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The main addition to this version of the game is the introduction of [[HistoryOfNavalWarfare naval combat]], although it stays more to the littoral side of things, the biggest ships are the Kongo class destroyers.

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The main addition to this version of the game is the introduction of [[HistoryOfNavalWarfare [[UsefulNotes/HistoryOfNavalWarfare naval combat]], although it stays more to the littoral side of things, the things. The biggest ships shown are the Kongo Japanese ''Kongo'' class destroyers.

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Not a trope.


* AussiesWithArtillery: In keeping with the Pacific Rim setting, the Australian Defence Forces and their New Zealand counterparts (merged together under the ANZAC umbrella) are a playable faction on the NATO side. "Diggers" (Australian infantry) are a mainstay of many Commonwealth decks, and Australian Leopard tanks are a fast and inexpensive counterpart to the slower, heavier British Chieftains.



* [[UsefulNotes/BritsWithBattleships Brits With Battleships]]: Now with the Type 21 Frigate and Eurofighters! British tanks are perhaps the best embodiment of MightyGlacier in the game: relatively slow, but extremely well-armored and packing a tremendous punch. Infantry tends to be very well rounded and has a great shock infantry ranging from Ghurkas to British Paras, but lacks in the SF category (ironically have three Special forces). Plus Harriers and Eurofighters Typhoons. Coalition partners are Canada and ANZAC, making for a strong infantry category.
* CanucksWithChinooks: Canada returns in Red Dragon, becoming a force on-tier with the French and the Germans. In contrast to their British cousins, the Canadians have a variety of specialist vehicles and fast tanks, which along with Australian infantry and aircraft gives the Commonwealth a very well-balanced force.
* ChineseWithChopperSupport: The PLA is now a playable faction. With a rather average force for the game, while lacking attack choppers similar to other Redfor nations, make up with good infantry and AA capability's.
* UsefulNotes/ColdWar: This game takes place between 1975 and 1995.



* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate. France infantry tends be overall good compared to its Bluefor counterparts, tanks tend to be Fast and hard-hitting, but lightly-armored. Air Force is unusually high tier (having high tier Rafale Ms to small and spammable F-8s) and one of the four Bluefor nations to get attack helos similar to the Apache. Their Coalition partner is Germany, making for an interesting and highly effective force if used right.
** and returning from ALB, the [[LegionofLostSouls Foreign Legion]]



* KaijuDefenseForce: With Kongo class cruisers! new playable faction, tends to use mostly American equipment dating back to the 50s mixed with modern tech.
* KiwisWithCarbines: In keeping with the Pacific Rim setting, the New Zealand military and their Australian counterparts (merged together under the ANZAC umbrella) are a playable faction on the NATO side.
* UsefulNotes/TheKoreanWar: two campaigns has a Second Korean War starting.



* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side. Their hallmark is their generally cheap-and-cheery infantry available in very large numbers, an excellent Shock/SF force and a weird selection of units (from APCs with Anti-air missiles to T-90S [=MBTs=])



* PoleswithPoleaxes: Communist Poland is a playable faction red dragon, having arguably the best special forces in the Eastern block coalition and specialized infantry (Marines and airborne troops). Also notable for the amount of anti-air missile helos (while weak are notable for being quite spammable and cheap) and Special forces being deadly. Their Coalition partners are East Germany and Czechoslovakia.



* [[UsefulNotes/RedsWithRockets Reds With Rockets]]: Just like everyone else, the USSR can pick their Sovremenniy class or Udaloy destroyers, along with a variety of other ships and weapons. As in ''Airland Battle'', their forces are very well-rounded and straightforward, and they are one of two countries--the US is the other--not to be a coalition choice.



* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side. Using obsolete M48 tanks to K1 MBTs, infantry is underwhelming and has a US tier air force and helicopter force. Paired with Japan as they're coalition partner
* [[TankGoodness Tank Goodness]]: If a tank was fielded by any East Asian nation in this game's time period, it's probably in here somewhere.

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* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side. Using obsolete M48 tanks to K1 MBTs, infantry is underwhelming and has a US tier air force and helicopter force. Paired with Japan as they're coalition partner
* [[TankGoodness Tank Goodness]]:
TankGoodness: If a tank was fielded by any East Asian nation in this game's time period, it's probably in here somewhere.



* [[WorldWarIII World War III]]: War in Korea or various other parts of Asia are part of the campaign.
* [[UsefulNotes/YanksWithTanks Yanks With Tanks]]: US units can be fielded as part of a NATO force. They have one of the widest unit selections available to any nation, rivaled only by the USSR.
* YanksWithTanks: as expected of a Cold War setting, the Americans get involved with their Pegasus hydrofoils and Oliver Hazard Perry class frigates. American ground forces present a generally well-balanced mixture of units with an exceptional air force, although certain weaknesses (lack of good infantry ATGM, underpowered main gun on early Abrams models, generally second-rate choices of infantry AT) means that they're trickier to play than the Commonwealth or Eurocorps coalitions. Along with the USSR, the Americans are only one of two countries not to be a coalition choice.
* ZergRush: Can be done with lots of small ships or cheap tanks. Its effectiveness has been toned down somewhat in recent patches; in the past, "spam T-55s and T-34s" was a popular option.

