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The field guns shouldnt be more tanky than an actual tank. Also the mobility let them act as an attacking weapon which can be pulled right into a tank fight, which should not be the intention of those war material.
Its also not fine that they can one shot every armor while only the biggest arty or full barrage can silence a field gun in seconds. Pretty unrealistic and a huge fun killer. Tanks cant even defend themself with MG because of the range... For now, its broken imo
And infantry aren't harder to kill, they're harder to finish off. That doesn't still mean that their groups aren't essentially inoperational after you engage them. Taking a group of 13 men down to 5 essentially negates their strength against other full infantry sections unless you give their weapons favorable positioning obviously.
If you're hoping to simply blob your troops, tell them to kill bad guys, and get upset when they get killed, that's not how combat works. You have to scout for enemy guns, you have to kill them with infantry or crewed weapons, you have to secure the flanking areas so you can move your armor in for domination after their flanks are secured. If you run into enemy AT, back your armor out and shell it or move your infantry up.
I mean I can do that.
Just that as a result of that you need lots and lots of infantry in your deck
And armor divisions punishes by having the 5th slot and after cost 3 points usually
So I mean what's the point and tank divisions when you need more infantry do help your tanks anyway.
The extra 1 2 point slots for tanks are not really useful.
And yes, tanks should die to many repeated HE impacts. When HE explodes against the thick armour, it sends shock through the tank's internals, crew, and damages external elements. Subjected to such shocks tank's various systems just begin to fail. Both Panther and Tiger's cooling system was notoriously sensitive to shock, and even if it did not put the tank instantly out of action, it meant that it had to get back to the repair shop, or risk ruining its engine.
if that is the case
but why can't repeated ap bounces do the same thing?
Infantry help tankers by acting as several sets of eyes to help locate hidden AT threats. Tanks help infantry by providing devastating long-range firepower that infantry squads can't match.
Also note AT units are almost exclusively defensive units, while tanks are line-breakers.
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But in the game the tank is always sitting in the back if you don't want it to die to anti tank weapons
And infantry is actually breaking the line.
If you glance at an armored warfare doctrine you'll see the same thing. The tanks after the breakthough would want to quickly move on to the next layer of defense or into the operational depths to cause damage. The infantry couldn't keep up unless they too were also motorized. This was a big problem for armies in ww2, but not in our game.
Your armor is just one of those support cases that provides HE/AP rounds, and can face infantry at range without fear of damage when there is no enemy AT present. When your infantry makes contact with enemy AT, they can engage them if close enough, or you can then call in mortars/arty to damage/suppress the gun, and possibly kill it.
Think of it from a less omniscient point of view where you're not sitting as a god above the battlefield. Infantry are always the ones on the front, making contact and often the first visual of the enemy, and in turn are calling in necessary assets based on said contact.
Even for the strongest armored commander, infantry will be the backbone of their advance. Armor commanders in real life had the advantage of division of arms, where they would simply be called in by infantry or simply organizing an offensive with a battalion. Here, you will have to organize the recon, line infantry, probing/attack infantry, support guns, AT guns, artillery, and AA in order to prepare your armor for most meaningful engagements.
Yes it is a bit mico heavy, but you dont need to stress yourself in battle too much to gain important ground. Always take enough recon units and some recon planes, and you should be ready to plan your attack. At the same time, play mind games. Your enemy can't see more than you, if you don't let him. You can engage in smaller groups, from all sides, with infantry and some arty support to keep the enemy on his toes, while bringing in backup for the next bigger push.
I have to say the only game where i was so engaged into the battle and my strategy was in napoleon total war. Yes i know those games are very different, but idk those are the only two games where it really feels like strategy and tactics can counter certain strong units, even a bunch of them. Because of the way and intensity you have to use positioning, tactics and keep a clear mind no matter what, this game feels so good. I dont want to say SD2 is perfect but i dont think that any unit in this game is currently OP or something.
Also its depending on what you play in MP, for an example 10v10 Matches can get messy and spamy, especially for artillery, but in 1v1 to 3v3 or 4v4 it never really seemed like a problem.
Greetings from austria :)