• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

IS-2

Captain
5 Badges
Mar 7, 2017
466
0
  • Magicka
  • Hearts of Iron IV: Cadet
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44 -  Back to Hell
The reticule is no worse than the German ones. The German sights merely have provisions for range estimation - a factor that does not play a role at the engagement ranges in this game.

Yeah, the provisions for range estimation could be abstracted to slightly better accuracy. Also the German gun sights have more FoV for their zoom and more zoom IIRC.
 

xFoXReaper

Sergeant
57 Badges
Dec 2, 2016
55
3
  • Magicka
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris - Path to Destruction bundle
  • Ship Simulator Extremes
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Steel Division: Normandy 44 Deluxe Edition
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44 -  Back to Hell
  • Surviving Mars: First Colony Edition
  • Imperator: Rome
  • Stellaris: Galaxy Edition
  • Prison Architect
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
I can say 7 out of 10 games is the Scots pushing against the SS division when in theory it should be other way round. An armored combat group should be the one taking the first steps but instead I always see the Allies pushing hard against the Axis, and this is not just in Phase A and B. Most of the times I see the SS division camping at the end of the map with Panthers and Jagd.

If you want to argue that the SS doesn't push because of fear of AT guns then why is there an option to throw smoke with artillery? There are several alternatives to neutralize AT guns but 99% of the times is charging head on with 3 tanks and getting 2 knocked out in exchange of an AT gun, but whatever, blame the AT gun accuracy...
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.621
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Tried a few games yesterday adopting my tactics more to the 3rd using very few infantry and more planes, artillery etc and early 2xAT+2xAA. It definately went better and its more fun when you win cause you can exploit faster but still kind of a piece of work compared to Scots.
I think what makes Scots so OP is mostly the cheap experienced infantry that can wipe the floor with the infantry shield/scouts of other Divs and be an awesome shield themselves. Sure the Churchills and 17pdrs help but I don't think they are the root of the problem as they can be dealt with. Luft does not have what the Scots have Ersatztruppen are great for defense but they can't really help you push much.
 

Death6

Mr. Nowak
103 Badges
May 5, 2011
2.435
119
linkedin.com
  • Hearts of Iron IV: Field Marshal
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Supreme Ruler: Cold War
  • Europa Universalis IV: Third Rome
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron II: Armageddon
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Magicka 2
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Darkest Hour
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • A Game of Dwarves
  • Crusader Kings II: Sunset Invasion
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Stellaris: Necroids
I would like to add that the number of m3's the unit can push at the A phase seems a little bit too much. Tried a couple of scenarios to see how balance plays out. Axis divs especially the 91st FJ have a hard time countering the initial M3 rush. Normally speaking FJ should have A superiority and consolidate a lot of gains but it can quickly find it self losing most of the map at the initial phase due to how damaging and fast those halftracks are.

Note these are just some of my experiences thought I would put them down here.
 

Graphic

ducal claim presser
72 Badges
Jul 29, 2013
1.179
396
steamcommunity.com
  • Steel Division: Normandy 44
  • Stellaris: Megacorp
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron IV Sign-up
  • The Showdown Effect
  • Age of Wonders III
  • War of the Roses
  • Cities: Skylines
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Prison Architect
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Ancient Relics
  • Europa Universalis III Complete
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Hearts of Iron III
I would like to add that the number of m3's the unit can push at the A phase seems a little bit too much. Tried a couple of scenarios to see how balance plays out. Axis divs especially the 91st FJ have a hard time countering the initial M3 rush. Normally speaking FJ should have A superiority and consolidate a lot of gains but it can quickly find it self losing most of the map at the initial phase due to how damaging and fast those halftracks are.

Note these are just some of my experiences thought I would put them down here.

Any initial Arm. Rifles span comes at great cost. If you want to have a balanced start with a couple scouts, a Stuart, an AT gun, and an AA gun, and a mortar, you can actually only afford three Arm. Rifles units. If you see a ton of M3 HT spam you can probably deal with them with your Pz 35s or a Bf 109 because they're probably missing something important.
 

holoween

Major
35 Badges
Oct 14, 2011
596
304
  • Europa Universalis IV: Art of War
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Steel Division: Normand 44 Sign-up
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Cossacks
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines Industries
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV: Mare Nostrum
  • Semper Fi
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Megacorp
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
Any initial Arm. Rifles span comes at great cost. If you want to have a balanced start with a couple scouts, a Stuart, an AT gun, and an AA gun, and a mortar, you can actually only afford three Arm. Rifles units. If you see a ton of M3 HT spam you can probably deal with them with your Pz 35s or a Bf 109 because they're probably missing something important.

