For anyone wondering, the counters are meant to help you keep track of what you can counter well and what you can't with your chosen units. Though I would keep in mind that I was assuming you know how to use your chosen units.
Halftrack variants can be a nice addition to loadouts as well, for example ambulance can save supplies by healing infantries near and inside it while Halftrack CS have a HE cannon with decent range (and an additional tile when paired with radio) that deals good damage to even medium armour, i personally use ambulance for infantry-escorting-battle tank loadouts and Halftrack CS for arty loadouts. Hope that helps!
A neat fact about the Halftrack CS is that when paired with radio it can fire over obstacles. (At least I think it can, might want to test and confirm). Either way, it's super useful for any urban maps where you want to use an artillery loadout.
Tip: Run loadouts that suit your playstyle. Simple tip, but plenty of people just run whatever seems to be the current "meta" and end up being thrown off by it. Use what you want as long as you believe it's effective. Dont let what other people do change what you do.(Shout out if you want.)
I use SPAAG for anti-infantry and heavy tank CW even though it feels like Howitzer without splash damage but can shoot targets right in front of it and doesn't require radio Oh yeah and by the way I choose the CW tank because it also contains stupidly overpowered visibility No wonder it cost as much as a battleship because it's literally a ground version of one I'm pretty sure it can even survive annoying recom tank spammers
I normally use tank destroyer it just has more range and its good for offensive and defensive load outs id also recommend using flame tank to deal with inftray just because of the armor if they have bazooka or anything that can deal with tanks get a mg/lg to deal with bazooka or rpg and if it’s an tank destroyer get an bazooka or rpg
Also, i agree that to exclude BT's in defensive loadouts, I mean Multi H tank and missile tank/halftrack has more potential in defense to counter things like recon tank and BT
I kinda have a good loadout you just need 1 anti infantry 1 anti tank infantry 1 supply unit 1 main tank, the rest is up to you guys what you will pick but it depends on map and difficult but if we talk about pvp then its highly recombd to know the map and the right units for it
As a reminder your deck should always have 1-2 infantry 1armored unit and a supply unit tho is will vary depending on the map the enemy your facing and the situation your in (shout out:0000)
when i saw this vid i thought its from a youtuber w like idk 200k subs (it feels like it) but u only have 2k (is still alot) realy good video it helped me make a good loadout becouse mine was somewhat random
I find it difficult to use the heavy supply carriers, they easily get maimed by anything anti-armor specially bazooka bois. I always use supply trucks for de mobility, only time I found the heavy supply carrier useful is in sea crossing and far away frontline fights.
I have certain units I use that are before any of the half truck variants it’s a very old strategy I use that is able to beat any map. O still use it to this day
I know I'm one month late but for my non-altillery (and currently main) loudout is: IFV, M Grunts, RPG, Battle tank, Flame tank, Heavy car, Apache (I'm going to put it here anyways), Supply Carrier, and Sniper team. the M grunts is for survivability since I didn't have an arty unit anyways. IFV is for infantry clearence alogside flame tank for additional moral kills. Heavy car and flame tanks basically is just cannon fodder for me. as expected Battle tank is my main dmg dealer
My entire deck have Supply truck, Rocket truck, grunts, howitzer, Transport truck with smg and Recon tank. And i just don't need anti vehicle cuz every vehicle just surrenders (i use this deck only in pvp)
IFV isn't that great in the frontline. In mean sure, it's weapons are really god damn good, but its main issue comes with its light armor. This makes it a bit more misleading as this could possibly encourage others to use IFV like a frontline tank. When in reality it gets one shotted by RPGS, Recoiless Rifle, Missile Tank, you get the point
Anyone with more than 5 iq won't get their IFV killed. I use IFV on the frontlines. I take ifv into the mountains in village clearing, even if you're supposed to just spam infantry. I take it EVERYWHERE. It doesn't die. Because I'm not stupid. I never take risks with it.
I have been using SMG squad, flamethrower, RPG, mortar team, sniper team, supply truck, wheeled apc, armored car. I pair this with my friends loadout which is: grunts M, RPG, M gunner, multi H tank, M tank, and he also used armed heli. let me know what you all think
@@Supersquid_11 the sniper team is mostly for scouting, the wheeled apc and armored car also have radios. and like stated before this loadout is meant to be paired with one built to counter heavy armor.
my reasoning for the wheeled apc is the added radio from the halftracks, and the mobility of 5 tiles instead of 4. there is also an armor increase of 2.5 and the mobility increased 1 tile and this only increased the price by 10 tix. the armored car costs the same as the wheeled apc.
Shout out: Don't listen to this guy when he says tanks fire rockets. They mostly fire shells, and modern tanks can even fire guided missiles (why would they ever fire those silly unguided rockets?!). Among the only exceptions are tanks such as the Sherman Calliope and Brummbar bunker buster. So yeah, literally say any other commonly-used projectile name and you would be more correct than Frontier Pig here is.
@@Not_MacArthur_Pookiebear Probably nothing. Frontier doesn't seem like the kind of guy you can "convince" in a straight argument, so I figured I'd turn it into a whole drama because drama drives content and clicks.
It's late but here. Smg- if want to primarily prevent the enemy from using their infantry effectively via forcing them to go back to heal or risk letting an smg squad get veterency. Grunts- Are practically needed if your going with an arti build, decent damage decent health while they don't have anything fancy but get enough of them then you'll be able to use arti anywhere in the map. Grunt M- Similar to grunts they sacrifice the radio for the ability to heal, this gives them more tankyness than the previous two, if you want a meatshield then m grunts is your choice.
wdym riflemen have the worst damage?!?!?!?!? riflemen do the most damage in the grunt/grunt m tech tree!!(bullet based attacks) have you actually looked at weapon stats?!?!?! "SMG Squad has a decent bullet based attack" bullshit. (THIS COMMENT DOES NOT ACCOUNT FOR MORALE AND HEALTH)
My dude rifle men may do slightly higher damage but it is multiplied by 2 whereas the other units like grunts have it multiplied by 3.(SMG squad has very low damage but is multiplied by 4) This is because they shoot a different amount of times.
@@terrariaverycool Tap on the Grunts icon, you'll see the Grunts M there. Since I'm a veteran, I already own the Grunts M. Anyway, hope you find this useful.