You can also keep the transports. Have a garage in the backlines. And use them to move troops around. Get wounded infantry back to the supply depo to heal back to full and re-arm.
The main benefit of higher veterancy is the better resistance against suppression. It’s valuable for tanks and infantry who need to stay effective in combat or keep their position under fire.
@@SaucyNetworkEntertainmentHigh veterancy is imo especially valuable for Hvy MBTs. Practical availability is low due to the high cost. And with 2+1 veterancy they can stay in the fight while in heavy tank vs tank combat when being hit.
I have tried this for a few games now and I got to say I love it! It allow me to strategise compositions beforehand, I almost never forget supply anymore cause of this, and I notice that because of putting compositions like platoons togheter, my units are almost never caught without AA or AT to cover them. I also love how you can use it to send a well balanced or specialised QRF to aid or reinforce an objective. Also another little fun bonus I have found is that when I am done building the deck and I go about making the battlegroups I often notice that I can switch out stuff here and there to create more wellrounded or more available platoon compositions. It makes me think twice about the units I bring. So all in all, loved this guide and definitely made my warno experience a lot chiller, especially having a standardised opener that is well rounded helps a lot in just having chill games with your favorite divisions. Being able to comprise QRF platoons, tank platoon, aa platoon also makes it so much easier to call in reinforcements without unnecessary button clicking or navigating through the multiple menu's and clicking multiple units to bring out on the fied. With this, I just do it in one go.
A couple important things about veterancy I felt you skipped over: Veterancy can be gained by killing enemy units. As far as I can tell, this cost is proportionate to the value of your unit and the value of the units it kills. So, for instance, 130pt tank might have to kill 400 pts worth of units to level up (values are hypothetical), while a 310pt tank might have to kill over 1000pts. I have not had the opportunity to test this for precise values, but it is important to note that your units are not necessarily locked into their spawned level of veterancy. The recent patch (Marmont) made this process take longer, though Eugen didn't specify how much. Also, veterancy increases rate of fire on certain units and this can sometimes manifest into fairly significant changes. For instance, most American tanks on the highest veterancy see their fire rate increase from 9 to 10. Thus it may be worth upvetting more expensive tanks to improve their lethality and survivability, as you can seldom afford to spawn many of these units anyway. I personally like to upvet one card of MBTs one level, then place them near a command tank to achieve max veterancy. Edit: It was a really great video! I don't want to sound harsh! Just wanted to put this out there for other viewers.
yeah the veterancy for some units can be worth it but i only recommend it for tanks and certain aircraft and infantry only if you are left with at least 6 squads in that one card. The rate of fire is nice on some units for sure but is it really worth losing the numbers? its always just a tradeoff so thats why i only glance over it.
Big thanks to Drake III, GoofyAhh and J For becoming Patrons of the channel! I had this video already edited and uploaded so I coudn't add their names to the acknowledgements. If you also want to get spamed with 'thank you' messages, visit www.patreon.com/m/BoltSauce.
neat video. do you have a sense of how HE works? as in, what determines the total killyness of a unit? is the HE of a weapon per shot? per unit of time? if it's per shot, what do you multiply it by? rate of fire, or burst size divided by reload time? something else? What actually do you use to determine the total killyness of a unit in infantry combat?
They really should change "HE" to "Soft Damage" Because while it wasn't hard to understand what they mean, I did giggle a bit at the M249 doing HE damage
Brilliant video and very helpful series. Just out of interest. In some Table Top wargames the ITV FIST is used to act as a spotter for M109s when firing copperhead (precision) rounds. Does the ITV fulfill that function in WARNO and do the 109s even fire copperhead?
M109 does not fire copperhead, they fire regular explosive rounds in this game. Laser designation is in this game in the form of reconnaissance corrected fire but no manual designation is done
how effective is raw in-game experience when building and refining a deck? these guides are good, but there are so many in depth mechanics at play that it feels quite overwhelming to try and create something that's actually good in combat.
@@SaucyNetworkEntertainment I wonder if I can play Campaigns with my own deck or the AI will give me the deck to play with? Thank you for your videos they are great but I couldn't find my answers to this.
I'm really interested in this game (and it's currently on sale on Steam) but it seems like you need an advanced degree or PhD in something to be able to know/learn how to play it. I'm on the fence whether or not to spend my hard earned money on it if it eventually sits in my library due to being too frustrated with trying to learn to plan it.
