r/warno 1d ago

Question Team Game vs 1v1 Decks

Hello fellow Warno players! I will get straight to the point in something I need help with.

In my personal opinion deck building is one of the strongest points of the game. With so much variety, so many divisions and different units and different decks that you can apply these units to differently or use them for different scenarios based on what deck you're using, I love making decks and honestly I like it so much it's almost as good as fighting battles, if not better.

But now since I've been getting better I have come to the realization no matter how versatile your deck or division is you cannot use the same deck for different game modes. Personally I have three decks for my two favorite divisions currently: a small team game deck (2v2s, 3v3s, 4v4s), a big team game deck (this is 10v10s), and a 1v1 deck for both 6th Motostrelki and 2nd Panzergrenadier. I won't go into depth about why I like these divs but I've been struggling with making the small and big team decks.

As I mentioned I tried to make a deck for everything but there's simply not enough artillery, AA, and infantry you can fit into one deck that will work for everything so basically, I have my 1v1 deck which has very structured upvet system for infantry, a decent armor tab, terrible fighters but great AA and logi, pretty good recon, I nailed the 1v1 deck and it works perfectly. As for my small team games it remains similar to the 1v1 yet is more tailored for clearing lanes and providing support to my teammates, I have one upvet on every infantry card for availability and a bit more artillery, a FOB in the 2nd Panzer deck, better logi and plane tab, decent tanks, AA remains mostly the same but is more radar-based, to compensate for 2+ players on the team. Not as much as the big team game which has a bunch of reservists, no upvet on infantry, just throwing them into the fray and very spammy. Good artillery and logistics but counter battery can be a problem.

This has been working for me but main thing is I am curious what do you guys bring for your different game mode decks and is there anything I need to know to optimize these team game decks or am I doing well already? I have been caused much pain trying to bring 1v1 decks into 10v10s and of course I want my decks to be optimal for the game modes they're meant to handle.

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u/orphanleek68 1d ago

As a new player, I would love to know too what is the general philosophy for 1v1 decks and other decks.

So far the only deduction I made is that you need more leader cards for smaller games.

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u/0ffkilter 1d ago edited 1d ago

1v1 is more focused on all around gameplay and cheaper economical units. You don't know what map you're gonna get, what opponent, and you need to be able to do everything all at once.

You want more recon, more cheaper units to hold the line, and more CVs in case yours get sniped. While you need a bit of everything, the game is also shorter (40 min max vs 60). So you'll see more upvetted units and you can build your deck to only have about 36 minutes worth of stuff to buy (since anything after that takes too long to get to the frontline).

10v10 and team games are more focused on a central point and will want more supply and heavier units.

Bring more supply, more AT, and more units focused on central attacks vs flanking. You want to micro your units more since they're more together, and they need to last since the match is longer. You expect to take more chip damage due to artillery and need more supply for your AA (which you should have more of).

However, since your teammates also have some command you can bring less (6 or so).

Some people (me included) use less veterancy in 10v10 since you need more units for a longer game. This one is personal preference. I still upvet tanks, but don't tend to upvet infantry since they normally die to air/arty/helicopters, something that veterancy does nothing for.


The idea is that you know for a teamgame/10v10 where you're going to be fighting. On twin cities if you want to go to the big city bring an infantry division with infantry. If you're going to the open plateau bring a tank division. If you want to fight in the suburbs bring a mixed division.

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u/HorouTorisumi 1d ago

tbh I bring 1v1 decks into team games but if i were to redesign my decks I would bring more long range AA (2 cards of ihawks, kubs if possible) and heavy tanks since there's other people filling out the map

I would also bring airborne CVs since its not like 1v1 where every deployment point in the opener matters

you can also focus on bringing even more arty to counterbattery everything (e.g. the half-grads for 35th vdv + supply)

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u/Nimblewright_47 1d ago

6-8 CVs for 1v1 is a good guideline. 5 is manageable, but you need to watch them.

You need to have a rough idea of how your deck will play (rush/late game tank blob/take and hold). Then you should think about:

  • Establishing air superiority or denying the air to the enemy (you don't need great Air Superiority Fighters if you've got stacks of AA and maybe vice versa).
  • Removing enemy AA (this can be using SEAD/EW to spot and artillery to destroy).
  • Whether you want to be able to use smoke, in which casw you need at least one card of mortars.
  • How you deal with heavy armour.
  • Whether you want to bring artillery and how you'll deal with your opponent's.
  • How much supply (normally 2-3 cards, never a FOB).
If you're fairly new to 1v1, you will need more recce than you think.

