Please Read this Over Before Posting:
AA - Anti Air
AAA - Anti Air Artillery - See also SPAAG
Amphi Amphibious vehicle - units with this trait can move across water. There is a seperate speed for when in water.
APC - Armored Personal Carrier; VAB, BTR-60
CV - Command Vehicle
IFV - Infantry Fighting Vehicle; BMP-1, Bradley
SPAAG - Self Propelled Anti Aircraft Gun - an autocannon that shoots planes and helicopters
COV - Corvette Class Ships
CS - Command Ship
DD - Destroyer Class Ships
FRI - Frigate Class Ships
SS - Supply Ships - also SuS
PT - Patrol Boats
BB - Battleship (not ingame and won't be)
CV - Carrier (not ingame and won't be)
CA - Cruiser (not ingame and won't be)
CAS - Close Air Support also known as GAP Ground Attack Plane
ASF - Air Superiority Fighter
MULF - Multi Role Fighter
SEAD - Suppression of Enemy Air Defences - These are missiles that will target Radars. Radars can be turned off to prevent this.
SBA - Sea Borne Aircraft - Helicopters and Planes that will be avaliable from marine spawns.
AAM - Air to Air Missile
AGM - Air to Ground Missile or ASM Air to Surface Missile
ATGM - Anti Tank Guided Missile
AShM - Anti Ship Missile
SAM - Surface to Air Missile - SAM Site - A place where there are SAM
SSM - Surface to Surface Missile
IR - Infrared missile
NATO - North Atlantic Treaty Organization - Primary western military alliance
PACT - Warsaw Pact - Primary eastern military alliance
NSWP - Non Soviet Warsaw Pact
NANA - Non American Nato Army
CB - Communist Brotherhood - PACT + China + Northkorea also known as GCB Glorious Communist Brotherhood
BLUFOR - Friendly Forces
OPFOR - Enemy Forces
HEAT - High Explosive Anti Tank or shaped charge - Ingame this trait means the gun will always do atleast 1 damage, or the AP indicated if armour is lower than AP value.
KE - Kenetic Penetrator - Ingame this trait means the gun will get +1 AP per 175m clossed to the target.
Stabs - Stabilisers - The percentage which is shown indicates the amount of accracy pertained while moving.
Stat - Static - This Trait means that the unit cannot fire on the move.
F&F - Fire and Forget - Missiles that are not guided from the launcher; the unit can move after firing.[/b]
SALH - Laser Beam riding guidance - Unit cannot move while missile is fired
SACLOS - Semi Automatic guidance . Unit cannot move while missile is fired
MCLOS - manuel guidance . Unit cannot move while missile is fired
ECM - Electronic Counter Meassures - ingame this percentage is the amount with which enemy missiles will have their accuracy reduced.
GRAU - Glavnoye raketno-artilleriyskoye upravleniye - GRAU Designation is the Russian designation for thier equipment rather than the NATO call names.
Recon - Reconnaissance - observation of the enemy positions and movements - Recon units are the units that do this.
Cat - Category - There are 3 categories of decks in terms of year of introduction. Pre 1980 Cat C, Pre 1985 Cat B and No restriction Cat A.
General RTS Terms
AoE - Area of Effect
Aura - Area of Effect for any passive, for example the area in which a unit has to be in order to be supplied.
Arty - Artillery
APM - Actions Per Minute
ASAP - As Soon As Possible
Buff - The act of making something more useful.
Bottom Feeder - someone who ranks up or only fights with bad players.
Blob - Having units sit or move around in a big circle or close formation, usually get's you bombed.
Bomb Magnet - A unit that is so valuable that as soon as it is discovered it will get attacked by everyone. (T-80U)
Broken - Something not fuctioning as it is intended, usually balance wise (Infantry Paniced with 100% accuracy)
Cheese Tactic - A tactic that is clever but grossly unfair. (Just because you can't counter something does not make it a cheese tactic, consider that you may just be new/playing poorly that day)
Choke Point - Any point on a map that can be defended easily by a few units against a lot of units.
Comp Stomp - Several human players practicing against AIs.
