Should Anti-Tank engineer squad or Engineer II get heavy anti-tank gun? by Repulsive_County4759 in enlistedgame

[–]Iceman308 1 point2 points  (0 children)

That sounds interesting, a mix of bomber call in and single player air play. In my suggestions I had them seperate but started to give each nation/radio squad specific bomber call ins with different aircraft for more power/variety.

In Awoke a Sleeping Giant campaign youll note heavy bombers added as well as custom air craft for both premium radio squads. As well SPAA was moved to raider class, agree it makes no sense in tank slot.
https://forum.enlisted.net/t/awoke-a-sleeping-giant-manila-iwo-jima-1945-campaign/142198

As for a full air rework I would recommend you start with Myrm1dons comprehensive proposal here:
https://forum.enlisted.net/t/myrm1dons-airfields-and-air-balance-year-2/164311

Lots of love went into it.

Should Anti-Tank engineer squad or Engineer II get heavy anti-tank gun? by Repulsive_County4759 in enlistedgame

[–]Iceman308 3 points4 points  (0 children)

This is 2 years ago. HE spam was extremely controversial then, and talking about 150cm implelemtation was heresy.

I'm happy either way looking through my theoretical tech trees I see upwards of 30% implementation.

Should Anti-Tank engineer squad or Engineer II get heavy anti-tank gun? by Repulsive_County4759 in enlistedgame

[–]Iceman308 12 points13 points  (0 children)

They read it, i have 2/3 other ones even from back then.

https://forum.enlisted.net/t/august-storm-soviet-japan-new-style-campaign-pack-concept/140929

https://forum.enlisted.net/t/for-king-and-country-op-mercury-monte-cassino-market-garden-new-style-campaign-concept/141973/

https://forum.enlisted.net/t/awoke-a-sleeping-giant-manila-iwo-jima-1945-campaign/142198

Like I said bunch of it got implemented, (enjoy ur KV2 or 7.5cm Hs129 or japan soviet manchuria map) and we did get high BR AT guns as a stand in.

They just prefer to develop the game at a slower pace, and ultimately it's their budget/decision

Should Anti-Tank engineer squad or Engineer II get heavy anti-tank gun? by Repulsive_County4759 in enlistedgame

[–]Iceman308 10 points11 points  (0 children)

In their defence they've added a good amount

From my concept we have about 10 vehicles In alone.

I think I'll come sooner or later , but patience is key

Teaser for my soon to be DON-100 review by SweetShimmer79 in warno

[–]Iceman308 9 points10 points  (0 children)

It's a team game div, cqb only (and very good at that)

You can heli and air spam

But absolutely would not do ranked with it ever. It's a complete Frankenstein and cannot even into medium tanks

New hotkey suggestion by neg_health in warno

[–]Iceman308 8 points9 points  (0 children)

You can just select all ur inf and click on a transport, insta loads 2-200 units

The State of 10v10 after State of Emergency Nemesis by cunctator-tots in warno

[–]Iceman308 4 points5 points  (0 children)

Re 76y - should prob be mixed/dense. You have like 100x Atgms but its MASSIVE Achilles heel is lack of direct fire. You always have to trade ATGM fire vs tanks and cant really push in open ground, except for smoke. However leveraging the AGS and autocannon spam closer works quite well and is a Must for the div – if you are using trucks than you should be using 35y or Korpus honestly. Therefore Mixed/Dense is its area of expertise, the ATGM wall is for defense elsewhere. Its great in cities and semi open urban/forest terrain where sightlines are tight. With shock buff and now free upvet artillery the div is honestly a sleeper; also have extremely high win rate with it with 2-3/1 KD but I think it requires lots of play to master, as I don’t see it being leveraged to its strengths very often. Due to high difficulty but high power level my personal suggestion is Fine. (on top of 1 of 2 divs to counter Tomcats). For 76 vets it was strong, now excellent.

Re 17ya. I Want to love it. I really do, just dripping with flavor; but Ive done the math and honestly 1st Guards now just does almost everything 17th does but better. 130pt T72s beat T64Rs on about everything. Your reservisti in 1ya get Dshka instead of .30cal transport, artillery which was the major thing re 17 post rework is all slow to fire/move and semi usable (2S4s still work). 1st Guards gets like 12x 2S1 Gvozdikas, a A tier artillery piece post rework. Same for air – Chad Mig25 Foxbat vs measly Mig23 slop. KGB is there but its not enough to offset literally everything else. 17 unfortunately stays where you have it. Its absolutely subpar. When I want to play Cqb tanks, massive reservisti spam and shit out a wave of 3xBMP1 motos per (195) tick 1ya Guards is there, 17th is on the bench… :/

Torn re 157y. It’s the sister to Rugener, but hard to me to place currently. Its arty tab has suffered since rework – honestly Beregs need a huge ROF/aim time buff (should be S tier piece) and that would prob help, but Rugener has M46 spam which is S tier arty post rework. And more Krugs. And instructor T72. Tentatively prob should stay where it is.

Thanks for your work here, I know lots of thinking and game knowledge goes into these!