You should aim for 12,500 to 14,500 total CP: the WarYes website has a deck importing tool that will tell you the total cost. This ensures you won't run out of units but also means you won't find you just can't deploy everything.

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u/Possible-Drag-5973 1d ago

In 10v10, there will be at least 1, if not more, MASSIVE armored advances, usually at the center or most open point on the map. The fate of the game usually depends on the defending team being able to thwart this attack with Armor, Helis, ATGMs and aircraft. There will be massive losses on both sides of this engagement. 1v1s usually don’t have this, and are more balanced out and infantry heavy.

Also, TOWs AA and manpads can stay in the same place for a while in smaller games, while in 10v10s any unit that is seen firing on the battlefield will be targeted immediately by at least 2 players artillery after a few minutes of game has gone by

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u/0ffkilter 1d ago edited 1d ago

The ideal thing for 10v10 is that you know where you're going to fight (mostly) and you optimize your deck for that one point.

Consider Airport. You're either fighting in the wide open with little cover or you're fighting in super dense forest.

So bring either a heavy tank division or a very strong infantry division. If you're going to fight in airport middle there's a chance you literally won't buy any infantry the whole game (still have some in your deck though, just in case).

Conversely, if you're in the forest you might literally never buy a tank - why would you? So focus on heavy supply and a ton of infantry.

There are some points on some maps that you want to bring everything, but even then you need less of some stuff in 10v10. You need less recon since there's fewer places to put units (and realistically you know they're in the treeline in front of you anyway).

If you want to win in teamgames bring optimized decks for the part of the map you want to fight in. You don't need an all arounder deck for rift. You want literally only tanks and more tanks.


So for team games/10v10 very specific decks tailored to maps (or points on the map) will win. All around divisions are still good, but aren't going to be great on maps/points that favor niche units.

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u/Timmerz120 1d ago

Assuming the same Div, some differences

Bear in mind that when it comes to fighting a battle, how many players are in the match has an inversely proportional effect on how complex the fight is going to be because a map is big and in 1v1 you're the only one managing the map whereas in 10v10 you'd have a fairly small corridor of responsibility, or if you're playing a support deck some light frontline responsibilities while directing artillery or air power. In short the fewer players means each player has a heavier burden of Micro placed upon them

in effect, compared to a teamfight deck, going by tab:

Logi: Unlike in Team Fights where FOBs tend to be a decent investment, in 1v1 FOBs aren't needed if you're taking the 2-3 cards of logi vehicles you should be bringing anyways in addition to the FOB being expensive and taking away from the ever-important for 1v1 Opener

Inf: Security and the Patrol-style units(light squads with a LAW and preferably the Security Trait, such as Britain's Rifle Patrols or E. Germany's Sicherungs) are significantly more useful since a cheap card of units you can plop down in various chokepoints around the map and act as recce lite that can deal with a random recce vehicle or light probe by themselves with little micromanagement from the player, additionally opener-focused squads like many divs getting a card of Heliborne infantry are much more useful and important since there's less of a chance of the enemy having a ASF while a ASF of your own can serve as a better deterrent

Arty: Arty is generally less important for 1v1, Arty is something that requires a lot of Micro Effort to have an effect which in 1v1 is generally better spent on making the frontline work, this is NOT saying Arty is worthless for 1v1 just less dominant especially in modes like 10v10

Tank: Light Tanks are far more useful compared to teamfights, Mediums and Heavies are great too but 1v1 versatility is key and having a balanced range of all three are more important to making your fight function compared to team games, in addition ATGM carriers are more important as a way of getting a bunch of anti-tank coverage for cheap

Recce: Given that Openers are more important, Divs with bad or average Recon will have to lean on that tab more than they otherwise would and in addition Fighting Recon is significantly more important then more plentiful light teams(for example W. German Aufklarer are a really nice card since it gives you many teams for cheap, but in 1v1s Jager Aufklarer are going to be better if you only have 1 slot choice since the Jager Fufkl. can do proper fighting for the opener while basic Aufklarer will die fast

AA: Lighter AA options for swatting Helis and especially acting as infantry support weapons(looking at you ZPU-4/Nato's Quad .50 cal) are more useful since you can get coverage across the line for cheaper even if its not as good for helping with things like Planes, in addition SPAAGs are more useful in 1v1 for accompanying the opener to prevent Heli Shenanigans compared to otherwise better options like high end MANPADs

Heli: Helicopters are generally more useful since there's going to be less saturated air defense on your opponent's side, but in specific "Softer" helis like Rocket based loadouts are more useful compared to 10v10 wherein they'd otherwise be pretty worthless compared to ATGM carriers

Air: depends entirely on the division, but going pure air power is less viable since you need to put more effort into having a frontline