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RagingRusski

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I don't really understand what the German divisions are supposed to do. The 15th seems to combine the strengths of an infantry division (arty, high vet planes, aaa, plentiful infantry, good at) with that of an armored division (apc's, tanks) with highly armored monsters like the Croc and AVRE to utterly smash anything presented against it. The multiplayer lobbies being filled with double, triple, or even quadruple brits seems to confirm this.
 

IS-2

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They are definitely OP for 1v1.

I don't really think so for team games. If you are fighting them with Luftbros then yes they are extremely OP by comparison.
 

mitchverr

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Its hard to suggest something without knowing which german division.

But, theres a fair few things, air attack is the main thing that bugs me as a 15th inf player(if the brit brings planes, just bait him into your AA and then send your own fighter to kill them, then bomb away), that and panthers using their range advantage with recon to push me back when I show myself. AVRE is tough, but if you manage to panic mode it, not that bad anymore.

Luftbros have a hard time of it if they lose in phase A against them though I have yet to see a luftbro spawn a single damn tank against me (including stug here i know not a tank) so i mean, yeah, you wont get far without armour, but really its hard to judge "op vs not op" with only 4 divisions, afterall, it might not be that 1 division here is OP but that others are weak in comparason with the other 14 divisions not yet in the field.


Finally, the 15th dont get all that many apcs, they only come with recon, command and iirc a couple in the anti tank section, much like others IIRC.
 

Harold Alexander

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Yeah thanks, the reason I asked for tips was to be snidely told to l2p by the resident forum trolls. Thanks for your meaningless response.


You all just wants the same play style and the same units for every deck/division, and don't want to use different play styles and different tactics. I already seen this types of arguments in WG/RD. Fix your skills and use strong side of your division and weakness of your oponent.
 

TGApples

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I think they're strong enough in phase A to be pretty tough to beat in 1v1 and potentially 2v2. I feel that each deck should have at least one thing that can can counter the Spitfire IX bombs, for example, even if it's not a strong counter. The fact it one-shots all AT guns that are spotted and can have free reign against some decks (eg. SS Panzer) for nearly 10 minutes is just a bit good.

The AVRE is also a pretty massive beast which clears out anything within 600m and, so long as it has a reasonable amount of support, can't really be killed. You can avoid it, but it'll take whichever region it choses to roam in to. The maps are big, but not big enough for that not to be a problem.

The rest of the deck is solid. Infantry AT is the only real issue. You also aren't so good in a big tank-tank duel, but by they start rolling around you're enough up that you have plenty of ground and defensive traps to make pushing back a pretty hard task.
 
Last edited:

ckhenson

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The best idea, I believe, is to create decks that have a good combined arms balance. You'll need to place AAA out there with your ATGs, and have INF to help protect both. Think in pairs where everything is concerned, don't buy one of something if you can buy two, and have them work in tandem (overwatch while the other moves). And ALWAYS have ARTY on the board. A little smoke can go a long way to help units that are in danger of being overrun or shot up.
 

IS-2

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You all just wants the same play style and the same units for every deck/division, and don't want to use different play styles and different tactics. I already seen this types of arguments in WG/RD. Fix your skills and use strong side of your division and weakness of your oponent.

The 15th Scottish YOLO division has stronger and more cost effective units in literally every category compared to Luftbros... Please.

And yes Mitchverr I agree talking balance without all the divisions in the picture is not really productive but as I recall isn't part of the reason why Eugen is not releasing all divisions so they can get more focused testing?
 

Harold Alexander

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With Luftlande you have at least 3 OP options on the start:
203 mm arty barrage.
105 mm field howitzer
recon team with panzerschreck

Use your 203 mm arty to kick 15th division from frontline ----> use the smoke to come on closer distance ----> kill the avre/crocodile ----> dont fight on open ground/use smoke ----> send as many as possible AT recon teams in the enemy rear.
 

CyberianK

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Yes the scots are OP as for Luft in 1vs1 or 2vs2 its hard but I think a few things are key:
fast forward deploy AT on road juction to main contested town. You have kuebel which makes you go there faster and it can shoot down his transports which makes him usually exit his infantry and you have the town. The town can be held with Ersatz and MG supported by leader and cheap AA placed behind it at least until his vet rifles and pioneers come.
You absolutely have to beat him on the scouting part and good you have vet scouts for that. Try to find and kill his scouts where you can.

Now comes the tough Croc and Avre you need artillery for that especially smoke mortar with mun Kuebel. If he goes for arty to shoot your smoke mortar try scouting it and taking it out with Air or instead counterarty it depending on the situation.
 

mitchverr

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And yes Mitchverr I agree talking balance without all the divisions in the picture is not really productive but as I recall isn't part of the reason why Eugen is not releasing all divisions so they can get more focused testing?

I thought it was more for specifics within how each unit interacts over "the deck is x", though personally I would rather see the luft guys get a little buff over seeing the 15th get dropped, as 15th in phase C do tend to (from my experience) suddenly lose strength against any real coordinated combined arms attacks (ie armour supported by artillery/air/inf), the phase A/early B strength is what they need to at least get a semi decent chance of holding the line long enough for victory, especially if a 12 SS player suddenly shows up.

1v1 obviously is diff here, as you are not going to get a 12 SS player help the luft guys.
 

robobo

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The biggest issue I've had with fighting the 15th is their AT guns shredding my panthers and panzers at 1000 metres+ which is fine historically ( although even the 6pdrs are pretty damn good for the time really, the 17 pdrs are just monstrous), but I don't have the income to replace my panthers if they get knocked out (panthers are also pretty rubbish at present, but that's a different issue), so I'm forced to be extremely careful and thus slow with them, normally resulting in my infantry getting shredded and then smashed back in a counter attack from any positions I do take
 

MarcoRossolini

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Quick tip for 91. I've found the 120mm mortars in Phase C are ridiculously effective in clearing out enemy AT guns. Just a tip. ;)
 

Destraex

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Please Eugen do not nerf divisions away from being unique. Let the people who cannot play them play the normal divisions. The parachute divisions should be the epitome of skill in the game. The elite players will know what to do with an elite division.
 

Grosnours

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Elite players are not magicians either. Besides they rather tend to take the path of least resistance and use things that work, cost/efficiency ratio being paramount.
That said it's true flavors have to be kept, but that doesn't mean some tweaking is not in order. Right now it seems the 91 is first in line in the "must somehow buff a bit" line.