This deck is terrible. Its major flaws are :
- way too many tanks, especially the costly stuff
- not enough infantry
- not enough supplies
- way too costly AA
- lack of arty/mortars
- no recon infantry
- no helo support
- not enough planes
Basically, what will happen in any game is that someone will use some SEAD aircraft paired with ATGM ones, and all your costly stuff will turn to ashes. Here's for example a much more balanced USSR Armored Cat A deck : http://cloud-2.steampowered.com/ugc/828 ... 6E021450A/
Let's analyze why my deck is quite decent compared to your, category by category.
Logistics : Unless you're throwing CVs away, 3 is pretty much enough for a lot of games in 3vs3 or more. With 37500 liters of supplies, I can feed my units who are gonna throw a lot of missiles at the enemy, while your deck will quickly run out of ammo. Note the BRM-1K is a very good choice for a CV, but you have to employ it correctly ; don't park it in the middle of a forest, but in some dense hedgerows or at the border of a dense forest. Like this, you'll be able to scout a huge area and know no special forces squad is coming through the woods to kill your precious CV. Of course, don't do that near the frontlines.
Infantry : With Armored decks, the basic rule is to get the polyvalent or extremely crucial stuff, and to have enough numbers. If you can't have enough line infantry, just ditch ATGM infantry ; same thing with Spetznaz. With my deck, I have at least 32 hardened Motostrelki and 8 hardened PZRK Igla. The problem with a USSR Armored cat A deck is that you don't have a lot of choices for your infantry ; it's either Ural trucks that will blow up with a single autocannon round, or burn nearly instantly in napalm, or BMPs. Choppers are a bad choice as they'll be magnets for IR missiles and aren't really practical for deploying lots of infantry. Because you ought to have read about GREAT DESIGN OF BMP VEHICLE
, you'll know that IN GAME OF WAR YOU BUY MANY MANY BMP OF DESIGN 2
. GREAT DESIGN OF BMP 2 combines an AUTOCANNON to shred APCs that have a single point of armor with Konkurs ATGM to hunt enemy tanks. For a mere 5 extra points, which is not much compared to 40 points for Motostrelki in BMP-2, you can get the BMP-2D, which is a tough nut to crack for an IFV. To add some flexibility, choose the GREAT DESIGN OF BMP-2 OBR 1986 for your other card of Motostrelki for insane ATGM, autocannon and extra speed.
For the Igla, you may choose the Ural truck as they're not supposed to be at the frontlines, or choose some BMP variant to complement your needs ; that's what I did with the BMP-1D for an armored grenade launcher to clear infantry more easily.
Support : If you forget to turn off some radars, the enemy will reap 65 points minimum per hit with a SEAD aircraft, hence you need some meatshield radar units to attract the first shot (SEAD aircraft engage the first radar unit they detect, and for the next missiles, the costliest unit in their range.), or units that don't need a radar to work. Or if you don't constantly move your SAMs, you can be pretty sure some player with a forward recon unit will be happy to use tube arty to shell your SAMs into smithereens. At the same time, your lack of arty/mortars prevents you from sniping enemy positions or laying smokescreens to advance. In my deck, the 9K33 Osa and ZSU-23-4MZ Biryusa are put forward to work as SEAD meatshields ; for a cheaper meatshield, you may opt for the ZSU-23-4V1 Shilka, but if you play in Conquest, the extra 10 points isn't too much a hindrance, especially when you know the Biryusa has the same availability as the Shilka, with extra range and accuracy. Basically, these 2 meatshields I propose offer very good lethality for the price, and you need an autocannon unit to save some cost on supplies, provide some flexibility against ground troops, stun enemy aircraft or finish off that airplane going away with 1-2 HP. The 2K22M Tunguska is picked for the fact it can't be targeted by SEAD aircraft with the autocannons turned off, has insane accuracy and can outrange enemy choppers. The 9K37 Buk-M1 is there to provide the long range punch ; of course, because of their cost, you need to micro them to turn on/off the radar when needed ; the Osa-AKM may be an alternative choice, trading range for availability, cost, and rate of fire. Finally, the 2S7M Malka, while a bad smokelayer, is an extremely good long range sniper to destroy any high-value fragile targets your recon units may detect.
Tanks : If you didn't realize it, you have 5 cards of tanks above 100 points, which is way too costly. You have 5770 POINTS WORTH OF TANKS.
To put things in perspective, in a Conquest 4vs4 game, you gain something between 1.75 and 2 points per second for your income, that means you'd need BETWEEN 48 AND 55 MINUTES TO DEPLOY EVERY TANK.
In a Destruction game, this is simply impossible as all those heavy tanks can pretty much be free points for the enemy if you lack of something to cover them, such as infantry, a huge air defense net, aircraft, artillery, all the stuff you lack. My deck on the other hand is way more balanced, with the T-55AM2 and the T-62M providing ATGM support and being sufficiently cheap to be deployed to fill some gaps. The T-64BM would be the mainstay of the tank force, as it's a very cost-effective defensive tank, while not being too bad in the offense. The T-80U, A and BV are...well to crush the enemy once you amass enough points. Note it may not be necessary to have that many tanks, so you can trade the T-80BV for some recon unit for example.
Recon : If there's one recon unit you MUST
have at all costs, it's the one you didn't pick : recon infantry. Recon infantry is extremely hard to detect, always has very good optics and can be used to assassinate enemy CVs or other high value stuff deep behind enemy lines. With USSR, these choices are limited to the Razvedka and the Spetznaz VMF ; the latter is not a realistic choice for being deployed in choppers, as it must come with the awfully costly Ka-29. That's why it's the Razvedka that gets into the choppa. Spetznaz VMF in Ural trucks are cheap enough to be deployed to the frontlines, and their insane speed and SVD sniper rifle can help them create and exploit gaps to infiltrate the enemy lines. As noted before, it may be good to deploy another recon unit, such as a BRM or Mi-9 to assist pushing if you didn't succeed in placing recon infantry beforehand.
Vehicles : The BMPT is a solid choice for town clearing, but they don't really need extra veterancy, as they're already accurate enough, so get 8 of them. In my deck, the ZSU-23-4 Afghanskii provides some cheap combat support. Because it only costs 20 points and has an autocannon without the KE trait, it is likely some costlier unit will attract fire while it will to its job of firing at the enemy to panick or stun, even if it's an extremely armored Chimera.
Helicopters : Your lack of choppers is disturbing. Adaptability is key in this game, and if the enemy runs out of AA, a chopper will cleanse an area by itself ! In my case, I picked the Mi-24V because it offers a good availability and has 8 STRONK Kokon missiles to outrange a lot of stuff.
Planes : 1 MiG-31M for planes is not enough. All it takes is a slight mistake, and your single MiG-31M will die to a pair of F-14s, or be bounced by multiple fighters, or even approach too closely from an I-Hawk sometimes. In my deck, the MiG-25BM provides a basic capacity for SEAD, I have 2 MiG-31 that are better than a single MiG-31M, the pair of MiG-29Ms, while costly, provide a good supplementing option for BVR fights and can drop cluster bombs on an exposed enemy, while the pair of MiG-27Ms take care of the heaviest tanks.