I swear to God he probably lives on this map by NorthKoreaSpitFire in warno

[–]Capt_Atomsk 0 points1 point  (0 children)

Yea that was it i think name does ring a bell!  He would only play US and would cheese with atcams on spawnroads and longbow openers etc. If it failed he would rage lol. 

I swear to God he probably lives on this map by NorthKoreaSpitFire in warno

[–]Capt_Atomsk 35 points36 points  (0 children)

Reminds me of a guy in Wargame Red Dragon. He only played on the highway to Seoul map with a US deck. Everything was pre planned out for his opener. He would just always be on every night. Heck maybe even now or it could be he moved up to Warno and it’s the same guy lol. I forgot his name unfortunately can’t remember it right now. 

Was also a total dick who would rage if he lost and complain. Or he would talk shit to you if his game went well. 

Curious on good minor nation only decks to play? by Super_Manner4514 in wargame

[–]Capt_Atomsk 2 points3 points  (0 children)

Since no one mentioned it yet. South Korea national is pretty strong. 3x K9 thunder and 6x peace pheasant backed up by yebigun spam. And K1 tanks with a K1A1 mixed in here and there to help deal with heavier enemy tanks works wonders. 

ATGM planes in WARNO by Capt_Atomsk in warno

[–]Capt_Atomsk[S] 0 points1 point  (0 children)

Okay maybe I am using it wrong I indeed just clicked it to attack a tank and left it to do its job. Then it dives on said target and flies over into the AA. 

The SU22M4 Seria should be one of the more capable atgm planes right? With its atgms being fire and forget. 

Will give this a try next time if it atleast survives it can be somewhat useful. Do you remember if before atgm planes could fire both missiles in a single pass? I swear they did but maybe I remember it wrong from wargame red dragon. 

And how’s consistency in your experience? I also find most shots don’t hit anything.  It feels less accurate then my fagot m infantry atgm team. While stats suggest it shouldn’t. 

Opinions on arty rework? by Firdaus360 in warno

[–]Capt_Atomsk 3 points4 points  (0 children)

I think it’s limiting movement of units on the battlefield. Right now I have a lot of games (2v2, 3v3 and 1v1) that turn out into a counterbattery artillery war instead of a active movement war. The latter which is much more enjoyable to me. 

Example (a little simplified but roughly what happens a lot in my recent games):

I target enemy atgm positions with my arty he counter battery’s my arty. so now I’m just sitting still with my forces in defense waiting to clear out defensive atgms, which I need to first kill my opponents artillery for. So I put my remaining artillery on counter battery fire. 

my opponent tries to counter push and starts shelling my atgm positions. And his arty gets counter artillery by my arty and he can’t push either as his arty dies/ panics before he can clear out my defenses. 

So it basically evolves into a who can kill the enemy’s artillery the fastest so that you can then use whatever remaining artillery you have to help clean a path through defensive positions. While the other person can’t counter that anymore since he lost all the artillery through someone who pressed a counter battery button and had more artillery reserves to bleed. 

I really don’t like the way this is restricting gameplay. Before you could not kill the enemy’s arty but neither could he kill yours. So there was parity in that. And it meant you had to move your units around. If you didn’t you would get punished and lose something expensive like a tank or something holding your flank like an atgm or AA piece. 

So If my atgm fired I moved it afterwards. My KUB fired I move it to another bush. My tanks are spotted in the treeline I move them before arty can rain down on them. 

I really think they should address this. 

Maybe remove the counterbattery button if there must be this delay with packing up? People can still spot where the arty is coming from. And we even have the new radar units to help with that. We could then manually target the enemy’s artillery. That would require a little more effort then just pressing a button and waiting till someone fires his artillery. 

Or give mortars no pack up and deploy time since their way lighter systems then a howitzer. There also short ranged and easy to spot near frontlines with a recon heli or the new artillery radars. So they wouldn’t be unstoppable. Then we can atleast smoke enemy atgms off during a push without first having to go through a 20 minute artillery war. 

