A few extra things to note: - Some units have minimum ranges, such as MGs or certain artillery pieces. They will not fire if the enemy is within this minimum range. - Read the unit cards carefully, some artillery units can have AP value or direct fire HE value. Meaning they can turn into make-shift AT gun or fire support gun directly. Use the compare tool to compare two units and see what the differences are. - Experience is important. Always try to keep every unit under the influence of a command unit. Command tanks generally have less command radius compared to command support vehicles or infantry. Be wary on the command radius of your unit and, if you are unsure of anything, use the solo skirmish mode to test units against the AI, etc. - Fighter-Bombers can be used against bombers and the like but dedicated interceptors are much more proficent against air units. Do not try to dog fight a fighter bomber against a interceptor. - Any 'transport' unit with 'weight' can transport similiar units with the same 'weight. A small recon scout unit with 'small/light' weight can be transported by most transport APCs. While full man squad with 'heavy' weight can only be transported by an APC that has 'heavy' weight. Same goes for AT guns. You can re-tow AT guns to reposition them quickily. Supply trucks can tow AT guns. Consider if you want a cheap transport that is weaponless and will dissapear if the infantry in it disembarks, or an armed APC or jeep that won't dissapear and can transport infantry already on the field. The former costs less, the latter costs more. - Armored vehicles or tanks with 'enclosed' on the unit card's armor values will be more resistant to rockets, bombs or strafing runs from aircraft. While units with 'unenclosed' can be more prone to be destroyed by fighter strafing runs or even bombs. - A good way to 'pre-plan' your strategy is to remember the total potential income you get with each division. Since Phases A and B is always 10 minutes, you can calculate the total income you will get in those phases. As an example: A division with 90 points per minute will always get 900 points. Of course this only applies to Conquest, and not Destruction game mode. Knowing the total income per phase you'll get for a division can help you pick your Phase A or B units clearly. -Recon units may have different degress of optics, some have 'High' others may have 'Very High'. This affects their recon range. - You can cancel a rocket artillery or a carpet bomber mid-way firing/dropping. They'll have their remaining rockets on standby so they don't have to go through the whole reload process. Of course this means they have less rockets in tow to fire the second time, but this means you can supress two or even three areas with a single rocket volley before reloading. Same goes for bombs, if a heavy bomber have alot of bombs, you can force them to fly away mid-bombing, and release the remaining bombs elsewhere. With good practice, attention and micro, these tactics can be useful in making the most out of your units. Edit: Probably the most important: You can turn off weapons. If you want your AT gun to not fire HE shells, turn off the HE shells, and your AT gun will on fire AP at vehicles. If you want do not want a unit to not fire at all, turn off all their weapons. Units on 'return fire' may open fire due to nearby HE splash damage, turning off their weapons will ensure they will not fire. But be warned, they will be defenseless till you turn on their weapons again. Bottom line: Test. If you are unsure about something, have doubts or just want to practice. Use the solo skirmish. By doing this, you can clear some if not most doubts you have and can more confidently take on online opponents, and be more useful in team games as you have a better understanding on how certain units work.
Find, fix and finish. Find the enemy with recon. Fix the enemy with direct and indirect fire. Finish the enemy with direct assault. Apply this to phase A, B and C. Build your strategy around these three words and you will be more successful as you learn to use the proper tactics depending on the units you have to work with.
great job explaining tactics and how units are used-i didn't have a clear idea how everything is used together as previous tutorials were one off pieces
many thanks for the interesting and useful tutorials, is it possible though to conduct a battle in a closer view mode for a better view as everyone seems to conduct their battles from a battle overview position only which I fully understand why as they see everything that's going on but it would be really good to conduct a battle at ground level to have a more immersive game or is that not really possible?
Proper use of recon, have seen players send recon way head of even inf and then they get hosed ! as recon has spotting range around 2-3k, And as my opinion goes, good and pro clip. A 51 old fart sends best regards Vulcan keep em vids coming :)
Would you say this game handles exactly like the Wargame series? Yes I know it's made by the same studio but I was curious as to if there were any major differences that set the 2 apart.
When you played it looked pretty easy. But today I got smashed in this mission in first 5 minutes and then spent 10 minutes trying to fix situation, which only got worse.
When talking about infantry HE values, you mention that you can add your submachineguns HE value at 100m range, but shouldn't you also mention that LMGs have 100m minimum range?
A few extra things to note:
- Some units have minimum ranges, such as MGs or certain artillery pieces. They will not fire if the enemy is within this minimum range.
- Read the unit cards carefully, some artillery units can have AP value or direct fire HE value. Meaning they can turn into make-shift AT gun or fire support gun directly. Use the compare tool to compare two units and see what the differences are.
- Experience is important. Always try to keep every unit under the influence of a command unit. Command tanks generally have less command radius compared to command support vehicles or infantry. Be wary on the command radius of your unit and, if you are unsure of anything, use the solo skirmish mode to test units against the AI, etc.
- Fighter-Bombers can be used against bombers and the like but dedicated interceptors are much more proficent against air units. Do not try to dog fight a fighter bomber against a interceptor.
