Wargame: Red Dragon Guide

Multipurpose Deck for Wargame: Red Dragon

Multipurpose Deck

Overview

These is my own guide for a multipurpose deck wich in these case its Great Britain because its a very well rounded nation and rather easy to explain each unit. A multiporpose deck is ment to fight anything in multiplayer games up to 4×4 althou you can try to push it but i don´t recomend (see my explanation bellow). Please keep in mind, these is wat i use, these is wat i feel confortable, you might agree or no its completely up to you, im just sharing the game experience i have.

Logistics

Logistics

CV vehicle, i´ve chosen the Rover CP, its unarmoured so stay out of contested areas. You want to keep these vehicle probably 1 or 2 cap zones behind a hot cap zone hiden in a forest or similir couver. Despite unarmoured is fast offroad wich is essential specialy in Conquest games and just if the enemy starts to land artillery or airstrikes, you can move it out of the way quickly. I´ve played with these vehicles since i started playing Wargame and its very rare for the enemy to kill them but thats my experience.

CV Infantry, now these are the guys you send to a contested area and not your CV Vehicle, these guys work very well inside buildings or even in the extreme corner of the cap zone out of sight from enemy recon or other units and i like them with the Lynx A.H-7 because i can quickly cap zones as fast as possible if i have that need or sneak around enemy flanks, its a nice complement to the CV Vehicle, it hides better and its more maneuverable and flexible

Supply vehicle we have the Alvis Stalwart (wallmart as i like to call it) no need for a chopper, the trucks can go everywere and up to 4×4 matches there´s generally not that many ground to cover so if you call supplies they will arrive shortly after

Finally a FOB for general rearmament and ressuply

Infantry

Infantry

Elite infantry, the Royal Marines 90 at veteran in the Saxon to give them slight protection, don´t take SAS because althou multiporpose they won´t behave very good against enemy infantry specialy enemy elite infantry, the Royal Marines have an Assault Rifle and a Machine gun so they will have equal chances against other infantry wich are armed with the same layout (main rifle and machine gun). They are also armed with 1 if not the best infantry anti-tank weapon wich is the LAW 80 firing 20 rockets/minut with 22 AP at 700 meter range, it can kill the best tanks in the game if they get close enough with 3 or 4 shots wich won´t take long with the high fire rate. The elite infantry should be your main frontline infantry

Shock infantry, fearsome Gurkhas 90 hardened also with the saxon for light protection, 15 man squad, SMG and top of the line machine gun and the already known deadly LAW 80, the Gurkhas are some of the best of the best ingame and certainly better than Paratroopers wich is your other choise. The Gurkhas should suport your elite infantry and you can use them as frontline also

Regular infantry, the Fusiliers 90 trained, these are in my opinion the best regular infantry you can get. Wat makes them special its not the regular Assault Rifle, netheir the regular but good machine gun, its ther anti-tank weapon, the LAW 80 wich kills everthing it finds in the sights. I bring the Fusiliers in the Warrior 90 wich is heavly armoured, decently mobile and acurate, heavy hiting but slow firing 30mm Rarden auto-cannon. These regular infantry should be behind your elite and shock infantry holding the back line with the Warrior etheir suporting in these task or suporting the frontline against enemy lightly armoured vehicles and infantry

ATGM infantry, the Milan 2 wich haves very good AP potential at 24 AP but only 45% acuracy so i bring them at hardened, althou you only get 7 of them i´ve never run out of them if you keep them relatively safe

Anti-air infantry, the Javelin wich can only engage air targets sadly with mediocare range against helicopter unfortunately but not the worst. Bring them hardened since they lack acuracy and once again, i`ve never run out of them if you keep them relatively safe

Suport

Suport

Anti-plane, the Tracked Rapier FSA, decent range, not the best, not the worst with good acuracy and 8 missiles. I bring them hardened, bringing only 5 but if you micro them, they are enough, you will always have plenty of AA anyway in these deck

Anti-helicopter (sort off), the Tracked Rapier, now it haves 2800 meter range against helicopters wich is decent but you have a better choise so these is your anti-plane/helicopter backup, i bring them trained so i get 10 and they have mediocare acuracy but they are backup not my first choise for anti-helicopter or planes

Anti-helicopter (first resource), the Stormer HVM its very specialy because its very good against helicopters at 3150 meter range, decent against planes but it can also engage ground vehicles at 2625 meter range wich is further than your infantry Milan ATGM so far. Combined with high acuracy, decent AP value and good HE at 6, the Stormer is your way to go vehicle in the start of the game for anti-helicopter and even anti-tank. I bring 5 at hardened, don´t feel i need 7 and at hardened they are real beasts

Anti-air gun, the Challanger Marksman at hardened, i use them to complement the Stormer and Tracked Rapier FSA, heavy armour means it can survive SEAD missiles, the acuracy and HE its rather mediocare it will take some time to kill helicopters but they are good for complementing the other AA systems

Howitzer, AS-90 use them to pound enemy positions and counter-artillery enemy systems, not much introduction needed

PS-I don´t take mortars in these deck
since i feel they are week and rather slow but its my personal feeling

Tanks !!!!!!!!

