Well imo i prefer the zone capturing than Flags. Flags got their advantages as you mentioned, Any unit can capture them. But it also leads to massive cheese tactics,(Wink wink halftrack spam) and makes the maps unbalanced . Sure zone capturing got their demerits too. But I think its overall more balanced. And not to mention it makes the commander units valueable.
zone can be as unfairly placed as flags, with the addition that you also can make the terrain inside the zone unfair. Also backcapping zones and cv sniping with recon vehicles, helicopters or aircrafts is way more cheesier than a breaktrough with halftrack (i wouldnt even really call that cheese)
Dont get me wrong i never said i dont like the flag stuff, but it only works with SD2, and yes it would be nightmare of a frontline system with all the APC's and Helis. Sneaking Units behind frontline actually takes skill. Transports are easily detectable, and scout units will take an eternity to reach on foot and search for a CV, Vehicles are too unstealthy for this. And you can probably do this once, If you get lucky twice in a game at most. From then your opponent should be smart enough to guard his flanks or not put his cv in the same area. And yes I agree that terrain and zones arent perfect, but imo easier to balance it with each side getting advantage and disadvantage. Running down and surrendering infantry with halftrack will always be cheese to me im sorry@@St4hlbrecher
Understandable. I dont think the flag system would work here, I agree. But I dont like being reliant on CVs at all. I will say the change that they dont have to stay in the zone is very nice
Not a warnopro by any means but I think there are some things you have some sd2 holdovers that make you approach some things in a way the game isnt meant for. 1. AA, you are fighting jetplanes they will get their payload off before they can be killed/pushed off due to their high speed. Your aa needs to be before the target to stop a strike. AA is more ti stop planes after the strike. In this game you complained about AA but they killed droves of enemy planes, they just didnt stop strikes. I think gepards are more anti helo and support AA ( a la sd2 20mm) rather than jetfighterkillers. Which makes sense. 2. reinforcements. In sd2 your reinforcements arrive very fast so you are used to be able to respond very fast to your opponents plays. This makes in SD2 very shallow lines very strong as they can be quickly reinforced and its very hard to use speed to push (unless its HT spam). In this game you and your opponent have more time to act with the current forces commited. Also if you send reinforcements you cant send them right into current combat but rather a new defensive line further back if you defend. This game not deploying units was your downfall I think. You traded well but eliminated that advantage by not buying units. Its like being up 300KD in SD2 but hoarding 600 unspent points which then puts you 300 behind instead of ahead. It punished your good frontline play. For CV I am in the middle, I like the concept of commanders you defend and being different to other games that not just anything can hold. At the same time I dislike CV sniping with air and arty or CV hiding in some corner taking forever to find.
Three things that SD2 does right that for WARNO is a fail card. Scale 1:1, income variety and accurate weapon penetration. Two things that Eugen should never do again...another Cold War game or any game with imaginary scales.
I enjoy warno but i think SD2 is a better set up. I like they combating spamming more in warno but I think the flags system is better and could be another game mode and the income in SD2 is better.
I mean, look AtkPwr. If you want your infantry AT to never miss, then just get them to a 100m range. As for the incomes... Sorry, that's probably my fault (speaking facetiously.) Because SD2 looks really call and all, but whenever I sit down to try and build a deck the added factor of the incomes induces utter decision paralysis. TL;DR, it's my fault.
2nd Infantry is a pretty annoying deck to play against, the SAS dominate most infantry fights, kill all vehicles and can be foward deployed, together with airmobiles in helos and foxes that makes for an explosive opener, then they get way too many challengers and warriors to back that up in the long game. And if that was not enough 2nd Inf gets one of the best divebombers with the jaguar that can one pass most non-era tanks. Easily the best deck for 1vs1, while the Westgerman decks have fallen out of favor since Eugen has released the french divs so a tough matchup. When playing against 2nd Inf you always should accompany your heavy tanks with 2 AA pieces so that you at least have a chance to intercept the jaguars before they drop their payloads, and are able to revenge kill the plane if it got through your aa. Also try to focus down the SAS in the early game to enable air and helo play because the AA and CQC options of 2nd Inf isnt the best aside from said SAS. You also can use the "frontline" in the Zones to guess the location of enemy CVs als the line is always in the middle between your cv and the next enemy cv in the zone, which also means you can search a little more aggressive with tank cvs. I find taking 3 cards of cvs (almost always with at least 2 availability) gives me enough cvs to get through the game. But yeah the SD2 and SD44 system is way superior. Also the button you pressed was 'h'. TL;DR: 2nd Inf is OP and Westgermany suffers.
Once you learn the nuances of this game you'll be doing well. You are just making basic mistakes like not taking care of your CVs. If you had an infantry unit card, you'd have prolly won this easily. Approach your AA game as a network of AA rather than just single units trying to snipe planes. A line of cheaper AA front that gets suppression and your heavier duty ones behind for the kill.
Honestly the one thing I don’t like about SD2 is the frontline system. It can telegraph attacks and makes the game feel like WW1 at times.
Understandable! I just wish I wasn't reliant on CVs
Well imo i prefer the zone capturing than Flags. Flags got their advantages as you mentioned, Any unit can capture them. But it also leads to massive cheese tactics,(Wink wink halftrack spam) and makes the maps unbalanced .
