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Found 3 results

  1. http://aw.my.com Yes, it is similar to World of Tanks but there's three things this game does better over it: 1) There is PvE co-op missions, 2) UNLIMITED VEHICLE SLOTS and 3) The vehicle variety is more on the modern side. Forming a Battalion requires either 4M credits or 325 gold. The game is currently in beta but it is very much playable.
  2. Welcome back to the Hadder Doctrine. Alright, this is the one that separates Planetside 2 from CoD and Battlefield; mechanized combat. I'm not talkin about jumping into an armored pop gun, and running people over to giggles as you avoid aircraft. I'm talkin standin off a ridgeline 300+ meters, in a row of Lightnings and Prowlers, laying sheer hell upon a position, and driving those pissy infantry BACK inside where they belong. I'm talkin a Skyguard Lightning, turning Liberators, Reavers, Scythes, Vals and Gals, into panicked cowards rushing for the horizon or the safety of their base. Armored Warfare, at it's finest. This guide will cover the basics of armored combat, and delve into the two main vehicles used in that purpose: the Lightning and the Prowler. Now, there will be those who say that the Harrasser belongs in this list. To that I will spend a few moments suppressing a laugh, before I remind those people that the Harrasser is vulnerable to ALL fire, Small and Large. I have personally taken out a Harrasser as a Heavy, with nothing but a TR Chain gun. The Harrasser is just that: a harrassing tool. It CAN get kills, it CAN destroy tanks. But it will NEVER be able to slug it out in tank vs. tank combat, let alone support an infrantry action. it is the evil ghost that hides in darkness. Because as soon as a Lightning or an MBT starts lighting one up, it vanishes. -----The Field of Battle----- Let's get this out of the way fast: if your tank is inside the walls of a base, and you're still in it, you're in a bad positon. Tanks, light or heavy, are meant to support the INFANTRY invading the base, not armor. Early on, this tactic works, largely because there are not a lot of engineers with tank mines. As PS2 ages on the PS4, and engineer players get more and more disposable certs, expect to see far more base interiors lined with mines that will one or two-shot your tank in VERY short order. it's an easy way to a fast 300-700 XP for almost no work. :-) Incidentally, if you ARE an engineer reading this, take the advice to heart, Get yourself tank mines, a utility pouch and just go nuts mining major roadways. There is nothing more personally satisfying, than running in front of a Vanguard as he brings that big gun around, while you mine the road before him and duck down behind a boulder....save for that fiery explosion when he foolishly rolls forward to try and get a shot on you again. :-) Another flat rule: There is only ONE pilot class: the Engineer. If you're not in a vehicle, you can be anything you want. But only Engineers are pilots/drivers. Why? The repair gun is a big part of it. But more than that, the Engineer can set up their own small defensive position with turrets and Claymores, to field-repair their tank without threat of taking damage. Having that nook where you can heal up without fear, is a tremendous stress-reducer(I know; we play video games to reduce stress alread. :-) ) The stress you carry into each fight, increases your twitch and decreaes your thinking. With that said, tthe question remains: where should a tank be in PS2? For the Magrider and the Vanguard, they can get close with little loss. The Mag's manueverability, and the Van's shielding, can give them an edge in a close-in slugfest. The Lightning and the Prowler however, live in distance. Every meter away from your target, is another meter of drop, auto-fire drift, and the chance of a round despawning. You want to generally be either at the line of the infantry, or a good 50 meters back, shelling from safety. Distance is your ally; NEVER abandon your allies. If you find a Sunderer, drive away from it. Spot it, floor it away, and circle back before shooting from range. That range, will often buy you the five or ten extra seconds needed to finish a Sunderer, before it drives off, or destroys you. Remember, EVERYONE who spawns at a Sunderer, will get a message when that specific Sunderer is attacked. So if you wait until you're in a better position, it is that much longer before those forces can converge on you to fend you off. With that question answered, another comes up: Where should a tank NOT be? One word: Roads. You have treads, you have suspension, and you have power. Roads make your trip easier, NOT safer. The roads belong to Sunderers that have crap manueverability, Harrassers that can turn on a dime and turbo away, and Flashes that can drive in stealth. Tanks