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true, but its kinda sad it is like that :( strategy games should be balanced for 1v1 aswell...
Well, the game is designed for 22 divisions, and they got different role and different playstyle... so it's impossible to make it balanced in 1v1 you know... Because like axis armor deck is act as 'breakthrougher', or 352th that act as 'supporter' there's no way to deal with 'warriors' role divisions such as 15th
 
Well, the game is designed for 22 divisions, and they got different role and different playstyle... so it's impossible to make it balanced in 1v1 you know... Because like axis armor deck is act as 'breakthrougher', or 352th that act as 'supporter' there's no way to deal with 'warriors' role divisions such as 15th

if thats the case that would be rly poor game design.. every division must be self sustaining. The divisions should just be there to fit certain playstyles...

but imo the balancing problem in this games are not certain units, its the availability of certain cards... for example if 1division that can call in the best tank, the division that is supposed to have the weakest antitank should at least have a combination of cards to face it somehow... and thats something you can balance actually..

for example (maybe not the best example but 1 i always run into)

1v1 scots vs 91...

scots call in churchill in Phase A
options for 91...
pak 40? bad idea unless u 1 hit it somehow, but thats something you shouldnt count on
129? you have no chance to win in the air, scots can call in up to 4 interceptors and decent AA vs 1 rocket Plance and shitty AA
Schrecks or pak 36 close range? if you can sneak them up wp, but usually its not working
Stuh 42? Good idea, just mirror it, problem solved
2 Churchill comes in
well and here the problem starts, you dont have a 2. Stuh. damage is done (not even talking about that AVRE)
cool Phase B lets bring in Marder II and harcounter that bi**. The problem is from here all your hardcounters are getting automatically hardcountered aswell. Just compare the decks ... from here you are always 1 step behind trying to hardcounter the hardcounter. They will make the game now.
Stug? getting hardcountered by challenger or wolverin...
more Marders II ? nope, they are automatically hardcountered from here by any AT
keep mirroring with more Stuh, i mean we got 2 more? but he can bring in 4 from here. and so on...

how to balance? there is no problem with certain units, just a problem of the availability...
 
if thats the case that would be rly poor game design.. every division must be self sustaining. The divisions should just be there to fit certain playstyles...

but imo the balancing problem in this games are not certain units, its the availability of certain cards... for example if 1division that can call in the best tank, the division that is supposed to have the weakest antitank should at least have a combination of cards to face it somehow... and thats something you can balance actually..

for example (maybe not the best example but 1 i always run into)

1v1 scots vs 91...

scots call in churchill in Phase A
options for 91...
pak 40? bad idea unless u 1 hit it somehow, but thats something you shouldnt count on
129? you have no chance to win in the air, scots can call in up to 4 interceptors and decent AA vs 1 rocket Plance and shitty AA
Schrecks or pak 36 close range? if you can sneak them up wp, but usually its not working
Stuh 42? Good idea, just mirror it, problem solved
2 Churchill comes in
well and here the problem starts, you dont have a 2. Stuh. damage is done (not even talking about that AVRE)
cool Phase B lets bring in Marder II and harcounter that bi**. The problem is from here all your hardcounters are getting automatically hardcountered aswell. Just compare the decks ... from here you are always 1 step behind trying to hardcounter the hardcounter. They will make the game now.
Stug? getting hardcountered by challenger or wolverin...
more Marders II ? nope, they are automatically hardcountered from here by any AT
keep mirroring with more Stuh, i mean we got 2 more? but he can bring in 4 from here. and so on...

how to balance? there is no problem with certain units, just a problem of the availability...
Imao, pak40 is good enough to counter Avre even with a single piece. With 91th you can combine it with stuh42, or zis2 with direct AP shot. They can really rout avre before it get into the range.
But like 352th or panzer lehr, they don't have any good AT guns in phase A, so there's nothing they can do.
Change availability is a good choice for balancing, but this also affect multiplay...a lot, like change the stuh numbers to higher, when you double team with your teammates, axis will absolutely dominate the open field. So imo, just forget about 1v1 and focus on multiplayers and save the player base because more ppl play it.
 