Counter - A unit that counters another unit, example AA > Helicopters > Tanks
Hard Counter - A unit which obliterates another unit, as in they litterally cannot fight back.
Feeding - Under performing in such away that you are actually helping the other team gain points.
Glass Cannon - A unit with powerful weapons, but weak defence, most french units in the game.
GUI - General User Interface, the general things on screen you can click on to interact with the game.
Gimp - Serves no purpose, either because another unit does it better, or because it is incapable of destroying the
opposing units that it is suppose to destroy, example: an AA gun that can't destroy helicopters or planes is gimp.
Lane - In team games initially each player will take a "lane" a section of the map and push up through that lane.
Meta Game - The decisions you make before actually playing the game, but which determines the outcome of a game. For example Deck creation, a current Meta trend is get Tomcats early in the game.
Micro - Micromangement, focusing on just 1 unit to control it in a proper way.
Macro - Macromangement, controlling many units at the same time.
Mechanic - A general fuction in the game, and how it is played out.
Nerf - The act of making something less useful
Noob - Newbie, someone new at the game, not someone bad.
Nuke - Unleashing all your immidiate power on 1 target, example: Using all your Ground Attack Planes against 1 unit.
UP - Underpowered
OP - Overpowered, Original Post, Original Poster or Original Picture
Steamroll - Having so many units you can merely drive in a straight line across their forces and steamroll them. Sometimes just roll.
Spam - Using only one unit or unit type, It does NOT mean having a lot of a unit.
Splash Damage - Damage that is done in an AoE where the projectile hits, the amount of splash is meassured by the HE value in Red Dragon
Symmetry - In game balance this means, that both factions have IDENTICAL resources. Look up World in Conflict
Squishy - Or Paper, a unit which is easy to kill, usually support units or infantry in the open.
TTK - Time To kill, How long does it take to kill a unit
Turtling - Opposite of Rushing, defending while waiting for enough resources to steamroll the enemy.
Rush - Commiting your forces to attacking a location first thing in the game ( Basicly, not defending)
Randomer/pubber - Randomly encoutered/Public Player, teammates whom you do not know prior to playing.
Paradigm - A game mechanic that you are forced to prefer over others or you will not be as good at the game, because it is so useful/powerful.
Push - Moving up, your side of the map.
Unit Paradigm - A unit that is so powerful that you have to have a hard counter for it, as no soft counters will work effectively; A unit so powerful that it's mere pressence makes you change the way you have play.
Zerg Rush - Assaulting enemy starting position with a horde of light units within the first 2 minutes of a game.
Nation Topics for those not included in Wargame:
The List of Do Not Ask Will Not Happens:
[EUG]MadMat wrote:So no: paradrops will remain, as in real life, a strategic option, not a tactical one.
2. Strategic Bombers; if there are it will only be on the strategic map in campaign.
3. Nukes; if there are it will only be on the strategic map in campaign.
4. Customizable Plane Loadouts
5. Any new nations
6. Engineering Equipment/Mines, Trenches, Emplacements, Camo Nets, or etc.
7. Towed Equipment
8. Airlifting Vehicles
9. Cargo Planes or any noncombat planes.
10. Fancy micro abilities
11. Articulated vehicles
13. Chemical Weapons; if there are it will only be on the strategic map in campaign.
[EUG]MadMat wrote:Chemical weapons denied.
14. Bridgelayers/Destroyed Bridges
[EUG]MadMat wrote:Absha wrote:Anyway, i didn't see any confirmation of bridgelayers being in W:RD.
And you won't see any ...
15. VTOL aircraft being used in a Hover.
16. No Torpedoes on Rotary or Fixed Wing
Xeno426 wrote:Just FYI, there will be no torpedoes, so stick to helicopters that would have an actual ASV role.
17. No tactical ballistic missiles or scuds etc.
ikalugin wrote:No TBMs.
18. No Submarine Warfare or Anti-Submarine Warfare; if there is it's on the campaign map.
[EUG]MadMat wrote:No subs.
19. No naval mines; if there is it's on the campaign map.
20. No Console Port
[EUG]MadMat wrote:Will we see WG:RD on Next Gen consoles??
