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Rojan

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Ok now i'm curious because if their versatility without drawback isn't what make them the "best" competitive deck then I don't know why they are. What is it you think that make them so good?
I don't think they are the best deck, I think they are incredibly good because on every map they can fight somewhere with their infantry. Funny enough the worst place for most of their infantry to be is in close quarters. Allies dominate close combat with infantry with things like stormtroopers and AB engineers. Most maps have bocages with 200m-400m ranges until the next cover. That is where they excel. They also have an amazing air tab which can supplement their engagements.
 

CyberianK

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400m is double LMG domination not CQC anymore. So units like LW-Jaeger with 2 LMG for 25 would probably be the best price/performance at that range?
Pioneers are also good at close but yes some of the ally options are even more amazing your right.
 

Rojan

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400m is double LMG domination not CQC anymore. So units like LW-Jaeger with 2 LMG for 25 would probably be the best price/performance at that range?
Pioneers are also good at close but yes some of the ally options are even more amazing your right.
Yeah, sorry if I confused you with my odd sentences, I am tired. Anything in the infantry tab of the 3. FJ with the exception of the Pioneers excel at 200m+ combat. They absolutely dominate it. It is when you close that gap in forests, towns, and other shit places that limit line of sight is where the losses start to pile up. When I hold a city as the 3. FJ I always hold choke points that have spacing for my guys to light closing infantry up with. Allies counter this play with smoke but it is still better than pressing Jager up against Engineers on the same two buildings.
 

Rojan

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Ok now I know I can't take you serious. Btw what is your ingame name?
I change my name about every other match. I think right now it's something about rocket artillery in full caps. Sorry if you don't like my opinion about Lehr. :( I love that division and I have an identical win rate with it along with 12. SS and 3. FJ.
 

TGApples

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They're certainly not the only competitve axis division. My ranking for 1v1 is:

1) 3 Fallschimjager: No weaknesses really. Infantry, L6, high vet light AT and enough heavy AT. Good plane tab and arty to boot.
2)/3) 12 SS Panzer/21 Panzer: Autocannons and proper tanks. Infantry is a lot worse, but can do alright when you move the ACs in.
4) Windhund: If the opponent is competent he'll spam AT guns and you'll be in trouble. Better in larger games as the opponent doesn't know Windhund is in front of him.
5) 352. Infanterie: No autocannons! On the other hand, rockin' AT, loads of infantry, and super-mortars.
6) Lehr: Suprisingly not as bad in A as they first look, and can cause some divisions (eg. Canada, French) some real headaches with armour in B. The tank lineup is awesome, but overkill. 12 SS Panzer can acheive similar without so many drawbacks.
7) 17th: The lack of mobility in A is a big issue. As is the lack of autocannons in A.
8) 716. Infanterie: No autocannons and a tank lineup that doesn't go past A.
9) Luftlande: No autocannons. They also really struggle to deal with vehicles/tanks.

I think the cut-off for "competetive" is around 4). The top 4-5 are all top divisions on maps which suit them I think. When you're playing somebody who is a lot worse than you you really want a division which doesn't have any maps that it's really bad at. When you're playing people about the same ranking that's not neccessarily correct. Right now ranking is heavily correlated with games played. It'll be interesting to see what happens when it settles.

I find it interesting how one airborne deck is top of my list and the other is bottom. I think the autocannon/AT differences are the main reason for this. Fallschrimjager have better air and arty as well.
 
Last edited:

controlvolume

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I feel like FSJ is strong just because it has no major weaknesses, and the typical airborne weakness of armor doesn't exist with the combination of the high-vet popguns and the Hs 129. I'll complain about the popguns endlessly during a match, but immunity to light armor and armor within 600m isn't a bad identity for a division that's focused on phase A dominance. The Henschel on the other hand has no vet but has crazy resilience, surprisingly good accuracy, and is really easy to keep alive with a high-vet fighter screen; just fly in a couple fighters to take flak, have the Henschel pop a high-value target of your choice, then evacuate everything. It shores up another weakness (9+ armor at max range) and makes the optimal way to fight them just shoving recon and artillery down their throats behind an AA screen which is boring (especially as the french no Im not bitter about all my stuarts dying shut up)

If, statistically, they are too good, I think toning back down the base Henschel would be the way to go, and buff up the Henschels of other divisions to compensate.
 