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* [[WorldWarIII World War III]]: WorldWarIII: War in Korea or various other parts of Asia are part of the campaign.
* [[UsefulNotes/YanksWithTanks Yanks With Tanks]]: US units can be fielded as part of a NATO force. They have one of the widest unit selections available to any nation, rivaled only by the USSR.
* YanksWithTanks: as expected of a Cold War setting, the Americans get involved with their Pegasus hydrofoils and Oliver Hazard Perry class frigates. American ground forces present a generally well-balanced mixture of units with an exceptional air force, although certain weaknesses (lack of good infantry ATGM, underpowered main gun on early Abrams models, generally second-rate choices of infantry AT) means that they're trickier to play than the Commonwealth or Eurocorps coalitions. Along with the USSR, the Americans are only one of two countries not to be a coalition choice.
* ZergRush: Can be done with lots of small ships or cheap tanks. Its effectiveness has been toned down somewhat in recent patches; in the past, "spam T-55s and T-34s" was a popular option.option.
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* UsefulNotes/ColdWar: This game takes place between 1975 and 1991.

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* UsefulNotes/ColdWar: This game takes place between 1975 and 1991.1995.



** and returning from ALB, the [[LegionofLostSouls|Foreign Legion]]

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** and returning from ALB, the [[LegionofLostSouls|Foreign [[LegionofLostSouls Foreign Legion]]



* HomeGuard: Reserve troops, like West German Heimatschutzen or British Territorials, are available troop options, for when you need a lot of low-cost troops to hold urban sectors. Mostly armed with a very poor assault rifle and launcher.
** Strangely averted with Danish/Swedish reserve troops, as they get an MG.

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* HomeGuard: Reserve troops, like West German Heimatschutzen or British Territorials, are available troop options, for when you need a lot of low-cost troops to hold urban sectors. Mostly armed with a very poor assault rifle and launcher.
launcher. Go
** Strangely averted with Danish/Swedish reserve troops, as they get an MG. While the swedes get sort of screwed over (armed with bolt action rifles), the Danish have an smg



* Poles with Poleaxes: Communist Poland is a playable faction red dragon, having arguably the best special forces in the Eastern block coalition and specialized infantry (Marines and airborne troops). Also notable for the amount of anti-air missile helos (while weak are notable for being quite spammable and cheap) and Special forces being deadly. Their Coalition partners are East Germany and Czechoslovakia.

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* Poles with Poleaxes: PoleswithPoleaxes: Communist Poland is a playable faction red dragon, having arguably the best special forces in the Eastern block coalition and specialized infantry (Marines and airborne troops). Also notable for the amount of anti-air missile helos (while weak are notable for being quite spammable and cheap) and Special forces being deadly. Their Coalition partners are East Germany and Czechoslovakia.



* SelectiveHistoricalArmory: One of the issues with the naval combat. The game's cutoff point for including historical units is 1991, but [[Main/AcceptableBreaksFromReality in the pursuit of game balance]] and [[Main/VideogameHistoricalRevisionism to avoid having the BLUFOR naval deck be entirely American]], there are several units which are much more common than they should be and others which are absent despite being very common. For example:

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* SelectiveHistoricalArmory: One of the issues with the naval combat. The game's cutoff point for including historical units is 1991, 1995, but [[Main/AcceptableBreaksFromReality in the pursuit of game balance]] and [[Main/VideogameHistoricalRevisionism to avoid having the BLUFOR naval deck be entirely American]], there are several units which are much more common than they should be and others which are absent despite being very common. For example:



* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side. Their tanks and infantry weapons tend to be older American models.

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* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side. Their Using obsolete M48 tanks and to K1 MBTs, infantry weapons tend to be older American models.is underwhelming and has a US tier air force and helicopter force. Paired with Japan as they're coalition partner


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**Napalm artillery deserves special mention, the TOS-1 Burantino can literally take out small towns two units. A ring of fire indeed
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* ColdWar: This game takes place between 1975 and 1991.

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* ColdWar: UsefulNotes/ColdWar: This game takes place between 1975 and 1991.

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* [[UsefulNotes/BritsWithBattleships Brits With Battleships]]: Now with the Type 21 Frigate! British tanks are perhaps the best embodiment of MightyGlacier in the game: relatively slow, but extremely well-armored and packing a tremendous punch.

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* [[UsefulNotes/BritsWithBattleships Brits With Battleships]]: Now with the Type 21 Frigate! Frigate and Eurofighters! British tanks are perhaps the best embodiment of MightyGlacier in the game: relatively slow, but extremely well-armored and packing a tremendous punch. Infantry tends to be very well rounded and has a great shock infantry ranging from Ghurkas to British Paras, but lacks in the SF category (ironically have three Special forces). Plus Harriers and Eurofighters Typhoons. Coalition partners are Canada and ANZAC, making for a strong infantry category.



* CoolPlane: Now with anti-ship missiles! Ranging from the Eurofighters to Su-27s

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* CoolPlane: Now with anti-ship missiles! Ranging from the Eurofighters to Su-27sA-10 Warthogs to Su-27PU. If they're was an attack/fighter plane that a nation hyper-theoretically had or experimented during the 80s or 90s chances are its in here.



* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate. France infantry tends be overall good compared to its Bluefor counterparts, tanks tend to be Fast and hard-hitting, but lightly-armored. Air Force is unusually high tier (having Rafale Ms to small and spammable F-8s) and one of the four Bluefor nations to get attack helos.

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* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate. France infantry tends be overall good compared to its Bluefor counterparts, tanks tend to be Fast and hard-hitting, but lightly-armored. Air Force is unusually high tier (having high tier Rafale Ms to small and spammable F-8s) and one of the four Bluefor nations to get attack helos.helos similar to the Apache. Their Coalition partner is Germany, making for an interesting and highly effective force if used right.
** and returning from ALB, the [[LegionofLostSouls|Foreign Legion]]



* KaijuDefenseForce: Now a playable faction, with all three elements represented: Ground, Air and Maritime.