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if thats the case that would be rly poor game design.. every division must be self sustaining. The divisions should just be there to fit certain playstyles...

but imo the balancing problem in this games are not certain units, its the availability of certain cards... for example if 1division that can call in the best tank, the division that is supposed to have the weakest antitank should at least have a combination of cards to face it somehow... and thats something you can balance actually..

for example (maybe not the best example but 1 i always run into)

1v1 scots vs 91...

scots call in churchill in Phase A
options for 91...
pak 40? bad idea unless u 1 hit it somehow, but thats something you shouldnt count on
129? you have no chance to win in the air, scots can call in up to 4 interceptors and decent AA vs 1 rocket Plance and shitty AA
Schrecks or pak 36 close range? if you can sneak them up wp, but usually its not working
Stuh 42? Good idea, just mirror it, problem solved
2 Churchill comes in
well and here the problem starts, you dont have a 2. Stuh. damage is done (not even talking about that AVRE)
cool Phase B lets bring in Marder II and harcounter that bi**. The problem is from here all your hardcounters are getting automatically hardcountered aswell. Just compare the decks ... from here you are always 1 step behind trying to hardcounter the hardcounter. They will make the game now.
Stug? getting hardcountered by challenger or wolverin...
more Marders II ? nope, they are automatically hardcountered from here by any AT
keep mirroring with more Stuh, i mean we got 2 more? but he can bring in 4 from here. and so on...

how to balance? there is no problem with certain units, just a problem of the availability...
In my opinion 91. can deal with AVRE pretty well but like you pointed out it can be tricky. For some options the right timing is essential. You have to be aware of the general situation of a match when bringing out the HS. That being said I would almost always bring it in B with enough coverage because a failed Henschel investment early can be GG. Till then you have good tools to delay the AVRE or reduce it's overall effectivness. The cheap mortars are excellent in smoking infront of AVRE and make him move. It can frustrate your opponent since he knows in order to win he has to make good use out of it and get kills. Then often enough opportunities will show up for Panzerabwehr/schreck or even Pak36 Heat shells.
 
AVRE is deadly yeah. I'd also go with the smoke to disturb him but i always forget to use smoke defensively and often my 250/7 has others tings to do.

With lehr you could bring a 10ap puma to get his side if there is no enemy at gun around. Avre needs to be at 600m to fire but has 10armor on his sides, if you figure a way to geet within 1000m with your puma, you should be able to penetrate.
Against its 15 frontal armor, it'll be more tricky.
 
That's irrelevant to the theme of the phase system...the exceptions define the problem: AVRE, '129, Beute Firefly, etc. I'd go so far as to say that even those Cromwell CS can be 'phase dominating' when well played in phase A.

Cromwell's in phase A completely wrecked me when I was playing 3.Falls. Even when bringing out 88 I still couldn't kill 1 of them in phase A. They suppressed way to easy and once 88 (even vetted) is suppressed, it's game over.
 
The Scotts have terrible artillery in phase A and Scott infantry is meh. Here's what you do: you keep his infantry pinned down and give ground where needed regarding that AVRE. That AVRE is pricey. If he pushes it with suppressed infantry, it's going to be very vulnerable to a side shot or a Faust or something.

The AVRE has to cover 390m to fire at a Pak 38 and 590 to fire at a Pak 40. It's slow. Very slow. Trust me without smoke or something it won't get close enough without getting stunned. Just keep hitting the bastard. This isn't a typical RTS. Suppress what you can't kill
 
When AVRE was 20FAV in beta it was scary. It freaking bounced shreks off the front armor. At 15FAV it is manageable. You can stun it out with the shitty cheap AT guns and it is now scared of infantry AT.
 
Cromwell's in phase A completely wrecked me when I was playing 3.Falls. Even when bringing out 88 I still couldn't kill 1 of them in phase A. They suppressed way to easy and once 88 (even vetted) is suppressed, it's game over.
They've got good speed, and survivability against most phase A stuff, and they can completely tie down an inf based opposition...they are what evens the playing field for the shoddy GA inf. I'd rate them as more of a problem than the AVRE, which only has the advantage in close areas with poor LOS where the better armour and hellfire gun is the trade-off.
 
