PTAB and cluster bombs also used HEAT warheads in the anti armor role. Furthermore Sensor Fused Munitions with HEAT Skeets are deadly against armor. You don't have the full picture as most games don't model them.
also, if you wanna carpet bomb a road/runway with... you might wanna align your flight path with the alignment of the target. because his bombs never hit anything xD
heard somewhere a cluster anti tank bomb is/has been developed not going into details here but it spins and ejects 4 mini self guided heat warheads that themselves spin on an eccentric axis that makes it scan an area for vehicles and detonates if vehicle detected sending heat (or explosive formed penetrators?) to the roof
I have played the same in vanilla a couple of years ago. You learn very fast, how much supply. I mean ginormous amounts of supply you need. And that you have to play it more like a Tower Defense Game.
Maybe a less aggressive placement of your mobile fob would make it a bit safer, run a chain of supply up from it to the front line? It would let you make more of a fighting retreat because the initial position always bends a bit in these videos it seems. These are super fun to watch though, and Blitz has been a cool guest recently, keep up the good work!
Right click and hold to set a formation based on how far you drag the click. Let the tanks get in formation, then as you highlight them all to tell them to move forward they stay in formation. They'll do the latter no matter how they're arranged actually unless there's something like a bridge.
Little fun fact, I helped cause a nerf to the Spooky. I'm friends with a guy who was friends with the mods at the time, and after playing a 1v1 where I smacked his opener with an AC-130 after killing his radar AA, it recieved a balance change.
I find when using arty and "dumb" bombs, the AI knows when you click on a unit to target it and will move as many out of the line of fire as it can. I always click "fire position" and place it near the units I'm targeting. The AI never moves them and they die by the masses.
'Nanhai' is a rediculous name for those Chinese infantry. It means 'boys'. Not even 'lads' or 'teenagers'. We typically only use this word for kids less than 10...
My big question is does the game balance the players decks to have the same point value of decks and apply the deployment multiple based on unequal number of players? Like yall started with only 10 decks, would it make that deck larger if played against the same number of opposite players with decks in the range of 40 or 50 points? The AI is really bad about bridge choke points. Once a route is completely blocked the auto move will still try to route through the blocked bridge whether it's the AI or the human. A human however will manually reroute the units to go to another bridge. I've played where I blocked the bridge with enemy tanks sent over piece meal, then had to go around via a different bridge to push across.
So they are handicapping themselves with the mod you have 50 activation points. In mod is goes from 45-60 activation points depending if it's a major or a minor country
The game buffs the unit availability (the number of each thing you can bring before running out) and income to players facing a larger number of opponents to help balance games when the teams are not the same size. Because these games were 2 players versus 6 AIs, the players got 3x availability and income. However, there is no bonus to compensate for bringing a deck with only 10 activation points against one with 50 activation points. And the AI is really bad about _everything_ .