- Any 'transport' unit with 'weight' can transport similiar units with the same 'weight. A small recon scout unit with 'small/light' weight can be transported by most transport APCs. While full man squad with 'heavy' weight can only be transported by an APC that has 'heavy' weight. Same goes for AT guns. You can re-tow AT guns to reposition them quickily. Supply trucks can tow AT guns. Consider if you want a cheap transport that is weaponless and will dissapear if the infantry in it disembarks, or an armed APC or jeep that won't dissapear and can transport infantry already on the field. The former costs less, the latter costs more.
- Armored vehicles or tanks with 'enclosed' on the unit card's armor values will be more resistant to rockets, bombs or strafing runs from aircraft. While units with 'unenclosed' can be more prone to be destroyed by fighter strafing runs or even bombs.
- A good way to 'pre-plan' your strategy is to remember the total potential income you get with each division. Since Phases A and B is always 10 minutes, you can calculate the total income you will get in those phases. As an example: A division with 90 points per minute will always get 900 points. Of course this only applies to Conquest, and not Destruction game mode. Knowing the total income per phase you'll get for a division can help you pick your Phase A or B units clearly.
-Recon units may have different degress of optics, some have 'High' others may have 'Very High'. This affects their recon range.
- You can cancel a rocket artillery or a carpet bomber mid-way firing/dropping. They'll have their remaining rockets on standby so they don't have to go through the whole reload process. Of course this means they have less rockets in tow to fire the second time, but this means you can supress two or even three areas with a single rocket volley before reloading. Same goes for bombs, if a heavy bomber have alot of bombs, you can force them to fly away mid-bombing, and release the remaining bombs elsewhere. With good practice, attention and micro, these tactics can be useful in making the most out of your units.
Edit: Probably the most important: You can turn off weapons. If you want your AT gun to not fire HE shells, turn off the HE shells, and your AT gun will on fire AP at vehicles. If you want do not want a unit to not fire at all, turn off all their weapons. Units on 'return fire' may open fire due to nearby HE splash damage, turning off their weapons will ensure they will not fire. But be warned, they will be defenseless till you turn on their weapons again.
Bottom line: Test. If you are unsure about something, have doubts or just want to practice. Use the solo skirmish. By doing this, you can clear some if not most doubts you have and can more confidently take on online opponents, and be more useful in team games as you have a better understanding on how certain units work.
If MG has that its strange as even at 20-30 meter a mg is effective !
Thank you for the great explanation! I have to admit that I found the skirmish to be difficult for me.
Glad I could help.
Same. He makes it seem very easy.
Top job Vulcan!
Find, fix and finish. Find the enemy with recon. Fix the enemy with direct and indirect fire. Finish the enemy with direct assault. Apply this to phase A, B and C. Build your strategy around these three words and you will be more successful as you learn to use the proper tactics depending on the units you have to work with.
great job explaining tactics and how units are used-i didn't have a clear idea how everything is used together as previous tutorials were one off pieces
My pleasure, hopefully it helps you get started on the game.
great tutorial-excellent job explaining what youre doing and why...skirmish is somewhat overwhewlming to me so this is very appreciated!
Fantastic Vulcan, I find this game so difficult and your videos are fantastic!
Glad I could help. If you are struggling in skirmish or online watch back your replays to learn what could have been done better.
Getting on much better now, slowed down time, and getting to know the units. Cheers!
This is excellent, Vulcan; exactly the kind of tutorial I needed. Many thanks!
Very useful, thankyou so much. The tutorial has really helped me succeed in battle. 10/10 cheers
Just what I was looking for Thank You!!
many thanks for the interesting and useful tutorials, is it possible though to conduct a battle in a closer view mode for a better view as everyone seems to conduct their battles from a battle overview position only which I fully understand why as they see everything that's going on but it would be really good to conduct a battle at ground level to have a more immersive game or is that not really possible?
That was very useful.
Good to hear!
Proper use of recon, have seen players send recon way head of even inf and then they get hosed ! as recon has spotting range around 2-3k, And as my opinion goes, good and pro clip. A 51 old fart sends best regards Vulcan keep em vids coming :)
Cheers! Sometimes you do have to get recon closer to spot weapons in tree lines but still have to be smart about it yeah.
Good quality video!
Cheers!
Would you say this game handles exactly like the Wargame series?
Yes I know it's made by the same studio but I was curious as to if there were any major differences that set the 2 apart.
It does in some respects but there are distinct differences. The most noticeable is the suppression mechanic.
When you played it looked pretty easy. But today I got smashed in this mission in first 5 minutes and then spent 10 minutes trying to fix situation, which only got worse.
How can you resupply the ammunition in the Truck ?
Luca 0815 Once a supply truck has been emptied you can't refill it.
VulcanHDGaming okay Thank you
At 30.18 when game say "just need to hold a little longer" then tada 15 King Tigers enter the arena ROFL ;P
When talking about infantry HE values, you mention that you can add your submachineguns HE value at 100m range, but shouldn't you also mention that LMGs have 100m minimum range?
i didnt know that. thx.
Completely forgot to mention that, good point.
do you buy Steel Division on Steam ?
So a garand has high explosive power...
First to comment? Lol.