you have 6 35point pak36 in you deck so why invest into tanks and aircraft to deal with halftracks.
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.621
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Well I meant it like you could even deal with them with these, because a Arm. Rifle spam start is going to be so thin in support.
I think Rifle Spam became obsolete in 1915 so I guess working as intended
edit: no argument you said the same anyway I usually start with AA in any deck in initial setup or first points tick those too help with HTs
 

sexualspaghetti

Sergeant
5 Badges
Mar 1, 2017
57
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Steel Division: Normandy 44
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44 -  Back to Hell
Giving it 7 accuracy will make it just as accurate as the KwK 42 and KwK 43 which is completely unrealistic considering it's muzzle velocity is 150-200m/s lower than both of those guns with a similar mechanical accuracy and worse gun sights...

And I am not giving excuses for the poor accuracy of the guns in game, just explaining the likely reasons why the game is that way.

the panther took about an hour to aim, all the shermans should have a higher rate of fire then it. ive seen you all over the forum fighting tooth and nail campaigning against any form of sherman buff lol but fact remains they are under performing come late game (outside of the jumbo that seemingly cant kill or be killed) so if were going with 100% muh realism the shermans should be should be a 3rd of the price of a panther and half that of the panzer 4.
 

cogetama

Recruit
6 Badges
Apr 11, 2017
6
0
  • Pillars of Eternity
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Steel Division: Normandy 44
  • BATTLETECH
  • Crusader Kings III
How many Stuarts/M8 can and should you start with? I'm a noob and so far I try to rush with two stuarts and make another push with the M8 to halt the vehicle column of the enemy. Sometimes it works and the stuarts do massive damage, but often I loose the stuarts and or the M8 early and then I'm severely lacking in units and struggle with the low supply in phase A and get pushed back.

Any initial Arm. Rifles span comes at great cost. If you want to have a balanced start with a couple scouts, a Stuart, an AT gun, and an AA gun, and a mortar, you can actually only afford three Arm. Rifles units. If you see a ton of M3 HT spam you can probably deal with them with your Pz 35s or a Bf 109 because they're probably missing something important.

Would everyone agree, that this is the way to go, more or less? I need a rule of thumb for my start, until I know the game better.
 

Graphic

ducal claim presser
72 Badges
Jul 29, 2013
1.179
396
steamcommunity.com
  • Steel Division: Normandy 44
  • Stellaris: Megacorp
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron IV Sign-up
  • The Showdown Effect
  • Age of Wonders III
  • War of the Roses
  • Cities: Skylines
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Prison Architect
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Ancient Relics
  • Europa Universalis III Complete
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Hearts of Iron III
Would everyone agree, that this is the way to go, more or less? I need a rule of thumb for my start, until I know the game better.

Mortar at least is mandatory to make sure 91. LL's 37s can't shut down your light tanks and HTs.

I always use Stuarts but I don't use that many of them, so I find it's better to get the card of command Stuarts for the extra vet since they cost the same.
 

Sharkey Ward

Second Lieutenant
7 Badges
Nov 5, 2014
179
0
  • Darkest Hour
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Hearts of Iron IV Sign-up
  • Crusader Kings II
How many Stuarts/M8 can and should you start with? I'm a noob and so far I try to rush with two stuarts and make another push with the M8 to halt the vehicle column of the enemy. Sometimes it works and the stuarts do massive damage, but often I loose the stuarts and or the M8 early and then I'm severely lacking in units and struggle with the low supply in phase A and get pushed back.



Would everyone agree, that this is the way to go, more or less? I need a rule of thumb for my start, until I know the game better.

My standard 3AD opening is 2 regular stuarts and a command stuart along with a 57mm AT gun to make scary noises in the general direction of any Fireflies that might pop up, since they never actually manage to hit the damn thing. Supporting forces depends on map layout and the exact zone i'll be going for, but the 3 stuarts opening has been working just fine, winning nearly every single engagement i've been in so far.
 

