• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

darkfireslide

First Lieutenant
58 Badges
Jan 17, 2015
242
261
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Steel Division: Normand 44 - Second Wave
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Steel Division: Normandy 44
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normandy 44 -  Back to Hell
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
After testing this deck in numerous configurations over the course of about 8 hours and 10 matches against Medium AI in 1v1 and in team games, with a win rate of about 50%, most of which were in team games with a teammate whom I coordinated with (and who also was running the 21. Panzer). It is evident to me that I do not understand this deck. I am a Wargame vet with about 300 hours in the series total and about 26 hours in SD so far. I understand if you don't see AI matches as cause for balancing, but I would also argue that balance in the multiplayer reflects in AI matches (such as seeing that Axis AI is virtually incapable of beating Allied AI, but correlation doesn't mean causation, of course). I will include a tl;dr at the bottom of this thread, since it's turned out to be quite long.

Everyone on the forums seems to have a fairly positive opinion of 21. Panzer so far (disregarding that one rage thread...), calling it things like "well-rounded" and "competitive". I guess I'm not really seeing why. There are a number of flaws in 21. Panzer's playstyle that make it fairly weak in conquest mode compared to the 17th or even the 12th. I do not understand how you would win with this deck against a competent opponent running either the Scots or the 2nd ID. This is because 21. Panzer's Phase A is, well, pretty bad, and bad in worse ways than the other options for Axis. I'll explain my reasoning.

Disclaimer: There are many, many units on the roster and it's likely I will forget to mention some important units. If I don't mention something, I either forgot or don't think it's different enough/important enough to warrant discussion. An example of this is the UE630 tank destroyer: It's hilarious, but I don't think it is relevant in any way in the current metagame, since it can't even penetrate a Stuart, even though it has a great rate of fire at 12 r/m.

It's true that 21. Panzer gets a few interesting options in each phase. With the current way that conquest works, however, the game is generally won in Phase A and B, with C sometimes not even happening, or generally not mattering enough (as I understand it from what I have read on the forums-- I find Wargame's multiplayer to be irritating to play, but find that balance arguments for multiplayer are relevant for AI matches as well).

Phase A for 21. Panzer revolves around the usage of what are, in my opinion, overpriced and under-numbered infantry with the Panzergrenadier. 50 points per squad (which is your only option; PG's in Kubels come in phase B for some odd reason) means that your infantry presence is virtually non-existent and you will likely lose towns or close-quarters bocage fighting, especially to the Scots and 2nd ID. This is exacerbated by the extremely low unit availability per card.
You can get a Panzerschreck team that costs 75 points in this phase because they come in on a halftrack with a 37mm AT gun. If you were looking for cheap anti-tank, well, I'm sorry. Nothing in this deck is cheap.
This pigeonholes yet another Axis team into trying to maintain long-range firing arcs with AT guns (which can get sniped by tanks and arty) and their own artillery. Unfortunately, 21. Panzer must rely on the mortar halftrack (1200m range) and a 1000m range rocket launcher for phase A. These are fine, and are actually pretty effective, but stretch this broken economy even thinner. Already paying 50 points per PG squad and 85 for a mortar or 100 for a rocket launcher, and the cost of this team continues to rise, which is painful despite their higher income compared to other Axis divisions.
The captured S35 tanks are tactically inefficient since 6 frontal armor only blocks HE--there literally isn't anything in the Allied arsenal that can't penetrate it frontally apart from a few AA guns. 5 accuracy is nice but only 7AP means that it can barely hurt even tanks like Stuarts, and is completely ineffectual against anything better than that. The tank even gets wrecked by Greyhounds. At least the 91st's H35's are cheaper. A better 80 point investment would be to get a Pak 38 and a command unit, or even the mortar halftrack, or perhaps one infantry squad to help plug the lack of frontage you have from how expensive your starting units are.
2 Highlights for phase A are the strangely good AT halftrack S307 Pak with 13AP and 1200m range that allows you to counter things like Stuart pushes and even hurt Churchill V's so long as the enemy doesn't get too close. The Aufklarer comes in on a 2 star SPW 222, which when near a command unit is actually fairly potent, if a bit fragile. However, this is yet another 50 point unit that makes it difficult to maintain frontage, which, if you don't lose units, you will lose territory and thus points, and thus the game.
The Pz. IV C support artillery tank is also fairly effective as well if micro'd properly. A Phase A Pak 43 seems like overkill and this unit, in my opinion, really belongs more in Phase B when you actually might need something with 22AP. That being said, reliance on AT guns is dodgy in online games where arty spam is the dominant meta.

