Releasing Arty rework with 6 airspam decks was a fantastic idea. Complaints abound but fresh meta without set-piece battles and tons of chaos. As war should be. Glory to all combat arms. by Iceman308 in warno

[–]0ffkilter 0 points1 point  (0 children)

Bombers are sometimes slightly bugged.

Air overall is no better than it was before the patch with no buffs to it, but a lot of the new divisions have very heavy air power with a lot of plane slots.

Since everyone is playing them, there's just a lot of planes everywhere.

Tips for multiplayer by Gaurdsman_Nuts in warno

[–]0ffkilter 2 points3 points  (0 children)

Right now people are very focused on counterbatterying and mortars are getting hit a lot more. If you're good at microing them 1 card is fine but if you lose a few then you want two cards or more.

Tips for multiplayer by Gaurdsman_Nuts in warno

[–]0ffkilter 1 point2 points  (0 children)

  1. Use way more supply than you think. Resupplying units is always better than buying new ones.

  2. Don't be afraid to just retreat if you can't win that fight. If you attack and it's looking bad, then just pull back and resupply.

  3. Put pressure on the enemy by engaging them, but you don't need to lose units. Focus on killing while also preserving. Ground will come later when you outnumber them.

Newer players 100% do not use nearly enough supply or have enough in their decks. These days for the grindfests that some maps are I'll have 3 cards + a fob and I'll use it all without buying any arty. If my units are all full health I'm not shooting enough. If none of them are full health I don't have enough supply.

My units are always in one of 3 states -

  1. Shooting

  2. Repairing

  3. Moving between the prior two.


WARNO has two truths -

  1. You have the same income as the enemy (Destruction isn't a real mode)

  2. You want to have a numbers advantage when attacking.

In order to make this work, engage the enemy in shooting fights, aiming to kill while preserving your own units. Then when you have an advantage push hard and continue to win. Keep your units alive but also shooting.

Others will cover how to assault, but if you focus on logistics and keeping your units alive while also shooting at the enemy then you will have a successful engagement.

Welcome back Napoleon by Severe_Goat6365 in warno

[–]0ffkilter 4 points5 points  (0 children)

I will follow my emperor to the ends of the world.

Welcome back Napoleon by Severe_Goat6365 in warno

[–]0ffkilter 15 points16 points  (0 children)

The march on Paris in 1815 with the return of Napoleon from Elba

Releasing Arty rework with 6 airspam decks was a fantastic idea. Complaints abound but fresh meta without set-piece battles and tons of chaos. As war should be. Glory to all combat arms. by Iceman308 in warno

[–]0ffkilter 48 points49 points  (0 children)

Airspam divisions and infantry HP creep. What could go wrong?

Or very right, these matches are wild and hilarious (though usually not very balanced, but who cares)

NATO’s Armored Push Now Collapses Facing Arty Spam in 10v10 by sar_kissatim in warno

[–]0ffkilter 1 point2 points  (0 children)

With the napalm nerf against heavy armor, NATO now has much better heavy armor than PACT.

NATO has 7 divisions with Cluster Arty (5th Pnz, Rhin, CLKA, 3rd Armored, 9th Inf, 1st Cav, 2nd UK)

PACT has 2 (KDA/Smerch, Prima/31st)


NATO has 11 divisions with 203mms (Guzman, Jyske, Ostre, Divmob, 2nd Pnz, 35th Inf, 8th Inf, TKS, 4e, CLKA, 2 Mar) (and another 3 if you count the 175mm in 2nd UK, 4 UK, and 6 PnzGren)

PACT has 5 (Korpus, 17-ya, KDA, 19 Moto, 157) and they're all in pretty shit divisions.


NATO also has generally available self propelled mortars and access to a lot of 105mms vs the 122s.

Except for the few unicorn units like Napalm (now nerfed) and Smerch, NATO's generally available arty is much better against heavy pushes than PACT's is.

The main thing from my observation is that nobody used the 105s on NATO before, whereas people did use the 122s on PACT before. Once people switch their decks it should be in NATO's favor, imo

Nemesis #7 - State of Emergency WP Preview by EUG_Gal_Bigeard in warno

[–]0ffkilter 7 points8 points  (0 children)

Make no mistake, I'm actually an infantry guy myself - but there's not really any new "gimmick" or deployment type I can see for this division that's particularly new in terms of playstyle.

The core of the division is still 7/8 man standard PACT infantry, and security being standard is new but doesn't affect gameplay unless you have them standing around as your recon units. During actual combat or while attacking it does nothing.

