==> Adding a new game mode : « Conquest ». Seven maps will be available for this mode, including « Mecklenburg », which can be played both against humans or AI.

==> Adapting two more actual maps for the « Siege » mode : « Hold until relieved » & « None shall pass ».

==> New game lobby interface (multi & skirmish).

==> Better visibility of the number of people in the ranked games.

==> Major tuning patch (see below).

 

 

BUG FIXING :

 

==> Fixing a cause causing a crash when a game host leave the lobby.

==> Fixing a cause causing a crash when using custom flares.

==> Fixing some rare bugs (when a command unit of the edge of a zone is forced to move into another, when loading infantry under fire into a transport, during some solo campaign’s briefings, …).

==> Fixing a graphic bug on map « Mlada Boleslav » (solo campaign) & « Open Range » / « Duel Field » (multi). Therefore the patch’s weight …

 

 

TUNING :

 

• GENERIC :

 

=> All flamethrowers are now restricted to direct fire. It means they need a LOS on target to fire.

=> All flamethrowers are now able to auto fire.

=> Aiming time for all flamethrowers decreased.

 

=> Aiming time for all ATGM decreased.

=> Fire range for all ATGM have been increased of +175m, except for both M47 Dragon.

 

 

• PACT :

 

=> 23mm ammunitions loadout for the Soviet ZSU-23-4V Shilka & NVA FlaKPz Shilka decreased from 4.000 to 2.000 rounds.

=> Fire range of the ZSU-23-4V Shilka increased from 1.575m to 1.750m.

=> Accuracy of the ZSU-23-4V Shilka increased from 3 to 4.

 

=> Fire range of the ZSU-23-4V1 Shilka increased from 1.575m to 1.750m.

=> Accuracy of the ZSU-23-4V1 Shilka increased from 4 to 5.

 

=> Fire range of the ZSU-23-4M2 Biryusa increased from 1.575m to 1.925m.

 

=> Replacing the actual (NATO ) rocket pods of the MI-2URN with a correct 16-rockets S-5 57mm pod.

 

=> Accuracy of the FJB-40’s Strela-2 increased from 4 to 8 (on par with the SAS & Rangers’ Redeyes).

 

=> Accuracy of the MT-LB Strela-10 increased from 4 to 6

=> Aiming time of the MT-LB Strela-10 decreased.

 

=> Price of the Soviet BRDM-2 Malyutka-M & NVA SPW-40P2 Malyutka-M decreased from $35 to $30.

=> Price of the Soviet BRDM-2 Malyutka-P & NVA SPW-40P2 Malyutka-P decreased from $45 to $40.

 

=> Price of the Soviet BM-21 Grad & NVA MFRW BM-21 decreased from $80 to $70.

=> Price of the CSLA RM-70 & NVA MFRW RM-70 decreased from $150 to $130.

 

=> Fire range of the obsolete 85mm gun of the Polish T-34/85M1 & NVA KPz T-34/85 decreased from 1.925 to 1.500m.

 

=> Fire range of the obsolete 76,2mm gun of the Soviet PT-76B & NVA SpPz PT-76B decreased from 1.925 to 1.500m.

=> Price of the Soviet PT-76B & NVA SpPz PT-76B decreased from 30$ to 25$.

 

=> Fire range of the obsolete 76,2mm gun of the Soviet PT-71 decreased from 1.925 to 1.500m.

=> Price of the Soviet PT-71 decreased from 35$ to 30$.

 

=> Fire range of the following MBT’s main gun increased from 1.925m to 2.100m :

* T-62M-V

* T-64A & T-64B

* T-72A

 

=> The following ATGMs' AP value is increased :

* Falanga from AP 10 to 12.

* Fleyta from AP 10 to 12.

* Malyutka from AP 10 to 11.

* Malyutka-M from AP 10 to 11.

* Malyutka-P from AP 10 to 12.

* Bastion from AP 10 to 12.

* Sheksna from AP 10 to 12.

* Kobra from AP 11 to 13.