Vyllis

Major
24 Badges
Mar 14, 2017
556
0
  • Hearts of Iron III
  • Magicka
  • Rome Gold
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Rome: Vae Victis
  • The Showdown Effect
  • Stellaris: Megacorp
I use an M8 (To catch up with truck columns/reconnaissance in Kubel and wreck them), one Cmd Stuart (Never misses) and one AT gun with M3HT (To kill Firefly, buffed from cmd stuart. Use the transport to kill infantry or move the gun).

Then one or two Arm rifle and mortar.
I find a single AA piece not enough to do anything to aircraft, i rely on my friend/ally planes.
 

MrSaint

Recruit
64 Badges
Feb 24, 2013
4
0
  • Crusader Kings II
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Semper Fi
  • Victoria: Revolutions
  • Ancient Space
  • Magicka
  • Impire
  • Hearts of Iron III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Sons of Abraham
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Crusader Kings III
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Cities: Skylines
  • Victoria 2
The 3rd ID during the Normandy Campaign should have M10s as they had 2 Anti-Tank Battalions(703rd and 803rd). If you really want to push what AT equipment they have, you could throw in an M36 Jackson in the mix as the 703rd started getting them in Sept' 44. Put two separate cards of 1 unit in Phase C.
 

Tankhunter__

Second Lieutenant
13 Badges
Mar 2, 2017
165
0
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Magicka
  • Semper Fi
  • The Showdown Effect
  • War of the Roses
  • Magicka: Wizard Wars Founder Wizard
  • Steel Division: Normandy 44
  • Steel Division: Normand 44 Sign-up
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44 -  Back to Hell
The 3rd ID during the Normandy Campaign should have M10s as they had 2 Anti-Tank Battalions(703rd and 803rd). If you really want to push what AT equipment they have, you could throw in an M36 Jackson in the mix as the 703rd started getting them in Sept' 44. Put two separate cards of 1 unit in Phase C.

Jackson is definitely OOTF. I'm not sure of the endpoint for the game's timeframe, but I think it ends prior to the liberation of Paris. The end of the Normandy campaign can generally be seen as the Allied breakout and the closure of the Falaise Gap, so that MIGHT be the endpoint. September is definitely way out there. The Jackson would fit a Market Garden/Bastogne/Germany '45 expansion.
 
Last edited:

IronHat

Major
31 Badges
Apr 9, 2017
510
0
  • Magicka 2
  • Prison Architect
  • Stellaris: Megacorp
  • Steel Division: Normandy 44 -  Back to Hell
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • BATTLETECH
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II
  • Cities: Skylines
  • War of the Roses
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
Jackson is definitely OOTF. I'm not sure of the endpoint for the game's timeframe, but I think it ends prior to the liberation of Paris. The end of the Normandy campaign can generally be seen as the Allied breakout and the closure of the Falaise Gap, so that MIGHT be the endpoint. September is definitely way out there. The Jackson would fit a Market Garden/Bastogne/Germany '45 expansion.
it's a shame that the game stop at liberation of paris. Germany's tech more or less plateau by late 1944 while the Western allies were getting their fancy tech out in 1945.

As it is, the german already got their king tiger, and even if you advance the game by one year they would just have jagdtiger, jagdpanther, and maybe the panther 2.

By comparison, the Western allies would be fielding comet, e8, pershing, jackson, and maybe the centurion/black prince. It's a noticeable jump in firepower.
 
Last edited:

Sharkey Ward

Second Lieutenant
7 Badges
Nov 5, 2014
179
0
  • Darkest Hour
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Hearts of Iron IV Sign-up
  • Crusader Kings II
it's a shame that the game stop at liberation of paris. Germany's tech more or less plateau by late 1944 while the Western allies were getting their fancy tech out in 1945.

As it is, the german already got their king tiger, and even if you advance the game by one year they would just have jagdtiger, jagdpanther, and maybe the panther 2.

By comparison, the Western allies would be fielding comet, e8, pershing, jackson, and maybe the centurion/black prince. It's a noticeable jump in firepower.

Since the game fails to model any of the disadvantages of the german wunderwaffe i doubt the allies will have any way of dealing with the Tiger II and the Jagdpanther, since tanks get omniscience when it comes to facing and enemy spotting; Flanking is basically impossible and the return fire is hilariously and unrealistically fast. Not to mention the horrendously agile turning for tanks that never had neutral steering capability. Unless the timeline is extended far enough for the allies to get 90mm guns i'm afraid it will just become yet another ww2 game where Germans are objectively superior to any other faction in the game and impossible to beat if played by a competent player.