Wargame is PC only.
21. No Fastroping
22. No Post cold war weapons sales.
23. No Extra Nations via paid DLC[/b]
[/quote][EUG]MadMat wrote:No extra-nations piad DLC are planned, especially not ones that have nothing to do with the theater concerned by the game.
24. No Generation 5 Aircraft; No F-22, F-35 etc.
25. No recon planes
The List of Features:
[EUG]MadMat wrote: WRD will introduce the long-expected amphibious capacity for ground vehicles, which should offer a lot of new opportunity and new strategies. Also, naval assets will be present to some extent ...
Devblog wrote:Destroyers & Frigates (over 80m long) will be the flagships by taking the role of naval command vehicles, hence being able to seize control of naval reinforcement zones. Covered with weapons, the destroyers will be the mightiest ships to sail in Red Dragon. The Japanese Kongo & Soviet Udaloy II destroyers, respectively 161m et 163m long, will be the Kings of the High Seas.
Devblog wrote:Corvettes are smaller combat boats (30-90m), either designed for pure naval warfare (anti-ship missiles, …) or with some ground support weaponry (MLRS, mortar, …). Usually faster than their bigger brethen, they will be the scouts and main frontline ships of the naval forces. The South Korean Pohang corvette will be among the biggest of its kind, while the ubiquitous Soviet Osa (used by pretty much every communist state in the world) will be among the smallest.
Devblog wrote:Patrol boats (under 30m long) will be the smallest boats, with light weaponry. Like ants among giants, they will, unlike the bigger boats, be able to leave the sea to penetrate inland through rivers, and thus act as support weapon platforms for the ground troops. My personal favorite being the Vietnam-era Monitor “Zippo”.
[EUG]MadMat wrote:Only those able to drive straight into the water without preparation or special kit.
2. Armory/Deck Improvements
Wister wrote:The decklist will come with filters and sorting options, and we will hide deck names in lobby.
The armory will also get a lot of new useful tools ^^
Hope this will please you
DEVBLOG wrote:Uniting together several pre-determined countries in a kind of “super nation”, Coalition decks will have access to all of its members’ prototypes, but will grant less activation points available than individual nations would.
4. New Vehicle/Infantry deck dynamics; infantry are not bound to transports and vice-versa.
FLX wrote:Vehicles will have their own availability in Red Dragon. You will still have to chose them during the deck creation but you won't have as much BMP3 or choppers then basic vehicles. Vehicles availability will not be bound to infantry at all so taking various types of infantry won't give you more availability for a vehicle.
That should resolve a lot of spam problems even if thinking that this change alone will be the ultimate solution is a bit optimistic in my opinion : I'm sure that making a mixed deck with 9 slots of airborne infantry of various nations with different versions of the huey will give a good availability even if the availability per pack is low.
Semper vigilo !
5. Improved AI
DEVBLOG wrote:The AI’s behaviour regarding the rules of vision has also been improved. The AI will no longer react to units it doesn’t see, allowing effective sneaky or flanking tactis like against any human player.
It won’t be able to spot your units witout proper recon, and thus being able to bomb (or smoke ) your position “blindly” like before.
6. Customizable AI decks
DEVBLOG wrote:in skirmish or multiplayer, all your decks are shared with the AI.
You can create, customize, and assign decks to every AI slots individually. Therefore, you will be able to create AI decks that serve your strategy as an ally… or fight against an enemy which you have designed yourself ! Just like a sparing partner.
7. Map improvements
FLX wrote:For WG3 we use real landscapes as basis and we have a precise scale : we use squares of 3km and maps are composed of multiple squares :
2x2 3x2 3x3 4x3
4x4 and 5x3 for 10v10
Valence wrote:Maps will be bigger in RD, at least for a good part of them. And don't forget that what clutters them up in AL:B are all the mountains and water. Now in RD you will be able to bring some of your vehicles in there too, either mountains or water.