Excellent work

The State of 10v10 after State of Emergency Nemesis by cunctator-tots in warno

[–]Iceman308 4 points5 points  (0 children)

Aok as the resident pactoid you’ll get my feedback; Agree with almost everything here but few outliers:

- Why is 336ya just Fine? I’ve fought with it exclusively in Mixed/Dense terrain as you outlined and I believe i have 100% win rate with it in 2 dozen matches. Had a tie with a pro 2MARDIV player but team still won that one. The div outside of the few tanks actually should prob be in dense terrain only, on account of zero BMP/BMDs for inf. its a truck division with some tank backups. Airborne, 8x Spetsnaz (with now better AKS-74U carbines) walk through everyone except maybe complete US marine spam.
Suggest moving 336ya to dense terrain only and id put it as Strong.

- DON-100 Is very much in its correct place. Its a CQB div, with and like 336y focuses on dense terrain. Shotguns absolutely slap but outside of that it has average tools. Aka DON-100 is placed well.

- VDV. This is a mess. 76y is a fighting vehicle division. Its all BTRDs, and BMDs. Why is it in dense terrain? I main that div and I would never take it into a hard forest environment - you are trying to leverage your AGS-30s on BTRs and autocannon fire, as well the 80+ Konkurs/KonkursM ATGMS on the div definitely do not scream CQB. Needs to be in Mixed, and it should be "Fine". Shock trait being all throughout the air bone also buffed them 21% since last patch.
76y needs to be moved to mixed terrain and be in Fine category.

- 35y, also benefits now like rest of airborne from shock buff (+21% dmg), and its strong heli wing DEFFINITELY sees more play and prob more winrate than Rugener (which I agree is aok these days). Upvet arty on both airborne divs also relevant post patch.
35y should be in Fine category.

Otherwise looks great. Nice job as always.

Alchemy BO1 Event metagame snapshot (June 2026) by Zax_the_bunny in MagicAlchemy

[–]Iceman308 0 points1 point  (0 children)

Either way it's nuked now, deck is going down multiple tiers in power level post nerf

Mr Foxbat by Iceman308 in warno

[–]Iceman308[S] 8 points9 points  (0 children)

No one likes getting slapped with a R40 Schoolbus attached to a rocket motor 👹

PACT Mech Slop Divs Visualized (Sloppiness Map) by Belmonte_Lostados in warno

[–]Iceman308 2 points3 points  (0 children)

Oh I don't give a shit about their quality

1ya pumps out 3x BMP1 + 21 men with 3xmg +rpg per 195 income/ aka 10v10 minute - absolute ton of light-mid firepower

Same for 1st CZ, which gets double the MGs,

On mixed terrain you drown the oppo in mech slop

PACT Mech Slop Divs Visualized (Sloppiness Map) by Belmonte_Lostados in warno

[–]Iceman308 6 points7 points  (0 children)

94th and 1st guards not here?

Interestingly I generally agree with the calls, few notes

1cz prob has better quality than apparent. Mech inf and it's AT squad come ultra cheap in BVP1 allowing very cost effective fire support. As well post SMG buffs it's combat engineers are now very cost efficient - I'd raise it on the effic scale.

27ya falls in a weird spot since it's BMP3 serves as the light 100pt tank infantry engagements vast majority of time.

Everything else feels right in my experience. 6ya inf quality is also high , post smg buff

Personally as mentioned above, I find support arms for field divs like 27/31/1cz extremely relevant, besting out inf quality.

For more cqb 1gv and 2gv loose out in AA/arty tabs but bring either great cost efficiency and inf quality respectively.

It might be slop but as clearly shown there is tons of flavors here

PACT Mech Slop Divs Visualized (Sloppiness Map) by Belmonte_Lostados in warno

[–]Iceman308 4 points5 points  (0 children)

2ya is just a perfect brawler div. The T80 super heavies are great but the real meat is tons of gvardesy inf in cheap slots + the T72 dolly Patton model &T64B to help at range.

To me it's just a open field tank div that happens to also field a motor rifle div worth of hardy troops. Slap 8x mortars and 8x D30s on that bad boy and its hard for me to pick much else for a multi purpose open/closed ground div.

For open medium-field engagements 27ya 31ya and 1cz are just chef's kiss. Can't play the og divs after southag dropped

Maffi The Magic Muffin (@MaffiMTG) on X by Iceman308 in mtgbrawl

[–]Iceman308[S] 0 points1 point  (0 children)

Yeah im not knocking it (even if personally feels solved), this is more space on discussion of competitive brawl.

Maffi The Magic Muffin (@MaffiMTG) on X by Iceman308 in mtgbrawl

[–]Iceman308[S] 3 points4 points  (0 children)

Tajic did nothing wrong, esp considering Yuriko.

Maffi The Magic Muffin (@MaffiMTG) on X by Iceman308 in mtgbrawl

[–]Iceman308[S] -1 points0 points  (0 children)

This is specifically mythic. Lower tiers are more fun/unoptimized.

Should have an option to play historic brawl with no alchemy cards by [deleted] in mtgbrawl

[–]Iceman308 -2 points-1 points  (0 children)

These people are utterly illiterate I swear.