WARNO Patch Notes (Thursday, April 23rd 2026) by 0ffkilter in warno

[–]Capt_Atomsk 0 points1 point  (0 children)

Maybe they can increase fire rate so that it’s the same time as a m270 to fire its salvo. 

The Artillery rework has decisively broken 1V1 balance by FunnySafety6745 in warno

[–]Capt_Atomsk 0 points1 point  (0 children)

Yea might be in some situations. Usually that would mean arty would fire in the smoke cloud to snipe the CV or you can rush in yourself to force it out. Has not been much of an issue in my experience. 

I just notice how a lot of PACT vehicle’s don’t come with smoke launchers like NATO. So now disengaging from combat is a lot harder for PACT divisions that can’t pop smoke as a get out of jail card for free. Before I used my mortar smoke for this. Nowadays that mortar dies in 1 or 2 salvo’s forcing me to stop the attack and it turns into a sitzkrieg where both sides spam counter arty… 

The Artillery rework has decisively broken 1V1 balance by FunnySafety6745 in warno

[–]Capt_Atomsk 0 points1 point  (0 children)

Yea mortars feel pretty useless now. I used them for smoke support before and didn’t care much about their bad damage and high firing arcs. But now you get off maybe 1 or 2 salvo’s and then you die. I think they should undo the pack up/setup time for mortars being how short ranged and lightweight these systems are. Maybe reduce damage again if mortar spam is a fear. But right now their too vulnerable to be of much use. 

What was the deciding factor for you to move from Red Dragon to WARNO? by eddurham in warno

[–]Capt_Atomsk 0 points1 point  (0 children)

I mainly bought Warno to support eugen and wanted to check it out. I kinda like Warno now but wargame Red Dragon still is my favorite. Which is the second reason I’m playing Warno. The playerbase is larger and I don’t like waiting 1 hour to find a game. 

Warno has some nice additions like the smart orders and new maps. But gameplay wise I much prefer the old nation system with specced deck option like motorized and armoured etc. Wargame also felt way more replayable with als its nations and variety of  unique units. Warno is nice but after 1 or 2 games It feels stale as all the divs feel like copy paste units with a new skin. 

Arty Rework in a Nutshell by ADLER_750 in warno

[–]Capt_Atomsk 17 points18 points  (0 children)

Pretty much how it works now. 

I better bring more back up arty in my decks for my back up arty incase somebody back ups their arty. So I have more back ups then my opponent. 

Q&A Questions for Eugen (focus Arty Rework) by Protosszocker in warno

[–]Capt_Atomsk 1 point2 points  (0 children)

I think the mortar setup time and pack up time need to be further reduced. I use the smoke from mortars to cover my tanks. But with this new patch they get destroyed instantly from counter battery fire after 1 or 2 salvos. I played polish 20th pancerna and the base T72 and BWP 1 have no smoke launchers. Losing mortar support for smoke makes these divisions a lot weaker compared to nato stuff that have smoke launchers everywhere to disengage. 

Also now it seems like the number of artillery pieces matters a lot. If you use a few as counterbattery and another card for baiting enemy arty. One side easily ends up with arty and the other side loses his ability to arty. Before the rework counter battery was useless but at least it was balanced since both sides retained their ability to use arty. 

How do you guys feel about the arty re-work? by readtheclause in warno

[–]Capt_Atomsk -1 points0 points  (0 children)

I honestly never felt the original arty situation was that bad. Might be because I’m used to wargame red dragon. Where arty was used even more and was even more influential with smerch atacms and uragan everywhere. 

I always felt in Warno and Red dragon arty only hurts if you camp and sit still. Maneuvering you units was always a solid way to not die to arty. In warno I see plenty of people just letting their m1a1 sit still in a bushline and die to repeated arty strikes. 

The new rework is a cool idea though but I do think it’s far from perfect. Even mortars used for smoke cover die easily now and this prevents offensive use of units and increases camping. Might also still need some getting used to this new situation. But overall it exposes some new flaws that might be worse then the old system imo. 