are the offroad kings. And it's a lot harder to mine an open plain, than it is a narrow roadway. Use roads for convienence, but never treat them as the BEST way to get to your target. The biggest defensive positions are often set up to cover roadways with more than one turret. One tiny team-based caveat applies to this, but it also applies to all vehicles: run in front of a friendly Sunderer if possible. Remember my advice about mines? Their one saving grace, is they won't discriminate. Any enemy vehicle that rides over one, is toast. But as valuable your vehicle may be to YOU, a Sunderer is often ten times more valuable to your faction on that continent. Take the hit for the team, respawn in that Sunderer if you can, and ride on to victory. Even if you're in your OWN Sunderer, just using it to get from point A to point B with no intention of deploying it, ride in front of another Sunderer and take the hit. -----Lightnings----- "For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack." Rudyard Kipling - The Jungle Book We've all seen it. Someone running around with a Lightning, running nose to nose on a Sunderer or a turret, spending a few precious seconds gleefully blasting away, before said Sunderer or turret shows them what firepower can do. Maybe we've BEEN that person. In regard to the Lightning, the above quote should be gospel. One Lightning, is one wolf. Fast, yes. Dangerous? Not really. The Lightning is second only to the Harrasser for how easily it can be destroyed. It's speed and it's manueverability, are hindered greatly by it's vulnerability. While not vulnerable to small arms fire, the Lightning is a true jerry-cooker against large caliber rounds. Almost any non-infantry variant of a tank's main gun, will kill a Lightning in 2-4 hits depending on the gun and where the Lightning is hit at. So never slug it out. Hit and move. Once your target's on fire, you can focus in on the kill shot, but until then, treat them as an undamaged vehicle, and keep dancing for the fight. This changes UTTERLY, if you can coordinate a 4-man squad of Lightnings. Now, you're not one wolf, you're a wolfpack. And even a bear can be killed by a wolfpack. The easiest way to move in sync on the battlefield, is a Line or Echelon formation. The Squad lead should be at the back of the pack, or perhaps 3rd in line, so that if a target's spotted, you can jump off formation, and survey your target before committing to the fight. it also makes it easier to give voice commands to help keep the formation in shape, because you'll see everyone's postion without giving up forward perspective. In the pack, agression is key. Vanguards and Magriders, are used to outshelling a single Lightning. Scare them into running, by pouncing on them. Hit them, drive them off, and chase them down. Wait for them to stop and try to repair, and hit them again. The only thing more useless than a wounded tank, is a wounded tank pilot. Convince them that you're their waking nightmare, and they'll go back to being infantry or grab an air vehicle, in which case, see The Danger Zone guide for scaring them back into just Infantry. :-) Sunderers are a particular favorite for the pack. There is nothing more terrifying for a sundie force, than being shelled from three or four different positions. HEAT rounds exploding all over the place, damaging them, the Sunderer, and all their hopes and dreams. :-) The Sunderer is a crippled buffalo. it will spend several seconds just getting UP to run, and will do so far more slowly than you will in your Lightning pack. And just like a wolf pack, harrass and corner. Two lightnings shoot when it's running, two more move to get ahead of it and cut it off. Often this will be enough to kill it before the process even needs to repeat. But what fun repetition. :-) -----Why the Prowler is Leagues better than the Vanguard and Magrider----- Right now, Prowlers are probably feeling underpowered compared to Vanguards and Magriders. Vanguards are tougher than a Prowler, and Mags are more manueverable. This is FALSE. In terms of firepower, we top them both. The Prowler fires two rounds, with a base reload time of 2.5 seconds. This alone, is better than the Vanguard at number two, which fires ONE round, every 4 seconds. Our damage per round, is 1000 points on a dead shot with HEAT rounds, compared to a Vanguard's 1600. So we're already doing more damage over one reload, than the Van(4 rounds, vs 2: 4000 damage, vs 3200) But, we can get even FASTER with our fire rate. Taking the first rank of Anchored Mode, reduces reload by 12%. Add in the Reload speed option in the HEAT turret, and we shave 0.1 second off our reload time. So, we're down to 2.4 seconds before anchored mode, 2.15 AFTER anchored. if you MAX both Reload Speed and Anchored mode, you will shave a flat 0.5 seconds off your reload time, and then reduce it by 48% in Anchored mode, giving you a reload rate of 1.35 seconds. 