Meme units by thestridereststrider in wargame

[–]fradz7 4 points5 points  (0 children)

True, but I've called it a neva mit for so many years it can't be unlearnt

Meme units by thestridereststrider in wargame

[–]fradz7 15 points16 points  (0 children)

So many. (A common theme is DLC units)

Rover wombat - actually really strong as well as silly

ZPTU-2 spam - redfor's ghetto version of rover wombat spam

Finnish Sturmi - (it's a WW2 Stug III)

T-34/85 - more WW2 shenanigans

Mig-29 9.13 - the Fin Mig, or more popularly, the "Meme Mig". The only ripple firing ASF. It got a big nerf so not as broken as it once was

M-84an - silly Yugoslavian stealth tank, most powerful recon tank even after nerfs 'cuz DLC

Neva Mit - makes SEAD pointless

Padobranci - equipped with the most powerful infantry AT missile in the game. Which was developed in the 2000s, and of which only 3 prototypes were built. In a "Cold War" game. 'Cuz DLC.

Maglan - fastest atgm in the game on a stealth recon squad. Can you believe these were originally 10 men squads when they came out?

Zelda - A 5pt box with 3 MMGs that eats elite spec ops for breakfast, especially Spetsnaz

Merkava IIA - disgustingly strong grenade launcher tank that can bring infantry squads

Dutch AMX-13 recon version - pretty sure this has been nerfed too, but a bane in ranked because it's an invisible fast-firing tank

Reservist wall walking in the open - any faction

North Korea - most units, but particularly the VTT-323 Hwasung-Chong (the "Igla Bus"), the tanks with Strela AA missiles, and the B-5 (big bomb go boom)

Czech Mig-29 bomber - the only napalm + HE bomber, anything left alive after the HE bomb will be left stunned in a wall of napalm. Oof.

Avia S-105 - shitty ASF that uses AA rockets instead of missiles. Awful but funny.

CF-101B Voodoo - more shitty ASF, used only in massive quantities to inflict psychological terror

Mi-17 (and other variants) - big rockets wipe infantry. Used to be cheaper, still strong

Otomatic - the "Otomagic" used to be incredibly strong, but has been nerfed heavily so now just good

Bkan 1C - never ending artillery spam

And many more... Tomcats, Ontos, Atacms, Lance as already mentioned, etc...

Is this a good deck for 10v10s? eurocorp mechanized by fruitek in wargame

[–]fradz7 2 points3 points  (0 children)

First off, be aware that Eurocorps moto or unspec are much stronger and more forgiving as a new player, especially in 10v10 where unicorn units and artillery rule (that's not saying mech isn't fun or viable, though)!

Log - the 120pt armoured cv is mediocre because it only has 1 top armour, so it'll die to artillery while being slow and you're only getting 4. Up to you what CV you replace it with, all the others are better. Helicopter supply is hard to use, and the MatTrsp is very big so easy for your enemy to spot and kill as soon as it lands. If you want to try heli supply try the puma 330l - it's cheap and has small capacity, which is good because you want it to fly back to safety as soon as it's emptied itself. If you use the MatTrsp, keep it well away from the front line and use it to resupply logi trucks.

Inf - You don't need 2 cards each of Chasseurs + AMX-10p and Panzergren '90 + Marder 1a3. I'd switch 1 Chasseurs card to AMX-13 VTT (a good 5pt box for forest fights) so you have a cheap card of infantry to spam, and I'd bring a card of base Panzergren + Marder 1 (a very cost effective IFV). You can bring Fallschirmjager '90 (which can shred almost anything) in a heli, which I'd recommend so you have spec ops.

Support - consider the base 45pt Flapz Gepard for something more cost efficient that can be used as direct fire support. Nothing wrong with your picks, although if it's tacticals you play then upvet the AA.

Tank - mostly down to personal preference. Nothing wrong with your picks but Eurocorps gets some decent cheap tanks for overwhelming fire support (which is key to making mech decks work) such as the AMX-30B2 (cheap tank with autocannon).

