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Wargame red dragon command units
Wargame red dragon command units







wargame red dragon command units
  1. #Wargame red dragon command units mod#
  2. #Wargame red dragon command units full#
  3. #Wargame red dragon command units code#
wargame red dragon command units

If you see an AT plane, you hide in the puff. The technique is simple – you smoke on your heavy tanks, and keep them near the smoke. Using the smoke placed nearby, the moderna can break line of sight at any time. This primarily applies to transports with 2 armor or more, but the rocket thing applies to all of them I think. There’s always the temptation to take action when your guys are getting shot, but sometimes doing nothing is better. Tanks shoot once every 6-10 seconds, so they have difficulty killing lots of fastmoving transports that refuse to unload. Tanks are all different, but there’s broadly two cases as long as you have 2+ armor – your transports are getting oneshot with little overkill, or the first shot only heavily damages the transport, meaning the second will kill with a lot of overkill. Autocannons similarly to rocket pods have nearly no overkill at range. Most RPGs shoot once every 6 seconds, so you’ll only get shot once.įinally, getting shot at by tanks or autocannons. If the opponent is using carl gustavs and other 16-18AP infantry and you have 2FAV transports, the squad that does get hit will unload panicked but nearly undamaged. Good players will rarely have more than 1-2 units guarding the perimeter, so it can be better to just rush in, lose a transport but get to unload the rest in the town instead of having to walk.

#Wargame red dragon command units full#

If the vehicle gets killed, a full or nearly full health panicked squad spawns after the salvo has finished, and it is going to survive unless the rocket helo has time and ammo for a second salvo.Ī less practical example is rushing a town and unloading to avoid RPGs. If I do nothing, the vehicle often survives. If I unload, the transport gets shot and the AoE rockets kill the unloaded infantry as well. Rocket pods for example have very little overkill, and they shoot in very fast bursts that end before the infantry from a killed transport has a chance to “appear”. I’ve cultivated a habit of pressing unload as soon as my transports start getting shot, and sometimes it is doing me a disservice.

wargame red dragon command units

#Wargame red dragon command units mod#

A theory of mine is that the puissance weapon stat (visible with mod tools) could be what decides the threat factor. He was speaking off the cuff and from memory and I’m not 100% convinced, but the mystery deepens.

#Wargame red dragon command units code#

The challenge is in making sure that the jeep is spotted yet still alive.ĮDIT: FLX said that unit facing is decided in code based on DPS. It might be viable on some maps to abuse this behavior by sending 20pt atgm jeeps to the side, so that enemy tanks will expose their sides in an attempt to face them. Didn’t test what happens if there are multiple ATGM threats. Of course the tank will try to turn halfway and show its front armor to all enemies if possible, but if the threats come from too different directions that can’t be covered simultaneously, it will prioritize protecting itself from ATGM. Rocket pod helos were ignored in the presence of tank threats. So ATGM always trumps infantry RPGs and tank cannons. Varying range or introduction order of threats didn’t change anything, and the hind was respected even with weapons disabled and no ammo on the ATGM. A hind with a fleyta was considered more important than a tank (chonma V) at point blank range and more important than a lie ren squad (20AP). Which threat to turn to is determined by the weapon types of threats. It could have either been using the range of the weapons of the hind (fleyta, 2450m), or it’s a global ~2500m for all units. A hind was ignored by a leclerc if moved beyond 2500m. Only units within a certain range are considered. It doesn’t matter if the tank itself has line of sight, another unit can be doing the spotting, but enemy units have to be spotted to trigger automatic facing behavior. I tested the details of this behaviour with nande. Tanks will automatically turn to face threats if given no orders.









Wargame red dragon command units