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Really? Tetrarchs are pretty crappy as light support tanks, maybe worst in game.

tretrach support isnt that bad. tetrach13 ap is good on short range, and since they got 2 star vet at guns + the pak 40 they are really good in at in a (they didnt had the 2 star ones at the beginning i think thats what he was talking about)
 
I was wondering why nobody said about Red Devils. Worse units and very low income in A make this division pretty bad comparing with 101st.

I like red devils. the napalm mosquito allows you to get any town, the inf is strong enough to hold them, the at guns are the best in phase a you can get and the arty has a good variaty, everything has 2 stars. yeah they where stronger before the vet nerf, but they are still pretty okay. they even get a good tank hunter in c + one of the best air tabs and ship arty support.
 
For me it is not about red devils weak or strong. Problem is german divs. If you will ban 3 fsj, every allied division became very strong in 1v1 and 2v2. You feel me?

I'm also have an idea. I will try to explain it with my "perfect" russian-english:

I like the concept that we have "early" and "late" divisions. Altough I think it is not working for many late divs. ( this mostly about unit pricing )

What if we will add some sort of comeback mechanic. Nothing complicated. Just plus 0.5 extra victory points if you managed to grab +1 or +2 and you are behind.
Once you got the same amount of VPs you will lose this extra +0.5.

What you think about this guys?
 
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What if we will add some sort of comeback mechanic. Nothing complicated. Just plus 0.5 extra victory points if you managed to grab +1 or +2 and you are behind.
Once you got the same amount of VPs you will lose this extra +0.5.

What you think about this guys?

This is okish idea, but adequate unit pricing helps poor divisions better.
 
Windhund is terribly weak, no infantry and tanks that can be out gunned by a good few Allied divisions. I honestly really don't like the 16. Luft, no breakthrough infantry and heavily relying on those one trick pony 88s. They could easily be taken out. Of course Panzer Lehr is one
 
Although they did make my top 3 worst 1v1 divisions, I'm OK with Windhund overall.

They're dead in the water in phase B, but the Panzer IIIs they get are very strong in A and they can retake the open spaces with their panthers in phase C. They also have less of a glass jaw to infantry fighting than the Lehr because they start getting infantry in decent quantities in B, instead of having to wait for C.
 
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Windhund is all about the flame rush with panzerwerfers to stun and the first minute of income to buy infantry to fill the hole you made. Otherwise you get stuck with vet crews in sub-par tanks fighting equipment that out ranges you. Speed and aggression with Windhund, that's why they give you the equipment you have available in A phase, in my opinion. Use the recon plane to scout for the werfers and just drive through an airborne convoy with flames going.
 
For me it is not about red devils weak or strong. Problem is german divs. If you will ban 3 fsj, every allied division became very strong in 1v1 and 2v2. You feel me?

I'm also have an idea. I will try to explain it with my "perfect" russian-english:

I like the concept that we have "early" and "late" divisions. Altough I think it is not working for many late divs. ( this mostly about unit pricing )

What if we will add some sort of comeback mechanic. Nothing complicated. Just plus 0.5 extra victory points if you managed to grab +1 or +2 and you are behind.
Once you got the same amount of VPs you will lose this extra +0.5.

What you think about this guys?

I like this. Another solution I was thinking of was to make it so that all players without a territory bonus get conquest points but at only half the rate at which a player would if they had 51% of the map. So for example, if a losing player has 49% of the map for the entire game, they will have half as many conquest points as the other team. This way they don't need to claw their way back from having 0 conquest points just because they had 1% less territory than their opponent. It would make comebacks a little easier but still hard.

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Windhund is all about the flame rush with panzerwerfers to stun and the first minute of income to buy infantry to fill the hole you made. Otherwise you get stuck with vet crews in sub-par tanks fighting equipment that out ranges you. Speed and aggression with Windhund, that's why they give you the equipment you have available in A phase, in my opinion. Use the recon plane to scout for the werfers and just drive through an airborne convoy with flames going.

I agree, flame rush is very under-rated. It's a shame that Lehr doesn't get flame halftracks until C, I think they could really use some in A.

I'm OK with Windhund overall.

They're dead in the water in phase B,

Why? Windhund in B gets more numerous infantry in trucks and they get Jagdpanzer IVs (9th Panzer really needs JPIVs in B I feel since they are currently stuck with just Panzer IVs and Marders until C) which are pretty solid. Phase B income is pretty bad though.
 