But bad phase A is something we're used to in Axis. Getting hurt feelings from Rangers, Churchills, Scot infantry, Greyhounds, T30's, and DD's is pretty standard at this point. Phase B is where things usually start to pick up for Axis divisions, but in the case of 21. Panzer, well...
You finally get a Panzergrenadier option with Kubels! Except those are better when your income is lower in Phase A. Which is awkward. Your MG42 teams cost 50 points because of the halftrack. Yay.
I'll admit that I am not really a big fan of the Panzer IV tank as it is modeled in this game. They are almost always weakly armored and die to Phase A AT guns or even tanks depending on the model. 14AP is nice, but not losing tanks is nicer, and Allied tanks tend to not have that great of armor anyway (barring the Jumbo and the old AVRE, of course). A Vet 2 Panzer IV option is nice (6 frontal armor though? Good lord), but they still will get annihilated by most Sherman variants and anti-tank of virtually any kind. It is hard to make them work, especially with the lowered turret rotation speed. Phase B is when multiple Allied units with 1200m range appear, and Panzer IV's get wrecked by these. I do like the captured Shermans, but without veterancy they are typically meatshields and their 10 armor really only serves to stop Stuarts and Greyhounds. You can beat enemy tanks, of course, if you use your Pak 43, which blessedly you can get cards of in this phase (but not Phase C, oddly enough). The Marder 1 has good range, but as with most TDs, the stealth is bad and it cannot sustain any amount of fire, making them iffy in terms of reliable performance. Still, it's better than no defense, even if it is 100 points per unit.
Brummbars are brutal and are a highlight of this phase. With 14 frontal armor they are arguably better tanks than your actual tanks. However, they will still die to phase B AT guns.
The phase B artillery is pretty good. The multiple mortar and even the 39H. SPG all perform pretty well for their price, though all of their ranges aren't the best ever.

Then there's Phase C, and it's the part everyone wants to talk about with this division. I don't need to mention it, do I? Let's talk about it.
The King Tiger is a very expensive unit, requiring 3 ticks of income in order to deploy. The vet 2 (vet 3 with commander) version is a dominant force on the battlefield provided it arrives and it cannot be penetrated frontally by anything the Allies have at maximum range. Given enough space, it can and will clean up an entire flank virtually on its own. The problem with the King Tiger isn't its performance, however, or even its price: The King Tiger suffers from the way the current conquest mode works. The King Tiger can and will turn the tide in close games; however, against the Scots and 2nd ID it is highly unlikely that a 21. Panzer deck will survive this long, often being overrun and driven back to the starting point in the first 5-10 minutes of the match. But, if you manage to get here this unit can with even mediocre micro perform miracles and break enemy lines. That being said, if your KT gets knocked out, you are completely and totally screwed and this is surprisingly regular given that the unit has a frankly sad 9 side armor. In my AI test matches, in only about 3 of 10 games was this tank relevant, and that was usually against the 3rd Armored. Most matches are won or lost far before this unit can make a difference. But it is glorious when it does.
And for the record, I don't care if it "only" has 19 frontal armor compared to the Jumbo's 21. Nothing in the Allied arsenal has 19 penetration, so it might as well be invulnerability.
What about the rest of Phase C, though?
You get Pak 40's instead of Pak 43's. It's real weird. You also get access to more Brummbars and the Flak 88 anti-air gun/anti-tank gun. Which is pretty neat.
Artillery rounds off with a 170mm off-map battery and the adorable but frightening H39 tank with Stuka 280mm rocket-bomb-democracy-removal-devices for a bargain at 100 points.
But that's about it. The King Tiger is your ace in the hole, and it can screw you over as much as win the match. It's a bit of a gamble that feels good when it works, and is crushing when you lose it-especially to the tank deciding to spin itself right-round baby right-round in place for some reason.