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* KaijuDefenseForce: Now a With Kongo class cruisers! new playable faction, tends to use mostly American equipment dating back to the 50s mixed with all three elements represented: Ground, Air and Maritime.modern tech.



* UsefulNotes/TheKoreanWar: A DLC has a Second Korean War starting.

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* UsefulNotes/TheKoreanWar: A DLC two campaigns has a Second Korean War starting.



* MultinationalTeam: A key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and West Germany), 'Commonwealth' (Britain, ANZAC, and Canada), or 'Warsaw Pact' (Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses. They tend to be slightly more well-rounded than a single-nation deck, at the cost of less total deployment points.

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* MultinationalTeam: A key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and West Germany), 'Commonwealth' (Britain, ANZAC, and Canada), or 'Warsaw Pact' (Poland, 'Eastern Block(Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses. They tend to be slightly more well-rounded than a single-nation deck, at the cost of less total deployment points.



* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side. Their hallmark is their generally cheap-and-cheery infantry available in very large numbers, an excellent Shock/SF force and a weird selection of units (from APCs with Anti-air missiles to T-90S MBTs)

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* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side. Their hallmark is their generally cheap-and-cheery infantry available in very large numbers, an excellent Shock/SF force and a weird selection of units (from APCs with Anti-air missiles to T-90S MBTs)[=MBTs=])

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Wargame: Red Dragon Battle is an RTS game released by Eugen Systems in 2014, the sequel to [[VideoGame/WargameAirLandBattle Wargame: AirLand Battle]], itself a seqel to [[VideoGame/WargameEuropeanEscalation Wargame: European Escalation]]. This version of the game changes the setting from the European front to East Asia, and includes Chinese, Korean (of both flavours), Japanese, Australian and other forces in that sphere of influence. The gameplay is built around commanding a combined-arms force of forces from either side, choosing your arsenal from a vast array of pretty much every unit fielded by the in-game nations. The game has multiplayer matches from 1v1 to 10v10, as well as a campaign mode playable in 1v1 or versus the AI, optionally with a co-op partner.

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Wargame: Red Dragon Battle is an RTS game released by Eugen Systems in 2014, the sequel to [[VideoGame/WargameAirLandBattle Wargame: AirLand Battle]], itself a seqel to [[VideoGame/WargameEuropeanEscalation Wargame: European Escalation]]. This version of the game changes the setting from the European front to East Asia, and includes Chinese, Korean (of both flavours), Japanese, Australian and other forces in that sphere of influence. The gameplay is built around commanding a combined-arms force of forces from either side, choosing your arsenal from a vast array of pretty much every unit fielded by the in-game nations. The game has multiplayer matches from 1v1 to 10v10, as well as a campaign mode playable in 1v1 or versus the AI, optionally with a co-op partner.
AI.



* ChineseWithChopperSupport: The PLA is now a playable faction. Relatively antiquated infantry weapons mix with an eccentric blend of old Eastbloc weapons and new Western imports.

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* ChineseWithChopperSupport: The PLA is now a playable faction. Relatively antiquated With a rather average force for the game, while lacking attack choppers similar to other Redfor nations, make up with good infantry weapons mix with an eccentric blend of old Eastbloc weapons and new Western imports.AA capability's.



* CoolPlane: Now with anti-ship missiles!

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* CoolPlane: Now with anti-ship missiles! Ranging from the Eurofighters to Su-27s



* HomeGuard: Reserve troops, like West German Heimatschutzen or British Territorials, are available troop options, for when you need a lot of low-cost troops to hold urban sectors.

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* HomeGuard: Reserve troops, like West German Heimatschutzen or British Territorials, are available troop options, for when you need a lot of low-cost troops to hold urban sectors. Mostly armed with a very poor assault rifle and launcher.
** Strangely averted with Danish/Swedish reserve troops, as they get an MG.



* MultinationalTeam: a key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and West Germany), 'Commonwealth' (Britain, Australia, and Canada), or 'Warsaw Pact' (Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses. They tend to be slightly more well-rounded than a single-nation deck, at the cost of less total deployment points.

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* MultinationalTeam: a A key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and West Germany), 'Commonwealth' (Britain, Australia, ANZAC, and Canada), or 'Warsaw Pact' (Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses. They tend to be slightly more well-rounded than a single-nation deck, at the cost of less total deployment points.points.
** Individual wise: ANZAC is a combination of Australia and New Zealand troops, most likely to bolster the numbers of the new faction.



* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side. Their hallmark is their generally cheap-and-cheery forces, available in very large numbers. (With the exception of one of the most powerful tanks in the game, the T-90S. In reality, North Korea bought ''one'' of these tanks to reverse-engineer.)

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** Taken to extreme measures with the North Korean B-5, it drops one bomb, but said bomb can basically obliterate anything caught in its a blast radius.
* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side. Their hallmark is their generally cheap-and-cheery forces, infantry available in very large numbers. (With the exception numbers, an excellent Shock/SF force and a weird selection of one of the most powerful tanks in the game, the T-90S. In reality, North Korea bought ''one'' of these tanks units (from APCs with Anti-air missiles to reverse-engineer.) T-90S MBTs)

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* CoolPlane: Now with anti-ship missiles!

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* CoolPlane: Now with anti-ship missiles!missiles!



* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate. Fast and hard-hitting (but lightly-armored) tanks balance out the expensive, well-protected Leopards of their coalition partner, Germany.

