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War Games: Red Dragon-Soviet Deck and Tactical Experience
Please note that Wargame rules are diverse, and card collocation and tactical design are even more strange, and there are no perfect cards and tactics. And my card is designed for limited annihilation (destruction mode with time limit or point limit).
The country, the Soviet Union, has no specialization and no age limit.
Overall guiding ideology:
The Soviet Union is characterized by high-end weapons, but the price is high and the quantity is small, which is suitable for subtle limited annihilation. Our general guiding ideology is: building defense; Strengthen investigation; Steal points with various long-range weapons (artillery, SEAD, ground fighter, martial arts) and tricks; When the opponent loses patience, rush will come and you will win completely. Therefore, every time I deploy, I always say to my teammates, "Only 4000 points, we will build a defense and camp the enemy,: D", and there is another sentence that sometimes tells my opponents, "Whoever loses patience will lose the game."
Deck screenshot and introduction:
Logistics:
1, I ensured sufficient supply, so as to ensure the supply of artillery and ammunition for direct and air defense.
2, please pay attention to the new players' own calculations, all of which are a slot, and the total fuel that can be provided is FOB helicopter trucks. Double FOB will delay the first wave of units, which is more suitable for 4v4 or long-term combat.
Infantry:
1, infantry is relatively average, mountain soldiers, VDV and Spets have their own advantages and disadvantages; If it is a melee map, it can focus more on VDV and Spectnaz.
2. It is very important to pay attention to infantry vehicles; If anyone wants to take the Mi-8 helicopter at 25 o'clock, they can make cannon fodder for Ka50 and others. In addition, in the current version, Mi8 rocket is quite easy to use, and its accuracy is higher than that of Mi24.
3. It is a tactic to carry air defense infantry by BTR. 30. I saw the enemy's expensive helicopter, and two cars moved quickly along the road; Then suddenly get off at the position of 2400 meters; Many times, you can secretly put the points you have earned successfully.
4. The infantry here are not all the best or the best weapons, but the choice, quantity and experience of weapons are all weighed; Actually, it's not too bad.
Support:
1, artillery attacking soft targets such as air defense and anti-tank is an important way to earn points. 2S 19 must-have artifact, with great power, long range and thick armor (although it won't die after being hit, it will move), and it has changed from ALB's 1 unit to 2 units. Players usually put the command car in the Woods or cities. In some areas, there are only one or two forests. If the supply is sufficient, fry it as much as possible. There are surprises! (I was called ARTY NOOB three times by the enemy in a dozen innings, but this is the advantage of the Soviet Union. )
2, 2S9 should consume less ammunition, but now the artillery firepower is slow and the effect is not as strong as before. But with more guns, four guns can disperse smoke-but the smoke screen is basically useless, because we mainly defend.
3. The experience of the two major air defense forces has been sluggish. At present, it may be 2*3 9K37 BUK+4 2K22M, or 4 9K37+6 2K22M, with little difference. I'm trying.
2K22M pay attention to turn off the radar to prevent SEAD, and it is more expensive than before, so be careful to protect it. Whether it is artillery or air defense, it must be transferred after launch! !
Tanks:
I personally don't like tanks. They are too mobile and easy to be attacked, so they are rarely used. But still have to prepare a little.
Reconnaissance:
1, reconnaissance is the most important in Wargame, so I use the best reconnaissance. Attention includes not only the investigation of scouts, but also the "investigation" of high-level units by cannon fodder.
2. Aerial reconnaissance is more flexible. But I'm still thinking about the significance of Ka52, but deck limits the number of each category, so let's do it first. .
3, Spectnaz is very easy to use, with excellent stealth ability, and can sneak behind the enemy; In addition, I accompany Mi24P, because Mi24P is not bad as a missile platform in 75 yuan, and the number is relatively high compared with Spectnaz, so it will not restrict infantry. Ordinary reconnaissance class is the backup supplement of Spectnaz.
Vehicles:
1, TOS- 1 It's stronger this time! It used to be difficult to burn the enemy to death. This time I will give you a little surprise from time to time (although it is a little surprise of 20 points at most). If you think there are two units of air defense or anti-tank soldiers, give them TOS- 1 or 2S 19 immediately. Pay attention to transfer immediately after launch, even in the middle of launch.
2, UAZ mainly makes up for the lack of land, but in fact, I haven't done much melee so far, so I can change it to BMPT, which is called "forest artifact".
Shiloh:
1, Ka50 became stronger this time, 12 launched a powerful surface-to-surface missile, so I seldom use Mi24 now.