A note on aircraft: 21. Panzer gets great aircraft options in basically every phase, but 3 aircraft slots basically necessitates communication with a teammate who can actually shoot down Allied planes if you ever want to use your own aircraft. Which is a real shame given that they have the Ju 87G and the Ju 88.

tl;dr/Conclusion:
21. Panzer suffers from the same Phase A woes as other Axis divisions, but because of overpriced early game units has an even harder time maintaining frontage for either 1v1 or team games. Compared to other Axis divisions, 21. Panzer has a hard time responding to threats on multiple fronts and relies heavily on wonder units like a Phase A Pak 43, 2 star 222 AC, or PakTrack to be successful. Its artillery is stellar and the King Tiger is a treat when it works, but none of these things help the income issues this faction suffers from. With a few pricing tweaks and the option to get 35 point Phase A panzergrens, this division could stand out I think, but at the moment it is far too easy to overwhelm with dominant metagame tactics and Allied divisions. I don't understand why people are calling this deck competitive or well-rounded when it is the most all-or-nothing deck in the game now, even more so than the 12th SS thanks to its deck budget.

Edit: Honestly, 21. Panzer is about as competitive as the 17th, but that isn't necessarily saying much. After a little more evaluation and some tips from this thread, I take back a lot about what I said about their early game, especially since those 2 star 222 scout cars exist. They still suffer from the woes of being Axis right now, though.

All this being said, let's discuss.
 
Last edited:

Grosnours

Captain
24 Badges
Feb 27, 2010
339
0
  • Europa Universalis IV
  • Magicka
  • Majesty 2
  • Arsenal of Democracy
  • Warlock 2: The Exiled
  • Pillars of Eternity
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Steel Division: Normandy 44 -  Back to Hell
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders: Shadow Magic
  • Age of Wonders III
  • Steel Division: Normand 44 Sign-up
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Cities: Skylines
Did you try it the french way ? :)

What I mean is that the 2nd DB playstyle is fairly obvious : a strong phase A armored push and then hold out.

The 21st has actually extremely nice tools to play extremely aggressively in phase A, grab as much land as possible and then button down. I'd argue that infantry in phase A is the least of your worries, you will trickle them in later to keep the ground you have just won with your super aggressive armor. Recon, artillery, AA, support, infantry, everything is armored and mobile. I do know it's quite a stretch to call the Somua S35 agressive, but it's at least very fast compared to the other french tanks of the luftlande and can be helpful for strategies based on quick land grabbing.
 

RoyalColor

Captain
7 Badges
Mar 1, 2017
399
0
  • Warlock: Master of the Arcane
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normand 44 Sign-up
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44 -  Back to Hell
  • Shadowrun Returns
Nice writeup, thanks.

I play phase A around mixture of infantry and PAK43+PAK38 as a core, with MLRS behind them
That MLRS@100 points is a definite phase highlight for me. With 100 rockets, It can stop any combined arms push dead in its track and usually 20 rockets is enough for that, so you still have 4 more salvos for later on. 1000m is a nuisance and requires some micro, it's worth it thou.
Didn't like the PAK-truck, it has only AP, is easily panicked by any MG and requires a lot of micro to work.
Panzer IV C looks interesting @80 points with 3 MGs, but 4 accuracy only? Stuart mops the floor with it... Have to try it a bit more.
Found the Somua quite effective, think it's better than Panzer IV C, like a poor mans Stuart, good for early hole pushing.

Phase B I go with Infantry + arty spam + more PAK43s as a core. I almost don't use Panzer IVs as they are too squishy.

Phase C same as B, KT is not worth it imo. If the lines are falling, it's better to take infantry, paks and arty instead, with almost 400 points you will almost be able to rebuild your lines entirely. I buy KT only for laughs when I am winning anyways.
 

Max_Damage

Major
1 Badges
Sep 24, 2013
682
0
  • War of the Roses
Selling points of 21 pzdiv:

-german stuarts err i mean s35;
-double star 20mm 222 aufklarer. This will melt halftracks twice as fast when compared to vanilla 222.
-phase A pak43;
-barrage mortar for 130 (B phase). This one is a really good arti piece.
-cool fire support pz4c and super powerful brummbar(avre equivalent).
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.621
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
I think I did about 6-10 MP matches with them yesterday don't remember. First two games I struggled a bit in A then I managed. Yes they are weak in A as all Axis. Doesn't help releasing them together with 2e Blindée.
That said you can deal with it.
I use multiples of the standard AT (I think it was the 55 point 50mm) plus that 80 point 1200 PAK on wheels to deal with armored. The cars you get with scouts both the 50 and the 35 point one and the command tank to deal with infantry plus like 2 grenadiers initially later more. Like the leaders cause one of the only cheap things. I start with one Werfer usually and the arty helps against infantry dominance. I only have one KT in deck the 2star one. If you loose that spamming more is not the solution or better what one KT can't do 3 can't do either. I feel letting your tanks and vehicles mutually support each other and also arty/recon/inf cover is even more important with this Division due to the squishy options (except KT).

