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Choatic Neutral

First Lieutenant
5 Badges
Nov 25, 2011
292
159
  • Crusader Kings II
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
The 1st SSB feels weird. On one hand, I want to use it since it has some cool units. On the other hand, why is it so anemic?

First off, 34 activation points? WHAT? The deck already has a lack of variety, and now it's the fewest cards in the game to boots?

Anyway, onto the deck:

Recon and Infantry: These are actually solid, I have no complaints here. But, that can be said about almost every deck, so that's not saying much.

Tanks: We have a Phase A double Sherman, Phase B 5xSherman, and Phase C Churchill. The Churchill's armor by Phase C is nothing special, while the Shermans will similarly be turned into Swiss cheese by Phase B, but numbers make up for it, while the Phase A Shermans can be called good. All in all, the Tank tab on this deck can be called 'mediocre', since it gives you the bare minimum, but nothing more. No 17 pounders or 76mm, so you'll need to get real AT somewhere else.

Support: We have a ton of Centaurs in Phase A, with Crocs and AVREs in Phase C. The Phase A Centaurs are great, while the Crocs and AVREs by Phase C aren't really that useful. Support tab get a 'good' rating, pulled up entirely by the Centaurs, because if they weren't here, this would be awful.

Anti-Tank: Um, is this a joke? You get 2 cards of AT infantry in Phase A, and NOTHING ELSE UNTIL Phase C? WHAT?! Then once you get to Phase C, you're stuck with just 2 cards of real AT (since you're forced to take the AT infantry otherwise you're screwed), leaving you with either only 6 17 pounders, or 3 17 pounders and 3 Wolverines, to do ALL your anti-tank work late game. This is a terrible tab.

Anti-Air: Staghounds in Phase A and Bofors in A and C. This is a deck with a lot of planes, so you don't need much AA, and the units here are decent, but damn does this look boring. Once again, there's absolutely nothing in Phase B (WTF?!), leaving you with a decision between Bofors at the start or Bofors later, with Staghounds to fill the gaps. This tab gets another mediocre rating, since neither the Staghounds or Bofors are bad, but wow is this a boring tab.

Artillery: AGAIN with the lack of Phase B! We have a terrible Phase A of 50mm mortar spam, getting only an artillery-call in vehicle in Phase B, and all Phase C gets us is either 25-Pounder spam or Churchill OP artillery-call ins. Now, I love 25-Pounders and am happy to spam them, but by Phase C, having nothing but 50mm mortars, the damage is already done! No amount of 25-pounders can make up for the beating you've taken in Phase A and B by the lack of artillery! The tab is terrible.

Air: The only 'great' tab in this deck, apparently. Seafires are solid Recon Fighters, Hellcats are solid Fighter-Bombers, while Hellcats with a pair of 450kg bombs serve as Anti-Tank, and you have the option of Seafire Fighters for interception if you want (I don't, I just use the Recon and Fighter-Bombers for interception).

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All that said, can someone explain to me exactly what the heck is going on in this deck? It seems to be a complete mess.

Massive chunks of stuff are just missing, or come too late to be useful, while the actually interesting stuff like the rocket-artillery call-in and Hellcats just can't make up for the lack of AT or Artillery.

To top it all off, the already anemic deck is missing 2 cards compared to every other deck. Heck, if anything, this deck should get 40 activation points for being so terrible!
 
1SSB is one of the best decks for team games (arguably the best) if you have a decent teammate with access to solid AT. It has great infantry, great mortars, an awesome air tab (the reload speed of the Wildcat is ridiculous!) and a strong economy with $160/min in phase C.
 
In 1v1 they are lacking tho. I suggested a while a go they could get 1 card of ATG and/or 25pdr in B. I love shermans as much as anyone but they struggle in open ground against things like PzIV. The lack of long range arty in B also hits 1SSB hard cause it renders its good infantery useless (not to mention pioner spam will reck you anyway).
 
Well, I tends to agree that SSB is the weakest DLC deck for 1x1 and can't do much without BIG support from allies in team combats.

First off, 34 activation points? WHAT? The deck already has a lack of variety, and now it's the fewest cards in the game to boots?

Devs said that SSB is brigade, not a division, that's why it has low activation points.
https://www.eugensystems.com/divisions-1st-special-service-brigade/
HE 1ST SPECIAL SERVICE BRIGADE INGAME

While Steel Division: Normandy 44 usually models, well, divisions; 1st SSB is actually (as its name implies) represents a smaller brigade. Which means three things:

  • Some of its unit choices ingame are attachments from other units, such as Funnies & Royal Engineers from 79th Armoured Division, intelligence teams from 30 Assault Unit, … which had operated with it at least on D-Day.
  • It gets fewer activation points than any other division ingame, to reflect its smaller size and higher degree of specialization.
Recon and Infantry: These are actually solid, I have no complaints here. But, that can be said about almost every deck, so that's not saying much.

I have a complain. SSB has a very low amount of infantry. On phase C it only depends on crappy As. Pioneers and Bren Groups. Currently infantry in game is expendable type of units mostly, but SSB doesn't support such type of gameplay.
All in all, the Tank tab on this deck can be called 'mediocre', since it gives you the bare minimum, but nothing more.

