Bro, you are my absolute favorite steel div/warno guy! Please make more tutorials, no offense to atkpwr but I love the way you explain your thinking, it just works better for me to make sense of things. Suggestion/request, for both SD/SD2 and warno: shorter tutorials regarding different unit types, explaining how and why you use them. Like 'my thoughts on mortars'. It would be perfect to base them on actual rounds played. For this match, you could showcase pzgrens, mlrs, panthers, grilles, AA, for example
Poor Scotts. Such a bad match up. Although I don't get the lack of AT guns, as soon a I know I'm facing a panzer div there would be AT guns in every tree line. Keep them slightly back so they open up at closer range.
You can look forward to the Dukla Pass expansion. Not sure there is a release date yet but it's cooking. There will be another free map that comes with that, maybe before.
The one you find most fun to play. For competitive online games its either W. or SD2, the former is newer so its slightly easier to jump in. Fundamentally these are the same game with the exception that SD2's airplay is a bit more balanced, because of the cohesion loss on misses and more time on target for AA. They made this good system but for the newer game they just uhmm forgot so its back to pure RNG. For single player focus Regiments is technically the best because of the whole dynamic campaign system. If you'd want to have something akin to that in those other games, you'd just have to set up skirmishes yourself and then play pretend.
@@michajagielski8381Thats just kind of how missile AA works, it either hits or it misses theres no slowly getting on target for them like with 37mm AA from ww2. Warno is basically designed around almost every AA gun being the 88 flak from steel division 2 because thats how AA was in the cold war.
Cohesion loss on miss is not for realisms sake; its the proper way to balance random chance in tactical games without removing it completely. Deploying a unit, or in case of turn based games like XCOM, taking an action, costs resources, and if a player gets literally nothing out of it, because of a dice roll, its resources wasted - completely and without any way to mitigate it. The usual solution is to never rely on a single roll, but rather multiple rolls for more balanced outcome. So that you always get something out of your actions and intentionality is preserved. SD2 aa has significantly more time on targer for example. So even the 88 is more fair. If everything needs to depend on a single roll, some guaranteed effects are introduced: -1dmg, -cohesion, +acc for next attempts. So that theres still a difference between a failed attempt(resources spent), and no attempt at all. That's whats missing in this game at the moment.
@@michajagielski8381 being a videogame doesnt change how missiles work though? Unless they change it to infantry teams carrying hundreds of missiles and firing them lightning quick while slowly getting on target like a ww2 aa gun which would look silly and not make any sense
So glad you're putting out SD2 content again. Your videos inspired me to buy the game so I finally understand what I'm looking at
Just as long as he keeps away from 10s and "epic-fun" content
Bro, you are my absolute favorite steel div/warno guy! Please make more tutorials, no offense to atkpwr but I love the way you explain your thinking, it just works better for me to make sense of things.
Suggestion/request, for both SD/SD2 and warno: shorter tutorials regarding different unit types, explaining how and why you use them.
Like 'my thoughts on mortars'. It would be perfect to base them on actual rounds played.
For this match, you could showcase pzgrens, mlrs, panthers, grilles, AA, for example
Perfect Axis armour division win. That's how I imagine my games should go. Well done!
For real this time: The Valley of death, awaiting the British as they come their way.
Their attack is coming fight them back
GG fun to watch! Thx!
Glad you enjoyed!
Nasty match up for the 15th Scots!
Poor Scotts. Such a bad match up. Although I don't get the lack of AT guns, as soon a I know I'm facing a panzer div there would be AT guns in every tree line. Keep them slightly back so they open up at closer range.
Great cast of the greatest ww2 game!
its dying tho, WARNO is taking over it's players
@@ranick0622 I try to play one game per day. It is us players who keep game alive.
This was a really fun game, it was spam vs spam on the left :P.
Wurfrahmen 280mm... 24:00
I do have a soft spot for the 15th Infantry, but it's not REALLY competitive anymore.
Vulcan please tell me you have news on a sd2 expansion to a new theatre. (Not a new game that splits the community yet again).
You can look forward to the Dukla Pass expansion. Not sure there is a release date yet but it's cooking. There will be another free map that comes with that, maybe before.
@@VulcanHDGaming better than nothing, but visually the same terrain textures are wearing. Hope the new expansion has some variation.
Which game should I learn from scratch? Warno, Regiments, Steel Division 2?
The one you find most fun to play. For competitive online games its either W. or SD2, the former is newer so its slightly easier to jump in. Fundamentally these are the same game with the exception that SD2's airplay is a bit more balanced, because of the cohesion loss on misses and more time on target for AA. They made this good system but for the newer game they just uhmm forgot so its back to pure RNG.
For single player focus Regiments is technically the best because of the whole dynamic campaign system. If you'd want to have something akin to that in those other games, you'd just have to set up skirmishes yourself and then play pretend.
@@michajagielski8381Thats just kind of how missile AA works, it either hits or it misses theres no slowly getting on target for them like with 37mm AA from ww2. Warno is basically designed around almost every AA gun being the 88 flak from steel division 2 because thats how AA was in the cold war.
@sturm9087 yeah but consider: videogame
Cohesion loss on miss is not for realisms sake; its the proper way to balance random chance in tactical games without removing it completely.
Deploying a unit, or in case of turn based games like XCOM, taking an action, costs resources, and if a player gets literally nothing out of it, because of a dice roll, its resources wasted - completely and without any way to mitigate it.
The usual solution is to never rely on a single roll, but rather multiple rolls for more balanced outcome. So that you always get something out of your actions and intentionality is preserved. SD2 aa has significantly more time on targer for example. So even the 88 is more fair.
If everything needs to depend on a single roll, some guaranteed effects are introduced: -1dmg, -cohesion, +acc for next attempts. So that theres still a difference between a failed attempt(resources spent), and no attempt at all. That's whats missing in this game at the moment.
@@michajagielski8381 being a videogame doesnt change how missiles work though? Unless they change it to infantry teams carrying hundreds of missiles and firing them lightning quick while slowly getting on target like a ww2 aa gun which would look silly and not make any sense
new map..??!! please explain ...
@@doce7606 yes, it is free new map added to the game.
@@solaufein1374 why wasn't I informed ..? thanks
@@doce7606 if you own the game on steam, there should be update in your news feed.
@@doce7606 eugen forgor :
@@doce7606check sd2s community page for new updates