2. As for Mi28, I just changed to Mi24V, which I think is ok, mainly as a supplement to the strength of Ka50, and I didn't play much.
3. Stay away from unsafe jungles and cities; There must be cannon fodder in front of Guiwuzhi. Ka50 will retreat immediately after hitting twice. One problem is that the enemy will be really depressed if cheap planes are used to change their weapons; However, at present, the Air Force has only five slots, while the NATO Air Force is used for air defense and joint attacks. Haven't met the low-end machine sea yet. But in any case, do a good job in air defense and play with martial arts carefully.
4. As a player with Wuzhi as the main force, NATO should be familiar with Wuzhi's long-range air defense and air-to-air helicopters.
Plane:
1, in terms of air-to-air, YAK 12 1 except for the small number of missiles, like the missiles of Su27, the price is only 120, and there are two; Anyway, fighters mainly cooperate with air defense to intercept, and there is no need to fight for a long time. YAK 12 1 also gave the Soviets better air superiority.
2.SEAD has a longer range (when it meets the automatic launch of radar air defense), but it still needs to learn to control the distance. Beginners actually know by observation that they will turn when they reach the designated position, and then the designated position will become the center of winding, so there is a distance to advance. Be careful that the master will turn off the radar; In addition, fly more than one lap and leave to prevent being caught by enemy fighters. 160 is very expensive, and suppressing air defense is very important to us.
3,Su27M! Have electronic countermeasures like SEAD, powerful surface-to-surface missiles and heavy tank killers; When the enemy's air defense is not strong (such as the lack of radar missiles), it is possible to attack vehicles and even bite individual air defense (which is of course dangerous). Moreover, there are air-to-air missiles, and air defense with two yaks is basically enough. Pay attention to chasing the enemy and evacuate in time to guard against traps. The air force is very valuable.
4. Let me mention here that limited annihilation often does not need to occupy a particularly large number of positions; At this time, it is more conducive to buying time for the air force and making it too late for enemy planes to intercept.
Reaffirm our strategy:
Do a good job in defense, strengthen investigation, grab points remotely, and wait for the enemy to make mistakes.
According to this set of principles, I can almost guarantee my KD1now; Normal 2-3 times, 5 times or even higher means that the opponent will not fight. Of course, in the end, besides looking at your opponent, I'm afraid you have to pray that your teammate is not rush noob.
Supplement to Sun Tzu's The Art of War: Seeking Attack;
"If the ants are overwhelmed, they will kill one-third of the foot soldiers. If the city does not pull out, this attack will also be a disaster."
Be patient, be patient, be patient again, and kill the enemy slowly. Unless you are really good at rushing, and it is the opening rush; Otherwise, don't lose patience and send a bunch of units to rush, which is a disaster.
"Surround it with ten, attack it with five, and divide it in half. The enemy can fight it, if there are few, they can escape, and if there is no, they can avoid it."
Pay attention to the absolute advantage before the attack, only confrontation can achieve the balance of power between the two sides (that is, the state of competition); Therefore, if the enemy occupies the city without absolute necessity and assurance (enough infantry, smoke, and armed rockets behind it), don't send troops to die, and it will probably not take advantage.
"Know yourself and know yourself, and you will win every battle."
I need not emphasize the importance of reconnaissance. Considering the terrain and flexibility, I basically don't need reconnaissance vehicles, that is, helicopters and infantry that drill forests and mountains.
In short, remember the sentence of Sun Tzu's Art of War: "Be invincible first, and wait for the enemy to win."
In addition, about the deck and opening, briefly mention:
Extreme decks can be unexpected, but they also have fatal weaknesses. Therefore, the more players there are, the more extreme decks you can use. If there are few players (such as 1v 1), you should pay attention to balance.
Especially considering the opponent, 1v 1, the opponent is likely to use extreme cards, such as _ Hayes; In this way, we should be careful, whether it is the collocation of cards or the balance of the opening.
I usually play more when I am a player above 2v2. In this case, I usually start with a pair of 9K37 and a pair of 2K22M, and then investigate. A small number of infantry and chariots are more air defense. Because if there are many people, opponents rarely attack Rush. If the other party does this, teammates can still meet.
In addition, like Po's map ... 1v 1, considering that NATO often landed in the city at the beginning, I will send two air defense infantry to collect helicopters in front of the city at BTR speed in the first wave, and the effect is not bad.
What I didn't mention just now is that NATO's air defense is very important. Two 9K37 are very important for intercepting F 1 17. There is one or even two 2k22m ahead. Basically, SEAD aircraft may be intercepted. Let enemy planes come and go!
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