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King Of Heroes

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Thoughts? I've been playing a fair bit of games lately with them to balance out my number of matches after playing too much 4th AD and 1st SSB.

The only match I've won today with Axis was 3rd Falls vs 6th AB on Colombelles and the guy was a rather new player, I'm actually starting to think that was the case in most of my Axis victories in the past because after playing them a lot in a row I've started to notice just how desperate every match was being if I didn't manage to give a very hard punch on Phase A (A fairly difficult thing with most divisions if my opponent wasn't new)

It just feels that no matter my division I can't afford to make a single mistake or let the match bog down while if I'm playing with Allies I can lose a third of my opening in the 2nd minute with a big hole in my frontline after attempting a early breakthrough to destroy assets and still be completely fine after a few more minutes pass.

Edit: That Axis was mostly worse off than Allies in 1v1 has been something I've heard for a long time but recently I'm starting to wonder if they're not a little too much worse off.

Edit2: Won with 16th AD vs 4th AD, but 16th is a outlier and must not be considered.
 
Last edited:

Ddraig5400

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I don't really play 1v1 much, but I can see why Axis might struggle. Allied units tend to be more well-rounded and reliable, as well as expendable, you can afford to make mistakes. Axis divisions aren't as forgiving, although all you need to do is play it smart, play your cards right and you'll have the advantage.
 

dmdelor

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I play both sides evenly, although my 1v1 experiences were 90% in the months before launch during the beta and I've been mostly 2v2-ing since then. Insomuch as you can generalize about it in terms of Axis vs Allies, as opposed to by-division, I've never found one side to be particularly advantaged.
(and pre-launch when I played the Axis I didn't do a ton of 3rd FSJ, who were god tier until the post-launch vet nerf made vet not an "I win" button for infantry combat)

In general, no matter what side you're playing there's a good chance it's going to feel desperate at some phase in the game. Some of it's just the divisions- by design divisions tend to have one or two phases where they're designed to be kind of miserable. The uncontested superiority of the big cats often leaves the second half of the game feeling like a slow death march for the Allies on maps that aren't incredibly cramped with terrain. On the other hand, the early game can often feel pretty hopeless for the Axis player because the Allies often get lots of good light HE-spam tanks and/or 1200m howitzers, plus the decks with big cats tend to be completely kneecapped in infantry capacity. Not everyone gets flamethrowers or sappers, and those factions are going to be utterly miserable in maps with large blocks of forest.

Some opponent and/or map pairings can also just leave a division out in the cold, which isn't great- I'd like the map pool to be a bit more standardized around maps that aren't too open and aren't too closed, and there's a few tweaks I'd like to make a few divisions have less of a glass jaw in certain circumstances. It's not too bad, though, just an occasional "well, this game is going to suck" feeling.

Personally, early on I used to feel that the Axis were pretty much just broadly better than the Allies. With more experience and with the various balance patches, though, I'm pretty happy with the way things are overall on an Axis vs Allies level of generality, although there are specific divisions I'd like tweaked.
 

Walther

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I think that currently 4th AD is more gamebreaking in 1vs1 on most maps than the old 3rd FSJ was, sadly i think that new dlc divs are particuraly stronger than its counterparts in 1vs games. When you look at the income, aviability and in some cases veterancy it does seem a little unfair. An as we know there is only one small step from being acceptable div to op one that breaks the balance. Also what i really dislike is the fact that you cant even veto maps, in this way if for example you wish to play SSB and got carpiquet duellist... well lets be honest, your best option is ESC ENTER. On the other hand if you get very closed map with 12 SS you are fucked against infantry divs. I honestly doubt i will play again 1vs1 games without abillity to veto at least 2 maps.
 

Herr_Robert

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I think that currently 4th AD is more gamebreaking in 1vs1 on most maps than the old 3rd FSJ was, sadly i think that new dlc divs are particuraly stronger than its counterparts in 1vs games. When you look at the income, aviability and in some cases veterancy it does seem a little unfair. An as we know there is only one small step from being acceptable div to op one that breaks the balance. Also what i really dislike is the fact that you cant even veto maps, in this way if for example you wish to play SSB and got carpiquet duellist... well lets be honest, your best option is ESC ENTER. On the other hand if you get very closed map with 12 SS you are fucked against infantry divs. I honestly doubt i will play again 1vs1 games without abillity to veto at least 2 maps.

I have been playing 4AD exclusively in ranked and I agree it's OP -- especially in 1v1. Many German divisions struggle against it because they can't handle the B26 in phase A. From my experience so far, the German player needs a 2x vet ME 109 to kill the B26 semi-reliably when it's protected by AA. The 17th SS which used to be a good division in 1v1 doesn't stand a chance because it only has unvetted $180 rocket planes in A.
 

