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This might sound stupid, but it just popped into my head, so whatever - is it calculating 1000m along the ground to the plane, but the distance to the actual plane is 1600m because it's obviously higher up... than the ground. You get what I mean. I'm not sure how to judge distance to planes because it's not something I've ever looked at in game. Can you mouse over the plane with AA and see the distance?
I don't think that the heights etc. used in the game would make that much of a difference. It's also not consistently displayed. Only a handful of AA units currently display their AA range, most display their range against ground targets.
When you have selected a unit and hover your mouse over an enemy unit, you will see the range among other things.
Check my findings here:
http://steamcommunity.com/app/572410/discussions/0/133262487498045392/
Germans might be getting Pak 43 in one of the future disvisions which will have 1200 m.
Besides, you rarely want to use your AT gun at maximum range, it doesnt give you a lot of chances to win (if its not a 17 pdr ofc :D). YPOu generally want to use the "return fire mode" and activate the gun when the tank is closer.
I wonder just how many more errors are in the cards, not just in range, but in actual damage, penetration and such. Things we cant really test.
If added, the PaK 43 would obviously have 1200m range, but it will obviously also have increased AP value and thus cost a lot more. And given its size, I doubt that it will have better than "Bad" stealth.
But it's not available to either of the divisions in the beta (and may not be available for many Axis divisions if added). So that's hardly a solution to this problem.
Neither is simply using a super expensive AA unit with bad stealth that you can only get 2 or 3 of in Phase C (1 per card!). And that one doesn't carry too many AP shells with it.
17-pdr., 76mm and PaK 40 have HE shells, no other AT guns do.
Also, thats really not a problem you just have to work with whatever you have on your hands.
It's a problem when the only 1200m range weapon you have against any sort of armored vehicle is a flimsy tank destroyer with little to no armor that can't hide in treelines/forests and has very bad stealth in general. Or a completely non-stealthy AA unit with horrible movement speed that you really can't afford to lose at all because you only get 2 of them max and it's very expensive and only available in Phase C and your best AA unit as well (as Luftlande).
Yeah, there's the AT plane, but it's highly expensive and takes a hell of a long time to reload.
All small AT guns, 37, 50, 57 and 6 pd have no HE.
Germany does not get 75 mm AT gun in phase a, first in phase 2. Its not as bad with the armor deck, as you get panther, though they are very expensive. But with the luftwaffe deck you stuck with crappy Stugs or open top guys. In both decks AT capability in phase a is at best soso, but in the fallschirm deck its horrible, since their only AT gun can be taken out by the enemys AT guns since they have 200 meter range advantages, same for tanks. No risk to a 1200 range tank if you know the enemy has no ATG that can reach you at 1200 and enemy tanks taht do have range are spotted easy, so you can pull back, unless of course you a jumbo, and then you dont care if they shoot you at range 1200
Luftlande gets 1 PaK 40 along with several 37mm in Phase A and then can either get a Marder II in Phase B or try to hold out until Phase C to get more PaK 40.
Problem being that your PaK 40 usually is the first unit the enemy focuses on destroying (Cromwell in Phase A is the ultimate trolling move against Axis AT) and even if not, all your long range AT units, especially the highly visibly Marder II ("Very Bad" stealth, can't hide in treelines/forests), gets outranged and murdered by Phase B Allied equipment with 1200m range.
These are only two of the nine decks available for the Axis so far. Perhaps they just have weaker AT.
PaK 40s are not super reliable for Luftlande, to be honest, but they are nice to have. Marders are also very difficult to effectively use due to them being paper thin, and having poor stealth. I don't utilize Marders at all with Luftlande - I simply use large numbers of Panzershrecks and air support to keep tanks at bay, plus anti-tank guns as more of a last resort than anything. Until phase C, anti-tank guns are primarily for destroying enemy armored cars, which is sufficient in my opinion given that said armored cars can really ruin your day if they spam MG fire on your infantry. Pak 36s are also quite good even late-game if they stay alive, as they can be used to ambush heavy tanks with their HEAT rounds in a similar manner to Panzerschrecks (at the downside of being far slower and a bit less stealthy I believe, so much harder to reposition easily).
Of course, Flak 88s in Phase C are amazing if you protect them properly and set them up in a good area. The last 10v10 match I played, one of my Flak 88s (buffed to 3 stars by a commander) took out 6 Sherman 76s by itself. If you combine these with your Pak 40s, you can defend fairly well against Allied armor - especially if you maintain air superiority, as Luftlande excels at.
Mortars are also exceptionally useful in helping get your units into good ambush positions by using smoke, something I think a lot of people overlook.
They're the only thing you get that can really hurt Allied tanks without requiring intense micro. 36s are great for killing transports in Phase A thanks to their RoF, but both the 36 and 38 struggle against tanks, can't shoot soft targets and can be killed by Allied AT.
I never use the Marder IIs either for the reason I mentioned and spam both Schreck infantry types as well, but they are highly fragile and mostly do suicide attacks against decent players that don't drive up into Schreck range towards forests before scouting them/attack unscouted blocks of buildings with tanks. And that's nuts, given their cost and availability.
And as you mentioned, you need a combo of PaK 40s + the 88 to defend "fairly well" against Allied armor.