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It is a superb forest fighting tank, since its heavy armor, up to 18 frontally, makes it very resistant to all but the most powerful enemy AT weapons, while it has a cannon packing 2,100 meter range and 15 AP - normally rather mediocre, but very effective in forest fighting. This is an Israeli IFV, costing 90 points, which can come with Israeli line infantry - providing a very effective meat shield for it. Of course, Eugen then went ahead and took the idea of it being used as an APC at face value, and threw it into the game as the Merkava IIA. In fact, while it is possible to fit in infantry into the ammunition section when the ammunition is removed, this was not the designed purpose: the rear mounted ammunition space was designed around the idea of needing to rapidly rearm and resupply the tank in the context of the high intensity war that the Israelis had experienced in the Golan Heights or the Sinai. There is a myth about the Merkava tank that it is used as an APC or IFV by Israeli. To bring it somewhat better into balance, the 7.62mm machine guns should be changed to not be stabilized, so that they only fire when it is still, and an availability penalty should be applied. At 5 points, the Zelda is overpowered, but at 10 it would be worthless and no one would take it. Unfortunately, fixing it is hard since Wargame uses a 5-point price system. The Zelda is one of the principal reasons for why Israel is considered an overpowered deck in Wargame, since it so brilliantly fits in Wargame's meta of cheap spam infantry. Cheap infantry lead the way and Zeldas come after them, offering incredibly potent fire support, and there are massive numbers of them.
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The Zelda is almost without a doubt the best 5-point infantry transport in the game, packing insane DPM which can instantly stun lock enemy infantry, 2 armor which makes it very resilient, and highly effective, 10 point infantry which is perfect for being deployed en masse.
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Wargame red dragon naval units full#
Curious what everyone else is doing out there.Not from the Nintendo game, but definitely a legend, albeit more like something out of Mad Max: appliqué armor, 3 machine guns, and full of battle hardened, cheap, spam infantry. Found that has been much more effective when playing to a particular strategy. Speaking strategy - when creating decks, you guys creating more "balanced" forces (doesn't excel in any one area), or more "specialized" forces? Every iteration of Wargame I've had maybe one or two modular decks (somewhat of a "jack of all trades" deck) and everything else highly specialized. Caveat being that I'm rarely online lately (have a 3 week old newborn at home), so gaming time is becoming increasingly lacking, but I'll contribute where I can.
Wargame red dragon naval units free#
In the meantime, feel free to add me - IceFire1424 on Steam (and in W:RD). My thought is we get a GAF "clan" together - foster a little more communication, and use the (pending) OT to talk strategy and set up a couple team battles. Still haven't gotten online yet, but was the same case in EE and ALB - there are some impressive "teams" out there who specialize in certain roles and compliment their teammates exceedingly well. That's definitely the problem playing with randoms. It wont be able to spot your units without proper recon, and thus being able to bomb (or smoke ) your position blindly like before. The AI will no longer react to units it doesnt see, allowing effective sneaky or flanking tactis like against any human player. The AIs behaviour regarding the rules of vision has also been improved. ¤ in campaign, the AI will be able to combine play different battlegroups strenght & weaknesses to get the best out of them. Therefore, you will be able to create AI decks that serve your strategy as an ally or fight against an enemy which you have designed yourself ! Just like a sparing partner. You can create, customize, and assign decks to every AI slots individually. ¤ in skirmish or multiplayer, all your decks are shared with the AI. Now with this new AI, new possibilities are open : In Red Dragon, the AI has been entirely reworked so to be able to play with whatever deck it is given. In European Escalation & AirLand Battle, the AI had been trained to play with some specific, pre-defined decks. And especially its ability to play with decks. The first new feature we wish to talk about is AI improvement.