• 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.

LegioX

Second Lieutenant
May 2, 2017
189
0
So...this Axis BG is giving me the most trouble. Mainly due to the phase A x6 MG42's/ and Nebelwefers. It's very hard to get a good push in town fighting due to the Nebelwefers and MG42 combo. Sometimes the player will throw in a mortar or two and really wreck havoc on any early game push.
Throw in the fact they have pak 38's...and well i really have no answer for it.

I was thinking doing a 6th AB counter with Napalm strike and early off map spam to deal with the Nebels. Anybody have good strategies?
 

dmdelor

Major
98 Badges
May 31, 2016
526
344
  • Sword of the Stars II
  • Heir to the Throne
  • King Arthur II
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Crusader Kings II
  • The Showdown Effect
  • Hearts of Iron IV: Expansion Pass
  • War of the Vikings
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Hearts of Iron III
  • Cities in Motion 2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Way of Life
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Hearts of Iron IV: No Step Back
Ah, my favorite battlegroup, and one that's escaped the artillery nerfing that's hurt their Allied counterpart, Indianhead, because they rely on MLRS over off-board. The immediate thoughts that come to mind:

-The 1200m SUP howitzer vehicles that a lot of the allies get do pretty well against them. They counter the 17th's infantry, outrange the 1000m howitzers that the SS (and most Axis) get, and they can mess up the PAK guns if you don't let the AT get the first (or at least not an un-suppressed) shot.

-Although they don't lack in AP, they don't have much when it comes to tanks. Buy some light or cheap medium tanks and use them to hit where the StuGs aren't. AT guns are manageable; figure out where they are and either avoid them or pound them with your howitzers and artillery.

-The SS doesn't get vetted planes, vetted AA, or 88mm AA, so if your deck has a strong air component there's a good chance you can punish them from the air.

-Mortars! The SS's strengths mostly are things that really hate mortar fire: machine guns, AT guns, and towed howitzers.
 
Last edited:

DoubleDan68

Corporal
1 Badges
May 25, 2017
48
0
  • Steel Division: Normandy 44
The best and most equipped deck to take on 17th is guards armor. It kicks there Germans in the teeth and hangs them out to dry.

The first objective is to neutralize the strumgeshutz iii ausf f/8. Taking it out puts a monumental hole into your opponent's army. This allow your Cromwells and centaurs to roam the battlefield. With your momentum, push him back at least to his last third of the map, then set up 1.2km range tanks and supporting fire to stun any of his paks that will need to move up to shot your tanks. It is important to either have air superiority or stong anti-aircraft artillery to prevent the formiderable German anti tank planes from eliminating your tanks.
 

Rojan

Major
28 Badges
Apr 15, 2017
643
0
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Magicka: Wizard Wars Founder Wizard
6AB is a great counter to 17. SS. I think I'm the top rated player on the leaderboards with 17. SS atm and I have trouble with them in towns generally. If I can quarantine the town and not fight them there I will. I find it odd that you are somehow struggling with MGs but not IG18's which are essentially just better in the same role. Also French and anything with lots of halftracks can be a gigantic pain in the ass for 17.SS. 3rd Canadian is obnoxious with their Kangaroos.
 

Claremont Waltz

Captain
102 Badges
May 29, 2017
372
0
  • Crusader Kings II: Horse Lords
  • Sword of the Stars
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Semper Fi
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • 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
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Magicka
  • March of the Eagles
I'd have said ig18 and mg42 backing spam infantry was the most dangerous thing in this deck, and the best way to counter that is fuckloads of mortars. Nebel would not have been on my radar because who brings the light one in A?

Anyway, vs nebel, don't cram all your shit in one place and you'll be fine. They take literally forever to load for a second shot and they can't move fast unless you're loading it into supply truck and then moving which is a frankly unreliable operation as the unit AI can flake out during the loading process leaving both units sitting around yodeling about Tipperary or something. So if you really hate it just bomb or arty wherever they nebeled you from and you'll be good for even longer.

MG42 can be handled by low caliber fast firing mortars. Or a tank (especially 1.2km he tanks), but this deck is very good at AT gun spam.
 

LegioX

Second Lieutenant
May 2, 2017
189
0
6AB is a great counter to 17. SS. I think I'm the top rated player on the leaderboards with 17. SS atm and I have trouble with them in towns generally. If I can quarantine the town and not fight them there I will. I find it odd that you are somehow struggling with MGs but not IG18's which are essentially just better in the same role. Also French and anything with lots of halftracks can be a gigantic pain in the ass for 17.SS. 3rd Canadian is obnoxious with their Kangaroos.

I usually play with either 3rd Canadian or 15th Scotts. In my last match with 17th SS (why post was made) he went double mortar with 1 nebelwefer, and some inf. I was 3rd Canadian and started off with a 3inch mortar push with smoke. However, I'm finding out the hard way that 17th SS players love to do a quick nebelwefer strike at start to stop any infantry push with stormtroopers quickly (even if they are smoked off). I was also under the impression that their PzrGr squads had AT capability. But when I looked at their deck I saw they didn't, but just the strum squads. I was very cautious with my tanks at start due to that. Mistake learn.
 

Max_Damage

Major
1 Badges
Sep 24, 2013
682
0
  • War of the Roses
I quite dislike 17 pzgren and dont think it is any good, really.

Bad phase A income, lack of halftracks and no stars on expensive infantry is what kills it for me. Even while having double mg34, their grenadiers are quite poor because they lack veterancy protection and rof bonuses. Stormtroops are quite poor at what they do because they will lose to equally vetted 2xsmg rifle squad in the woods and only have 5 hp. Their ability is reflected in their cost. Any div which spams halftracks can destroy 17 ss pretty easily and starting from phase A. It is a division for rocket arti spamming in 2v2 or 3v3 but its poor overall.

Maybe phase A can see nebel spam. But then, nebels 41 dont kill much and they stun most of the time. As an inf division, i would like to see better fire support weapons or vet on infantry none of which applies to 17pzgren.
 

Rojan

Major
28 Badges
Apr 15, 2017
643
0
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Magicka: Wizard Wars Founder Wizard
I quite dislike 17 pzgren and dont think it is any good, really.

Bad phase A income, lack of halftracks and no stars on expensive infantry is what kills it for me. Even while having double mg34, their grenadiers are quite poor because they lack veterancy protection and rof bonuses. Stormtroops are quite poor at what they do because they will lose to equally vetted 2xsmg rifle squad in the woods and only have 5 hp. Their ability is reflected in their cost. Any div which spams halftracks can destroy 17 ss pretty easily and starting from phase A. It is a division for rocket arti spamming in 2v2 or 3v3 but its poor overall.

Maybe phase A can see nebel spam. But then, nebels 41 dont kill much and they stun most of the time. As an inf division, i would like to see better fire support weapons or vet on infantry none of which applies to 17pzgren.
17. SS had meh training and didn't perform too well in Normandy. I agree it is a pretty weak deck but it definitely doesn't need vet infantry. It might need more because it is super low on spammable infantry. It also doesn't really need better fire support, it has plenty.
 

Max_Damage

Major
1 Badges
Sep 24, 2013
682
0
  • War of the Roses
17. SS had meh training and didn't perform too well in Normandy. I agree it is a pretty weak deck but it definitely doesn't need vet infantry. It might need more because it is super low on spammable infantry. It also doesn't really need better fire support, it has plenty.
Well it still has nothing like phase A 20mm, 50 cal, avres brummbars, or twin gun or flamer french B2 tanks so the fire support is merely average. I just dont respect ig18 as fire support anymore tbh. Low accuracy and HE. Would lose to a sniper team 8/10.