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).
---------
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!
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).
---------
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!