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Dianno5741

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Hello,

So I wanted to know what people are taking for artillery choices in their 4th AD and 2nd ID tabs these days.

My current builds:
4th AD
(2 cards x1 Mortar halftrack, 1 card x2 priest, 1 card x2 155s)

2nd ID
(1 card x3 60mm, 1 card x2 107mm, 2 cards x1 Xylophone, 1 card x6 105s.)

I've seen some people use mainly 107s and no 105s. Is that a thing with 2nd ID? Opinions are welcome on their builds or mine.
 

dmdelor

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4AD: M21 MMC (A), M4A1 OP (A), M7 HMC (B), M12 GMC (B)

2ID: 60mm Mortar (A), 107mm Mortar (A), Xylophone (B), M4A1 OP (B), M2A1 (B)

I use both the 107 and 105, myself. The 107's the better piece, overall, but the M2A1 can reach out further and can keep firing for a long time without resupply. Most games I don't buy the 105s at all, but if I've got a situation where I can afford the points and have good targets for it then you're going to spend the bottom half of your game with 2-3 105mms focusing on anything my scouts can spot.
 
Last edited:

Kaziglu

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I've seen some people use mainly 107s and no 105s. Is that a thing with 2nd ID? Opinions are welcome on their builds or mine.

The walking mortars are great if you are willing and able to put down the little bit of extra work that it takes to manage them. They respond more quickly to fire commands and can move around fairly well through forests with your infantry. Personally I mainly use them in the first half of a game where quick response tends to matter the most.
 

Herr_Robert

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I use a card of 2x 60mm mortars, two cards of 1x M21 MMC and one card of 2x M7s as 4AD. I have the same setup for my 1v1 and team game 4AD decks, but I will probably replace the card of M7s to give the M12 a try in my team game deck for a while. I have not used it alot, but I don't think it seems to be worth it because of its high cost, slow rate of fire and low ammunition capacity. I have read that it eats alot of supplies as well.
 

roirraw

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M12's are best when you "hold fire" and wait for all the guns to be ready, release hold fire and delete whatever unit is below 4 armor. The aim time is slow and you usually get both rounds in the salvo to hit the target before it fully leaves the firing circle. Total cost for this is 1000+leader and supplies and can't begin until C Phase. If you want to keep firing for the entire 20 minutes like this, you will most likely end up fully depleted by the last couple minutes, after using the A phase truck and 4x armored supply trucks.

Granted, you still need the AAA network ( nothing less than 4xM15's) to prevent any sort of bomber penetration on your guns that are raining down on the enemy.

This leaves little room for error on the field when you play like this, as every unit is way more valuable and losses can't be replaced. A/B Phases are key to save the roughly 1100 points.
 

Dianno5741

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Thanks for the advice guys, for 2nd ID do people prefer Xylos over 107s? I'm sort of min maxing/OCDing ATM about it. I only take two 107 mortars and 6 105s in C. Is the extra range worth it over the faster Fire time?

Vulcanhd's deck goes more "shock and awe" with xylos and offmap to stun and push versus mortar spamming I guess, thoughts?

Also off topic are RGR assaults and supports. Maybe I'm not using assaults right with enough smoke but I find myself not needing them unless it's deep forest. In which case I feel like I can just mortar him out and push with rifles. Any thoughts? I
 

Gilmund

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Vulcanhd's deck goes more "shock and awe" with xylos and offmap to stun and push versus mortar spamming I guess, thoughts?

I don't usually like too much xylo/offmap cause they're not enough, you will still need to use points to get actual arty to target and kill specific units. But offmap, especially the big booms in phase C, may be very efficient against crowded infantry. Depends the maps and what deck you're against. Against some infantry decks in towns, offmap is often better.

Offmap are somehow more situationnal i would say. Misplaced, they could be costly and inefficient as hell.