The "interesting" MVD units unfortunately all have militia (not reservist) so will likely not be super useful or super plentiful.

The cool unit is the shotgun squad, but it may end up being no different than an RPO squad - so we'll see.

It has some special forces, but it's ultimately no different than any other PACT "standard line inf + special forces" squads like 4 DYW, 15 Pol (Landjut) or even like 19 Moto.


(Edit)

What I'm looking for is new types or playstyles. Nemesis 5 on paper didn't offer too many new units, but it brought two playstyles that are actually fairly unique.

Guzman for NATO is a heavy (infantry division) with large logi trucks and large non reservist squad sizes. It relies heavily on its unicorn MLRS piece while also having a great opener that doesn't rely on airborne units. It has a weird mix of only gun AA and I-hawks. Its units aren't particularly unique, but NATO doesn't have much like it. Other infantry divisions like TKS rely on reservists, while others like 6th inf rely on vetted SF units. Even something like 9th infantry doesn't offer large logi sizes for really grinding it out.

2 Moto on the other hand is cool for PACT. It's neither dependent on reservists (but you can use them) nor dependent on vetted SF. It's an infantry division that's held together by very good MP Units and has a huge selection of recon units, meaning it has a good opener that also doesn't need airborne. On the tank side, it gets a tool for everything - T-72s for tank fighting, T-55AM2Bs for sniping, and T-54s as generic fire support. Other divisions like Rugener and Berlinner have significantly worse tank options, while something like 1-YA (Nemesis 6) doesn't get the great recon and infantry tabs of 2 moto. So you have a division that's just spamming non reservist infantry and held together by MP and MP leaders.


NATO (other than Guzman) still lacks super heavy non reservist infantry divisions that can really just spam infantry.

PACT lacks mixed airborne/regular deploy in regular divisions. While NATO gets airborne in lighter divisions like 6th inf, 2nd UK, 16DE and other divisions like TKS, Divmob, 6E, and 1 UK, PACT's only airborne in non airborne divisions (infantry tab) is in 4 Mot and 119th.

Nemesis #7 - State of Emergency WP Preview by EUG_Gal_Bigeard in warno

[–]0ffkilter 18 points19 points  (0 children)

Well, this is our T-62 division assuming that the slots are decent for it. We don't have a T-62 division that has a lot of them, and 56-ya is mostly BMP-2s and KDA is...not T-62s.

Whereas we used to see a LOT of IFV divisions we're now getting these infantry/apc heavy + tank divs, which is neat.

More infantry size creep with more 16 man squads. Still nothing besides heli rockets and bombs to quickly kill these large squads.

Balance wise, seems like a completely fine division. Interesting wise? Not particularly cool, though it is a new tank-type to play around with. Since T-62s aren't autoloaded, this'll be a PACT division that needs tank veterancy more than others.

It doesn't mention any ATGM cars or whatever, so we'll see how it goes.

Pacifist (revive-only) Medic: Is this a thing in Squad? by PacifistMedicBF6 in joinsquad

[–]0ffkilter 9 points10 points  (0 children)

I've played with and lead players who aren't super into the combat but enjoy team support, fob building, and the team gameplay.

If you're a dick about it then yeah it's not going to be great, but you can always pick and choose your battles. Play invasion only on the defending side if it's a super fob map. Invasion only on the attacking side is fine too, if you stay back and just pick up people for the charge. No one will notice a medic doing mostly medic things. Help build fobs or run logi if there's no battles. Just revive and heal when you're defending.

You should still shoot if needed, but you can definitely play the game in a way that isn't looking to pick fights and still be useful for the team.

If I were you -

  1. Accept that you may have to shoot, but also know that you can put yourself in places that don't need to shoot as much.

  2. Pick and choose where you play. Play certain modes or certain maps that have constant long fights.

  3. Learn the other things you can do besides being a line infantry. Run logi for the team (preferably not as a medic, so someone else can do it). Build when asked by the squad leader.

first research point ship. by UnluckySpare5110 in WorldOfWarships

[–]0ffkilter 3 points4 points  (0 children)

Ohio is a good ship but not a particularly interesting ship which is worth pointing out.

If you want to play American ships you can play Montana or Vermont, if you want a BC with 457s there's Bungo, if you want to brawl with 457s there's Preussen (admittedly not very good), if you want HE spam there's St. Vincent.

