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LegioX

Second Lieutenant
May 2, 2017
189
0
Rank play is fun in 1v1. Hell I get my a$$ handed to me sometimes and sometimes i return the favor. However, I would really like to see changes to rank. My short list.

1. Preview of map before game starts.
2. Able to see what division opponent has before start.

Can we atleast get #1?

Last night i had a rank game playing as 2ID, against the 16.Luft on Carpiquet. How in the world am i suppose to have a fighting chance against that division on that map? Game was over before it began. We need some sort of "balance" in map picking
 
You want the ability to choose to play on maps that only suit your deck, and to avoid playing against decks that have an advantage against yours? Am I understanding that correctly?

If so, that's pretty much what everyone would like...won't be too many games happening though...
 
I recall the bad old days of CA's Shogun 2, where initially dropping during setup or during play didn't have any penalty...and you saw the map, and the XP level/rank of your opponent. It was dropper city. Alt-F4 ruled supreme.
 
The good thing about ranked is that you don't know the map or the opponent's division in my opinion.

eh I don't know about that. I had a 1v1 rank playing 2ID against 16th. Luft on airport map (capriquet sp?) I mean, seriously how do even have a fighting chance against that?

I mean I could YOLO rush 1 side with all my forces and hope for the best, but other than that I see no option to push in phase A.
 
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eh I don't know about that. I had a 1v1 rank playing 2ID against 16th. Luft on airport map (capriquet sp?) I mean, seriously how do even have a fighting chance against that?

I mean I could YOLO rush 1 side with all my forces and hope for the best, but other than that I see no option to push in phase A.

I don't think there is much you can do under those circumstances assuming the skill level is somewhat equal. Personally, I would just recommend sticking to good all around divisions like 4AD and Scots for 1v1 games (for 4AD there are no bad maps). If losing bothers you, you shouldn't pick suboptimal divisions.

Edit: Forgot the M7DD is actually available in phase A for 2ID. So you should be able to deal with 16LW by using them to manually fire infront of the 88s.
 
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I don't think there is much you can do under those circumstances assuming the skill level is somewhat equal. Personally, I would just recommend sticking to good all around divisions like 4AD and Scots for 1v1 games (for 4AD there are no bad maps). If losing bothers you, you shouldn't pick suboptimal divisions.

Edit: Forgot the M7DD is actually available in phase A for 2ID. So you should be able to deal with 16LW by using them to manually fire infront of the 88s.
manual fire is a little buggy for my taste. often times I will use manual fire only to have the tank move up slightly, which in a 1200m vs 1200m range is not good.

But yes I do see what your saying.
 
manual fire is a little buggy for my taste. often times I will use manual fire only to have the tank move up slightly, which in a 1200m vs 1200m range is not good.

But yes I do see what your saying.

Yes, that's true. It's a pain in the ass when you have to re-issue the fire orders several times because the stupid tanks start to move instead of opening fire. Hopefully that will be fixed soon.
 
Yes, that's true. It's a pain in the ass when you have to re-issue the fire orders several times because the stupid tanks start to move instead of opening fire. Hopefully that will be fixed soon.

From what i've seen it's not a bug, if there is something in their LOS preventing them to fire at max range they move in a direct line to reach the point you ask them to fire until they may fire. Meaning you often find yourself within the 1200m range if you're not careful.
 
I don't think there is much you can do under those circumstances assuming the skill level is somewhat equal. Personally, I would just recommend sticking to good all around divisions like 4AD and Scots for 1v1 games (for 4AD there are no bad maps). If losing bothers you, you shouldn't pick suboptimal divisions.

Edit: Forgot the M7DD is actually available in phase A for 2ID. So you should be able to deal with 16LW by using them to manually fire infront of the 88s.
It's impossible to deal with that you know, bf109s will easily kill the m7DD. And unlimited 88s work will come in phase B...
 
You can only get 2 m7DDs too... not really you can do that much with that. They aren't sherman 105, any ambush or air attack will kill them easily.

