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Baron_Mijail

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Jan 31, 2015
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My only real issue with the 91 is that I found the Marders to be lacking in firepower. I thought they were glass cannons, but I found myself completely outmatched by shermans (not jumbos) even when I caught them in an ambush. Alas I am new so perhaps my strategy was wrong.
Marders are great, but they are recruits so unless close you are probably going to miss some shoots. If you archieve a hit it's a dead sherman. Also, Marders are a cost effective solution to allied armored forces, but shermans with 76mm gun are better as they should, it's an armored division after all.
 

evilcat

General
Jul 24, 2015
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Marders in phase B are ok. Good range. Anti-Infantry option. But ideally u use them as flanker tank destroyer, so probably need pak 38 as your main gun.

To consider: Increase 91st Luftlande card limit to 40. Reasons:
  • They have a lot of cheap units and the stacks are often small.
  • Not much armoured vehicles. Having many infantry units in support with movile MG is great benefit. Luftbross need to manually pick MG, and HE canon. Other divisions have 2 units in 1 card, 91st need 2 slots.
  • I think that they power is based on (recon assasins) using single unit cards which are again card consuming.
  • It is needed to use supply A&C since infantry needs restore panzerschrecks.
In comparison: 15th Scotish have recon with Humbe vehicle. Recons is basic. But attached vegicle is great in phase A, and saves us card we need to spend on jeep otherwise. On there is 3 of them. (dont nerf Scots untill data)
Anytime you have AT gun with carrier with MG for toll, it could second as cover for AT gun.

We can also argue that more card slots means more messing around with different units, so can try cards we know we use only 1.
 
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