![]() You kept bringing in more units as-needed, instead of forgetting to order more infantry, and did manage to hold onto the turf we'd gained. What worked: You moved your units to the right place, and supported me when I advanced infantry over the hill. SirLaggington buys ALL THE MOTOSTRELKI in 5-point tracked APCs, and sends them forwards. SirLaggington and I are rushing the central hill on the map, although my mike's busted and is basically worthless, so I'm pretty much a silent spectator here. One guy on our team jumps ship, leaving us with about 550 points each. The early-game rush: Map is "Another D-Day in Paradise," 15,000 point destruction, 6000 points starting, 10v10. The enemy derped too, so one sec while I cover the highlights of that game:ġ. Perhaps the most fun part is that Canada's is loaded up with Eryxes, which means Canada hits armour hard. I've also tried my hand at pure Canada - they've sadly lost their Vanadoos and therefore aren't quite like Norway when it comes to cutting the enemy to shreds, but there's a fair assortment of tanks, air-defence, and special forces to make up this to some degree. I've been meaning to make a Scandinavian deck that takes advantage of both CV90's, Stormere, and whatever other things I need to support my army meat-grinders. I'm also somewhat fond of Sweden - their infantry is fairly unimpressive (but comes in CV90's, which are <3), and they have a decent assortment of air defence and air support with some half-good armour tossed in for convenience. Tanks were unimportant back then, so Norway's reliance on Leopard 1NO's was unimportant, the F16 is a decent plane, and everything else dies under large hordes of Fallskjermjegere, Marinejegere, and Stormere in NM135's supported by mortars and artillery. In some ways, I liked the deckbuilding in AirLand Battle more (it was more flexible because there were no slot-restrictions, and B-cat and C-cat decks were more important because of availability-increases), but Red Dragon is a joy to play still.Įarly in the RD post-beta meta, I actually found that - to my surprise - pure Norway was playable. You're welcome to ask any question about it. ![]() Each card in it has a specific use in mind. Any decent player can tell you precisely why this card was selected rather than another. The deck design is a big part of the game. For a basic model M1, you'll possibly have eight or ten of these for your game, but they're of course much less powerful and durable. You lose it? Sorry, no refunds, you'll have to work with the other stuff from now on. So, if you have a card with a M1A2 in Elite, you'll have one single of these top-tier tanks for your whole game. Then you buy your units, and you have that specific number available for your whole game. More experienced units fire faster and are less likely to panic, but will be less numerous for the game (like 8 units of Special Forces in Veteran or 6 in Elite, your choice). You can usually choose the experience to which these units will come. Each "card" will cost you deck points, which are limited (so will you take another card of planes or one recon and one infantry, for example), and then contains one to several dozen units. ![]() These points are given periodically to the team, and you can buy units with them.Īs for the limitations of the units, you design beforehand a deck with the different units you'll want to use. ![]() Usually, these command zones are associated with a number of points. These units are extremely expensive and priority targets for everyone else. Click to shrink.You have zones in the map that can be captured by having a command unit inside. ![]()
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