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* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate. France infantry tends be overall good compared to its Bluefor counterparts, tanks tend to be Fast and hard-hitting (but lightly-armored) tanks balance out hard-hitting, but lightly-armored. Air Force is unusually high tier (having Rafale Ms to small and spammable F-8s) and one of the expensive, well-protected Leopards of their coalition partner, Germany.four Bluefor nations to get attack helos.



* HomeGuard: Reserve troops, like West German Heimatschutzen or Danish Hjemmeværnet, are available troop options, for when you need a lot of low-cost troops to hold urban sectors.

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* HomeGuard: Reserve troops, like West German Heimatschutzen or Danish Hjemmeværnet, British Territorials, are available troop options, for when you need a lot of low-cost troops to hold urban sectors.


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* Poles with Poleaxes: Communist Poland is a playable faction red dragon, having arguably the best special forces in the Eastern block coalition and specialized infantry (Marines and airborne troops). Also notable for the amount of anti-air missile helos (while weak are notable for being quite spammable and cheap) and Special forces being deadly. Their Coalition partners are East Germany and Czechoslovakia.

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** America is one of the factions most capable of this, as a Mechanized Infantry deck can easily field upwards of 100 M2 ([=APC=]) Bradley or M3 (Recon) Bradley variants.



* [[ColdWar Cold War]]: This game takes place between 1975 and 1991.

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* [[ColdWar Cold War]]: ColdWar: This game takes place between 1975 and 1991.



* [[CoolPlane Cool Plane]]: Now with anti-ship missiles!

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* [[CoolPlane Cool Plane]]: CoolPlane: Now with anti-ship missiles!



* DoNotRunWithAGun: most units' accuracies will go straight to hell when fired on the move, unless they're very well-trained infantry with a CQC-capable squad automatic weapon, or a vehicle with a high stabilization stat. It's a bit more intuitive than in ''Airland Battle'', since individual weapons' accuracies are displayed as two stats: stationary and moving.

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* DoNotRunWithAGun: most Most units' accuracies will go straight to hell when fired on the move, unless they're very well-trained infantry with a CQC-capable squad automatic weapon, or a vehicle with a high stabilization stat. It's a bit more intuitive than in ''Airland Battle'', since individual weapons' accuracies are displayed as two stats: stationary and moving.



* HomeGuard: reserve troops, like West German Heimatschutzen or Danish Hjemmeværnet, are available troop options, for when you need a lot of low-cost troops to hold urban sectors.

to:

* HomeGuard: reserve Reserve troops, like West German Heimatschutzen or Danish Hjemmeværnet, are available troop options, for when you need a lot of low-cost troops to hold urban sectors.



* MultinationalTeam: a key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and Germany), 'Commonwealth' (Britain, Australia, and Canada), or 'Warsaw Pact' (Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses.

to:

* MultinationalTeam: a key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and West Germany), 'Commonwealth' (Britain, Australia, and Canada), or 'Warsaw Pact' (Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses. They tend to be slightly more well-rounded than a single-nation deck, at the cost of less total deployment points.
* NoKillLikeOverkill: [=SEAD=] missiles are the king of this trope ingame, generally inflicting enough damage to oneshot ''any'' surface-to-air missile launcher vehicle in the game. What's more unusual is that they can home in on vehicles armed with ''any'' radar-based weapon system... occasionally leading to the point-defense-immune [=SEAD=] missiles striking enemy warships ForMassiveDamage.



* [[UsefulNotes/RedsWithRockets Reds With Rockets]]: Just like everyone else, the USSR can pick their Sovremenny class or Udaloy destroyers, along with a variety of other ships and weapons. As in ''Airland Battle'', their forces are very well-rounded and straightforward, and they are one of two countries--the US is the other--not to be a coalition choice.

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* RareVehicles: Tons of the damn things. To name a few; North Korea can field the T-90S as mentioned above. America has access to the [=COMVAT=], a Bradley variant with a modified main gun (and no [=ATGM=] launcher) that - whilst apparently very popular with testing crews - never made it out of the prototype stage. Canada has the Chimera, a monster of a tank destroyer that may never have seen production due to mechanical issues with the weight of the vehicle versus the strength of its engine.
* [[UsefulNotes/RedsWithRockets Reds With Rockets]]: Just like everyone else, the USSR can pick their Sovremenny Sovremenniy class or Udaloy destroyers, along with a variety of other ships and weapons. As in ''Airland Battle'', their forces are very well-rounded and straightforward, and they are one of two countries--the US is the other--not to be a coalition choice.


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** Air-to-air missiles have a similar issue, not to mention that no plane has a speed above 1,100km/h. Eugen seems to have skipped on planes being able to throttle up/down; they travel at a constant speed no matter what.
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* ShortRangeLongRangeWeapon: The ships are horrendously short ranged compared to their real-life counterparts, mainly due to the scale of the maps being set up for land units, which are normally limited by things like hills, buildings, and trees.
** For example, the max range of the in-game Harpoon missile is 8750m, or about 4.7 nautical miles. The real life RGM-84 Harpoon has a max ''unclassified'' range of 50-75 nautical miles, depending on the model.
** Shipboard guns suffer similarly, with the OTO-Melara 76mm gun mounted on a variety of BLUFOR frigates having an ingame range of 3150m whereas in real life, depending on the ammo, it can reach out anywhere from 16000m to 40000m.
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* UsefulNotes/TheKoreanWar: A DLC has a Second Korean War starting.
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*SelectiveHistoricalArmory: One of the issues with the naval combat. The game's cutoff point for including historical units is 1991, but [[Main/AcceptableBreaksFromReality in the pursuit of game balance]] and [[Main/VideogameHistoricalRevisionism to avoid having the BLUFOR naval deck be entirely American]], there are several units which are much more common than they should be and others which are absent despite being very common. For example:
**The Japanese ''Kongo'' class destroyer is an offshoot of the American ''Arleigh Burke'' class. Only the ''Kongo''s are featured in the game, but only 1 ''Kongo'' had even been built in 1991, and she had not yet been commissioned. However, there were already 3 ''Burke''s afloat and the first had actually been commissioned.
***Making it all the more baffling, by 1991 there had been 19 US ''Ticonderoga'' class cruisers built, which have very similar (slightly heavier) armament to the ''Kongo'' and ''Arleigh Burke'' class ships. They do not feature at all.
**A similar story with the Japanese ''Hatsuyuki'' class destroyers (11 built) completely displacing the similar American ''Spruance'' class (30 built).