AA is totally rubbish again of course I only have one C slot of Quad20-vehicle in (which hurts) and all Fighters in Air.

This is not 1v1 here though I play only 2v2-4v4. I am unsure 1v1 will ever be balanced as long as there is a golden rule that Allies always have way better infantry options. Not speaking of only inf divisions just look at what the 2e Blindée got.
 

Max_Damage

Major
1 Badges
Sep 24, 2013
682
0
  • War of the Roses
The new double star 222 can 1v1 zero vet stuarts at max range. They stress and crit them so much and then they close in and kill.

think about it max range accuracy 58% instaed of 27%;. twice as much. Those two stars really help hehe :D

Acc penalty on the move -2 acc - back to 27%(8% for no vet 222)
 

Yung Rommel

Second Lieutenant
Apr 16, 2017
168
0
It's the strongest Axis deck in the game atm.

Phase A rocket arty combined with all the light vehicles and 85 point income basically lets you make great excellent armored pushes early. Pak 43 and some of the cheap units are great for cheaply plugging holes. This division also gets phase A Pumas, which is really nice. On infantry: suppress from long range, then destroy with vehicles or arty.

Phase B is about using your three medium cards in tandem. The 2 vet Pz4s are baby panthers: buff them go vet 3 for wild results. Shermans comfortably beat 50mm AT guns; and the command P4 buffs your aforementioned baby panthers. Additional Pak 43s and infantry in trucks hold ground seized by early game vehicle aggression. Brumbars or the excellent B phase arty options deal with 76mm guns or strongpoints.

Phase C is King Tiger, with Wuhframmens to provide support where needed. They're great infantry support because they can nuke a forest while still being able to fight light vehicles and infantry.

Overall it's the best Axis deck now because it has flexible units in all phases, and an array of different units per phase. The deck has no real weakness outside of early game infantry. (Which is made up for by the vehicles and phase A MLRS.)
 

Fussel

Captain
20 Badges
Jun 16, 2011
497
0
  • Darkest Hour
  • Victoria 2: A House Divided
  • Semper Fi
  • Hearts of Iron III
  • For the Motherland
  • 500k Club
  • Shadowrun Returns
  • Steel Division: Normandy 44 -  Back to Hell
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders III
  • Steel Division: Normand 44 Sign-up
  • Surviving Mars
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Cadet
  • Pride of Nations
  • Victoria 2
  • Crusader Kings II
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Sword of Islam
I was a little bit disappointed to see that the Brummbär ingame had 25 HE instead of the 30 HE in stream. Haven't tested him out yet but I guess he still wrecks everything.
 

Max_Damage

Major
1 Badges
Sep 24, 2013
682
0
  • War of the Roses
In which instances though is this realy usefull without spending to much early on a single at-piece? Aren't you just better of getting the meme Pak-halftrack?
Maybe you re right. But its still funny, with a command aura it has 58% chance to land the first shot which is lethal with 1200 m and 22 ap!
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.621
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
I don't have Pak 43 in deck at all its just too expensive.
Even with Air to AT nerf I feel its still not worth it. Especially as the Deck has practically Zero AA before C. Can just be strafed to death or artyd away like always.
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.621
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Still you can't discount the meme factor.
It's a Meme pak? :)

Don't remember its actual name and appearance thats why I don't get why its funny post screenshot please. Only thing I remember that its a Marder for 80 and that it performed extremely well in my open back Area and to quickly move it to where its needed.
 

RoyalColor

Captain
7 Badges
Mar 1, 2017
399
0
  • Warlock: Master of the Arcane
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normand 44 Sign-up
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44 -  Back to Hell
  • Shadowrun Returns
Agree that PAK43 is an overkill in Phase A, but found it deadly effective and universal. Coupled with command unit it's an ultimate one shot-1200m area denial tool against anything bar planes (which are also expensive) and mortars.
 

Max_Damage

Major
1 Badges
Sep 24, 2013
682
0
  • War of the Roses
high hit points and accuracy with range and ap. excellent with a command aura. but only vital in phase b vs avre. Good first shot kill gun!

It can be used to counter phase A wolverines though. they have 1200m range and are kinda a problem. There is still utility for pak43 in phase A.