2,000 points of damage, flying downrange a little over every second. :-) You will complete two FULL reloads, before your Vanguard completes ONE. so you're sending 6,000 of damage out, before he can even get 3200 out By the time that Vanguard completes TWO reloads, you will have completed almost SIX. :-) And this doesn't even factor in that our tank rounds travel FASTER in anchored mode, resulting in less dropoff over distance, less adjusting, and more precise fire control. What Vanguard pilots have mastered, and HAVE to master, is HITTING with every shot possible. That's why it seems like they win most trades. Nose to nose with another tank, they can slug it out and come out on top. But if they have to adjust for range, for their own movement, every miss is a stab in the gut for a Vanguard. Make them do that. If a Vanguard has to travel more than ten seconds to get to you, almost every experienced Van Pilot will refuse that fight. Ten seconds under fire for them is a lifetime against our Prowler. :-) Ergo, you always want as much distance as you can safely aim through, with your Prowler. It will take some practice at first, and a bit of patience. But it will be well rewarded. Again, this changes if you have a 12-man squad of fully crewed Prowlers. Now, you're not just a wolf pack, you are a pride of Lions. YOU OWN THE BATTLESPACE!!! Two Prowlers with Anti Air secondary guns, two with anti armor secondaries, and two with anti infantry, and there is no base or force that can move you. No Liberator or Reaver will dare get close, no light Assault or Engineer will try to C-4/tank mine you. And you will laugh heartily at MAXes and Heavies when they try to hard-shot you with AV. -----Sunderer: The Not So Magic Schoolbus----- Okay, that reference shows my age. But this is the part where I must point something out. Something dark, evil, lurking inside the heart of every PS2 player - Treating your Sunderer, as a call girl. Granted, the Sunderer doesn't do much for the individual player. It brings in so-so XP, is a nice spawn point, and generally is a fun thing to have around. But, how are they treated? Left on roads in front of cannons, or parked on enemy vehicle pads. Lined up three and four on a roadway or behind a ridgeline because the other drivers couldn't be bothered to find a space for them. If Sunderers could talk, I'd say they'd be the biggest peace advocates Auraxis will ever have. Poor placing of a Sunderer, is hands down the fastest way to destroy momentum in the game. There are INFINITE places to put a Sunderer, but a few spots can make that spawn point damn near impossible to find and assault. If you spawn a Sunderer with the intent to deploy it, don't just drop it anywhere. Put it where your faction can benefit most from it, and you will benefit most from it. Around almost every base, will be natural defilade positions; hills, moutains, chasms, tree groves, that will block your vehicle's direct line of sight from the base. it allows your infantry to move in under cover, without worrying about getting sniped DIRECTLY from a base by snipers or turret gunners. The longer they live, the greater the chance the base will fall or the position will be defended. In the same vein, DISTANCE is useful. When you first plan to assault a defended base, you want your Sundie well away FROM that base. It spreads out your forces, and gives them more points of attack to approach from. They get to pick their fight, be it sniping, assaulting, or destroying. It also makes defenders come OUT of their beloved base, to seek you out. In that uncertain middle, is where your forces have the advantage. As the fight swings in your side's favor, you can move your Sunderer in more and more if others haven't already. Getting the Sundie to be moved against an interior base wall, is generally the best sign that the fight has been won. At that point, even Light assault C-4 and Heavy rockets, are far less of a threat than before. But that won't happen if your Sunderer is blown up long beforehand. In the same turn, outfitting your Sunderer with a single Flak Cannon, will save you more than 30% in Nano costs from having to respawn it because some aircraft blew your original to hell. Vehicles and Infantry are a little harder to deal with, but that's what your nearby infantry are far better able to deal with. ---------- In closing, vehicles are the core of any action. The longer those vehicle stick around, the stronger that core becomes. As you develop your skills in PS2, keep your eye on maximizing your vehicle's life-span. More kills, more certs, and more carnage, will always be your reward.
  3. Is there going an AJSA Clan in World of Tanks and/or the upcoming Tank game Armored Warfare?