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* BreakOutTheMuseumPiece: very cheap, very ''old'' units are available ''en masse'', if you want a lot of units on the field right now. All the REDFOR factions get access to the T-34 tank of WWII fame, but North Korea takes things a step further with the ability to field SU-76M tank destroyers, a unit that was obsolescent by 1945. (South Korea also has the option to field old M-18 and M-36 tank destroyers; the M-18 in particular is the fastest tracked unit in the game.)



* VeteranUnits: there are five levels of veterancy: Rookie, Trained, Hardened, Veteran, Elite; each level comes with some sizable but not game-breaking buffs to accuracy, rate of fire, and resistance to shock. Unlike in most games, however, you can often choose to buy higher-experienced units from the start: you'll just have less of them per card. (Would you prefer two rookie A-10s or one elite?)

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* VeteranUnits: VeteranUnit: there are five levels of veterancy: Rookie, Trained, Hardened, Veteran, Elite; each level comes with some sizable but not game-breaking buffs to accuracy, rate of fire, and resistance to shock. Unlike in most games, however, you can often choose to buy higher-experienced units from the start: you'll just have less of them per card. (Would you prefer two rookie A-10s or one elite?)

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* AwesomeButImpractical: In addition to the notes on the first game's page the resource requirements for most MLRS systems and heavy howitzers have been raised to prohibitive levels.

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* AwesomeButImpractical: In addition to the notes on the first game's page the resource requirements for most MLRS systems and heavy howitzers have been raised to prohibitive levels. More recent patches have extended the aiming times for most artillery systems.
** Heavy bombers capable of dumping as many as ''thirty'' bombs can flatten entire city blocks, but their turnaround time is abysmal, as might be expected from having to bolt all those weapons onto the airframe. This is one of the reasons cheap light bombers remain popular.



* AussiesWithArtillery: In keeping with the Pacific Rim setting, the Australian Defence Forces and their New Zealand counterparts (merged together under the ANZAC umbrella) are a playable faction on the NATO side.

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* AussiesWithArtillery: In keeping with the Pacific Rim setting, the Australian Defence Forces and their New Zealand counterparts (merged together under the ANZAC umbrella) are a playable faction on the NATO side. "Diggers" (Australian infantry) are a mainstay of many Commonwealth decks, and Australian Leopard tanks are a fast and inexpensive counterpart to the slower, heavier British Chieftains.



* [[UsefulNotes/BritsWithBattleships Brits With Battleships]]: Now with the Type 21 Frigate!
* CanucksWithChinooks: Canada returns in Red Dragon, becoming a force on-tier with the French and the Germans.
* ChineseWithChopperSupport: The PLA is now a playable faction.

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* [[UsefulNotes/BritsWithBattleships Brits With Battleships]]: Now with the Type 21 Frigate!
Frigate! British tanks are perhaps the best embodiment of MightyGlacier in the game: relatively slow, but extremely well-armored and packing a tremendous punch.
* CanucksWithChinooks: Canada returns in Red Dragon, becoming a force on-tier with the French and the Germans.
Germans. In contrast to their British cousins, the Canadians have a variety of specialist vehicles and fast tanks, which along with Australian infantry and aircraft gives the Commonwealth a very well-balanced force.
* ChineseWithChopperSupport: The PLA is now a playable faction. Relatively antiquated infantry weapons mix with an eccentric blend of old Eastbloc weapons and new Western imports.



* DoNotRunWithAGun: most units' accuracies will go straight to hell when fired on the move, unless they're very well-trained infantry with a CQC-capable squad automatic weapon, or a vehicle with a high stabilization stat.

to:

* DoNotRunWithAGun: most units' accuracies will go straight to hell when fired on the move, unless they're very well-trained infantry with a CQC-capable squad automatic weapon, or a vehicle with a high stabilization stat. It's a bit more intuitive than in ''Airland Battle'', since individual weapons' accuracies are displayed as two stats: stationary and moving.



** Naval logistics is handled in the same way, but without fuel, which is abstracted since in reality it usually takes a ship at least a week to run out of fuel. Ships can be re-armed from a [=FOB=] located on the coast where possible, or from the new Naval supply ships. Which can themselves be resupplied from the [=FOB=].
* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate.

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** Naval logistics is handled in the same way, but without fuel, which is abstracted since in reality it usually takes a ship at least a week to run out of fuel. Ships can be re-armed from a [=FOB=] FOB located on the coast where possible, or from the new Naval supply ships. Which can themselves be resupplied from the [=FOB=].
FOB.
* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate. Fast and hard-hitting (but lightly-armored) tanks balance out the expensive, well-protected Leopards of their coalition partner, Germany.



