Brings B phase card of Panzershrecks. Gets furious when opponent runs halftracks through the area where panzershrecks are incredibly strong. Taps forehead.
@tedarcher9120 nope. Blitzkrieg is fast war the other is war of movement. The war in France was expected to be long slow and drawn out. It was only called blitz after France fell. Mostly by western media post war. I know it doesn't really matter. But I like accuracy and have a distane for the Blitzkrieg word.
One simple way to fix the mindless halftrack rush cheese would be to require that halftrack can't surrender units unless it's crewed by infantry. It was like that with capturing flags in CoH and it was pretty good thing. That way halftracks could still be useful for rushing, but player would have to invest and risk significant amount of points (the halftrack AND the infantry squad) to carry it out, instead of just collecting enough of 5pts units and then do cheese shit like this
@@tedarcher9120 true, .50cals in general are wack in their portrayal in game, it's like "it has big bullet = must mean it hurts more and suppress bigger" .50cal's advantage is extended range and ability to penetrate cover, but on shorter ranges it should not be more effective than comparable .30cal MG, on open field .30cal would be more effective vs infantry not to mention other faster firing machine guns. Keeping their extended range and adding some sort of dmg bonus vs enemies in cover would be nice way to make them unique yet stop them from being no-brainer choice over .30cals like it is right now
Just make it so the half tracks can't advance the front line. Units won't surrender if they are behind their own lines. That way the half tracks would have to be supported with something else
@@duke7052 this would give birth to another cheese tactic with sending halftracks into yellow forest or small covers and ambushing transports with no ability of player to see where they are (until detection), so it's not very good idea
I think the trick needs to be out in the open anyway. The rock/paper/scissor of CQC still works, but micro tricks allow players to break the cycle if they are willing to invest micro into the engagement. This is very similar to how SC handles their units. Everything has a counter, but units can overcome those counters with good micro. Flamers sadly lack a trick, but are also the strongest of the 3 in a vacuum right now imo.
Random question here AtkPwr, I heard you are a teacher before in one of the comments sections before. what is it that you teach? I am going to guess history but no idea what grade or anything. probably better for a Q&A video rather than a random comment but I was curious.
13:38 What are the actual advantages and disadvantages for the hit chance? Standing still, range, cover, ...? What else is there? Because tanks have rather low hit percentages which would make missing two shots in a row not a statistical extreme...
Standing still is the main one along with the number of shots. Each shot increases accuracy by a good bit, and normally by the 3rd/4th shot the hit chance is nearly 100%
Genuinely interested as someone new to sd2 but not eugen- how did atk win the forest fight on the left? The enemy had 3-4 assault engineers with 3 star veterancy and a support vehicle (died quick though) so how did they manage to lose thay engagement?
I caught them in the yellow forest where my units could still use their more powerful LMGs and none of the units could utilize their close range weaponry
@atkpwrgaming Ohh right okay, I was so shocked when you ended up winning that. I never would've thought your troops win that engagement- I need to get used to the ranges more in this game!
Badger didnt play this div as the armored div it is its more in line with pancerna with playstyle. The only real time that happened was with the offmap. Which is the onetime in the game the game was actually going in his favor. The wolverine vs P4 was unfavored to you. You didnt have vision on it until it shot you therefore getting the first shot, you then at 50% pin have reduced accuracy and missed and then you died on the followup shot. This was an engagement concluding as it most likely would.
Exactly what I was thinking, if you take both Pz IV J and StuG card in B while still having Pz IV H in C then it just doesn't make sense to not 2vet StuG card. They gain so much from veterancy and there's just no way you'll run out of StuGs and Pz IVs in B phase, and by C phase you already have these 12 Pz IVs ready to go
"I put the pzschrek in B because I want more"
- Uses 3
Also, stop sending fighters after a fighter bomber. You will never catch it. Just buy more AA
also he nearly lost his fw190 because badger _did_ bring aa and atackpwr forgot he called in the fw190
Brings B phase card of Panzershrecks. Gets furious when opponent runs halftracks through the area where panzershrecks are incredibly strong. Taps forehead.
They insta die to the off map
I didn't need them in A so it wasn't the wrong choice...
Against 7th rats you need infantry AT, if it was a different player you would have been in trouble@@atkpwrgaming
I swore I saw multiple combined arms attacks 😮
Yeah I am trying to do better believe it or not haha
AtkPwr won the jungle fight? Unpossible
Not the best idea attacking into double mg infantry without smoke lol
Damn, they added jungles in SD2?
A crazy day for sure haha
Driving half-tracks after an artillery strike is literally a thing, it's called Blitzkrieg
Its called bevagens krieg. Or combind arms. Not blitzkrieg.
@@allliquid6320Bewegungskrieg
@@allliquid6320 same thing
@tedarcher9120 nope. Blitzkrieg is fast war the other is war of movement. The war in France was expected to be long slow and drawn out. It was only called blitz after France fell. Mostly by western media post war.
I know it doesn't really matter. But I like accuracy and have a distane for the Blitzkrieg word.
Its actually spelled Bewegungskrieg (movement war, as you Said)
I mean how could LSSAH not be really good - it was THE premier unit of the Waffen-SS, if not all the german forces of the time.
Well by this point in the war they were not what they used to be at the start for sure
One simple way to fix the mindless halftrack rush cheese would be to require that halftrack can't surrender units unless it's crewed by infantry. It was like that with capturing flags in CoH and it was pretty good thing.
