Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sissi and Sissi KEV are broken for radio support cuz no frontline pressure, decent HP, and good equipment. With Sissi bullying every other infantry in the game at 1k range.
The Artillery tab is bottomless too with plenty of cheap guns to make use of the radio.
Then there's the bottomless barrel of Jaakari for CQC and bulky schreck squads for AT + Lahtis which auto shut down armor car rushes like a menace.
It's gimmicky, sure, between the dozen T26's being your only tanks (well and BA's functionally) and the lack of anything better than Pak 38's for ranged AT.
Germany isn't the only Axis nation.
It's also not like commando is the end all be all, excellent trait but equipment still decides the fight. Pionieri asalt beat commandos in CQC every time, and Jaakari easily out trade them as examples.
Additionally, using the fire at position command with generic pioneers also lets them easily trade into units 2x their cost since it lets them ignore flames if you can manage the micro.
The ubermensch decks were definitely overtuned in the previous version of the game, but feel fairly tame now with all of the adjustments they got. Feels like 4th Falschim is at least better than Dody & First Airborne, with at least near parity to SSB.
As for OPs original request, it's pretty solid for armored car rushes into strong infantry positions further forward. If you end up having to fight over an open field it'll be tough. Here's a recent game of Rosselsprung roasting and toasting https://youtu.be/o0QenW-CZi8?si=hDt-qnSorYqacHDN
If it's 10v10 you're doing, it doesn't really have redeeming features for the mode. Armored car spam is funny and it's one of the better Axis decks for it, but unless it makes the enemies quit its basically throwing the game.
you dont have to like the truth but dont hide from it.
Commandos are OP
Simple as
You don't have the armour, you don't really have the air and you can't spare the limited AT or AA you've got either... my honest advice for this division in 10v10?
Don't play it, there are other divisions that are better equipped overall that also have good infantry for the axis, to name a few:
Gruppe Harteneck
Sperrverband Kessel
1st, 3rd & 4th Fallschirmjager
715th Infanterie
4th Munte
Hope this helps!
Stats speak for themselves
I don't think 10v10 stats are aggregated anywhere, least not that I've seen.
They are beatable.
Is it true that the allies get more of this type of infantry than the Axis do? Yes.
Does that mean Axis infantry by contrast sucks? No and I'd go so far as to say that axis in general get better squads than the Allies, in terms of loadout.
Commando decks tends to be heavily specialised.
For example - try fighting 1stSS with SSB in an open area in Tannenburg and watch how quickly you get decimated.
Commando is not the end all/be all.
This seems a bit counter-intuitive to me. I would expect that having a strong niche capability would shine the most in 10v10, where you can mostly focus on that single niche while other divisions cover other specialties.
Sending guys into the few CQC areas and spending remaining points on limited AA available + artillery seems like it would contribute reasonably, *if* you actually win the CQC fights.
RECON:
bring some generic recon infantry for recon purposes, but make heavy use of your armored cars. place these at the head of your lines and rush them to the frontline to delay the other team.
INFANTRY:
Rossel has some really cracked infantry, most notably it's very unorthodox CQC infantry. You have Pz Grens but with HE grenades, a squad of angry MP 40s, and commandos with double flamethrowers (idk what Odysseus is talking about, he's kinda bad at the game). Bring a healthy mix of infantry with CQC options and AT options and make the enemies pay for every single building they take.
TANK:
haha, yeah. they may be slow, have no armor, have a virtually useless gun for armor v armor, but they're dirt cheap. you are essentially paying 10-30 points for a slightly more mobile bunker.
SUPPORT:
the fanatic LMG and raider field gun are literally some of the best support options across all of Germany. Also bring the kubel munitions as they're just opal munitions but with less risk and more speed.
ANTI-TANK:
you get one card of Pak 40s, one of Pak 38s, and a shrek. Each has it's pros and cons so line em up how u please. I run Pak 40s in A and shreks and 38s in B
ANTI-AIR:
the STEYR drillings kinda suck but you might aswell grab em for cheap deterrance. the quad 20mm however is absolutely busted and can turn airplanes into statistics so i'd run em in B or C for more.
ARTILLERY:
your choice of mortar in A, and the really good Czech field gun (GebH 40) for deeper targets. pretty thin but ur a city fighter not an HE lobber.
AIR:
AT bomber Stukas in A and the rest is your choice. I personally like fitting a comedic amount of tac bombers in C to remove gridsquares.
It is very obvious you rarely play the game. It is absurdly easy to cut off a reinforcement road, artillerize a city with offmap, then move in to kill/capture the "pzgrens with grenades" with disheartened crap tier 10 pt infantry. Rosselsprung does not have the ability to deny open land, which means they can be isolated and destroyed very easily. The division was, erroneously, designed around a 1v1 rush division. it is not a good division objectively speaking and not a single map in this game has a city or forest which contains 4 or more objectives.