The Flak 88's (which is the most important unit in the division) got nerfed heavily in respect to the plane suppression they dish out not, my question is is the division and by extension the Flak 88 still worth using now?
Lets see:
-Highest phase A income on the axis side, tied with the 101st AB (but more total requisition points)
-Recon tab: Füsilier Squads are great multipurpose units that can hold their own against both infantry and light vehicles and can be at the front line when pushing into towns or forests.
-Infantry tab: Phase A is meh, but can hold its ground. In B and C, Ita. Freiwillige are fantastic.
-Tank tab: Access to 2 vetted Panzer B2(f) in phase A, which are fantastic early game tanks that can either engage 2 separate targets at 1000m range or pound a single unit into submission with AP and HE at the same time.
-Support tab: Has everything you would need except for vehicle leader units, but since you won't be using a lot of vehicles anyway, you don't really need the mobility.
-Anti-Tank tab: Phase A access to a PAK40, a plethora of vetted PAK43s in C.
-Anti-Air tab: Phase A access to a FlaK41 (which is still a fantastic multi purpose unit, even after the nerf), a plethora of vetted FlaK41s in B and C.
-Artillery tab: Phase A access to Lorraine(f), which is not only great at killing soft targets but also good for countering enemy arty while being fairly immune to that itself. Phase B more Lorraines and Wurfrahmen, phase C Nebelwerfers and Railroad Batteries.
-Air tab: Has all the units you could ever need, including 4 AT planes in phase B.
So, yeah, I'd say it's still usable.
It can hit clusters of units well enough, but even when you fire at lonely artillery units, the psychological effect of "oh my god, if that thing actually hits my unit is toast" usually sends them running, which is all you really need. Hitting the target consistently would be nice, but it does its job just fine IMO.Haven't had any success with the Lorraines, they cannot hit the broad side of a barn, even with a command unit nearby, it takes them often 4-5 shells to actually hit what they were aiming at.
Lets see:
-Highest phase A income on the axis side, tied with the 101st AB (but more total requisition points)
true
-Recon tab: Füsilier Squads are great multipurpose units that can hold their own against both infantry and light vehicles and can be at the front line when pushing into towns or forests.
Oh lol no. not for 40 points with no vet and against the 2xsmg veteral rifles, ab engineers or elite stormtroopers.
-Infantry tab: Phase A is meh, but can hold its ground. In B and C, Ita. Freiwillige are fantastic.
*Phase A cant hold its ground. I agree ITA are pretty good but they come only after you have completely lost phase A and abandoned any suitable defensive position for infantry. Hence you are using them on the offensive and on the offensive any inf is going to suffer.
-Tank tab: Access to 2 vetted Panzer B2(f) in phase A, which are fantastic early game tanks that can either engage 2 separate targets at 1000m range or pound a single unit into submission with AP and HE at the same time.
Tanks are quite irrelevant against RAM II or veteran/elite scottish and american AT guns.
-Support tab: Has everything you would need except for vehicle leader units, but since you won't be using a lot of vehicles anyway, you don't really need the mobility.
Support has flamer tanks. But i fail to see their point if you can have wasps for twice as cheap, faster moving and doing their job just as well.
-Anti-Tank tab: Phase A access to a PAK40, a plethora of vetted PAK43s in C.
AT is really bad in 716. A single 0 vet pak40 in phase A. I find that i have to rely on pzshrek for AT as it is their best at gun haha. And ofc the suicidal AT plane.
-Anti-Air tab: Phase A access to a FlaK41 (which is still a fantastic multi purpose unit, even after the nerf), a plethora of vetted FlaK41s in B and C.
No complaints about AA. Flakvierlings and their self propelled variants are quite good. But of course we are getting nil veterancy because Germany lost the war. 88 are good but 25 pdr will make them useless.
-Artillery tab: Phase A access to Lorraine(f), which is not only great at killing soft targets but also good for countering enemy arty while being fairly immune to that itself. Phase B more Lorraines and Wurfrahmen, phase C Nebelwerfers and Railroad Batteries.
Lorraines have abysmal reaction times and barrage spread. They can work as a direct fire weapon but acc 3 means you need to be 500m or closer do do damage.
-Air tab: Has all the units you could ever need, including 4 AT planes in phase B.
Really bad, no vet and or availability. the phase A He111 has the worse loadout ever.
So, yeah, I'd say it's still usable.
Against someone with 200+ elo deficit sure.
Anyway i kind of like its design because it sucked and it actually sucks, too.
In many ways, 352 inf is similar to 716 but at least they are getting veteran infantry from the start and you can really feel those stars pulling their weight if you manage to stay away from 100m.
The Godly 150 point sink that I've never seen earn its points back with. Ever. All it manages to do is explode allied fanboys in anger and make them cry because it's annoying and causes suppression from time to time.The big thing with the 352 infantry is their godly SK18's and Jagdpanther, they can eliminate soft targets almost along the entire frontline and get a pseudo heavy tank in phase C to push with
The Godly 150 point sink that I've never seen earn its points back with. Ever. All it manages to do is explode allied fanboys in anger and make them cry because it's annoying and causes suppression from time to time.
I think I just have a more aggressive playstyle than most pubs. I often times outpush my artillery support to the point where it becomes a micro liability to keep towing them forward. Stalemates don't really happen in higher tier play, only meat grinders in some parts of maps. I noticed how reliant players are on artillery.
of the 2 axis infantry deck i like this one more because:
phase A flak 88 boom boy and pak 40
madmat's panzer B2 are just beast, there is no reason to use S35 chubbster when u got madmat tech
flamer panzer B2 cooks em up
mutant madmat SPG that is mini nuke launcher
and.. . . ~ ITA ~
352nd is one of the worst deck in the game imo. seriously phase A pak 38 and mutant czech TD only? u can be the best SD player and i will still push u into ur 25% of the map with pancerna easily. at least 716th has some threats. and madmats B2 can duel allied mediums kinda.
Artillery does kill stuff, but that's not its primary function.
To be fair, it does 'kill' plenty of soldiers (hit points), it just doesn't wipe out entire squads or crews with a single shot (which i would say is fairly in line with reality).Which is kinda funny, considering that artillery was the number one killer in WWII. But hey, we're talking about a game in which the "shield" is sliced through cleanly without much effort by the "sword"...