People arent guaranteed to pull a hornet on your 80pt M1IP, and if they do it will have to kill 3-4 medium tanks before dying to justify the purchase. In return you get a very strong frontline, so its often worth it, but that kind of expense really takes its toll on your infantry and flank forces.Īnother weakness of that kind of frontline is that the superheavy will eventually need repairs, forcing you to disengage for 2-3 minutes a drawback that can be mitigated if you have a second tank, meaning even more points spent.Ī pair of mediums on the other hand can cover for each other from the outset. This gets pretty expensive: 300 points just for the superheavy and assets dedicated to keeping it alive. Theyre the best and probably the only decent counter to a superheavy. These are 100-160pt planes with very powerful ATGMs capable of killing any tank in a single pass, taking mere seconds, and often escaping alive too. If you tried a superheavy after reading my previous post, you probably lost it to an AT plane. In the many cases where a superheavy is appropriate, sending a medium to accompany it is still important.Īnd sometimes a superheavy is plain inappropriate due to price or flexibility concerns. I claimed that small price increases are associated with big increases in effectiveness, culminating in the superheavy class, tanks so strong theyre practically invincible in pure tank warfare. If thats not possible you may finally start considering reducing veterancy. Coalitions divide up the the current and new nations into groups that although allow for access to the member nations' prototypes, grant fewer activation points than individual nations would.Įach type will restrict unit selection to units of that type.Wargame Red Dragon Deck Codes By tradizmecang1982 Follow | Public Wargame: Red Dragon introduced a new type of deck, called Coalitions. Wargame: Red Dragon Main article: Coalitions Para: +1 XP for infantry, -1 activation cost for infantry, -6 slots for support.Mechanized: +1 XP for vehicles, +1 XP for support, -6 slots for helicopters.Marine: +1 XP for infantry, +1 XP for planes, -6 slots for recon.Air Assault: +1 XP for helicopters, -1 activation cost for helicopters, -6 slots for support.Armored: +1 XP for tanks, -1 activation cost for tanks, -6 slots for infantry.Motorized: +1 XP for recon units, -1 activation cost for planes, -6 slots for tanks.Non-nationality decks have 33 activation points to start with. Category C (Pre 1970) increase availability by a whopping 80%ĭefault decks in AirLand Battle are all Nationality Decks from each nations which is read-only (Which means you can't modify it, but you can copy the deck and then modify the copy of it) Category B (Pre 1980) increase availability by 40%. Era: The bonus increases the availability of the units by certain percentage.
Also they only allow certain type of units to be used in the deck
Type: The bonus changes the costs of certain slots so that they become very cheap, but at the cost of limiting one of the category into only 3 slots available.However, like the name suggests, only units specific for the nation can be added (So no combining Leopard 2s with M1A1 for example) Nationality Deck: The bonus unlocks access to prototype units and gives more activation points to the deck (+1 and +2 respectively for the USSR and USA), and more for minor nations.These points can be altered by these bonuses though, which are available when starting a new deck. Each slots in different category cost different activation points. All the units are unlocked, but there are limitations to what you can add, through Activation Points: all decks have 33 Activation Points initially. The deck in Wargame: AirLand Battle works in a very different way. In Wargame: European Escalation, players must first complete objectives from the campaign and multiplayer matches to earn stars, which is the currency to unlock new units and their variants to be added to their deck. The deck in Wargame: European Escalation initially has a very few (and mostly underperforming) units unlocked.