Well, this is airborne brigade, its tanks for airborne are pretty decent.

Anti-Tank: Um, is this a joke? You get 2 cards of AT infantry in Phase A, and NOTHING ELSE UNTIL Phase C? WHAT?! Then once you get to Phase C, you're stuck with just 2 cards of real AT (since you're forced to take the AT infantry otherwise you're screwed), leaving you with either only 6 17 pounders, or 3 17 pounders and 3 Wolverines, to do ALL your anti-tank work late game. This is a terrible tab.

Agreed here.

Once again, there's absolutely nothing in Phase B (WTF?!)

Because due to devs' view SSB was surrounded and has less amount of units and income on B. 16 Luft. is strongest on phase B, btw.
 
I like them. I'm not entirely sure the strengths they get make up for the 34 activation points and lack of AT gun unless you're in a team game with a partner that can cover for you, but they're brutally good at what they do. My biggest beef with them is that they can suffer death by map on a few of the maps in the pool, particularly in 1v1, which sucks.

I think the OP is underselling them in most categories. They've got fantastic infantry, SUP, and air. The tank tab is really good, albeit limited in quantity. The arty tab's extremely limiting, yes, but those elite 3" mortars are solid and will get the job done unless you're trying to push past 88s on an open field or something similar. I won't tell you the AT tab is any good- it sucks- but at least you also get an awesome RPG team as a consolation prize.

All in all, they're extremely good, but need to be careful not to get bled out on unit availability and stop dead if they hit an open field guarded by something a Sherman can't manage. I won't claim I think the division design is perfect, but I like them a lot more than the OP, at least.
 
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As a player who only plays two decks, 1SSB and 3FJ, I have to say I'm surprised so many of you like the Hellcats. I for one have found them far too slow to ever reach a target that has AA nearby, they panic in a heartbeat.
 
Only the OP mentioned the Hellcat explicitly, but IMHO the 180-point Hellcat, at least, is fairly attractively positioned relative to similarly priced Allied planes of that type. It's 25 KPH faster than the 180-point Typhoon and turns better, so it can handle target changes more easily; while it trades off some AA HE the higher agility also means it'll have more luck dogfighting. It's got twice the bombs of a 165-point P-47. It's tougher and more agile than the 170-point P-38 Lightning.

Overall, I don't think any of the SSB's planes are exceptional, but they're for the most part all pretty solid and the division gets a ton of air slots so you can bring as many as you're willing to stomach giving up in activation points elsewhere.

If you're having troubles finding a good use for those medium bomber / multirole type planes, the Hellcat is ultimately just another one of those and it's not going to perform significantly differently than they do. YMMV. Personally, I find them pretty useful unless my opponent's either already gained control of the sky with planes or has a wall of 88s up. Usually there's not a ton of AA out until you start hitting your opponent with ground attack craft, and once AA shows up your opponent is out a bunch of points buying it and you still can get some work done if you pick exposed targets or coordinate with other planes or artillery.
 
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Only the OP mentioned the Hellcat explicitly, but IMHO the 180-point Hellcat, at least, is fairly attractively positioned relative to similarly priced Allied planes of that type. It's 25 KPH faster than the 180-point Typhoon and turns better, so it can handle target changes more easily; while it trades off some AA HE the higher agility also means it'll have more luck dogfighting. It's got twice the bombs of a 165-point P-47. It's tougher and more agile than the 170-point P-38 Lightning.

Overall, I don't think any of the SSB's planes are exceptional, but they're for the most part all pretty solid and the division gets a ton of air slots so you can bring as many as you're willing to stomach giving up in activation points elsewhere.

If you're having troubles finding a good use for those medium bomber / multirole type planes, the Hellcat is ultimately just another one of those and it's not going to perform significantly differently than they do. YMMV. Personally, I find them pretty useful unless my opponent's either already gained control of the sky with planes or has a wall of 88s up. Usually there's not a ton of AA out until you start hitting your opponent with ground attack craft, and once AA shows up your opponent is out a bunch of points buying it and you still can get some work done if you pick exposed targets or coordinate with other planes or artillery.
Yeah I guess I just don't find them as cost-effective as their support or artillery options personally. I like to use the A and B armor options they get to try to gain ground early with them and then just spend phase C digging in with BOFORS and the 25-pounders. I think I'll check out the rocket Hellcats though. They're fast and available early. I've only been using the Seafires.
 
Personally, I pretty much just rock pure Seafires and the 180-point, 2x230kg Hellcat, myself.

At the moment I've also got the 230-point, 2x460kg Hellcat in the deck just because it's nice to get more bombers in phase C and why not take bigger bombs if they're available, but I'd probably be better served taking either a second card of the 180s or putting that availability point into some other row.

Maybe I should give Robert's suggestion a try and give the phase A Wildcats a chance. I'd dismissed them on the grounds that they're so slooooooooow, but I've certainly seen the power of rapidly reloading garbage planes in ALB and RD. Hard to spring for ground strike in phase A, though; need more boots on the ground!
 
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If you are fighting in a city, you basically got the game won. Its incredibly hard to attack/defend an attack from this brigade. They are equipped well for intense citty fighting and even for engagements going into a city. Not at all a weak "division" in SD.