It is your task to use recon and avoid at ambushes. But keep in mind 16th luftwaffe has no armor in phase A except exceptionnaly slow 10km panzer 730 noone is really using and no 16th luftwaffe player does bring some 1000m pak or costly 2-men lw-panzerschreck squads to ambush when he needs points to get his better 1200m 88's 2600m arty or decent infantry at the beginning.
The two M7DD are enough firing together with fire positionning if the 12 88's are split or not positionned in the perfect same line, if they are kept together it is more tricky but keeping them together is just something you see in teamplay like 10vs10 cause of the little part of the front you have to hold, it shouldn't happen otherwise. Afaik, the Me109 bombs of 16th Luftwaffe from phase A don't kill vehicles just infantry (except littles ones with no armor like Kubel MG) so you don't have to worry here, the planes from phase B yes they may delete your M7DD. But they are very costly all things considered. You should have pushed his lines reaching B, forcing him to react and bring more infantry to at least hold the wholes you have created.
Obviously we speaking about perfect 1vs1 engagement with no help, in teamplay the thing to do is to call for arty support to delete the phase A 88's if you're in trouble. It's why it's called teamplay.
The two M7 DD's are in fact one of the perfect counters of 88's in phase A as their HE value is very high.
 
It is your task to use recon and avoid at ambushes. But keep in mind 16th luftwaffe has no armor in phase A except exceptionnaly slow 10km panzer 730 noone is really using and no 16th luftwaffe player does bring some 1000m pak or costly 2-men lw-panzerschreck squads to ambush when he needs points to get his better 1200m 88's 2600m arty or decent infantry at the beginning.
The two M7DD are enough firing together with fire positionning if the 12 88's are split or not positionned in the perfect same line, if they are kept together it is more tricky but keeping them together is just something you see in teamplay like 10vs10 cause of the little part of the front you have to hold, it shouldn't happen otherwise. Afaik, the Me109 bombs of 16th Luftwaffe from phase A don't kill vehicles just infantry (except littles ones with no armor like Kubel MG) so you don't have to worry here, the planes from phase B yes they may delete your M7DD. But they are very costly all things considered. You should have pushed his lines reaching B, forcing him to react and bring more infantry to at least hold the wholes you have created.
Obviously we speaking about perfect 1vs1 engagement with no help, in teamplay the thing to do is to call for arty support to delete the phase A 88's if you're in trouble. It's why it's called teamplay.
The two M7 DD's are in fact one of the perfect counters of 88's in phase A as their HE value is very high.
M7DD get killed by 250kg bomb in 2-3 runs like what happens to the hellcats, the first one will rout the m7dd and make the hull black, then the second one kills it. And 50mmAT or zis3 will kill it easily within 900m. As I said, they are not sherman 105...
 
M7DD get killed by 250kg bomb in 2-3 runs like what happens to the hellcats, the first one will rout the m7dd and make the hull black, then the second one kills it. And 50mmAT or zis3 will kill it easily within 900m. As I said, they are not sherman 105...

Yeah and it costs 2 times 190 points to get at least 2 unvetted Me109 with one 250kg bomb to do a simultaneous two planes run and perhaps make it work. Nearly 4 phase A 100 points entire ticks only to get two planes, inaccurate planes you may panick easily with some aa on the ground. Plus, you see it coming and may double move your M7's to avoid this bomb very easily.
Almost every 16th luftwaffe player will go in the first ticks to improve his arty power with the FK288's and his infantry presence on the field, not starting to build planes. The planes come a bit later when things are a lot more stable on the frontline. Often you start to pick them in B cause you can afford them with the 150 points per tick.
Like i said, there is always a risk of ambush but the 16th luftwaffe player is counting on his 88's to make the at work, the two-star 88 is his best asset in the deck in that matter, not unvetted paks you've to get within führer range to at least make them hit something.

That said, a 16th luftwaffe player will never bring a plane from the start and will almost always pick his two-star 88's. Picking the M7 DD's at the start will likely very fast be rewarded.
 
Get both A phase 107mm mortars and wait to deploy them until after you see where the 88's deployed. Use the M7 DD to direct fire on the ground to panic the 88. Save points in A phase for the B phase P47 bomber to swarm him before his new B phase 88's or other AA can get setup at the front. Really all you have to do is kill both of those 88s in 10 minutes and the rest of the map should be a push over.

Also, you should be "hold fire" with your mortars or 105mm artillery until every gun is aimed and ready to fire. Releasing "hold fire" will have the artillery firing at the same time so the HE is calculated at the same time and the enemy will have less time to react. Do this and you will delete the crew weapons before he can retreat.


You should be using the same tactic with your AA as well. If you let your AA auto target and fire, it will do so at max range and often send the enemy home without a kill. If you wait for them to close the distance another 2 seconds, then release hold fire, you will drop planes from the sky. Works well with M15 AA halftrack.
 
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