* GlassCannon: ATGM units and helicopter gunships don't last long when they're engaged, but they can easily inflict many times their own cost against an armored advance. French tanks take this dynamic, too: light armor, high mobility, powerful guns. Perhaps the purest manifestation is the Chinese PTZ-89 tank destroyer, a tinplate-armored light tank packing a 120mm cannon that rivals the main gun on super-heavy tanks like the [=T-72BM, M1A2, or Leopard 2A5.=]



** They do however avert this trope when engaging enemy anti-ship missiles. It's not uncommon to see the Kongos 5 inch gun just snipe an incoming SS-N-22 Sunburn out of the sky. On top of that, the CIWS of most ships almost never misses its mark when missiles are incoming.

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** They do however avert this trope when engaging enemy anti-ship missiles. It's not uncommon to see the Kongos Kongo's 5 inch gun just snipe an incoming SS-N-22 Sunburn out of the sky. On top of that, the CIWS of most ships almost never misses its mark when missiles are incoming.



* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side.

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* MultinationalTeam: a key mechanic in deck-building is the ''coalition'': for instance, 'Eurocorps' (France and Germany), 'Commonwealth' (Britain, Australia, and Canada), or 'Warsaw Pact' (Poland, East Germany, and Czechoslovakia). At the cost of forcing the player to choose from the countries' unit lists, the coalition option unlocks country-specific prototypes and in some cases provides additional bonuses.
* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side. Their hallmark is their generally cheap-and-cheery forces, available in very large numbers. (With the exception of one of the most powerful tanks in the game, the T-90S. In reality, North Korea bought ''one'' of these tanks to reverse-engineer.)



* [[UsefulNotes/RedsWithRockets Reds With Rockets]]: Just like everyone else, the USSR can pick their Sovremenny class or Udaloy destroyers, along with a variety of other ships and weapons.
* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side.

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* [[UsefulNotes/RedsWithRockets Reds With Rockets]]: Just like everyone else, the USSR can pick their Sovremenny class or Udaloy destroyers, along with a variety of other ships and weapons.
weapons. As in ''Airland Battle'', their forces are very well-rounded and straightforward, and they are one of two countries--the US is the other--not to be a coalition choice.
* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side. Their tanks and infantry weapons tend to be older American models.



* StraightForTheCommander: Like in the prequels. Doing so nets you a lot of points, which can be used to acquire more units.

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* StraightForTheCommander: Like in the prequels. Doing so nets you a lot of victory points, which as well as control of a key map sector.
* VeteranUnits: there are five levels of veterancy: Rookie, Trained, Hardened, Veteran, Elite; each level comes with some sizable but not game-breaking buffs to accuracy, rate of fire, and resistance to shock. Unlike in most games, however, you
can be used often choose to acquire more units.buy higher-experienced units from the start: you'll just have less of them per card. (Would you prefer two rookie A-10s or one elite?)



* ZergRush: Can be done with lots of small ships.

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* YanksWithTanks: as expected of a Cold War setting, the Americans get involved with their Pegasus hydrofoils and Oliver Hazard Perry class frigates. American ground forces present a generally well-balanced mixture of units with an exceptional air force, although certain weaknesses (lack of good infantry ATGM, underpowered main gun on early Abrams models, generally second-rate choices of infantry AT) means that they're trickier to play than the Commonwealth or Eurocorps coalitions. Along with the USSR, the Americans are only one of two countries not to be a coalition choice.
* ZergRush: Can be done with lots of small ships.ships or cheap tanks. Its effectiveness has been toned down somewhat in recent patches; in the past, "spam T-55s and T-34s" was a popular option.
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* ImperialStormtrooperMarksmanshipAcademy: You'll sometimes wonder if the gunners on board the various ships were honorary graduates as you'll watch shot after shot after shot just sail harmlessly past the intended target until one fluke shot actually lands ''on'' the target. While this could be justified for some of the 'less advanced' ships[[note]] IE, the ones without complex stabilization systems like those of the Chinese and North Korean fleets [[/note]], it isn't as justified for the more advanced ships which DO have those systems.

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* ImperialStormtrooperMarksmanshipAcademy: You'll sometimes wonder if the gunners on board the various ships were honorary graduates as you'll watch shot after shot after shot just sail harmlessly past the intended target until one fluke shot actually lands ''on'' the target. While this could be justified for some of the 'less advanced' ships[[note]] IE, ships like the ones without complex stabilization systems like those of the Chinese and North Korean fleets [[/note]], fleets, it isn't as justified for the more advanced ships which DO have those systems.
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* ImperialStormtrooperMarksmenshipAcademy: You'll sometimes wonder if the gunners on board the various ships were honorary graduates as you'll watch shot after shot after shot just sail harmlessly past the intended target until one fluke shot actually lands ''on'' the target. While this could be justified for some of the 'less advanced' ships[[note]] IE, the ones without complex stabilization systems like those of the Chinese and North Korean fleets [[/note]], it isn't as justified for the more advanced ships which DO have those systems.