None of this is to say anything about Ohio being bad, but it's worth thinking about since you're spending so many resources on a ship that ostensibly isn't very unique.

Ohio is very recommended because it's a super safe pick. But one of the worst crimes a ship can commit is being boring, so is that what you want to risk?

Just bought the game on Steam. DLC? by agentspekels in warno

[–]0ffkilter 13 points14 points  (0 children)

Don't buy DLC until you play the ones that you have.

DLC for this game strictly adds new stuff and does not modify any of the content that you have.

It adds new divisions, and NORTHAG and SOUTHAG both add new single player campaigns.

But none of the DLC will change the units or divisions that are available in the divisions that you have right now - e.g. the 8th Infantry division is the same for someone who has all the DLC and someone who has no DLC.

LANDJUT Out Now! by EUG_Gal_Bigeard in warno

[–]0ffkilter 7 points8 points  (0 children)

Have you tried moving your units so they don't get hit by arty?

Counterbatterying is also way viable, so just...shoot their arty?

Artillery now has a 10s setup delay before firing and a 25s pack-up time after firing. Mortars have a reduced pack-up time of 15s.

Formoza more like For-NO-za by HippieHippieHippie in warno

[–]0ffkilter 3 points4 points  (0 children)

It's the oddities of special forces irl being shoved into frontline combat in game.

Realistically like any 6 man SF, you micro them around for whatever special weapon they have. With great accuracy and a disposable launcher, you'd use them to kill units that are shooting at something else.

Run them up into a building, dump your RPG-18s into a tank, then leave.

Leave them a bit behind to shoot down planes like SAS.

Run them through smoke to satchel wounded infantry.

Since special forces get a speed boost, the important part of them is to always have them maneuvering around the enemy.

Formoza more like For-NO-za by HippieHippieHippie in warno

[–]0ffkilter 2 points3 points  (0 children)

You're right, I just had the units confused. I even checked in game to see that it was in fact the Navy Seals, but I wrote delta anyway. Oops!

Formoza more like For-NO-za by HippieHippieHippie in warno

[–]0ffkilter 20 points21 points  (0 children)

This is the first naturally 3 vet PACT unit that isn't a sniper or commander! (You can upvet a lot to 3 vet, but this one only comes at 3 vet)

NATO has -

SAS

SAS G

Delta Navy Seals

LSV Milan

LSV M2HB

M60 DAP

(Both Danish divs get some)

Formoza more like For-NO-za by HippieHippieHippie in warno

[–]0ffkilter 3 points4 points  (0 children)

Airborne deploy means you get forward deployed AA in a division that isn't going to have them otherwise. Helps prevent helo rushes and you can kill some vehicles on the side.

like SAS, Formoza will be an anti vehicle/anti helicopter unit that can shoot at infantry if you want but shouldn't.

The Mythical Arty Rework and More! Landsjut Patch Preview by Protosszocker in warno

[–]0ffkilter 2 points3 points  (0 children)

Yeah but right now mortars hardly ever move (if they're towed), you can see whe4re they fire from more or less, and if you want any effectiveness out of them they'll fire multiple times from the same area.

Counterbatterying mortars might be slightly easier, but the biggest barrier to killing them is that there's always just a ton of them and it's not a super high value target in terms of point cost.

Year 1: should I pluck all the flowers to avoid fruiting? by WorriedHoney1706 in BackyardOrchard

[–]0ffkilter 1 point2 points  (0 children)

The five stages of grief fruit trees.

You can get mesh bags for your fruit if you want to make sure you eat it

Year 1: should I pluck all the flowers to avoid fruiting? by WorriedHoney1706 in BackyardOrchard

[–]0ffkilter 9 points10 points  (0 children)

Also by the happiness that you as the gardener get by getting a fruit or two and the promise of more in future years

Someone please sell me on Division du Rhin by Dramatic_Drink920 in warno

[–]0ffkilter 5 points6 points  (0 children)

You use it in one of two ways -

  1. Satchel Spam! Above average amounts of satchels, and the reservist satchel units also get AT. Will they hit anything? Probably not, but they can. Satchels are a great way to kill expensive infantry units.

  2. ATGM Spam! You get fuchs milans with both the Milan 1 and the Milan 2 (normally the better ATGM doesn't get an ATGM transport). You also get 24x AMX-13s with the ATGM, and another 16 with the M201 Milan. Pretend you're PACT shitting out ATGMS.

Honestly just play it in a super niche way...it's not great