LKHERO

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They're certainly not the only competitve axis division. My ranking for 1v1 is:

1) 3 Fallschimjager: No weaknesses really. Infantry, L6, high vet light AT and enough heavy AT. Good plane tab and arty to boot.
2)/3) 12 SS Panzer/21 Panzer: Autocannons and proper tanks. Infantry is a lot worse, but can do alright when you move the ACs in.
4) Windhund: If the opponent is competent he'll spam AT guns and you'll be in trouble. Better in larger games as the opponent doesn't know Windhund is in front of him.
5) 352. Infanterie: No autocannons! On the other hand, rockin' AT, loads of infantry, and super-mortars.
6) Lehr: Suprisingly not as bad in A as they first look, and can cause some divisions (eg. Canada, French) some real headaches with armour in B. The tank lineup is awesome, but overkill. 12 SS Panzer can acheive similar without so many drawbacks.
7) 17th: The lack of mobility in A is a big issue. As is the lack of autocannons in A.
8) 716. Infanterie: No autocannons and a tank lineup that doesn't go past A.
9) Luftlande: No autocannons. They also really struggle to deal with vehicles/tanks.

I think the cut-off for "competetive" is around 4). The top 4-5 are all top divisions on maps which suit them I think. When you're playing somebody who is a lot worse than you you really want a division which doesn't have any maps that it's really bad at. When you're playing people about the same ranking that's not neccessarily correct. Right now ranking is heavily correlated with games played. It'll be interesting to see what happens when it settles.

I find it interesting how one airborne deck is top of my list and the other is bottom. I think the autocannon/AT differences are the main reason for this. Fallschrimjager have better air and arty as well.

I agree with your list for the most part, even in competitive 2s. I would rank 352 ahead of Windhund because of its viabilty to play on most maps whereas Windhund suffers in jungle areas. I will make a post today to talk about the top 4 IMO for both right now.
 

Max_Damage

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352 is pretty bad on open maps though. I ve nearly been french'ed on Colombelles. The dudes just drove past my foot troops and kept gaining points for a draw in the end. Depleted my entire AT tab lol. Really the more i play, the less i want to queue axis, its always an uphill game from the start for me.
 
Last edited:

Karlburg

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352 is pretty bad on open maps though. I ve nearly been french'ed on Colombelles. The dudes just drove past my foot troops and kept gaining points for a draw in the end. Depleted my entire AT tab lol. Really the more i play, the less i want to queue axis, its always an uphill game from the start for me.

You're not using enough AT guns if you're having that kind of problem. You also have the panzerjager to back yourself up.
 

Claremont Waltz

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I think 21 panzer works pretty well in ranked even if you don't do the cheesy autocannon rush. I beat a few leaderboard people and youtubers with it pretty reliably in pre release quickmatch 1v1.

Of course I also lost a bunch because that was before I learned to spam AT guns and leaders to stop rushes. This is less of an (incredibly frustrating) issue now. Every Eugen game has to have a cheese strat I guess.

Waiting for a balance pass before I get into ranked, so can't say how it fares in the current no mirror and elite airborne meta. Beat two 101st players in the three 1v1 matches I have played since release. I think it can handle Canada as it has Ju87D to stun RAM, marder for 1.2km knockout and plenty of HT and 20mm to deny ground. Plus French tanks. Big fan of those.

I kind of wish Eugen would double phase A anti tank gun availability per card and halve the number of cards. That alone would probably end rushes.