Nebelwerfer 42s should be limited to just one per division or made less accurate. I got totally wrecked by them yesterday, all someone has to do is to sit with AA around it and kill your arty quickly. Then it can spam-bombard you to death.
Me too, at least for the "hope" & Will end up- - part.
But the "Falling Back" Mechanics are a living nightmare right now and greatly reduce the fun at the moment. They make it almost completly to make good use of jumbos (with their limited numbers anyway) and can also be annoying for german pantherz.
The Fall Back Mechanic didnt work out well in Wargame:EE and I highly doubt it will every work in Steel Division. Which would be just sad since it would mean that I have to turn my back on this game. No need for a heart attack just because of stupid falling back AI...
Highly disagree. Without the this mechanic, Jumbos, Panthers and Königstigers would get superunits, you can't deal with, when there is no weapon available, that can effectively pierce them.
Did you ever even use tanks?
You should lose a "Supertank" when u use them in a wrong way or play too risky.
Currently you just lose them because they are "falling back" which cannot really be avoided by skill or micromanagement.
I generally agree with the OP. Not necessarily in specific issues (though I think he's right about several of them), but just in the overall package in terms of how the game flows and plays.
I've said this before, but I think Steel Division makes some notable and significant improvements to gameplay over Red Dragon (and yes, I know they are different games in some ways), but it still isn't quite where it should be. In other words, Steel Division still suffers from a chronic case of Wargame-itis, with overall lethality being too high, especially towards infantry and crew-served weapons, and artillery and other "toys" being far too dominant in what should largely be a battle between infantry and armored units. I think it's a brainbug common to many armchair-general games where Fancy, Shiny Toys are given primacy and the poor bloody infantryman is relegated to being cannon fodder. Games like this try to simulate the guns and toys too hard, and forget to appropriately abstract factors that are difficult to simulate, like the fact that infantrymen don't just stand around waiting to get annihilated by every gun in sight.
Wargame was particularly bad on this point. Steel Division is better, but still has a lot of room for improvement.
In my experience, 88s aren't actually that potent and get killed fairly easily. I'll have to experiment with them more. Maybe I'll put a command car near them next time.The German AA is not that bad, they get access to 88's.
AAA is terrible across the board at killing anything, even if you spam Bofors or M15's. It's just not very cost effective given the point. I think the tri-polsten is bugged or something so nobody should come in here all like 'blah blah blah the Allies AAA is amazing'. Both sides suffer from really truly awful counters to air right now.
I'm getting mauled by JU-88's and P-38's all the same. The reason why I bring up the 88's is that they are they only reliable counter to air right now. Do they kill anything? Hell no, but two 88's insta-panic ANY plane. And you can move them around about 600m behind your frontline using attack move to avoid any artillery (god damn it's a terrible micro though) and you'll make those planes panic well before they are cable to attack your lines. They also allow you to lock down your side of the map against fighters since they can't chase and kill your planes back across the map..... since the 88's insta-panic fighters too.
The problem that I'm seeing is a lot of people are using 17th SS because they've got that great artillery tab....................BUT NO 88's. 12th SS has a limited but potent AAA tab and Luftlande is nasty with their upvetted 88's. 17th is objectively left to twist in the wind.
You should have deployed your 88's over to your ally's side, IMO. Your Panthers at least have a chance to survive rocket runs and bombers, 17th doesn't have that luxury.
Edit: Does anyone know if the Mobelwagon is even worth it? Right now my 12th SS is basically 20mm at start in Half-Tracks, then a Whirblewind in Phase B, then 2xWhirbles in Phase C, I think 2x Mobels and then the two 88's. That may be too many cards though as I'm going off of memory. Does the 37mm on the Mobel do ANYTHING to kill planes or is it just an overpriced pop gun like all the rest?
In my experience, 88s aren't actually that potent and get killed fairly easily. I'll have to experiment with them more. Maybe I'll put a command car near them next time.
So far unimpressed with Mobelwagens, though. I think they're so expensive because their armor lets them resist being bombed. Might be another case of old Challenger 1 Mk.3 syndrome where armor is severely overvalued in its price.
Also, another game I played yesterday, a bunch of American AAA halftracks did a pretty solid job of shooting down airplanes unassisted. Don't know what the same points' worth of Axis AA would have done, but I was pretty impressed at the time. I just have a big pile of anecdotes as far as AAA is concerned, basically.
Okay, I followed these tips and it worked exactly as you said. Pretty cool, actually. I will do this much more from now on.Gotta use the 88's in pairs, no not like right next to each other, just sort of supporting a few hundred meters apart. If both fire at the same target, the plane panics immediately. One 88 doesn't really do much to be fair. The enemy plane will still continue on its run.
Shitty part is I think you only get 2 88's in either Luftlande or 12th SS so they're SUPER valuable and must be microed to hell to protect them.
No. Only like concentrated fire from 37mm and 40mm reliably ever kill stuff and that's only after a plane has spent way too long over a line. I think I've seen an 88 properly kill a plane as it was leaving the area like 3 times.
Personally, I hate what the 88's can do and it only takes one person to validate something posted on a forum so I imagine more people will try it and I will suffer even more from Luftlande and 12th SS players who bring the double 88's and shut down all air. You can all thank me for pointing it out when the air game for allies goes completely into the shitter.
4. Phase C focused decks seem to be getting worse by the day as the metagame solidifies and people learn the game, and the problem is the current Conquest mechanics and/or the standard rules. Most of the time you win based on the 1-3% you seized in the very opening stages of the game, and the C-decks simply don't have the manpower/money to contend with the phase A divisions then. By the time you've built up your strength, you have very little time to retake ground and even less time to accrue victory points from it in order to eke out a win.
Perhaps having the Victory point tick (Conquest) only commence from the start of phase B rather than phase A would help redress this. Phase A should be about recon, probing, skirmishing and initial positioning to create a "starting front line" for the real battle for taking and holding ground which would begin in phase B.