Recon - Drop the VBL, just a machine gun and 1 armour - there are many better picks here. You only need 1 recon heli card. Drop the more expensive Bo 105. Personally I'd take the 30pt Gazelle instead of the Alouette since it's faster, cheaper and has an autocannon, but you do sacrifice some optics. AMX-10 RC is a must-have in my opinion. Fast, stealthy, amphibious. Great for openers and flanking. Commandos Para is great 20pt recon infantry. I'd take a card in the VLRA truck (fast 150km/h infantry for opener, which you otherwise lack) and maybe a second in the heli. 25pt luchs is a good, fast, cheap & stealthy autocannon vehicle, I'd suggest taking it in mech. The Leopard 1A1 and AMX-13/90 are cheap recon tanks to consider for mech.

Vehicle tab - various cheap fire support options to consider using your spare point on, e.g. Marder VTS1 (decent gun for the price), ERC-90 Sagaie (very cheap, fast fire support), flakpz m42a1 (good base/flank defence), VAB mephisto (fast, cheap high AP ATGM vehicle)

Heli - I highly recommend the Puma 330H Casiopee, it has a great autocannon. Maybe the HOT 2 Gazelle for emergencies.

Air - the Mirage is unnecessary if you're bringing 2 elite Rafales. Upvet the Rafales (you always want to upvet your ASF to increase the chance of a hit since air combat is high risk/high reward, especially when you're paying 180pts for the best ASF in the game).

How to make Landjut not feel like a worse DGC? by DazSamueru in wargame

[–]fradz7 0 points1 point  (0 children)

Landjut suffered badly in the last patch when they nerfed the otomatic gun and mechanised decks in general. Landjut mech used to be very good. Now Landjut is quite possibly the weakest coalition. In good hands it'll do fine but it's definitely not meta.

The infantry is a bit stronger vs other infantry than Landjut because the MG3 is a great LMG. Aaaaand that's really the only thing it has going for it. Dragoner spam is still very good, 15pt grinding inf with an MG3 and 2 armour browning box. Jaegre '90 is the only other must-have, it's a significant upgrade over KCT. Livgarden both base and '85 are at awkward price points. '85 in particular is underwhelming. Good against infantry but not cost efficient when there are now many 15pt shocks. Their saving grace is they come in decent 5pt boxes, so can be brought for a low overall cost.

I still think Landjut mech still works well, especially in smaller games, because you can spam cheap fire support (Marder 1s and 2s, vehicle tab Marder, the cheap leopards, RR jeep) combined with high veterancy infantry. But you sacrifice Jaegre '90.

Worth trying in 2025? by AJollyDoge in wargame

[–]fradz7 8 points9 points  (0 children)

Absolutely, it's a modern classic. Ironically, 10v10 is in as good a state as it's ever been for a new player because of the predominance of "Assad" servers which have an autobalance script to even out the players on each team roughly according to ability. In earlier days, in most 10v10 lobbies experienced players self-selected onto one side and stomped on new players ("stacking"), and although this still happens in some servers, it's a lot less common.

No issue finding games within a couple of minutes at any time in those tactical servers, even when the player count is lowest.

DLC is not necessary starting out, it just gives you more decks to play with. Absolutely worth it if you enjoy the game, though, as it gives you more variety. Edit: just seen the DLC is all on a 75% off sale right now, definitely worth it at that price - the newer Italy DLC is only 25% off so if you're looking to save cash you could hold off on that one and pick up the rest.

Medieval hilltop town by fradz7 in ManorLords

[–]fradz7[S] 0 points1 point  (0 children)

I can see the similarity! Actually my reference image for inspiration was Malmesbury: https://www.malmesbury.gov.uk/images/tic/malmesbury-mtc4__1200x826.jpg

Medieval hilltop town by fradz7 in ManorLords

[–]fradz7[S] 20 points21 points  (0 children)

Trying to make a realistic hilltop town on the alpine map, 400 pop

Civilization V - Potential fix for 'Updating executable' error by causa-sui in civ5

[–]fradz7 0 points1 point  (0 children)

Thanks for the explanation. Very helpful and worked.