Which deck build is a jack of all trades type of deck for the US for example. I don't want an armored, airborne, or mech specialized army. Just want the army with the most available units in every field to choose from. Like Red Dragon for example where you can choose a nation with no specialization Also can you not convince nations anymore? Or are these all features still in development?
When is it worth veterency? I look at the lower availability and can't make the math work especially when it's -33% availability for 5% stat improvement.
I think atgm is air-to-ground-missile and these i_tow2 etcs are gtgm (ground-to-ground-missile) as it says in the unit card at the top of the box with the missile info in? Only my guess though. Anyway thx for taking the time to explain the unit choices. Definitely gonna pair up my infantry as you do from now on.
Do you know if they are gonna continue to add units to the factions that are already in the game? Cause man compared to red dragon it just feels like they cut over half the units available to use. Also a big fan of the ash and shadow mod for red dragon that added even more units with additional features like trophy systems and other defenses. Do you know if they are gonna implement anything like that? Cause you can see the defensive systems on the tanks but to my knowledge they are just for show. also... no water tab :(
Got it backwards. HIMARS are basically M270s on wheels with half the missiles. Nobody realizes that yeah we sent HIMARS to Ukraine but a bunch of other countries sent M270s too. Which are the big boys
You can also keep the transports. Have a garage in the backlines.
And use them to move troops around. Get wounded infantry back to the supply depo to heal back to full and re-arm.
Are the dead soldiers respawn in the squad?
@@blackburn1489 yes
@@dnaseb9214 it isn’t always worth the points you will get back imo especially early on when you need to get more units out on the field
@@Coolhalo
they dont give you much return on a sell anyways.
its more value to taxi special units back
@@dnaseb9214 20 per is something
The main benefit of higher veterancy is the better resistance against suppression. It’s valuable for tanks and infantry who need to stay effective in combat or keep their position under fire.
Yes true. Having a leader unit might be better since veterancy hurts availability a lot sometimes
@@SaucyNetworkEntertainmentHigh veterancy is imo especially valuable for Hvy MBTs. Practical availability is low due to the high cost. And with 2+1 veterancy they can stay in the fight while in heavy tank vs tank combat when being hit.
I have tried this for a few games now and I got to say I love it! It allow me to strategise compositions beforehand, I almost never forget supply anymore cause of this, and I notice that because of putting compositions like platoons togheter, my units are almost never caught without AA or AT to cover them. I also love how you can use it to send a well balanced or specialised QRF to aid or reinforce an objective.
Also another little fun bonus I have found is that when I am done building the deck and I go about making the battlegroups I often notice that I can switch out stuff here and there to create more wellrounded or more available platoon compositions. It makes me think twice about the units I bring.
So all in all, loved this guide and definitely made my warno experience a lot chiller, especially having a standardised opener that is well rounded helps a lot in just having chill games with your favorite divisions. Being able to comprise QRF platoons, tank platoon, aa platoon also makes it so much easier to call in reinforcements without unnecessary button clicking or navigating through the multiple menu's and clicking multiple units to bring out on the fied. With this, I just do it in one go.
Man, I'm glad things haven't changed much since the wargame days.
A couple important things about veterancy I felt you skipped over:
Veterancy can be gained by killing enemy units. As far as I can tell, this cost is proportionate to the value of your unit and the value of the units it kills. So, for instance, 130pt tank might have to kill 400 pts worth of units to level up (values are hypothetical), while a 310pt tank might have to kill over 1000pts. I have not had the opportunity to test this for precise values, but it is important to note that your units are not necessarily locked into their spawned level of veterancy. The recent patch (Marmont) made this process take longer, though Eugen didn't specify how much.
Also, veterancy increases rate of fire on certain units and this can sometimes manifest into fairly significant changes. For instance, most American tanks on the highest veterancy see their fire rate increase from 9 to 10. Thus it may be worth upvetting more expensive tanks to improve their lethality and survivability, as you can seldom afford to spawn many of these units anyway. I personally like to upvet one card of MBTs one level, then place them near a command tank to achieve max veterancy.
Edit: It was a really great video! I don't want to sound harsh! Just wanted to put this out there for other viewers.
yeah the veterancy for some units can be worth it but i only recommend it for tanks and certain aircraft and infantry only if you are left with at least 6 squads in that one card. The rate of fire is nice on some units for sure but is it really worth losing the numbers? its always just a tradeoff so thats why i only glance over it.
