

Of course, much depends on context, and if the city is not fully lost, an effective application of reinforcements can often turn the tide of a losing battle. Losing control of the town is a major set-back, but it can be overcome. Eventually one can use it as a base of fire to drive the enemy from their zone, or economize and help other fronts. Attacking the town in such circumstances is very difficult indeed. The infantry in the town can move around to dodge enemy artillery fire. heavy AA can protect against enemy bombers from a comfortable range behind the lines, in the forest, or if one has MANPADs in their deck they can shoot down planes themselves. Rocket pod helicopters landed behind the town can pop up to obliterate enemy infantry attacks, since if the enemy AA intervenes, it will be spotted and killed by town-based infantry. In this case, bring up supply vehicles to resupply infantry and replenish their numbers, position ATGM and reconnaissance teams forward, and put armed reconnaissance vehicles in the adjoining bushes flanking the town where their stealth will give them survivability. More often however, victory shall leave the victory sufficiently blooded that an immediate attack is ill-advised. This can immediately secure yet another zone and one where infantry-heavy armies are well placed to hold due to substantial forests. In a crushing victory, where the enemy has few back-up assets or immediately available reinforcements, or where your element have sufficient firepower available integrally (such as Eurocorps or Baltic Front where many of their transports have autocannons and they have some excellent support assets), it is possible to roll over the survivors and push forward into the further zone. If one succeeds in taking the city, then one can either push onward or dig in it. Finding the right balance of the fast-moving transports getting as far forward as possible before unloading, but not so far forward as to be caught and destroyed by enemy infantry, is vital. Even if the transports unload, the morale penalty is still atrocious. Transports are something to consider at length about how far to deploy them into the city, since if you have a motorized deck and the city appears deserted you might be able to push them far enough up to be able to take the edges of it before an enemy mech deck arrives-but if an unloaded enemy catches you before you unload your troops, it will be a terrible slaughter, killing and stunning your troops. Kutei, Spetsnaz, Li Jian and Li Jian ‘90, Commandos ‘90, Korps Marinier, Fallschirmjager, and Mot-Schutzen are all excellent options here.


WARGAME RED DRAGON TIPS FULL
"Pokemon FireRed and LeafGreen": Full TM List With Locations City Fightingįighting in the city itself is a simple proposition, once there at least! Attempt to swamp the enemy with superior mass and firepower of your infantry. 270 points is a massive amount, and an enemy which invests everything in ground forces could simply overwhelm you with superior numbers even if it does take them longer to reach the city. Let’s say you play Eastern Bloc with the Polish Mig-29 air superiority fighter which costs 135 points, protecting the Czech thermobaric Mig-29 napalm bomber which also costs 135 points. You could also buy fighters to protect your bomber, but even a cheap ASF typically costs more than 100 points, making for a substantial investment at the beginning of a match. Of course, the enemy fighter is also expensive, but it could have been bought by another player on the enemy team rather than yourself, and it will almost certainly survive and kill your bomber, leaving a substantial point victory for the enemy. Since this will shot down a slow, low-ECM bomber, a fast, high ECM one is needed, which is expensive. Napalm has the advantage of a guaranteed block on the road, but the disadvantage of this block being easily visible, so that units can be rerouted, and that it is a very-well known gambit, so that the other side will commonly invest in an opening fighter.