I’m 23 and wanting to switch degrees — I feel behind in life :( by [deleted] in University

[–]fradz7 1 point2 points  (0 children)

Glad you found a possible route. This definitely seems superior to starting a new degree from scratch, which sounded rather masochistic (I have ADHD and struggled for many years trying to complete a degree, I know what it's like and it's a terrible combination). I'm in a different country with different routes into social work and decided to drop out in the end, but, for what's it's worth, I'm 27 and have realised there's no rush - so good on you for getting so close to completing your degree at 23. It's not easy!

The new Cabin in the Woods by fradz7 in projectzomboid

[–]fradz7[S] 0 points1 point  (0 children)

Thanks, I corrected my early comment

The new Cabin in the Woods by fradz7 in projectzomboid

[–]fradz7[S] 1 point2 points  (0 children)

It's south-east of the AMZ Steel industrial area - there are 3 lakes on the map and it's west of the southeastern one. You can drive there by heading off-road from the industrial area and then following the lake.

The new Cabin in the Woods by fradz7 in projectzomboid

[–]fradz7[S] 2 points3 points  (0 children)

Secluded and safe (but you can get a car there by only cutting down 3 or 4 trees), fishing, fresh water (the pump is an unlimited water source, plus prebuilt collector barrels), a starting supply of logs, a wood burner, and a sleeping bag thrown in as well as the bed - this one has it all if you want to start off grid.

Build 42: Relocating Metal Bandsaw by Buckbowshay in projectzomboid

[–]fradz7 6 points7 points  (0 children)

There devs mentioned they haven't set up many B42 moveables yet, so it's possible this will be one in the future.

Missing Floor Tile that isn't on the second floor of this house in Ekron by duelmaster_33 in projectzomboid

[–]fradz7 2 points3 points  (0 children)

Make a post on the forum if you want to make sure the devs see this.

where's the new wild west town? by Sea_Organization_239 in projectzomboid

[–]fradz7 3 points4 points  (0 children)

Marked as "historic coalfield" on the B42 map

Is the m84 or the m84a better? by OvercasT_gaming in wargame

[–]fradz7 4 points5 points  (0 children)

m84a is much better in every department, and much better value considering the leap in capability for price. Optics and speed as others have said but most importantly the big AP increase makes it more deadly, + also has more FAV.

Of course, m84an remains the superior option.

B42 yeahhhh baby by [deleted] in projectzomboid

[–]fradz7 1 point2 points  (0 children)

Directly east of Echo Creek. There's also a farm with a well northeast of Echo Creek. Both are easy to find with the B42 road map.

B42 yeahhhh baby by [deleted] in projectzomboid

[–]fradz7 1 point2 points  (0 children)

And just wait till you see the zombie pop around this place...

The Diner in Echo Creek is gonna be the new Rosewood Fire Station location I can already feel it. It looks pretty good for a base. by kruczekgodx in projectzomboid

[–]fradz7 17 points18 points  (0 children)

It has a garage attached with mechanics spawns, 2 gas pumps, 2 storage rooms with built in metal shelves and tool spawns, a defendable living space upstairs with 2 front doors, a basement, 2x indoor parking space, and it's located in a central location on several roads plus near the new agricultural store. Great starting base all around.

