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Скачать с ютуб Warno Cinematic (NATO vs Warsaw Pact) : Map - Death Row - Scenario 1 Attrition Warfare (HD-4K Ultra) в хорошем качестве

Warno Cinematic (NATO vs Warsaw Pact) : Map - Death Row - Scenario 1 Attrition Warfare (HD-4K Ultra) 2 года назад


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Warno Cinematic (NATO vs Warsaw Pact) : Map - Death Row - Scenario 1 Attrition Warfare (HD-4K Ultra)

GPU: NVIDIA GeForce RTX 3090 | NVIDIA TITAN RTX CPU: Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz Memory: 128 GB RAM (127.87 GB RAM usable) Current resolution: 3440 x 1440, 50Hz 0:00 Ground level showcase of initial armored-centric combined arms force 1:18 Initial engagement with the central armor convoy 1:44 Engagement with the right mechanized infantry convoy in Sector Golf 2:09 Mixed armor/infantry battle for the middle plateau commences (Sector Bravo) 3:13 Right mechanized infantry convoy is stymied by defending Soviet armor and infantry in Sector Golf. Repelled by massive Soviet MLRS assault, fail to gain advance on Soviet artillery/MLRS positions on concentrated upper-right sector of the map near a warehousing cluster 3:36 Central mixed armor/infantry advanced halted by Soviet counterforce of armor/infantry in Sector Bravo. Heavy counter-battery from both sides, with continued heavy offensive counter air and opportunistic air bombing of ground forces from each side 4:46 Combined arms task force of mechanized infantry in the lead, armor in support, and helicopter as close-in fire support attempt to set advance into the center plateau in Sector Bravo, onto an adjacent office park with smoke deployed in advance to obfuscate advance from stand-off and ranged weaponry 7:43 Failed attempt to insert 3 squads of Rangers as rear-guard in the forest/marsh adjacent to office park along the axis of advance 10:58 Combined arms task group of mechanized infantry and supporting squadron of AH-1 (Cobras) attempt to dislodge and expel remaining Soviet forces from the left quadrant of the central plateau using staggered advanced pattern (advance then over-watch then repeat) 12:23 General advance on the central plateau in Sector Bravo to follow-on initial spearhead into the office park 12:58 Slow, and costly advance of right mechanized infantry task force, with support from armor siphoned from central plateau advance 14:00 Forward advance beyond the office park closer to the central town is confounded by Soviet defensive positions, well concealed by sharp/acute angles and tree linings along the line of connection, creating asymmetries within the line of sight 14:32 Left mixed armor/infantry task force has stalled along the line of advance 15:56 Bedlam across the front 17:18 Second attempt to advance the front from the office park and silence Soviet MLRS and artillery units 18:16 Failed attempt to insert Rangers along the right axis of advance 19:05 Joint assault with stand off weaponry from AH-1s and local artillery to prep for infantry assault on first section of the right warehouse complex 20:18 A-10 sacrifices itself to soften concentrated Soviet position with HE strike on 21:43 Armored column engages and dislodges Soviet defensive cluster, securing the left flank of the axis of advance 22:53 Assault on the first warehouse complex complete as task force assumes control of Sector Delta 25:13 Initial attempt to advance armor and infantry from Sector Bravo into the outskirts of the central small town in Sector Charlie are repelled by Soviet defenders along the road of advance 26:17 Second, larger advance to assault the central town in Sector Charlie commences, though it does not achieve control and is repelled, concluding the match with a win for NATO on account of points accumulation I am attempting another thing different with this video. I've chosen to play "Death Row" (4 Player variant). Although this is a large battle, this is a large battle with a bit of a "experiment". The nature of this map is that the "battle space" is bounded by two elevatored terrains on either end, thus the main area of likely action is a small valley. Thus, the map is "designed" to funnel the opposing forces towards each other and compel them into frontal assault. My understanding of most military doctrine would be to caution against such an assault. However, given the nature of the topography, it seems to be the most obvious choice. However, as previous viewers will know, I've been reading/experimenting with using the aero infantry and other air-assault units in the game, and have been playing around with "air cavalry" gambits. Such tactics however, are unlikely to be advisable in actions where frontal assault is the primary mode of advance (and that is confirm in this match with both attempts to insert limited numbers of air assault units along the front failing starkly). For viewers who are interested in watching my first foray into testing air-assault tactics, please check out this match here:    • Warno Cinematic -Air Cavalry Charge 1...   For this match I've played the map twice. This video represents the first run, using a "combined arms" infantry/armor/support helicopter/close-in air support (from A-10s). "Part 2" will be my second attempt using my "favorite" air cavalry/assault gambit exploiting an apparent pathway on the right valley of the map. The comparisons are stark. 2nd Video here:    • Warno Cinematic - Air Cavalry Charge ...  

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