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Windhund is all about the flame rush with panzerwerfers to stun and the first minute of income to buy infantry to fill the hole you made. Otherwise you get stuck with vet crews in sub-par tanks fighting equipment that out ranges you. Speed and aggression with Windhund, that's why they give you the equipment you have available in A phase, in my opinion. Use the recon plane to scout for the werfers and just drive through an airborne convoy with flames going.

I guess the point is they have 6 infantry units proper in A, less than pretty much any other deck, difficult to fill the gaps that you make in a 1v1 with 6 infantry units for the first 10 minutes of the game.
 
Why? Windhund in B gets more numerous infantry in trucks and they get Jagdpanzer IVs (9th Panzer really needs JPIVs in B I feel since they are currently stuck with just Panzer IVs and Marders until C) which are pretty solid. Phase B income is pretty bad though.

I say they're dead in the water because your opponents will have every advantage in phase B:

-Any Allied deck that's not Commando will have more income than you.

-You start to get infantry at more than 2-per-card but with no vet, and you probably can't put too many cards into them because you don't have a ton of infantry slots and need to devote a good portion of them to phase A because you get so few per card in phase A. Consequently, you're probably still going to be inferior in infantry fighting to whoever you're fighting.
(the most common exception being if you end up facing off with the 3AD)

-Phase B is a weak spot for Windhund in terms of the equipment they have available to them. They're actively weak in the tank tab because you're reliant on the vulnerable and overpriced Pz4. Other tabs largely lack anything exceptional, with the exception of the JagdPanzer 4.

The JagdPz4 is a nice piece of hardware and should do a good job of locking down open fields because the Allies are going to have a hard time penetrating it. However, it's expensive, doesn't have a turret, only carries 10 HE shells, and only has one MG, which limits its utility for pushes.

The Windhunds are nice and well rounded in phase B, but in general it's going to be a weak phase for them. If your opponent knows what they're doing and isn't already in a disadvantageous position, you're likely to spend it struggling to hold the line.
 
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Windhund forces you to make up for your lack of infantry, with the vehicles they come in, or support tab vehicles. To maximize your affect you need to use the panzerwerfers and your single A phase supply truck to level the playing field. Present yourself as weak and allow penetrations, while holding on to the really defensible ground, when your opponent has taken ground that has really reduced sight lines of fire, you rush with the flame half-tracks and werfers. Doing this prevents any AT guns at max range from wiping your rush and allowing you to stay fast moving down roads to break through. Following up with 2 squads of infantry in half-tracks or 3 truck infantry fast moving to fill the hole and allow your vehicle to keep moving. Windhund is all about penetrating the line, setting some light ambushes and never letting the enemy get set in a fixed position.

If you play the 116th as a normal front line unit you will end up losing because the reduced income and lack of 1200m support. Panther's take at best 3 minutes of income to purchase. Panzer 4s fast moving with infantry, half-tracks and artillery support should be enough to push your front. If you can save for a panther, awesome, but don't bank for it. Jagdpanzer 4 should be the real money maker if you need armor that can take a hit and not break the bank.
 
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If you can save for a panther, awesome, but don't bank for it. Jagdpanzer 4 should be the real money maker if you need armor that can take a hit and not break the bank.

In phase C terms, a JagdP is essentially 1.6 ticks of income and a Panther's 2.3 ticks of income. The panther costs 47% more, but +1 ACC and +5 AP makes the Panther dramatically superior against any enemy armor you'll hit, and you also get three times as many machine guns, a turret, and 25 HE shells versus 10.

It depends on map/situation/opponent, but the Panther's not chopped liver. Come phase C, more often than not I think it's worth it to save for the Panther. Not by a huge margin; maybe 60/40. The Jagdpanzer's a tough nut and annoying to deal with, but it can be fought with top-end Allied vehicles and will likely give anything with Sherman levels or armor or heavier a chance to back up and wait until they can push with better guns and fire support. The Panther, OTOH, trumps just about all of the AFVs the Allies have and will punish most Allied tanks it gets a shot at with rapid destruction.

What makes the JagdP awesome is that you get it in phase B, although it's certainly not obsolete come phase C.
 
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