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For instance, I like to use the 78th Sturm, as they have fantastic AT, Inf, supp guns, and artillery to establish and hold a front line. They allow vast coverage of infantry, MGs, field guns, to start, high caliber AT guns in every major overlook area, and decent counter battery/occasional priority arty strike.
Start with basic recon elements early that you sneak a few hundred meters into enemy lines and just wait them so give your lines of fire exceptional spotting, as well to help you anticipate what else might be coming. Basic AA to begin with for air suppression, fleshed out with 4x20mm later for air kill potential, and topped with flak 88 at the end for massive suppression, kill, and supporting AT potential.
Using Stugs sparingly throughout the game to provide HE/AT around corners, using yellow cover to support your other field/AT guns. Eventually group a few when you have the momentum and attempt a breakthrough with them, supported by infantry.
All around, I find 78th sturm best for defense. Keep in mind you'll have to learn and practice 'defense in depth' strategy, establishing multiple lines of defense, to make the most out of your defensive positions and to minimize losses, as well as integrally understanding combined arms.
If done properly, you should rarely make contact with a tank you can't kill, should rarely make contact with infantry you can't repel, and should rarely have trouble organizing, planning, and affecting a breakthrough on the enemy lines. Move up your defenses to said breakthrough, reestablishing your defense in depth lines one line forward, and you are now prepared to rinse and repeat your strategy continuously for maximum kills, and minimal deaths. It should be noted that this strategy is heavily countered by decks that focus on artillery or air superiority.
Lots of LMG infantry, some close range and AT infantry. Practical armour for counter attacks and a decent artillery tab, while the AA and air tabs don't suck.
On the Axis - 25.PzGren,14.Infanterie or 352.Infanterie(again - if you have DLC) are most likely fit. But for Axis you can take even A class divisions(esp. those with heavy cats) and turtle with them - they have enough tools available. Their C class are very trash, through.
No. The C division are made to be strong on defense and weak on offense. They excel at defense over any other class.
Take any C division, they are the best suited for defense as they were created and built for just that.
Very solid division all around, but especially in defense.
C divisions largely not very competitive, because they are designed to shine in breakthrough
defense mode, and people don't play breakthrough online.
I've seen some C divisions manage to hold their own in online games, but it requiresa lot of skill to handle.
It can do a defensive build. I imagine it would be some sort of early infantry aggression to take key points, followed up by deep, sticky defense with arty support to the end.
I looked at some of the C class and from what I see and hear you're stunted unless you play with a team and are backed up by an A class. Otherwise you get steam rolled