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* ImperialStormtrooperMarksmenshipAcademy: ImperialStormtrooperMarksmanshipAcademy: You'll sometimes wonder if the gunners on board the various ships were honorary graduates as you'll watch shot after shot after shot just sail harmlessly past the intended target until one fluke shot actually lands ''on'' the target. While this could be justified for some of the 'less advanced' ships[[note]] IE, the ones without complex stabilization systems like those of the Chinese and North Korean fleets [[/note]], it isn't as justified for the more advanced ships which DO have those systems.
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* ImperialStormtrooperMarksmenshipAcademy: You'll sometimes wonder if the gunners on board the various ships were honorary graduates as you'll watch shot after shot after shot just sail harmlessly past the intended target until one fluke shot actually lands ''on'' the target. While this could be justified for some of the 'less advanced' ships[[note]] IE, the ones without complex stabilization systems like those of the Chinese and North Korean fleets [[/note]], it isn't as justified for the more advanced ships which DO have those systems.
** They do however avert this trope when engaging enemy anti-ship missiles. It's not uncommon to see the Kongos 5 inch gun just snipe an incoming SS-N-22 Sunburn out of the sky. On top of that, the CIWS of most ships almost never misses its mark when missiles are incoming.
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* StraightForTheCommander: Like in the prequels. Doing so nets you a lot of points, which can be used to acquire more units.
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Please delete if what I just put down has been patched.

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** [=ATGMs=], on the other hand, can partially bypass point-defenses as ships will not fire on them, and instead simply use countermeasures (flares) to spoof them.
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* CanucksWithChinooks: Canada returns in Red Dragon, becoming a force on-tier with the French and the Germans.
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You can\'t avert tropes hard


* PointDefenseless: [[AvertedTrope Averted]] ''hard.'' As in real naval warfare, the only way to successfully sink a modern ship (that is, one with air defenses installed) using missiles is [[MacrossMissileMassacre to overwhelm it with dozens of missiles]] or to somehow close to gun range without being first obliterated by swarms of ''enemy'' missiles. As defender, you can often win a naval battle by properly positioning your ships so that all of your point defense systems complement each other. Once you've shot down all of the incoming enemy missiles, you can then launch your reply at leisure or close to gun range.

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* PointDefenseless: [[AvertedTrope Averted]] ''hard.'' {{Averted|Trope}}. As in real naval warfare, the only way to successfully sink a modern ship (that is, one with air defenses installed) using missiles is [[MacrossMissileMassacre to overwhelm it with dozens of missiles]] or to somehow close to gun range without being first obliterated by swarms of ''enemy'' missiles. As defender, you can often win a naval battle by properly positioning your ships so that all of your point defense systems complement each other. Once you've shot down all of the incoming enemy missiles, you can then launch your reply at leisure or close to gun range.

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** Naval logistics is handled in the same way, but without fuel. Ships can be re-armed from a [=FOB=] located on the coast where possible, or from the new Naval supply ships. Which can themselves be resupplied from the [=FOB=].

to:

** Naval logistics is handled in the same way, but without fuel, which is abstracted since in reality it usually takes a ship at least a week to run out of fuel. Ships can be re-armed from a [=FOB=] located on the coast where possible, or from the new Naval supply ships. Which can themselves be resupplied from the [=FOB=].



* MacrossMissileMassacre: Cheerfully served up by a variety of realistic units, including helicopters, airplanes, MLRS rocket artillery, and warships.



** Averted with the anti-ship missiles which are very fast.

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** Averted with the anti-ship missiles which are very fast.fast, which like in RealLife is mainly because they are much bigger and therefore have bigger engines. Ironically, as discussed in PointDefenseless below, warships have many more options for doing something about incoming missiles than your typical land unit.
* PointDefenseless: [[AvertedTrope Averted]] ''hard.'' As in real naval warfare, the only way to successfully sink a modern ship (that is, one with air defenses installed) using missiles is [[MacrossMissileMassacre to overwhelm it with dozens of missiles]] or to somehow close to gun range without being first obliterated by swarms of ''enemy'' missiles. As defender, you can often win a naval battle by properly positioning your ships so that all of your point defense systems complement each other. Once you've shot down all of the incoming enemy missiles, you can then launch your reply at leisure or close to gun range.
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* AussiesWithArtillery: In keeping with the Pacific Rim setting, the Australian Defence Forces and their New Zealand counterparts (merged together under the ANZAC umbrella) are a playable faction on the NATO side.


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* KiwisWithCarbines: In keeping with the Pacific Rim setting, the New Zealand military and their Australian counterparts (merged together under the ANZAC umbrella) are a playable faction on the NATO side.
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* ChineseWithChopperSupport: The PLA is now a playable faction.


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* NorthKoreansWithNodongs: In keeping with the Pacific Rim setting, the North Koreans are now one of the playable factions on the Warsaw Pact side.


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* SouthKoreansWithMarines: In keeping with the Pacific Rim setting, the South Koreans are now a playable faction on the NATO side.
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* KaijuDefenseForce: Now a playable faction, with all three elements represented: Ground, Air and Maritime.
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* [[ColdWar Cold War]]: This game takes place in 1991.

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* [[ColdWar Cold War]]: This game takes place in between 1975 and 1991.
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Ambiguous.


* EasyLogistics: To a much lesser extent than most [=RTSes=]. Although supplies are abstracted, the game tracks ammunition, fuel, and health (abstracted as "spare parts" or "infantry reinforcements") for units, and keeping supply lines open to support your advance and to keep units' fuel, ammo, and health topped off is a vital part of any game. As a bonus, supply trucks and forward bases can be captured.

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* EasyLogistics: To a much lesser extent than most [=RTSes=]. Although supplies are abstracted, the game tracks ammunition, fuel, and health (abstracted as "spare parts" or "infantry reinforcements") for units, and keeping supply lines open to support your advance and to keep units' fuel, ammo, and health topped off is a vital part of any game.match. As a bonus, supply trucks and forward bases can be captured.
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[[TankGoodness Tank Goodness]]: If a tank was fielded by any East Asian nation in this game's time period, it's probably in here somewhere.

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* [[TankGoodness Tank Goodness]]: If a tank was fielded by any East Asian nation in this game's time period, it's probably in here somewhere.

