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Lumpy3

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and you are just wrong. you can be pushing the entire map with halftracks for the cost of an avre or dd, and get there faster to boot. DD is slow as shit, its really incredible...
While expensive, The M7 outranges everything but the firefly in phase A currently. If used catiously it can be a pain to deal with. It also has dual .50 cals so If you do ambush it within 800 or so meters you have limited amount of time before being pinned down and killed.

The T30 is more manageable, But being vet 2 it is very effective and relatively cheap.

The halftracks are good no doubt, But they are much easier to deal with than the other units mentioned.
 

TheDeadlyShoe

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Dayum @TheDeadlyShoe I wonder why you didn't participate in one of those tournaments to showcase your deep understanding of the meta and how to actually play the axis divisions, to proof everyones consensus wrong who participated that axis is a piece of trash right now in 1v1?
I didn't actually say that :p

But, the replay is poor evidence. The specific errors made probably would have lost even if 17ss had better phase A and 2div had worse. I am generally of the opinion that most replays are poor evidence one way or the other so no, i dont believe the replay discredits the argument.

While expensive, The M7 outranges everything but the firefly in phase A currently. If used catiously it can be a pain to deal with. It also has dual .50 cals so If you do ambush it within 800 or so meters you have limited amount of time before being pinned down and killed.

The T30 is more manageable, But being vet 2 it is very effective and relatively cheap.

The halftracks are good no doubt, But they are much easier to deal with than the other units mentioned.
You arn't wrong. They are good units. But a 130 point unit or 80 point track has disadvantages when compared to 35-point halftracks, especially when those tracks are strong enough to defeat those expensive units.
 
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holoween

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I didn't actually say that :p

But, the replay is poor evidence. The specific errors made probably would have lost even if 17ss had better phase A and 2div had worse. I am generally of the opinion that most replays are poor evidence one way or the other so no, i dont believe the replay discredits the argument.

one replay alone is poor evidence but a lot of them that show common patterns are.
 

TGApples

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Honestly, I think that 12 SS Panzer can do OK against 2ID. I tried to show that in my tournament game and lost. Oops. You need to be super-careful to keep your support vehicles alive (I was not), and hold the line as far foward as possible (I did not), but if you can keep kill-death ratio reasonable and don't lose more than +1/second (I did not), the comeback from B onward can be really quite powerful (I did! But it was too little too late as it took me too long to recover from A).

Against Scots though you're screwed. That spitfire bomber kills everything.
 

TGApples

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Well you also thought that Luftlande had a OP strategy only to face the truth against steeper competition. Since then it is hard to take you seriously anymore ;)
I never said it was unbeatable, just that nobody had ever come close to beating it. Then they did, and I died horribly. That's what beta tournaments are for! Winning is for losers... or something.
 

Sleight of Hand

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I do generally feel that the Allies are somehow better than the Axis overall, but I play 91. Luftlande so... y'know, I could be wrong. :p
 

holoween

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one thing to note is that we currently have mostly very weak phase a german decks where only one not available division has a lower points income while the current allied divisions have most of their weak phase a units non available with 3 of them having weaker income than the 15th
 

Fussel

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I feel like small adjustments are already good enough to make playing axis much more enjoyable withouth breaking the balance. Take 17.SS for example. One downside I find with that division is that you have no real small fighting vehicle with the exception of the mg 223 to fend off the more cost efficient infantry of the allies early on and we all know how effective light vehicles are. They are a cornerstone of my play for example in quickly grabing land, capturing infantry or even tanks and generally exploit given space.
I think moving the recon 222 to phase A and if it has to be swapping it with the 221 PzB would be a step into the right direction. There is no logical reason I can think of why it shouldn't be in A. It will give you so much more flexibility.
Also I feel the german Mg's are a little bit underwhelming. I see no point why the Mg42 cost almost twice as much as the Vickers and I think I don't need to mention the Ranger Mg team. If you don't want to make the Mg42 the powerhouse it was in real life then adjust by giving the crew atleast one star because I don't like them for 35 points even though I will take them anyway for the lack of alternatives...
The leichtes Infanteriegeschütz is for some reason direct fire and I don't realy like it although I heard people saying that they are good. I feel the range is to small for them and with the bocage fighting they will often end up stepping into mg range or get simply mortared or even shelled by at-guns with he. That doesn't feel right to me, increase their range to 1000m and see how that works. Same goes for the schwere Infanteriegeschütz, increase the range to 1200m.
We have AVRE with 18 armor and 30 he cannon oneshotting every soft target and even light tanks in phase A. Grille comes in phase B and can't even outrange phase A at-guns is lightly armored and gets killed by everything on the field. If you don't want to compare it with AVRE then compare it to support Priest...Increase range to 1200m as well.
Axis anti air situation needs general overlook.
These are some pointers I can think right out of my head to make 17.SS play not such a pain.
 