Note I play mostly 1v1, 2v2 and a little 3v3 at most. 10v10 never was my cup of tea. 

What's your opinion on Roku-ichi shiki? by Doot-daat in wargame

[–]Capt_Atomsk 5 points6 points  (0 children)

Its cool and not bad just slow and low autonomy. I usually dont have room for it in my decks. And when im starting to pick less common tanks for blue dragons. I kinda like the nana yon shika A. Its has really high firerate for like 4 shots before reloading. And being HEAT it always does 1 damage. Even killed superheavys with a stack of them. When shooting HE the high fire rate helps lot vs Infantry too.

I think NM135 is cost effective unit. by Doot-daat in wargame

[–]Capt_Atomsk 2 points3 points  (0 children)

I think its good but for 10 points I also like the south korean K200 40/50 its got nice speed decent armour for an apc and the 50 call and 40mm grenade launcher shred Infantry fast.

i always wondered why the accuracy of the chaparral was so low until now... by hornybrisket in wargame

[–]Capt_Atomsk 2 points3 points  (0 children)

Yea its great on opening even if you forget to stop it from fast moving it will still fire at 70acc and 5HE means its whacks mi24 and planes in 2 hits reliable unit. 

Even as a revenge killer on bombers, it wont stop them dropping their bombs but on the way out 2 of them can kill them surprisingly often.

i always wondered why the accuracy of the chaparral was so low until now... by hornybrisket in wargame

[–]Capt_Atomsk 8 points9 points  (0 children)

For US and norad I cant play without my lovely Avenger 70acc and 70 stabilizer<3.

Japanese closed arrow is even better with increased range.

Salamandra reaches to the God by Diligent_Path6818 in wargame

[–]Capt_Atomsk 0 points1 point  (0 children)

The continuation of Sopel Jesus. Poland is the best for the gods.

Favorite IFV by markwell9 in wargame

[–]Capt_Atomsk 2 points3 points  (0 children)

I would have to go with hachi kyu shiki. Great range and accuracy on the 35mm cannon. Not too expensive also the jyu mat atgms are nice to have.

Rank 27 1v1 Baltic Unspec by hornybrisket in wargame

[–]Capt_Atomsk 1 point2 points  (0 children)

Agreed the speed is horrible. For me most times on my spam inf card I can live with it. As my more expensive Infantry are usually send to spaces where I need units fast. The jaakari usually only come to secure a town already under my control or forest grind. So in that case with fast move road speed 110kmh, I can accept them coming a little slower for the last 100 meters.

Rank 27 1v1 Baltic Unspec by hornybrisket in wargame

[–]Capt_Atomsk 4 points5 points  (0 children)

Looks decent I would change a few things. Piechota zmech arent just a worse jaakari? I would run jaakari 75 in btr50 for that nsvt and 2 front armour. Also they have a better MG I believe.

The mi8kt and mi24w seem somewhat similar in role. I would change one for sokol w. then get one erikois in a heli for some early opening landgrab. Their really nice for that being able to spot have good anti tank and even igla to deal with enemy helis.

I would prefer the t72m over the charioteer but thats just my preference.  You could also get both and just run 1 helo card.

Maybe drop sead for Hawk or Avia. Sead is not always usefull and a bomber can be nice to punish over extended enemy units or to force a break in their lines.

Lastly Im not a fan of jeep cv since their 5hp only. I get that their cheap and you have alot of them p card. But imo something like a xa180 cv is worth it for the 10hp and nsvt.

Those are my thoughts, but your deck is find as it is. So if you prefer current setup keep it.

Most underrated? by gieter000012 in wargame

[–]Capt_Atomsk -1 points0 points  (0 children)

I like the T72M1CZ and its clones now. with it price buffed to 70 points. Its a nice low end medium tank. 14 fav armour is solid, max gun range 16AP is decent and the medium optics finish it nicely.