That way halftracks could still be useful for rushing, but player would have to invest and risk significant amount of points (the halftrack AND the infantry squad) to carry it out, instead of just collecting enough of 5pts units and then do cheese shit like this
I was proposing it for ages. Also 50cal suppress should be halved, it's ridiculous
@@tedarcher9120 true, .50cals in general are wack in their portrayal in game, it's like "it has big bullet = must mean it hurts more and suppress bigger"
.50cal's advantage is extended range and ability to penetrate cover, but on shorter ranges it should not be more effective than comparable .30cal MG, on open field .30cal would be more effective vs infantry not to mention other faster firing machine guns.
Keeping their extended range and adding some sort of dmg bonus vs enemies in cover would be nice way to make them unique yet stop them from being no-brainer choice over .30cals like it is right now
Yeah that would be great, apparently its just not possible for some reason
Just make it so the half tracks can't advance the front line. Units won't surrender if they are behind their own lines. That way the half tracks would have to be supported with something else
@@duke7052 this would give birth to another cheese tactic with sending halftracks into yellow forest or small covers and ambushing transports with no ability of player to see where they are (until detection), so it's not very good idea
36:27 to click on unit behind hold CAPS LOCK and the icons will rearrange in line
Ahh thank you!
34:55
Damn, your "luck" gets infamous slowly :)
I am glad someone notices haha
Damn, Atckpwr found out about the grenade toss trick, it's over for us!
I think the trick needs to be out in the open anyway. The rock/paper/scissor of CQC still works, but micro tricks allow players to break the cycle if they are willing to invest micro into the engagement. This is very similar to how SC handles their units. Everything has a counter, but units can overcome those counters with good micro. Flamers sadly lack a trick, but are also the strongest of the 3 in a vacuum right now imo.
@@BlitkriegsAndCoffee I was so happy when I discovered this trick a couple years ago, now everybody knows
Yeah that is super helpful not gonna lie, totally changes the equation in the woods
@@atkpwrgaming where did you learn about it?
@@BlitkriegsAndCoffeegrenades can also be dodged by micro in forest, just pull back before grenade finishes aim
Awesome video as always. I was wondering what you think are the 3 best rocket artillery units in the game?
Nebel 150, Nebel 210, Nebel 300 haha
@@atkpwrgaming Thx!
Random question here AtkPwr, I heard you are a teacher before in one of the comments sections before. what is it that you teach? I am going to guess history but no idea what grade or anything. probably better for a Q&A video rather than a random comment but I was curious.
I teach music, orchestra specifically :) history was a close second though!
@@atkpwrgaming I'm not sure why but music was a second guess that I had a gut feeling on but didn't say because I thought history made more sense
13:38 What are the actual advantages and disadvantages for the hit chance? Standing still, range, cover, ...? What else is there?
Because tanks have rather low hit percentages which would make missing two shots in a row not a statistical extreme...
Standing still is the main one along with the number of shots. Each shot increases accuracy by a good bit, and normally by the 3rd/4th shot the hit chance is nearly 100%
Panther Gs deal with super-heavys..
I dont understand you not using more inf leaders in pz divs, they get great transports
Because your infantry slots are so limited, its tough to squeeze them in
Genuinely interested as someone new to sd2 but not eugen- how did atk win the forest fight on the left? The enemy had 3-4 assault engineers with 3 star veterancy and a support vehicle (died quick though) so how did they manage to lose thay engagement?
I caught them in the yellow forest where my units could still use their more powerful LMGs and none of the units could utilize their close range weaponry
@atkpwrgaming Ohh right okay, I was so shocked when you ended up winning that. I never would've thought your troops win that engagement- I need to get used to the ranges more in this game!
Where is Stan the Nemesis?
26:58 literally moves Sturmpioniers from a perfect position where they dominate with 2mgs vs a rifle squad and allows rifles to a shooting range ._.
My bad haha
Badger didnt play this div as the armored div it is its more in line with pancerna with playstyle. The only real time that happened was with the offmap. Which is the onetime in the game the game was actually going in his favor.
The wolverine vs P4 was unfavored to you. You didnt have vision on it until it shot you therefore getting the first shot, you then at 50% pin have reduced accuracy and missed and then you died on the followup shot. This was an engagement concluding as it most likely would.
Yeah, the turret speed killed me on that one again
What was going on with those frontlines??
Some wacky stuff haha
why dont you take sturmgrenadiers they are very good?
They are just extremely situational in their goodness, so I dont find them necessary
Yesss...embrace the trash infantry the power
hahaha
Your Balanced deck is build for 1h30 Time limit 😅
Put more veterancy
I really gotta work on that haha
panther g is quite good against is 2 or 1
In very specific situations. Most of the time the IS2 just one shots it on the return shot
@@atkpwrgamingit's good vs IS-1 and Jumbo. Other than that the Panther A is better
Actually 9th is better than 1st SS against rats
Disagree, as the video clearly demonstrates haha
Against a different player 1st SS won't have enough light AT@@atkpwrgaming
Why do you have in the deck only vet1 Stug 3? Vet 2 Stug has much better RoF and you also have pz4 J for more B tanks.
Exactly what I was thinking, if you take both Pz IV J and StuG card in B while still having Pz IV H in C then it just doesn't make sense to not 2vet StuG card. They gain so much from veterancy and there's just no way you'll run out of StuGs and Pz IVs in B phase, and by C phase you already have these 12 Pz IVs ready to go
Because the stug is very hard to kill for Cromwells, while P4s die easy. Since I only get one card of Stugs, I decided I wanted more
Cheese in PvP stinks!