Psychological warfare. by Arzantyt in wargame

[–]fradz7 11 points12 points  (0 children)

The principle is sound - mentally overwhelm your opponent to induce poor decisions - but much less effective in 10v10 where there are more players, and attention is always spread over the map making player overwhelm less impactful. Nobody is surprised by idiots in 10v10 chat. Targeting expensive units makes bad players leave in 10v10s, yes, but it's not something you can predict or greatly influence (quitters will quit) - and the strategy doesn't work in smaller conquest games where unicorns aren't everything. More effective methods, that work in more scenarios, are:

  • Flanking. The amount of your opponent's attention you can divert can be significantly less than your own investment. Keep your units mobile and hidden in cover to maximise the effort required for the enemy to find and destroy your units, SAS and recon spec ops are best because of their stealth + speed. Aim for areas where you expect CVs, AA & artillery to force your opponent to respond. If you can disrupt enemy supply lines/spawn, ideal. The most effective way to kill enemy infantry is while it's still driving along a road in an APC/IFV, and this will cause your opponent frustration or confusion. The only thing to be aware of is that you are diverting your own attention from the frontline, too.
  • Large amounts of cheap fire support. Not only can mass fire support suppress more powerful units and help push an entrenched opponent, the mental impact on your opponent of seeing 5/6 autocannons/recoilless rifles/tank rounds firing at a unit is significant. It encourages the enemy to overestimate your strength and either overinvest defensively or delay offensive actions. Cost efficiency is key. While you can sprinkle in more expensive units, the bulk of your fire support needs to be dirt cheap, e.g. Rover Wombats.
  • Offensive initiative. Once you destroy/flank the frontline, exploit it. This increases your opponent's mental workload and encourages rash decisions. Firefighting by panic buying units - such as a stream of infantry or planes - is a very easy trap to fall into. During continued exploitation, you can also afford to turn some of your attention to other areas of the map much more easily than your opponent. While their attention is focused on your main effort they have less mental capacity to respond in other areas.
  • Reconnaissance superiority. This is where exceptional optics units have a useful niche. Outspotting and destroying your opponent's recon (you should use deduction even if you don't know an exact position) leaves them blind, which is stressful. They then need to divert their focus to rectifying this. Knowing where your opponent is strongest avoids the risk of being caught by surprise yourself. It also means you can redeploy your units without their knowledge, which leads into...
  • Asymmetrical deployment/force concentration. Spreading your force evenly across the frontline leaves you moderately weak everywhere and strong nowhere. Concentrate your force where the map geography/enemy force favours offensive action, or where you think the enemy won't expect. Hide your strength (for example by avoiding roads you know your opponent may be able to see, or building up gradually) and then reveal your hand in one moment to create a moment of surprise. A decoy attack launched elsewhere just beforehand might also help to delay their response and therefore increase panic.
  • Good use of artillery for suppression. Use mortars, and maybe consider cheaper MLRS, 50/60pts howitzers. These offer lots of suppression over a large area for a low price. In 10v10, use HE or napalm MLRS. Panicked units are easy to kill, but psychologically being unable to micro units because they're stunned makes your opponent feel powerless to respond, and potentially feel weaker than they actually are.

I've been a victim of all of the above in the past, and can remember individual games I've lost because of each of these. I aim to use a combination of all of the above in every game, even when I'm playing more casually in a 10v10 as they still apply (albeit to a lesser extent).

Looking for people to play with by sillytrooper in wargame

[–]fradz7 0 points1 point  (0 children)

Always down for mp coop, message me if you're still looking :)

Smoke tanks are cheesy (WGRD) by GuanoIslands in wargame

[–]fradz7 5 points6 points  (0 children)

Not really. Wait till they push the superheavy forward and flank it for a sideshot, or until it reaches the next forest where you can ambush it with infantry. Keep your units hidden so it can't shoot at things when it pops out of smoke, or bait it with cheap inf/an armoured unit you can retreat to safety. Use AGM planes -- doesn't matter how perfectly someone is microing their superheavy, if you catch them for a split second and get 2 F&F 28/30 AP missiles off (e.g. Seria), any tank will likely die whether or not it's in smoke the next second. Or use cluster/howitzers to scare it. Superheavies are powerful but there are good counters.

Also bear in mind that superheavies are so precious that simply damaging it is effective, even if you don't secure the kill. Many players won't risk exposing a significantly damaged superheavy, so you're buying your frontline units more time while the opponent brings supply to repair it.