Walther

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I have been playing 4AD exclusively in ranked and I agree it's OP -- especially in 1v1. Many German divisions struggle against it because they can't handle the B26 in phase A. From my experience so far, the German player needs a 2x vet ME 109 to kill the B26 semi-reliably when it's protected by AA. The 17th SS which used to be a good division in 1v1 doesn't stand a chance because it only has unvetted $180 rocket planes in A.
In the meantime Ju87 will be forced off by 2 halftracks. ;)
 

Max_Damage

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Actually after playing some games i have noticed a funny thing. When i play axis at the beginning i have 15-17 units, most of which are disheartened and none have veterancy. Playing 6 airborne and i have 15 units and all of them have two stars :D
 

o0970o

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I think that currently 4th AD is more gamebreaking in 1vs1 on most maps than the old 3rd FSJ was, sadly i think that new dlc divs are particuraly stronger than its counterparts in 1vs games. When you look at the income, aviability and in some cases veterancy it does seem a little unfair. An as we know there is only one small step from being acceptable div to op one that breaks the balance. Also what i really dislike is the fact that you cant even veto maps, in this way if for example you wish to play SSB and got carpiquet duellist... well lets be honest, your best option is ESC ENTER. On the other hand if you get very closed map with 12 SS you are fucked against infantry divs. I honestly doubt i will play again 1vs1 games without abillity to veto at least 2 maps.
SSB in capiquet duellist is undefeatable if you meet infantry divisions. But you simply press surrender buttom if meet armored divisions.
 

bkn

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The only axis division i can recommend for 1vs1 is the 91. Luftlande. i went top 20 with them in my prime with this deck only playing 1vs1.

https://picload.org/view/dgcdorpa/20171006064904_1.jpg.html

This deck is (on balanced or average maps) superior to all allied divisions in 1vs1 except of scots.

This deck guarantees you +1 until phase C. It has a high tendency of collapsing in Phase C and can be weak on open maps against tank divisions with support tanks (support tanks in general until phase B).

No division in the entire game can call in so many troops until phase C. You play very agressive and outspam your oponnent. If played correctly you literally go + 1 instantly as soon as your units reach the frontline. Afterwards your main goal is to hold it as long as possible. If you are about to collapse keep spamming troops to reach the (idk around 18 min left on the clock mark) to prevent a loss or draw if your opponent goes +1 at this point.

You have a high potential to go +2 in phase A. Your opponent has high potential to go +2 in phase C.
Keep that in mind. You have the psychological advantage, the clock is on your site.
Have fun winning 1vs1 games vs allies
 
Last edited:

Max_Damage

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What about 16 LW? The income they have in A/B is like 30% higher when compared to 91.LL. Gives them 500 extra points by the end of phase B. These points allow you to spam russian 122mm for super fire support. They dont have fallshjager + ersatz combo though :( so i can see why they might fall short of Luftlande.

But yes its pretty funny do you remember early beta when people were like oh it is luftlande? super trash division, worst in the game :D Maybe because they played against the scots.
 

bkn

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I dont have the 16 LW. But it would be probably one of my favs for 1vs1 games if i would. I never playtestet the 16 LW, but the problems i see for 1vs1 compared to the 91. Luftlande are


Infantery.
You can get 4 Lw Jager vs 8 Ersatz a min. Imo numbers are key. Every squad more on the field is taking territory, scouting (You dont need scouts usually with this division, u bring in fusiliers for extra inf support when needed in the late game), swallowing ammuniton, wasting opponents time. Ersatz are still a good fighting force because of their numbers. It takes your opponent same time and ammunition to kill a squad ersatz than an elite inf squad.

Tanks.
The Panzer 730 looks interesting to me, but i think its to slow and pretty usless on open maps. The tank tab in general is pretty similar after Phase A. The idea behind the 2x Bef Panzer in my deck for Phase A is that you have a lot of stuff on the field that you want to give veterancy to. Place them next to a horde of ersatz or in second line close to your IG´s/Stug. Sometimes you just need to support a flank with a solid tank to encounter enemy vehicles and armor like Honeys. The 16. LW struggles in this point, you cant call in a solid tank in Phase A.

AT.
Is supposed to be the weak point of 91. In 1vs1 it isnt actually. You can spam pak 36 in numbers and dont have to worry about enemy vehicles at all. They get 20 AP in 300m range what makes the Schreck squads obsolete. If needed you can still bring a big gun. The LW can bring up only 2 Pak 38. Im not a fan of the PZ. Jäger, they seem to be very situational to me and get destroyed by enemy AT very quickly.

AA.
in 1vs1 the 16. cant play out their strenth of this tab. Flaks are to immobile and static, they are not taking ground for you. You dont want to spend too much point for AA in general. In 1vs1 the division you face decides if u can gain air superioirty or not. And here they have the same problem than the 91. Luftlande. No Interceptors in Phase A, so dont waste any points for planes if you play a division than gets Interceptors in Phase A. You could bring in rocket planes and back them up with AA and gain air superiority, but that is a huge expense. You need troops on the ground.
 

