Nebels are actually more survivable than the xylophone. I swear that thing blows up if a passing fog bank gets it wet. I don't actually know how it compares to the 41 in practice, since i only use 42s - which are vastly superior.
Arty's fine, it's nebels that are dumb.
the two nebel both have a 6 men crew. by comparison the typical towed howitzer have a 8 men crew. They are not that fragile.I'm just going to have to disagree with you on it. Nebels are so very soft. You just have to counter them as soon as you know where they're at. They simply lack the durability of the other arty. And their reload rate is very slow. Plus, as mentioned before, that have no ammo, a supply truck is required to be parked next to them.
The Nebelwerfer 41 and Xylophone are the closest in use and price. I'm being generous here, the Xylophone is better since it fires an awful lot more rockets than would balance out the difference in damage and AoE between it and the Nebel 41. Don't have to worry about the cost an extra supply truck specifically for it either, can use one that you're using for longer range artillery or whatever.
If one is OP, the other is OP.
The 42 is a different story, but It's a juicy expensive target that needs to be near the front line to fire, making it a good target for a quick bomb run or counter barrage. It also tends to be massive overkill, where it really doesn't end up having more of an impact than the nebel 41.
You really need to add 50 to the price of the nebels for the required supply truck.
I can see the artillery meta setting back in, feels like EE...in a bad way. Not fun.
Rockets need to go back to RD style where they mainly stun and there need to be less artillery pieces in play in general, rocket and tube.
It's not an axis vs. allies issue, its being able to reverse the outcome of a hardfought town/factory battle with a click.
Dude, seriously, RD arty is way more effective than the one implemented in steel division. We currently have no arty piece in SD that can kill "heavy" tanks like the jumbo or panthers like the ATACMS can (2 times a 100% sucess chance when the targets do not move). The high priece arty pieces like the K-9, the ceaser, the as-90 and others have a much higher ROF and are way more mobile and, if managed proberly (move after each salvo), are almost immun to counter battery. Try that with SD howitzers.
If you nerf the rocket arty, complaining will start about off map artillery (which has almost the same effect as the nebelwerfer and is much safer to use and thankfully limited) and if you nerf that or arty in general, you have sitzkrieg and air superiority becomes even more of a thing.
Real talk though; is it really that much different? On two separate occasions now I've lost two M10s to a single barrage from a nebelwerfer. If losing 8 AV tank destroyers to 125 or 65 point rocket artillery isn't a sign things need changing, I don't know what is.
ugh.... it's just not fun right now. Super static-y.
Absolutely agree - it feels very static and arty is too strong! Mostly arty is covered by a recon and AT.I can see the artillery meta setting back in, feels like EE...in a bad way. Not fun.
Rockets need to go back to RD style where they mainly stun and there need to be less artillery pieces in play in general, rocket and tube.
It's not an axis vs. allies issue, its being able to reverse the outcome of a hardfought town/factory battle with a click.
There are lots of signs of things that needs changing, another one could be the pinpoint accuracy of bombers / the armor value of the jumbo / 12 man strenght of allied mortars / op nebelwerfer / op panthers / the aa vs air balance / just pick your topic.
I don't like the nebelwefer / off map arty / mortar spam as well, but I think its worth enduring it, if it punishes players for blobbing 200+ points of infantry into towns or amassing 800+ points of panthers at one single spot. If you dont have units like the nebelwerfer / calliope/ wurfrahmen or off map arty, you'll have chokepoints full of infantry or german tanks with tons of aa behind it that are almost impossible to crack open.
Edit: You're right, it should not be able to kill 8 AV tanks
Next thing is the overall balance, from my limited experience so far, the allied infantry is overall better than the german one and the german tanks and arty capabilties are used to some extend to balance that out a bit. If you nerf the arty of the panzergrenadiers, you'll need to buff them elswhere or nerf the Indianheads / scots.
If you start comparing arty meta of RD or Wargame you have to take all units into account, not just cherry picking on rocket arty. And yes, i know that any comparison between WW II and modern arty lacks, but I'm not the one that started it, although the "Hurr Durr, Nebelwerfer is op" is similiar to the "Hurr Durr, ATACAMS is op" discussion.
Losing an open top vehicle to arty doesn't seem exactly outlandish.Real talk though; is it really that much different? On two separate occasions now I've lost two M10s to a single barrage from a nebelwerfer. If losing 8 AV tank destroyers to 125 or 65 point rocket artillery isn't a sign things need changing, I don't know what is.
Towns full of infantry should be tough nuts to crack, they should be the linchpin of a defensive line. It should take effort and tactics to clear an enemy from a city or flank around it. Being able to simply use the nebelwerfer to literally erase the town, buildings and all, with one click is frankly not fun for anyone.
Each infantry has it's own strengths and weaknesses in different areas. In the boccage German squads with the double MG42s are murderous with only BARs and Brens for the allies to respond with, with certain exception units like LMG Rifles. In towns the allies, or at least the Americans, have more going for them with close range semi-automatic rifles to fall back on fighting it out with Kar 98s, again with exceptions like the SS-Stosstruppen with their SMGs of attack-moving doom.
I'd personally propose that all rocket artillery be changed into stun weapons, airbursting rockets would realistically have men cowering in their foxholes but wouldn't obliterate structures and positions. It would still make them a great prelude to an attack but would still give the defender some chance to recover without losing an entire section of his line to a sudden barrage they likely could not foresee and have a chance to avoid, like a regular shelling. Gun arty for killing, rockets for stunning would promote deck diversity and improve gameplay in my opinion.
The thing is, nebelwefers aren't the unicorns that ATACMS are. With ATACMS you have good tank killing power but you have to know precisely where the target is, hope he doesn't see the rocket inbound, and hope he doesn't move. It's a sniper that you can see coming a mile away, high-risk for a questionable payoff.
Nebelwefers on the other hand come in 3x2 cards for the '41s and 3x1 for the '42. They're small and easy to hide and fly relatively fast, so once it fires it's already to late to avoid the impact. Even if you only get one shot they are nearly guaranteed to hit the target and blast a hole in the opponent's defenses due to the massive AoE and target area hit.
I haven't played any of the Wargames in forever so I can't speak to the meta, but it's apples to oranges with ATACMS vs. nebelwerfer for their respective games. One is a sniper meant to nail high value targets and the other is an "I win" delete button for urban combat.