![]() ![]() In the previous guide to ALB, I used the name to segue into a point about Wargame and realism - many of the tactics in this game are taken from real-world tactical necessities, rather than video gamey tactics. The name Red Dragon comes from one faction of the game (collectively referred to as “REDFOR”) and Dragon because.dragons are.neat, I guess? I don’t know, I think it’s a silly name too. Eugen takes the “Wargame” moniker quite seriously, and this game more closely resembles a fast-paced tabletop wargame than most video game RTSes. If you are new to Wargame, it is best to approach it like a new experience, and not to rely on the lessons learned in other games. If you play it like you play other RTS games, you will get your ass kicked. It is absolutely nothing like Starcraft or C&C. You can expect this game to be lovingly supported with balance patches and even free DLC, just like the games that came before it, Wargame: European Escalation and Wargame: AirLand Battle. ![]() These guys are pretty damn good developers, all things considered. Wargame: Red Dragon is a real time strategy (RTS) game made by developers Eugen Systems. So, welcome to Wargame! Let’s start off by discussing the important questions - “ What’s a Wargame? Is it like Starcraft or Command and Conquer? Red Dragon is a stupid name, do the developers not speak English very well or something?” As with last time, Steam's crappy guide editor just makes it too damn difficult to regularly update - so a live updated version will be on Google Docs. Please feel free to leave a comment pointing out any errors or outdated information. If you've read that, a lot of the information still applies, but a lot of it is new, too. This is a remake and expansion of my 176-page guide for Wargame: AirLand Battle. As a courtesy, I seperated out all the subjective details and made them easy to distinguish. ![]() So I wrote a guide with an informal tone and a lot of general rules-of-thumb and opinions to go along with the objective information. I wanted to create a guide that taught a new player all they need to know to dive right in - a one-stop shop to teach all the basics, mindset, and units of the game instead of having to read a few dozen different tutorials - and hopefully shorten that period of learning the ropes tremendously.but I also wanted to write it in an informal, down-to-earth style that lacks the sterility and even the objectivity of most user guides. Why not allow Supply Transporters to leave Map and get new supplys.I wanted to do something a little different with this guide. Had 2 Games i run out of Supplys and could so not use my Tanks or Helicopters. ElseĤ000 vs 15 000 Points at final are Common.ĪND YES SUPPLYS ARE A BAD JOKE IN THAT GAME ! Most time you start to lose when you have not decent Supplys and recon at front. Maybe a few Vehicles + Recon as Protection against flanking units Infantry for Urban Attacks with good APC´s Vehicles (Milan, Guns, Cheap AA, Cheap Recons) Infantrie + with Milan, AA, Cheap Recon Inf Support at Mobile Support point(s) somewhere near but behind front Support at FOB and Firesupport against Armored Vehicles And this because Urban Compounds are only at streets, and i try to hide my Recons away from Streets Only Inf i nearly ever place in Small Wood areas are Elite Recons with deakivated Weapons. So i place there most time some Milan Vehicles (and/or vehicles with cannons) combined with Cheap AA vehicles "and SUPPLY and RECON". In woods inf is maybe not an bad idea (Tryed this not often enough to have a meaning) but perfect for woods i see Vehicles. I think we must differentiate between what Inf "can" and what Inf "should" The tanks stay outside and secure until the inf "jumps" from Compound to compound. Nighthawk i dont mean that Infantry should not be part of a Attack, but the units for "Pressure" at the frontline are Tanks,folowed by Recon APC´s followed by AA ans Supply,(during that the Inf follows in save distance) Inf is most worth inside Urban territory. When I play, tanks usually play more of a defensive role rather than an exclusively offensive role.īut I guess, it depends from the individuals playstyle. Yes, woods and cities are the best cover for inf, but in worst case you can also use them in open-field areas as long as you spread them and support them with air and tanks. Infantry is perfect to make pressure and to advance. Armored,Infantry,Helicopters and Air-Support. ![]() In fact, this game is about combining all 'elements'. I use infantry for offensives all the time. You can use them only sensefull to attack larger urban areals by "jumping" from compound to compound. Infantry is for defense Tanks for offense. Originally posted by Royal Deluxe 77:He is not wrong. ![]()
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