Tanks

Top of the line, Challanger 2 at trained, micro them in combat and they kill everhting you want in the ground. If you can bring them in packs of 2 since you get 4 of them and the enemy will surrender just by seing them rolling out but be carefull, they are expensive !!!

Mid line, the Challanger 1 Mk.2, ment to be in the mid range of tanks these Challanger 1 are acuratem, heavy hiting anf heavly armoured. I bring 2 stacks each one hardened wich makes them deadly as sh#t, once again, they are expensive be carefull

Low line, the Chieftain Mk.11, in terms of gun they are the same as the Challanger 1 Mk.2 but a lot fragile but still decent with 14 frontal armour. I use them to suport infantry at eliminate anoying targets like IFV´s, APC´s and enemy infantry. I bring 8 at hardened

Note—All British tanks are slow offroad, great acuracy, great armour

Recon

Recon

Gazelle A.H 1 Sneb, only 2 helicopter recon, i bring the Sneb since it use helicopters in the flanks so wen these units detect ground units flanking they can potentially kill them. With exceptional optics they can see everting, employ them in the frontline in the start of the game to spot enemy heli rush or tank rush and send them to your flanks wen your troops arrive

Recon vehicle, the Rover Pinky, i like using cars since they are flexible and fast, the Rover Pinky is the only recon ground vehicle to offer above good optics having in fact exceptional optics making it a bit expensive at 45 points but if you put them in a bush with weapons turn off they can scout very very well

Elite recon infantry, the SBS at elite having only 4. The way i use elite recon infantry were i already have elite infantry in my infantry tab is to use them in the most sneaky and further recon positions like inslands or mountains or to sneak to the enemy spawn to rekt havoc of course for that you need transportion, its why i bring them in the Lynx A.H 7 wich is bloody fast at 320 km/p, the maximum ingame and shared with litle few

Regular recon infantry, the Gree Jacket wich althou shock troops should just scout while drinking some tea and not get engage in active combat, they are your frontline scouts but try to keep them away from enemy bullets. I bring them hardened having 7 of them with the Spartan wich acts as a cheap scount vehicle wich is usefull to complement the Green Jackets

Vehicles

Vehicles

Pretty straight foward, the Centurion AVRE, you already have a very decent anti-tank vehicle with the Stormer HVM wich is backed up by the Milan and all the tanks you have like the Chieftain Mk.11. All other vehicles like auto-cannons are fragile and not worth it in my opinion. The AVRE its THE vehicle to suport your infantry in killing enemy infantry, with 8 HE, the AVRE kills infantry like no other no matter if they are in buildings or not, the building is going down with the infantry no matter wat. Excelent firing suport, also good for killing pesty APC´s

Helicopters

Helicopters

Anti-air/anti-tank, the Lynx 3, mainly to fight the heli rushes and also armoured vehices if necessary. I bring them trained for the numbers

Anti-tank, the Lynx TOW 2 AT hardened, they are fast, they are acurate, your pure anti-tank helicopter

Planes

Planes

Air Superiorty Fighter (ASF), these might be controversial but i bring the Tornado F.3. Why not the Eurofighter ?? The main problem with the Eurofighter is you only get 2 rookie or 1 veteran, and more than 90% of the player won´t bring 1 veteran top of the line ASF specialy with things like the Yak-141 so you get outnumbered and good luck to even kill 1 enemy top of the line ASF like the 141 or the PU. If you bring the 2 rooky, yes you can now kill 1 or 2 enemy ASF´s if you micro them but you will probably miss so much that you will strugle to kill anything or ending up being killed chasing the enemy planes above enemy AAA cover. Its in these sense i bring the Tornado F.3, you can have 2 of them veteran and they carry 4 long range Semi-Active missiles wich is the downside of these planes in comparison to the Eurofighter with Fire & Forgot AMRAAM missiles, the thing with these Semi-Active missiles is that they have a longer range at 8400 meter range and despite having 50% base acuracy, the veteran status makes them very acurate and they have 1 more HE value at 6 HE and have more supression meaning 1 hit is normaly enogh to causa havoc in the enemy plane with Fire & Forgot missiles reducing ther acuracy. The Tornado is also wat cheaper at 135 points being easy to bring the 2 planes, if you micro them behind your lines you can make short work of all enemy planes with your range

SEAD, only plane available, the Harrier F.A 2, very slow at 750 km/h with decent ECM at 45% but crazy range in these 2 ALARM missiles 4900 meters outranging all REDFOR anti-air systems. I bring 2 rookie due to the high acuracy and as long you keep them at max range you can do a lot of work

Bomber (precised), Harrier GR.7 with precision bombs, if you have elite enemy infantry, enemy CV´s or other high value targets that you can take care with planes, the GR.7 with these precision guided bombs will kill them easly

Bomber (carpet), the Harrier GR.5, a basic bomb payload to mostly panic enemy infantry and vehicles not so much to kill them

Anti-Tank, the Jaguar, they are very mediocre but they get the job done with some luck of course thats why i bring them at elite

NOTE—The Harrier planes are rather slow compared to most of Redfor planes so be carefull since they can be shot down easly. The bombers don´t need veterancy

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