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The main addition to this version of the game is the introduction of Naval combat.

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The main addition to this version of the game is the introduction of Naval combat.[[HistoryOfNavalWarfare naval combat]], although it stays more to the littoral side of things, the biggest ships are the Kongo class destroyers.
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Wargame: Red Dragon Battle is an RTS game released by Eugen Systems in 2014, the sequel to [[VideoGame/WargameAirLandBattle Wargame: AirLand Battle]], itself a seqel to [[VideoGame/WargameEuropeanEscalation Wargame: European Escalation]]. This version of the game changes the setting from the European front to East Asia, and includes Chinese, Korean (of both flavours), Japanese, Australian and other forces in that sphere of influence. The gameplay is built around commanding a combined-arms force of forces from either side, choosing your arsenal from a vast array of pretty much every unit fielded by the in-game nations. The game has multiplayer matches from 1v1 to 10v10, as well as a campaign mode playable in 1v1 or versus the AI, optionally with a co-op partner.

The gameplay is similar to that of the previous game, involving ordering your units to capture territory and engage the enemy whilst managing your troops' supplies and ammunition levels, with the addition of the ability to control aircraft. As such, gaining air superiority is a vital part of winning any battle.

The main addition to this version of the game is the introduction of Naval combat.
----
!!This game contains examples of:
* AttackItsWeakPoint: just like in reality, armored vehicles tend to have the bulk of their armor on their forward face; learning how to flank enemy vehicles to take advantage of their weaker side armor is an absolute must.
* AwesomeButImpractical: In addition to the notes on the first game's page the resource requirements for most MLRS systems and heavy howitzers have been raised to prohibitive levels.
* AwesomePersonnelCarrier: lots and lots of [=APCs and IFVs=] are available to all sides, since all infantry come with transports. This makes for choices: do you take cheap, spammable [=APCs=] to maximize the number of infantry you could call in, or do you spend more on expensive [=IFVs=] with powerful autocannons but cost as much as some lighter tanks?
* BilingualBonus: each country's units will speak the language of that country--French soldiers speak French, Russians speak Russian, et cetera.
* [[UsefulNotes/BritsWithBattleships Brits With Battleships]]: Now with the Type 21 Frigate!
* [[ColdWar Cold War]]: This game takes place in 1991.
* TheComputerIsACheatingBastard: A patch note indicates that the ability for the AI to smash your units despite not having scouts has been removed.
* [[CoolPlane Cool Plane]]: Now with anti-ship missiles!
* CripplingOverspecialization: While a "Naval" deck is only able to be selected in a naval battle, having a deck for land + water battles dedicated to mostly naval units can result in an early defeat if the rest of your team don't bother with the naval combat.
* DoNotRunWithAGun: most units' accuracies will go straight to hell when fired on the move, unless they're very well-trained infantry with a CQC-capable squad automatic weapon, or a vehicle with a high stabilization stat.
* EasyLogistics: To a much lesser extent than most [=RTSes=]. Although supplies are abstracted, the game tracks ammunition, fuel, and health (abstracted as "spare parts" or "infantry reinforcements") for units, and keeping supply lines open to support your advance and to keep units' fuel, ammo, and health topped off is a vital part of any game. As a bonus, supply trucks and forward bases can be captured.
** Naval logistics is handled in the same way, but without fuel. Ships can be re-armed from a [=FOB=] located on the coast where possible, or from the new Naval supply ships. Which can themselves be resupplied from the [=FOB=].
* [[UsefulNotes/GaulsWithGrenades Gauls With Grenades]]: Including the La Fayette class frigate.
* GarrisonableStructures: As always, infantry can defend buildings. A properly supported and dug-in infantry force can be nigh-impossible to dislodge and stop an armored charge in its tracks.
* HomeGuard: reserve troops, like West German Heimatschutzen or Danish Hjemmeværnet, are available troop options, for when you need a lot of low-cost troops to hold urban sectors.
* PainfullySlowProjectile: [=ATGMs=] travel quite slowly and you could easily make out their progress, but only in comparison to high-velocity cannon rounds streaking across the battlefield. Of course, this is TruthInTelevision--missiles are slow compared to sabot shells, and whether or not your unit would be able to ''do'' anything about that missile trail heading toward them is another story entirely.
** Averted with the anti-ship missiles which are very fast.
* UrbanWarfare: city sectors play a prominent role on most maps, and make infantry an absolute necessity, since urban fighting is guaranteed to be extremely messy for all combatants involved. [=ATGMs=] sheltering in a city block ''will'' stop a tank charge in its tracks.
* [[UsefulNotes/RedsWithRockets Reds With Rockets]]: Just like everyone else, the USSR can pick their Sovremenny class or Udaloy destroyers, along with a variety of other ships and weapons.
[[TankGoodness Tank Goodness]]: If a tank was fielded by any East Asian nation in this game's time period, it's probably in here somewhere.
** As with the other games, a lot of other units like armored cars, ATGM vehicles or artillery are also available.
* VideogameFlamethrowersSuck: [[AvertedTrope they do not.]] Sapper/engineer units and some specialized infantry carry napalm weapons, which are especially deadly in urban fighting and can kill tanks at short range.
* [[WorldWarIII World War III]]: War in Korea or various other parts of Asia are part of the campaign.
* [[UsefulNotes/YanksWithTanks Yanks With Tanks]]: US units can be fielded as part of a NATO force. They have one of the widest unit selections available to any nation, rivaled only by the USSR.
* ZergRush: Can be done with lots of small ships.

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