

infantry and light vehicles, some are decent as base defense vs.

The Vehicle tab easily holds the most useless units in the game some are good for fire support vs. You'll rarely get close to using a whole card of helos in a usual match, so additional ones are to fill different roles just like tanks. Heavy armor rolling through That's right, time to review the US Armor specialization for Wargame Red Dragon.Strengths of this deck:+ Lot of armor+ Can push. Improved Deck: AMkCmyUkLZKSFMlKShtFJRxylI45SiCokSOIUxNAJBA1JnJBUThNSRW0RAk8JPiVApKiq2tBLAizSWQqEZNyspF6JZ0FAMXIlkk5liADecks. Getting more cards of tanks to replace your losses doesn't work, you get more cards to fill different roles and you won't use up a whole card in the case of cheaper tanks. (Though there are exceptions depending on the coalition.) Especially avoid filling your Tank, Helo, or Vehicle tab with redundant crap. Except in the Infantry tab where you want a lot of rifles, you don't usually take 2 cards of the same unit. Your unit tabs wanna usually look something like 3-4 card Logistics, 5 card Infantry (no exceptions), 3-5 card Support, 2-4 card Tank, 4-5 card Recon, 0-2 card Vehicle, 0-2 card Helo, and 3-5 card Plane. This is an especially important consideration for transports because they most often tag along behind infantry to provide fire support in forests. The difference between 1 armor and 2 armor is enormous 1 armor takes a bit less damage from small arms but will still die in one hit to any HEAT weapon in the game. The Unspec Guide that's already been linked is of course the best response, but if you want some of the most important things: You need cheap rifles to screen for all your other units when attacking and holding ground when defending.