* Svir from AP 11 to 14.

* Refleks from AP 11 to 15.

* Fagot from AP 10 to 11.

* Konkurs from AP 10 to 12.

* Konkurs-M from AP 11 to 14.

* Kokon from AP 11 to 14.

* Ataka V from AP 11 to 14.

 

 

• NATO :

 

=> Fire range of the US M109 decreased from 18.200m to 14.000m (does not affect the Bundeswehr variant).

=> Price of the US M109 decreased from $50 to $40 (does not affect the Bundeswehr variant).

 

=> Size of the British FV102 Striker changed from "Small" to "Normal".

=> Speed and maniability of the SwingFire increased.

 

=> Price of the French MILAN F2 team increased from $20 to $25.

 

=> Price of the German Panzergrenadiers decreased from 35$ to 30$.

 

=> Blindicide (German Jäger)’s caliber changed to 83mm (no gameplay effect, just a realistical change ).

 

=> Disponibility of the US M132 Zippo increased from 8 to 12.

 

=> Stabilizer of the US MBT-70 changed from "None" to "Bad".

 

=> Price of the German SPz 11-2 Kurz decreased from $35 to $30.

 

=> Speed of the British Saracen increased from 65km/h to 70km/h.

 

=> Price of the US V-150 90mm decreased from $50 to $45.

=> Speed of the British FV432 Rarden increased from 45km/h to 50km/h.

=> Replacing the Marder 1A3’s actual MILAN F1 with a MILAN F2.

 

=> Fire range of the following MBT’s main gun increased from 1.925m to 2.100m :

* Leopard 1A4 & Leopard 1A5

* Chieftain Mk.10

* M1 Abrams & IPM1 Abrams

* M8 AGS

* AMX-30B Valorisé & AMX-30B2

* M60A3 Patton & Super M60

 

 

=> The following ATGMs' AP value is increased :

* Shillelagh from AP 10 à 11.

* Shillelagh-C from AP 10 à 12.

* TOW from AP 10 à 12.

* I-TOW from AP 11 à 14.

* TOW 2 from AP 12 à 15.

* HOT 1 from AP 11 à 13.

* HOT 2 from AP 12 à 15.

* MILAN F1 from AP 10 à 12.

* MILAN F2 from AP 12 à 15.

* Swingfire from AP 11 à 13.

* SS-11 from AP 10 à 12.

 

* Hellfire from AP 13 à 16.

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Now, the ATGM's will actually be effective instead of contantly missing the god damn targets!!!!!

 

Looking forward for the new game mode though! Finally actually added a sensible game mode to the game. I never understood the current ones the have... destruction ends in a draw most of the time and time is just a hard slog of back and forth fighying, with conquest looks like there is a good amount of attacking and defending with an actual objective! Should reduce some of the dumb tactics used by some people too!

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Now, the ATGM's will actually be effective instead of contantly missing the god damn targets!!!!!

Where does it say accuracy increase again?

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Ending July 9, Steam has W:EE at 50% off. It was a game I wasn't too sure of, but this thread has got me interested. And £15 is quite a good bargain.

John

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Where does it say accuracy increase again?

 

You are correct mark, I mistook the AP rises for accuracy for some stupid reason. Thanks for the point out.

 

Ohwell they will still be slightly more effective, least when the do hit :P I swear im cursed with those damn things!

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You are correct mark, I mistook the AP rises for accuracy for some stupid reason. Thanks for the point out.

To be fair, the increased max range means an increase in accuracy as well, since accuracy (and AP power for cannons) increases the closer you are.

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Bought the game on today's Steam sale! I like both World in Conflict and Ruse, and this looks better than both! :D

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Bought the game on today's Steam sale! I like both World in Conflict and Ruse, and this looks better than both! :biggrin:

It's made by the creators of RUSE, so no surprise there. :wink:

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Micro AI in this latest patch/dlc is much worse. Vehicles seem to try and begin path finding their way through things when they are no where near them, often turning their tails to the enemy. :(

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