

This guide tells what units to take, and a general idea of how to use them as a whole.Ĭommando infantry come in two forms, the Li Jian and Li Jian '90.

Unlike other 30% availability nations like Sweden or Japan, or worst of all Australia, it tends to have most areas covered, with a wide range of flexible units and some particular highlights in the reconnaissance, air, and infantry tab. It is certainly not as good as the top tier factions and decks in the game such as Entente, Eurocorps, Baltic Front, or the USSR, but is still fun and enjoyable even on its own, providing a deck with lots of motorized units, waves of infantry, useful tactical support artillery, and an aggressive, hard-hitting air force. And by breaking the campaign I don't mean cheating in any way you're using a bit of knowledge a new player might not have access to (events, deployment sectors, the very fact that you get reinforcements and what kind of reinforcements you and the enemy get, CAI behavior, and so on) to win the campaign via the path of least resistance.Chinese infantry on patrol in 1969 during the Sino-Soviet Border WarĪlthough more often found paired with North Korea as part of the coalition Red Dragons in Wargame: Red Dragon, China is perfectly playable as a national deck in of itself - and in fact even better than as part of a coalition in some ways, due to the increased availability bonus and the larger number of activation slots. I know there are guides out there but they're woefully outdated (you have to dig to find the Turn 3 BvD win, for example). If folks here are interested, I can do some tutorials on the Campaigns. Eugen's Campaign AI here is actually really bad, as only certain units will go for strategic secondary targets left open, so you can basically stonewall them at Tsuen Wan except for a couple turns. Really, it's mostly just annoying set up your defensive line on a ridge at Tsuen Wan and watch the Chinese suicide into your lines turn after turn after turn while your Gurkhas destroy routers or wipe the reserve battalions on the fringes of the map. Pearl of the Orient isn't particularly difficult, but I would say that for me, after all the breaking, it is the hardest despite those Turn 0 battles in CMN (which I mostly just skip now because I have a few Turn 0 saves that I use). Easily the most difficult part of this campaign for me (playing it vanilla, no breaking) is dealing with the AH-1W Supercobras towards the end of Act I, because your points are so scarce that buying an anti-air group for your westernmost offense is just a hard purchase to justify for very little points in the long run. There are some cases where a player might deploy the wrong units to the wrong sector and find a battle unwinnable, but for the most part there's always a safe path to retreat in these cases. Act III can be entirely negated by breaking the campaign, nullifying the Soviet reinforcements and rendering their armored regiments of high-tier tanks pointless.Īs for the other two, Climb Mount Narodnaya I never found particularly difficult-it's relatively challenging, but I wouldn't call it "Very Hard" unless you're attempting to actually break the campaign, at which point Turn 0 has the most difficult battles you'll face in the entire campaign. There's a ton of freedom to this campaign and I love it for that there are even a few sneaky strategic moves that can make the 1st Act (repelling the NORK offensive) a lot easier. While 2nd Korean War starts out hopeless, anyone who's actually played it understands that you get a bunch of great units available for purchase almost immediately. But without breaking it, you face a lot of units that are severely out-of-timeline, and you're quite simply outmatched. Dragon unless you learn how to break the campaign and win it on Turn 3, at which point it becomes one of the most fun, and probably second easiest, because it's a knock-down, drag-out IFV grindfest. Still, there is one relatively difficult battle in the landing at Seoul, and you won't get a Total Victory unless you understand how the marine landing mechanics work on the strategic map. You get everything you need to hard counter every attacking force in every sector. Regardless, the easiest campaign is hands down Busan Pocket. Each campaign can be absurdly difficult if the player missteps, and many of them can be broken or cheesed in different ways.

So, regarding your question, it's a bit different depending on how you want to play. I'm not going to say I'm the most experienced campaign player here, but I've got more experience than most.
