
2-3 units of line infantry are quite useful in this regard. Just a few units of infantry can provide at the very least a decent tripwire and signal of enemy attack.


Typically, the middle part of the map is not very competitive initially, since the large forests make it slow to attack into and there is a defensive advantage of some sort, especially for Charlie as noted: but this can of course, vary by game. It is a perfectly legitimate strategy, and with mechanized decks perhaps the best one initially, but with drawbacks. The disadvantage to this is that there is no command zone directly seized, and that it often runs directly into the enemy’s spearhead, and if enemy units are themselves in the forest before it arrives then they have a notable defensive advantage.

By seizing control of the forest, resupply routes to Echo’s city in Foxtrot are cut, perhaps enabling it to be enfeebled to the extent that it can be taken by Charlie, offensive options against the center are opened up since the forest gradually morphs into forest belts there which can be fought over by troops, and the forest is very difficult to be retaken once seized since it is both thick and broad and with a notable lack of cover in front of it. It is possible for Charlie to attempt to seize terrain here, but rather than attacking into the zone most often it will seek to gain control of the forest that is located between Foxtrot and Delta. Against this, Charlie generally, assuming that its attention isn’t directed here, will mostly just hope to make Echo pay dearly for the position and buy time for its operations elsewhere to succeed: infantry, cost effective at holding the position, some reconnaissance assets, light AA, and above all else ATGM teams which might be able to get in some lucky hits on enemy tanks. Pushing from Echo's side is reasonably effective, while Charlie, unless if they have a major deck advantage or are winning anyway, will have problems pursuing their own offensive pushing up against the enemy.Ī typical Charlie-side early offensive to take the zone might see some fast motorized shock troops to seize the buildings, supported by rocket pod or attack helicopters and tank forces to deal with enemy armor, reconnaissance forces flanking and if available reconnaissance attack helicopters (such as the recon Tiger or the Ninja) to both spot and defeat enemy units early on, and armored and fire support units followed up to provide fire superiority, as well as AA of course. Foxtrotįighting in Foxtrot generally favors Echo, as they have a better base-of-fire line up with forests flanking both sides of the building zone which Charlie occupied, as well as a large city to garrison and forest zone which can be held very effectively. Mechanized decks are generally the best suited for Plunjing, with cost effective units that work well in the close spaces. Of course, with skillful play, you can still win with a less suited deck, but it still means that some decks simply have an in-built advantage.

There is also that multiple openings leave different routes for victory: a motorized deck might have say, a much better shot at securing control of the small village in Bravo that is closer to Echo's Spawn, but a mechanized deck is generally going to hold its own side of the map across from this village in Bravo and win a grinding forward fight on the West and decisively dominate the center. The terrain broadly favors a mechanized deck, since it is easier to find closed terrain to fight on than to only engaged in long ranged, open field, battles, and the battle is guaranteed to be a long and difficult one due to the nature of the command zones, meaning that there is ample time for the greater cost effectiveness of mechanized decks to come into play. Plunjing has a mixed variety of terrain, which has open areas, extensive forest belts, urban conglomerations, and large surrounding forests and hills. It is the same exact map as another popular 1v1 map, Punchbowl, but has notable differences in how it plays-with substantially more mechanized grinding battles and different opening calculations. Plunjing is a great example of how much command zones change around a map in Wargame: Red Dragon.
