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local-festival

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I have to reconsider my initial impressions about the deck, it turned out they were based mostly on games against 3 FJ. I offer my humble apologies to people I've adamantly opposed ITT. I've taken it for a extensive rides and it went much better against less autocannon filled decks.
 

2infamous

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I would post but i dont want the person to be upset about it so ill pass. But properly rampaging 101 on a city map is really a sight to see. would 101 again 10/10


Feel free to post it. Let's be real. i should have just surrendered when I saw the 101. sign.
In hindsight i should have just spend all my money on the flanks and just let you have it (my lorraine opening didn't work). And the amount of off map barrages + constant air terror makes it hard to really get the critical amount of troops supporting a push.
 

Max_Damage

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TGApples

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Both of my defeats so far in ranked have been against 101st.

The first I was the 17th on Caumont L'Evente. I had the side with more forest, but because the other side has access to the larger forest, it's easy for the engineers to take and hold. The smaller forests are similarly vulnverable with a bit of smoke assist, and are on my side. The 17th really lack mobile counterplay, and while I was able to contest some ground with rocket arty, off-map and plane trains took their toll.

The second I was the 352nd on Carpiquet. I discovered my deck was a bit crap, but still, I think it's hard for the 352nd to hold any sort of presence in the town. The open area I should have done better in, but given the lack of cover it's pretty hard to stop planes from picking away at anything I place there. Maybe I could have held a line really far back from the start and given him a "free" +1 (then +2 as I fall back). That would have kept my K-D reasonable and got me into C in a good shape. That may have worked.

There's a few things that make them good in 1v1:
1) Engineers. Obviously the best unit <100m.
2) AB rifles, similarly to Fallschrimjager, are strong all-rounders.
3) 800m range MG (and in A). I know the Germans also get this, but the allies tend to have much better anti-infantry counters in A. Stuarts, Cromwell/Churchill support tanks, AVREs, Scotts. Good german counters are halftacks and autocannons: there's not much else. Decks without these are going to struggle. I guess other MGs are an option, but it's not really a counter as counters tend to be stronger than the unit you're countering. IGs also work, but they're bad stealth, need to exploit their range advantage to be effective, and can be avoided/bombed. In other words: many german decks don't have a good counter to several 800m range MG teams attack moving across a field. Almost all allied decks do.
4) Germans don't tend to get tanks in A. Cheap AP 8 AT guns in A are just fine to counter most German decks, and you always have the AP 11 gun should a Pz 3 or French tank be an issue. B can get a bit dodgy.
5) Planes are plentiful, fast, have bombs, and come early. Troublesome hardpoints can be bombed. Counter-attacks can be bombed. Germans often have weak AA in A, often lack planes in A.
6) Very good A income.
7) Off map arty in B and C to smash any sort of concentrated counter-attack.

Basically, they strike at the weaknesses that many German decks have early on: poor HE support, poor A phase armour, poor A phase air. German strengths tend to kick in a bit later. I think I'll be ditching the German divisions without autocannons for now as I think that's the main problem. Inability do deal ranged HE is a killer and mortars just aren't enough DPS.
 
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Random043

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3rd FSJ and 101st are the pretty clear victors of the current meta imho. I am cautious about reacting too fast to draw conclussions in a fresh meta, but I am very confident that small nerfs to the 3rd and 101st are in order.

For the 101st: either make their flamers reasonably priced at roughly 55-60 points per unit, or limit their availability to 3 per deck. Right now fighting the 101st in a forest is simply impossible, as well as holding ground in any close quarter combat, if the 101st player is competent with their use of mortarsmoke. Right now, at 30 cost per with 2 cards of 5 avail, Idk what to say to that even.
 

Think Tanker

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That happens to every allied deck :D
*Cough* *Cough* 91st Luftlande *Cough*

Not that it didn't deserve a buff, but saying that only those darn "Allied" players ask for buffs is absurd (even when it sometimes isn't deserved).

Now, the 101st is playable, much like the 91st Luftlande was and is, but it could still use a few appropriate buffs to make it more competitive on some maps.
 

pbatt

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Both of my defeats so far in ranked have been against 101st.

There's a few things that make them good in 1v1:
1) Engineers. Obviously the best unit <100m.
2) AB rifles, similarly to Fallschrimjager, are strong all-rounders.
3) 800m range MG (and in A). I know the Germans also get this, but the allies tend to have much better anti-infantry counters in A. Stuarts, Cromwell/Churchill support tanks, AVREs, Scotts. Good german counters are halftacks and autocannons: there's not much else. Decks without these are going to struggle. I guess other MGs are an option, but it's not really a counter as counters tend to be stronger than the unit you're countering. IGs also work, but they're bad stealth, need to exploit their range advantage to be effective, and can be avoided/bombed. In other words: many german decks don't have a good counter to several 800m range MG teams attack moving across a field. Almost all allied decks do.
4) Germans don't tend to get tanks in A. Cheap AP 8 AT guns in A are just fine to counter most German decks, and you always have the AP 11 gun should a Pz 3 or French tank be an issue. B can get a bit dodgy.
5) Planes are cost effective and come early. Troublesome hardpoints can be bombed. Counter-attacks can be bombed. Germans often have weak AA in A, often lack planes in A.
6) Very good A income.
7) Off map arty in B and C to smash any sort of concentrated counter-attack.

Basically, they strike at the weaknesses that many German decks have early on: poor HE support, poor A phase armour, poor A phase air. German strengths tend to kick in a bit later. I think I'll be ditching the German divisions without autocannons for now as I think that's the main problem. Inability do deal ranged HE is a killer and mortars just aren't enough DPS.

I agree with all points and want to emphasize point 3, 5 and 7.

On 3: Most people noticed this when playing against France that the infantry based .50 cal is an excellent unit that until phase B is extremely difficult to play against for German decks.

On 5: The p51D bomber is their best plane imo. It has good bombs and accuracy and the reload rate on them is what really sells that bomber. It makes phase A even more difficult for the Axis player when they go faster than your phase A fighter ( me109 variant ), and have enough killing power to remove any phase A counter to your point #3.

On 7: In general, the 101st has all of the tools in phase A to put the hurt on German divisions. One deck that I have run into has ignored all phase A artillery in favor of the phase B pack 105mm and all cards of offmap to go off point 7. So that even in phase B and C, your AA isn't going to be around to prevent the constant bomber runs that will accumulate from not being very competitive in phase A, allowing most of phase A income to go into aircraft.
 
Last edited:

Yung Rommel

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The 3rd FJ matchup is really strange because 101st takes ground early, then has to dig in and survive using off-map arty and vetted Bofors while the german player spams planes. I like the decks the way they are but this doesn't seem real at all.
 

Rojan

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The 3rd FJ matchup is really strange because 101st takes ground early, then has to dig in and survive using off-map arty and vetted Bofors while the german player spams planes. I like the decks the way they are but this doesn't seem real at all.
Interesting. The first part is right but I don't know if I would give unanimous air superiority to the FJ. Most of the time it seems to be the 101st who gain air superiority.