8. 5 New Nations; CHINA,NORTH & SOUTH KOREA, ANZAC(Australia & New Zealand), & JAPAN
9. Over 1200 units total including ALB's old units.
[EUG]MadMat wrote: There will be over 1200 units featured in WRD, including ALB's nations.
10. Timeline increased to 1991 and 1995 max for select prototypes;
[EUG]MadMat wrote:Limit for prototypes was moved from ~1992 (in ALB) to ~1995 (in RD).
11. All Nations from Airland Battle will be upgraded to the new timeline; BUT ONLY THESE will be at release, the others will be post-release for FREE:
12. There will be a dozen solo campaigns.
DEVBLOG wrote:Red Dragon will feature a dozen solo campaigns. They will be distributed over the timeframe and sides to give the players the opportunity to experiment a wide array of situations, armies and equipment.
13. Some stats will be displayed in % in the armory (and some hidden ones will be revealed)
Wister wrote:I hereby officially confirm that accuracy will be displayed in % of base chances, yes :p
Accuracy in % ... in RD.
oh and some other stats like ECM or Size too.
also some hidden stats will become visible, while existing ones are getting more "concrete" values.
13. Improve Plane/Jet Controls
FLX wrote:What we have already improved for WG:RD is jet controls : at the moment when you click next to a plane it will turn the other way around to come back on the very point you gave which is frustrating. They won't do that anymore and clicking to the right of a plane will make it turn to the right period.
14. Amphibious Assault Ships
[EUG]MadMat wrote:alphazulu90 wrote:Would the exclusion of amphibious assault ships also mean no deployment of tanks and stuff by sea?
No, it is just that we don't count barges as "ships", but they'll be there too.
FLX wrote:There will be landing craft for infantry and vehicles
15. Flares; confirmed only for Planes as of now.
16. Helicopter to truck supply transfers.
FLX wrote:That's something we introduce with Red Dragon but that cannot be in WALB because it creates too many side effects.Mosquevan wrote:I'd be happier if supply choppers could act as FFOBs and resupply trucks.
The use of helicopters as mobile FOB increase their interest a lot, and also reduce the interest of the FOB so we'll certainly compensate with more/cheaper supply for the FOB (or less for the choppers )
17. New Cat system;Graphic wrote:Cat C - 1980
Cat B - 1985
Cat A - everything
Confirmed Units Thus Far:
#02 MH-60 DAP (USA)
#03 Z-9 HJ-8 (China)
#04 Kyū-maru Shiki (Japan)
#05 KM900 (South Korea)
#06 HQ-7 (China) [will also be featured ingame as the French Crotale]
#07 Chieftain Marksman (UK)
#08 M41A1 (ANZAC)
#09 Ch'ŏnma-ho IV (North Korea)
#10 Hachi-Nana Shiki (Japan)
#11 K30 Biho (South Korea)
#12 ?? (??)[
ANZAC Digger (either Aussie or Kiwi).
Chinese soldier, wearing the late '70s camo pattern used during the Chinese-Vietnamese war.
North-Korean MANPAD crew.
ROK Marine (ROK standing for Republic of Korea, aka South Korea).
NKSOF (North Korean Special Operation Forces) scout, official naming shall come later.
Soviet Gornostrelki (Mountain troops), which in the tradition of ingame light infantry, will be armed with a short-range ATGM (Metys) and ... wears a non-standard issue scarf.
American Navy SEAL.
British Gurkhas, the deadly Nepalese mercenaries in the Queen's service.
Lie Ren recon troop, Chinese Rangers.
W-German Fallschirmjäger officer.
This one is indirectly related to Red Dragon, for it will be featured first in the incoming DLC 2:
American (USMC) SMAW
Meet the Pyro!
Chinese Fáng huà bīng (Chemical Defense Troops), manning the PLA's flamthrowers.
ROK Black Beret
North-Korean Red Guard ... militia.
ROK UDT/SEAL, South Korea's Navy special forces.
While American SEAL will be more recon-oriented, ROK ones will be leaning more on the RM Commandos/Kustjägare's side ...
**DEVS AND MODS FEEL FREE TO EDIT THIS POST**
I'll try to maintain it myself though, but sticky me up scotty.