Karlburg

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Trading some of the power on nebelwerfers for having more useful vehicles in phase A seems fair enough and would make the 17.ss more interesting to play. I'm not sure LL will ever really be good but maybe moving some stuff to phase A there might help, too.
 

TGApples

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Trading some of the power on nebelwerfers for having more useful vehicles in phase A seems fair enough and would make the 17.ss more interesting to play. I'm not sure LL will ever really be good but maybe moving some stuff to phase A there might help, too.
It would make them more generic and less interesting to play. More likely to win doesn't mean more interesting. I would prefer they be improved without removing their unique flavour.
 

Karlburg

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It would make them more generic and less interesting to play. More likely to win doesn't mean more interesting. I would prefer they be improved without removing their unique flavour.

Well, I suppose I should ask, then, would you say that the fact that divisions need light vehicles to really compete in phase A is a problem?
 

TheDeadlyShoe

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Well, I suppose I should ask, then, would you say that the fact that divisions need light vehicles to really compete in phase A is a problem?

It's a multi-dimensional problem. The weirdness of the frontline system - '51% syndrome' and all that - gives enormous advantages to even the smallest edge in phase A. Then you have that 1v1s typically have a lot more open map space to cover, advantaging mobility and quantity over power. Tanks are too expensive to sprinkle across the map, so you cover everywhere with infantry. This is very static. Attacking infantry usually loses without careful tactics and advantageous positioning. Tracks cover this gap and provide fire support for aggressive maneuvering.
 

TGApples

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I'm fine with divisions having weaker phases. I also don't think a buff has to come with a nerf - randomly adding "trading some of the power on nebelwerfers" seems unnessesary. Just leave the nebelwerfers alone and make them stronger in A.

Well, I suppose I should ask, then, would you say that the fact that divisions need light vehicles to really compete in phase A is a problem?
You don't need light vehicles. Light vehicles help, but you don't *need* them. 17SS would benefit a lot of AT guns lived longer. They'd benefit from a price reduction/power increase for PzGrens and MG 42s. They'd benefit from swapping the 222 and 221 as recon transports. They'd benefit if BMWs were even remotely cost effective. If Panzershreks were 25 instead of 30. If IG 18s were better. If infantry didn't die so quick when on the move. They'd also benefit from various nerfs to allies.

I think it's fine if a division will tend to be down on land at the end of Phase A, so long as it can make that ground cost something. If you can manage to get the front line stable, keep the K-D ratio reasonable and maybe only be down 48-52 then you can use any advantage you may have in the later phases to turn things around in B. The problem is that it's pretty hard to do this, and in some cases it's not clear you actually do have advantages later on. I will say that as the game closes near the end of C it's not uncommon to see +2 or +3 in favour of the "comeback" team, so if there is an advantage of later phases it can be decisive.
 
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TheDeadlyShoe

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. If infantry didn't die so quick when on the move.
honestly i feel this is a vet infantry problem more than anything else. HE7 guns with veterancy absurdly murder infantry, even infantry in cover.
 

TGApples

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honestly i feel this is a vet infantry problem more than anything else. HE7 guns with veterancy absurdly murder infantry, even infantry in cover.
I dunno. I need to experiment with the mechanics, but I find stosstruppen just get carved to bits if they're moving in the open. They have smoke, but one unexpected enemy and they are often dead before you can drop the smoke grenade. Maybe movement has nothing to do with it, but I think it does.