IronHat

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The only axis division i can recommend for 1vs1 is the 91. Luftlande. i went top 20 with them in my prime with this deck only playing 1vs1.

https://picload.org/view/dgcdorpa/20171006064904_1.jpg.html

This deck is (on balanced or average maps) superior to all allied divisions in 1vs1 except of scots.

This deck guarantees you +1 until phase C. It has a high tendency of collapsing in Phase C and can be weak on open maps against tank divisions with support tanks (support tanks in general until phase B).

No division in the entire game can call in so many troops until phase C. You play very agressive and outspam your oponnent. If played correctly you literally go + 1 instantly as soon as your units reach the frontline. Afterwards your main goal is to hold it as long as possible. If you are about to collapse keep spamming troops to reach the (idk around 18 min left on the clock mark) to prevent a loss or draw if your opponent goes +1 at this point.

You have a high potential to go +2 in phase A. Your opponent has high potential to go +2 in phase C.
Keep that in mind. You have the psychological advantage, the clock is on your site.
Have fun winning 1vs1 games vs allies
the main weakness of the 91luft is mainly their tanks. the Stug 3 are still overpriced. giving the stug 3 G the same buff as the stug 4 would considerably buff the 91luft, the 352 and the 3FJ.
 

IS-2

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allies are blatantly better in 1v1 and 2v2. havent played hyper competitive 3v3 or 4v4 to be able to tell for those modes, but i guarantee 4AD is extremely busted there also. it is comedic how OP that deck is.
 

Herr_Robert

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allies are blatantly better in 1v1 and 2v2. havent played hyper competitive 3v3 or 4v4 to be able to tell for those modes, but i guarantee 4AD is extremely busted there also. it is comedic how OP that deck is.

I dunno about that. Hellcat could use a price buff. Piece of junk can't even win a frontal duel against the KT! Could also use some veteran infantry.
 

KillaJules

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The only axis division i can recommend for 1vs1 is the 91. Luftlande. i went top 20 with them in my prime with this deck only playing 1vs1.

https://picload.org/view/dgcdorpa/20171006064904_1.jpg.html

This deck is (on balanced or average maps) superior to all allied divisions in 1vs1 except of scots.

This deck guarantees you +1 until phase C. It has a high tendency of collapsing in Phase C and can be weak on open maps against tank divisions with support tanks (support tanks in general until phase B).

No division in the entire game can call in so many troops until phase C. You play very agressive and outspam your oponnent. If played correctly you literally go + 1 instantly as soon as your units reach the frontline. Afterwards your main goal is to hold it as long as possible. If you are about to collapse keep spamming troops to reach the (idk around 18 min left on the clock mark) to prevent a loss or draw if your opponent goes +1 at this point.

You have a high potential to go +2 in phase A. Your opponent has high potential to go +2 in phase C.
Keep that in mind. You have the psychological advantage, the clock is on your site.
Have fun winning 1vs1 games vs allies

Please help me understand this.

It isn't just about numbers, LL's selection of units seems to be poorly designed. Yes they get a good mix of infantry in phase A that do well in hedgerows (not so much in built-up urban areas though) and they have vehicles that can support them but they seem lacking in too many other areas. For phase A, the armour and long range artillery are ok. But they have the worst cards of AT AND the worst cards of flak AND the worst availability of 88s by a massive margin AND they get no fighters in Phase A.

I don't see how LL can compete outside of narrow hedgerows against divisions with decent armour. In A, they have small numbers of AT guns, only one of which has 1200 m range and they don't even get PaK 38s until B. Worse, LL cannot protect any of their Phase A AT weapons. Their lack of fighters in A combined with having garbage flak means they cannot counter air power at all in A and can't even stop the allies from killing their precious few AT guns. They get a Hs 129 B3 in A that kills tanks but is very expensive, has bad turning and cannot be defended. Yes, I know that you can micro the rocket armed Me 109s and hide ground forces but no other Axis division is so limited.

You do say that they can be weak on open maps against armoured divisions with support tanks but it isn't just armoured divisions that get support tanks in A, most allied infantry divisions do as well. You say it gets better Once Phase B starts, but LL gets worse Marder availability than other Axis infantry divisions, worse StuG availability and are the only Axis infantry division with no 88s in phase B.

I don't see how having a strong mix of infantry in hedgerows compensates for all this. The bland tank tab isn't an issue. Neither is the lack of fighters in A. But all of these weaknesses combined looks excessive to me. It looks obvious to me that they need a buff. Either fighters or strong flak in phase A so they can at least use their non-infantry AT units. Maybe 88s in B or 1200 m range for the 122 mm gun's AP shells.

You're a better player though so enlighten me please, if you can.