Sure zone capturing got their demerits too. But I think its overall more balanced. And not to mention it makes the commander units valueable.
zone can be as unfairly placed as flags, with the addition that you also can make the terrain inside the zone unfair. Also backcapping zones and cv sniping with recon vehicles, helicopters or aircrafts is way more cheesier than a breaktrough with halftrack (i wouldnt even really call that cheese)
but to be fair a frontline system probably wouldnt work well in warno with most units having an armored transport and stuff like heli inserts
Dont get me wrong i never said i dont like the flag stuff, but it only works with SD2, and yes it would be nightmare of a frontline system with all the APC's and Helis. Sneaking Units behind frontline actually takes skill. Transports are easily detectable, and scout units will take an eternity to reach on foot and search for a CV, Vehicles are too unstealthy for this. And you can probably do this once, If you get lucky twice in a game at most. From then your opponent should be smart enough to guard his flanks or not put his cv in the same area. And yes I agree that terrain and zones arent perfect, but imo easier to balance it with each side getting advantage and disadvantage. Running down and surrendering infantry with halftrack will always be cheese to me im sorry@@St4hlbrecher
Understandable. I dont think the flag system would work here, I agree. But I dont like being reliant on CVs at all. I will say the change that they dont have to stay in the zone is very nice
Not a warnopro by any means but I think there are some things you have some sd2 holdovers that make you approach some things in a way the game isnt meant for.
1. AA, you are fighting jetplanes they will get their payload off before they can be killed/pushed off due to their high speed. Your aa needs to be before the target to stop a strike. AA is more ti stop planes after the strike. In this game you complained about AA but they killed droves of enemy planes, they just didnt stop strikes. I think gepards are more anti helo and support AA ( a la sd2 20mm) rather than jetfighterkillers. Which makes sense.
2. reinforcements. In sd2 your reinforcements arrive very fast so you are used to be able to respond very fast to your opponents plays. This makes in SD2 very shallow lines very strong as they can be quickly reinforced and its very hard to use speed to push (unless its HT spam). In this game you and your opponent have more time to act with the current forces commited. Also if you send reinforcements you cant send them right into current combat but rather a new defensive line further back if you defend.
This game not deploying units was your downfall I think. You traded well but eliminated that advantage by not buying units. Its like being up 300KD in SD2 but hoarding 600 unspent points which then puts you 300 behind instead of ahead. It punished your good frontline play.
For CV I am in the middle, I like the concept of commanders you defend and being different to other games that not just anything can hold. At the same time I dislike CV sniping with air and arty or CV hiding in some corner taking forever to find.
Thanks for the feedback, very helpful!
He had recon in your lines.
Yeah he must have it was annoying
Hi. You were also string on a lot of points. Good AT sd2, you should be good AT Warno
Yeah, I will get there I am sure! thanks for watching!
Three things that SD2 does right that for WARNO is a fail card. Scale 1:1, income variety and accurate weapon penetration. Two things that Eugen should never do again...another Cold War game or any game with imaginary scales.
The income thing is a real bummer for me. They found something really cool in SD2 but didn't bring it which is a bummer
I enjoy warno but i think SD2 is a better set up. I like they combating spamming more in warno but I think the flags system is better and could be another game mode and the income in SD2 is better.
I love the income system in SD2. But it is definitely down to personal taste
I mean, look AtkPwr. If you want your infantry AT to never miss, then just get them to a 100m range.
As for the incomes... Sorry, that's probably my fault (speaking facetiously.) Because SD2 looks really call and all, but whenever I sit down to try and build a deck the added factor of the incomes induces utter decision paralysis.
TL;DR, it's my fault.
Hahaha I just find deck building way more interesting with the sd2 style. Varied veterancy rates, phase locking, so much more variety to divisions
2nd Infantry is a pretty annoying deck to play against, the SAS dominate most infantry fights, kill all vehicles and can be foward deployed, together with airmobiles in helos and foxes that makes for an explosive opener, then they get way too many challengers and warriors to back that up in the long game. And if that was not enough 2nd Inf gets one of the best divebombers with the jaguar that can one pass most non-era tanks. Easily the best deck for 1vs1, while the Westgerman decks have fallen out of favor since Eugen has released the french divs so a tough matchup.
When playing against 2nd Inf you always should accompany your heavy tanks with 2 AA pieces so that you at least have a chance to intercept the jaguars before they drop their payloads, and are able to revenge kill the plane if it got through your aa. Also try to focus down the SAS in the early game to enable air and helo play because the AA and CQC options of 2nd Inf isnt the best aside from said SAS.
You also can use the "frontline" in the Zones to guess the location of enemy CVs als the line is always in the middle between your cv and the next enemy cv in the zone, which also means you can search a little more aggressive with tank cvs. I find taking 3 cards of cvs (almost always with at least 2 availability) gives me enough cvs to get through the game. But yeah the SD2 and SD44 system is way superior.
Also the button you pressed was 'h'.
TL;DR: 2nd Inf is OP and Westgermany suffers.
Thank you for the feedback very helpful!
well "gepard are not good" 10sek befor that 2gepard killt 5 Rocket Helos^^
Rolands are for planes, Gepards will murder most helos.
Yeah I should have said not good for planes haha
@@atkpwrgaming Also, new patch has the Gepards much cheaper…around 85 pts
Once you learn the nuances of this game you'll be doing well. You are just making basic mistakes like not taking care of your CVs. If you had an infantry unit card, you'd have prolly won this easily. Approach your AA game as a network of AA rather than just single units trying to snipe planes. A line of cheaper AA front that gets suppression and your heavier duty ones behind for the kill.
good to know thank you!