25km/h movement speed for infantry! Those guys could compete in sprint olympics, and they can sustain that over kms at a time!!
Hell yea
Big thanks to Drake III, GoofyAhh and J For becoming Patrons of the channel! I had this video already edited and uploaded so I coudn't add their names to the acknowledgements. If you also want to get spamed with 'thank you' messages, visit www.patreon.com/m/BoltSauce.
neat video.
do you have a sense of how HE works? as in, what determines the total killyness of a unit? is the HE of a weapon per shot? per unit of time? if it's per shot, what do you multiply it by? rate of fire, or burst size divided by reload time? something else? What actually do you use to determine the total killyness of a unit in infantry combat?
They really should change "HE" to "Soft Damage"
Because while it wasn't hard to understand what they mean, I did giggle a bit at the M249 doing HE damage
Thank you for making those !
My pleasure!
Very helpful. Joining your discord.
Welcome aboard!
Very good series and very good approach to (strategy) gaming.
just bought yesterday good guides man
Lmfao that giggity
Noob NEEDS this kinda stuff cool!
The engineers (flash) incindiary veterancy bonus is a bit weird though. 5% of 87% is 4.35%, which should give 91% rounded down, not 88%...
Brilliant video and very helpful series. Just out of interest. In some Table Top wargames the ITV FIST is used to act as a spotter for M109s when firing copperhead (precision) rounds. Does the ITV fulfill that function in WARNO and do the 109s even fire copperhead?
M109 does not fire copperhead, they fire regular explosive rounds in this game. Laser designation is in this game in the form of reconnaissance corrected fire but no manual designation is done
how effective is raw in-game experience when building and refining a deck? these guides are good, but there are so many in depth mechanics at play that it feels quite overwhelming to try and create something that's actually good in combat.
Just make a deck, see how it performs in battle, keep things that do well, change things u think didnt do well and repeat.
@@SaucyNetworkEntertainment I wonder if I can play Campaigns with my own deck or the AI will give me the deck to play with?
Thank you for your videos they are great but I couldn't find my answers to this.
I'm really interested in this game (and it's currently on sale on Steam) but it seems like you need an advanced degree or PhD in something to be able to know/learn how to play it. I'm on the fence whether or not to spend my hard earned money on it if it eventually sits in my library due to being too frustrated with trying to learn to plan it.
Which deck build is a jack of all trades type of deck for the US for example. I don't want an armored, airborne, or mech specialized army. Just want the army with the most available units in every field to choose from.
Like Red Dragon for example where you can choose a nation with no specialization
Also can you not convince nations anymore? Or are these all features still in development?
There is no way to create a mixed Battlegroup, with units from several countries. Something like a coalition?
When is it worth veterency? I look at the lower availability and can't make the math work especially when it's -33% availability for 5% stat improvement.
Well if its a unit you know youll only get 1-3 per match id take the 5% but if its a unit i use more I wouldn’t use it
Giggity
I still don't quite understand the veterancy percentages. It seems like it's never worth it to upvet?
Accuracy alone is usually not a good reason to upvet unles the base is already high
Your guides are excellent!
I think atgm is air-to-ground-missile and these i_tow2 etcs are gtgm (ground-to-ground-missile) as it says in the unit card at the top of the box with the missile info in? Only my guess though. Anyway thx for taking the time to explain the unit choices. Definitely gonna pair up my infantry as you do from now on.
ATGM is against tanks. Anti-tank guided missile. Just calling them missiles is fine enough to keep it nice and simple
Air to Ground Missile is AGM
Cool thx guys. Just learned something by having a conversation and not by googling it! What is this? The year 1999 or something.
Do you know if they are gonna continue to add units to the factions that are already in the game? Cause man compared to red dragon it just feels like they cut over half the units available to use. Also a big fan of the ash and shadow mod for red dragon that added even more units with additional features like trophy systems and other defenses. Do you know if they are gonna implement anything like that? Cause you can see the defensive systems on the tanks but to my knowledge they are just for show. also... no water tab :(
Wtf chromator!
right?!
@@SaucyNetworkEntertainment I busted out laughing when he popped up the 2nd time and your reaction.
you forgot that the command units also give a buff to other units?
sorry i only watched 5mins of this vid :D :D :D
These 270s are basically himars
basically
Got it backwards. HIMARS are basically M270s on wheels with half the missiles.
Nobody realizes that yeah we sent HIMARS to Ukraine but a bunch of other countries sent M270s too. Which are the big boys