Cromwell's in phase A completely wrecked me when I was playing 3.Falls. Even when bringing out 88 I still couldn't kill 1 of them in phase A. They suppressed way to easy and once 88 (even vetted) is suppressed, it's game over.
This...really is l2p issue, rush pak41s in, or simply send the duck to eat its food, problem solved.
 
They've got good speed, and survivability against most phase A stuff, and they can completely tie down an inf based opposition...they are what evens the playing field for the shoddy GA inf. I'd rate them as more of a problem than the AVRE, which only has the advantage in close areas with poor LOS where the better armour and hellfire gun is the trade-off.

The big threat is the combo. Any cromwell is beatable with any pak but with the AVRE backing it up, the paks doesn't last long when they come in range. Except if you're lucky, you don't kill a cromwell or one AVRE in only one pak shot and the AVRE takes what two shot only to shot down your pak. Even the AVRE misses cause panick.
The only way is to isolate one from the another but a good player will throw his infantry to assault your line, good luck to bring any pak to good positions.

Same thing with the beute cromwell/beute firefly strat with the 12th SS.
 
if thats the case that would be rly poor game design.. every division must be self sustaining. The divisions should just be there to fit certain playstyles...
with 18 division and 4 on the way this is going to be nearly impossible. Certain play style are also going to lend itself more to 4v4 than 1v1.

a more realistic goal is to make sure both axis and allies have at least one division that's "self sustain" and the rest to have a useful niche.It's pretty apparent that each division is meant to have counterpart on the other side. 3FJ vs 101AB. Guard vs 12SS. 3AD vs Lehr. 6AB vs 91Luft.

The big threat is the combo. Any cromwell is beatable with any pak but with the AVRE backing it up, the paks doesn't last long when they come in range. Except if you're lucky, you don't kill a cromwell or one AVRE in only one pak shot and the AVRE takes what two shot only to shot down your pak. Even the AVRE misses cause panick.
The only way is to isolate one from the another but a good player will throw his infantry to assault your line, good luck to bring any pak to good positions.

Same thing with the beute cromwell/beute firefly strat with the 12th SS.

I would like to know what game you are playing. Cromwell + AVRE is a literal impossible combo in 1v1. The only division to have access to the AVRE is the scott and they don't have cromwell. (unless you count the challenger as being a cromwell)

and if you are referring to the flamethrower churchill. That thing is called a crocodile and the GA only get access to it at Phase C. Knowing the name of units are important. the AVRE and Croc refer to two distinct units.
 
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I would like to know what game you are playing. Cromwell + AVRE is a literal impossible combo in 1v1. The only division to have access to the AVRE is the scott and they don't have cromwell. (unless you count the challenger as being a cromwell)

Read to quickly, no need to be condescending.
With scots you may have honey's or churchill 5 with the AVRE in phase A, it is pretty much the same. The combo is very hard to counter.
 
Read to quickly, no need to be condescending.
With scots you may have honey's or churchill 5 with the AVRE in phase A, it is pretty much the same. The combo is very hard to counter.
the AVRE + Churchil V combo make up for the fact the scot have the weakest phase A arty in the entire game. The overpriced 70 pt 2inch mortar carrier is the only arty they have in phase A.

Without the funnies combo the scott will have a hard time pushing anywhere in A. If you want to nerf the AVRE you need to give the scott better phase A arty (namely the 3inch mortar).

even the second worst division in terms of Phase A arty, the 3FJ, have a 1000m mortar.

the churchill 5 is an excellent unit, but it is not a complete replacement for the mortar. Having access to Smoke and indirect fire is invaluable and the churchil 5 can't do either of those.
 
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You can also use smoke shells to disrupt it's vision and reduce the damage it can do in A. Once you are in B you have everything you need to kill it with all divisions.

Really ? And what about the new 16th Luftwaffe Div. ?

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