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MZ4Frost

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I heard that 2ID is one of the strongest divisions in the game which I haven't used yet. However, looking at their units, it seems like they would have a hard time to push. Any suggestion on how to use this division? What units should I take for my battlegroup? Anything will be appreciated! :)
 

Sarin

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it seems like they would have a hard time to push.

Mortars.
They get a good amount of Artillery which helps.

The Phase A tanks are decent for Phase A.

HTC in support is good and double upvet.

I am not at home to comb through every unit right now, but I played 2nd a fair bit just before release and after.
Their Mortar play can be excellent, 107mm mortars do incredible work.
 

ZhukoDim

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Not a bad division indeed. Maybe I can get some information about 2ID from my sekrit documents.
 

Grizwald714

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The deck is very strong in phase A use the ranger squads to push and use there M4DD's and M7 DD to support them and and 2 star ranger HMG's to cover them. Use the motors to cover there advance with smoke. I would use the flames version of the rangers for more city and forest based maps and the lmg version for more open areas. Use the rifle squads and machine guns to reinforce the areas you take. You want to do most of your pushing in phase A and hold what u take in B and C.
 

Yung Rommel

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In B and C you push across the entire entire map with cheap infantry and mechanized units under artillery and air support, using heavy artillery or flanking to deal with strong points.

In A you have a choice of playstyle: Elite Rangers that are rare, fragile, but incredibly effective at what they specialize in, or Rifles. You also have to pick between a more heavy infantry force early on, or a mechanized one.
 

wingren013

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Use Rangers and M4A1s to beat back enemy infantry early and use your infantry superiority to set up good fire lines for AT guns. Just avoid open fields and focus on hedge-row hopping.
 

TheDeadlyShoe

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2div is strong in phase a, but still inferior in urban combat to decks like lufltande and fallschirmjager. Rangers are brittle, with no actual Ranger Infantry, and with the only organic infantry AT on the Marauders. So 2div is fairly reliant on its m4dd/t30 hmc/m7dd for its early power and to hold off axis light armor. These units are very good at this, between firepower and veterancy, and you can easily force the enemy out of their positions with skillful use. Use smoke to shut down any actual threat to your armor(ie Beute Firefly) and keep ranges at close to medium where your units shine.

This does render it vulnerable to axis divs with phase A tank hunters. There's not a lot you can do about this other than try to keep your vehicles close to cover and try to break LOS if you see it coming.

Ranger infantry is all tradeoffs in their choices. Ranger m1919 is generally the strongest straight up and the closest to a basic infantry squad, but cant quite match enemy infantry <300m and the poor range for an HMG causes it to suffer against german HMG. Ranger Support is highly point efficient and good for initial deployment, but as an LMG support squad is fairly worthless in close combat. Ranger Leaders have satchels and a big command radius, very useful in town fights - but the siren call of trying to use them as assault units generally leads me to getting them killed and losing my command bonus. Ranger Assaults are medium-power flamer units, nothing special. Try to avoid using them as regular infantry - they don't want to take losses. Only use them with heavy use of smoke to cover their approach.

i tried to get away without it but i've found you pretty much need to take a card of phase A rifles so you have units you can risk and that can lead the way in protracted firefights and urban combat.

If you don't make generous use of their support units like the tanks/t30HMC/mortars, 2div's infantry won't be able to pull it off by themselves.

Note that the 60mm mortars are especially good at deploying smoke. They have a very fast fire rate.
 

Fussel

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I like this deck. It has a fun combined arms approach where you have to utilize the best out of your artillery, infantry, vehicles and airplanes.
My advice would be to go all-out on rangers in Phase A. Ranger support and Mg's for buildings and hedgerows, Ranger assault plus ranger mortar for smoke in thick forests or urban areas. You can back this advance up by extra mortars and ranger marauders.
Shermans are usefull but risky if you play against top meta decks like Fallschirmjäger, which have access to Phase A Henschel which just snacks Shermans. Also vet 2 Gerlichs are dangerous on shorter distances which is where you most likely will use your Sherman to support your infantry.
Against Fallschirm I would mass up artillery and antiair in midgame and use vehicles very carefully and with fighters always on standby.
 

MZ4Frost

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Thanks for the advice guys. But I wonder how is the 2nd Infantry Division compare to the 15th Scotts Infantry which is my go to division. Some people says the 2ID is better than the 15th Scotts but it takes more skills to use.
 

jack_saxon

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Compared to the 15th Scotts the 2nd infantry has more phase A infantry firepower and artillery. However, this comes at the cost of availability in both infantry quantity and infantry support. You will need to play an aggressive early game by taking ground and assaulting the enemy with your well-trained, specialized infantry and mortar teams. It is absolutely necessary that you utilize your phase A 2-star mortars in order to provide quick smoke screens to keep assaulting infantry safe from anything that could pin them down and slow their advance. While 2nd infantry is severely lacking in early game AT they have so much artillery that you can, and absolutely should, use it to shut down those units which are otherwise invulnerable to you. In practice this generally means perpetual smoke and shells to blind and disorient enemy heavy armor. Disoriented, miss-micro'd German armor makes a juicy target for your marauder recon units. Unlike the Scotts, you should be scoring kills every game with your marauder recon units. Additionally, be aware that the 2nd only has access to a 500m range MMG in phase A and is outranged by german HMG's. Those guns need to be shut down with artillery. The rest of the game is played more conventionally with increasingly spammable infantry, tanks and AT guns. What the 2nd lacks in armor it makes up for in artillery so, whether you like it or not, you're going to have to dig in and spam that shit.

What I've mentioned so far is myopic but I still consider it to be a decent summary of some idealized 2nd infantry gameplay. Realistically, you'll need to have some tactical flexibility. In my opinion they are an odd in-between division that has lost its role since its release in beta. For some time it was the only division with early access to cheap, well-trained infantry and in that environment the 2nd could succeed with this awesome "victory or death", "rip them from the land" "drown them in lead" kind of rolling assault style gameplay. It's like the developers watched the 5th episode of Band of Brothers, saw the scene where Easy Company throws down smoke, charges through an open field and obliterates a slew of Germans with a hail of artillery and rifle fire and then decided that they needed that in their game. Now, relatively, their infantry isn't particularly great and they don't have very much of it. In the current meta I recommend a more balanced approach. I particularly like the 1200m range HE 5 AV vehicle in the support tab. It provides terrific firepower and safe distances and is capable of destroying HT's and infantry, routing light armor, and destroying 1000m range AT guns more reliably than your mortars. Really, depending on what division you find yourself against, just be ready to shift your early game tactics to either use infantry to support your vehicles or your vehicles to support your infantry.