AMERICAN FIREPOWER! 2nd Indianhead Deck Build an Review- Steel Division 2
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- Опубликовано: 22 янв 2024
- 🕹️ In this video, we dive deep into 2nd Indianhead Infantry! Whether you're a seasoned general or new to the front, there's something here for everyone!
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#SteelDivisionII #WARNO #RTS #Videogames - Игры
I appreciate you doing these again. Very insightful to see how all Divs are affected by the newer changes.
Though may you do a review of 5th Gebirgsjager. I would like to know more on this hidden gem I keep hearing about from you.
I believe he already did. Look it up. It didn't change much.
@@GrandSnow469 Yep found it. Thanks!
Thanks for watching!
Hi, would you consider reviewing the soviet 3rd Mech? To my mind it is pretty terrible, it would be funny seeing you complain about this division. It is also quite unique as it is one of the few true Sherman spam decks in the game having 7 cards of them. A lot worse than 3rd Tank so to speak which is a bit more flexible with its IS-2s.
I will try to check it out!
Dang, I personally think it's one of the better soviets divs. Love playing with them
Maybe for a vid or short you could demonstrate how agility doesn't change the turn radius/show how well it reduces damage taken.
I can try, that would be a tough experiment to pull off exactly
Finally, you showing some love to US divs. Keep it up champ.
Will do!
Imo if I take engineers I like to double vet them in B phase because you go from 10 squads to 9 squads so you aren't sacrificing much to make everyone double vet. I also recommend trying out C phase Assault Group double vet in .50 cal half tracks, at only 35 points for a half track and the assault squad with the smoke nade they're great. They help round off attack groups during C phase and can punish a lack of light AT.
Yeah thats understandable, forgot about the double vet thing
My Thoughts:
* Don't vet the Hellcats. You want as many as possible for that APCR goodness and their vet curve isn't as good as the M10s.
* Double Vetting Engineers is quite viable. Their vet curve is very generous.
* A card of Bazookas or Rifle(leaders) in B is actually pretty good most of the time. No handheld AT is shockingly frustrating when every halftrack or armored car suddenly turns into a brick wall against you. Doubly so as your Marauders are already stretched thin providing recon.
* The M4A1 Shermans will hopefully be better in the next patch when their double vet curve will be brought in line with the 80 point version. (although I personally hate how the current balance of Mediums is moving more and more towards making them good through double vet rather than baseline stats)
* The biggest problem with the P-47 fighters is turn rate more than anything. It takes it nearly half the map to do a 180* turn, which means it usually only gets kills in head to heads.
* No, no, no. The P-38 Bomber doesn't have 2x 500kg bombs. It has 2x 1000kg(!) bombs. It drops more firepower than many high altitude medium bombers. Only the P-47 in a few other divisions surpass it with the same loadout but medium toughness. It isn't mandatory to take because of its low HP, but it makes some huge booms when it lands.
Did I misread the bomber or is it a graphical bug?
@@atkpwrgaming Misread it. While dual 500kg bombs is strong for axis, its pretty commonplace for American and Commonwealth divisions.
2x 1000kgs on a dive bomber though is only on a few aircraft and accurately annihilates a huge swath of ground.
I like taking the M16 to accompany my tanks when advancing because I tend to forget towed guns sitting in bushes somewhere^^
Hahaha it happens
Good deck. Want to see this in play.
I think there was a league game or two recently with it
I would take 4 X 107mm mortars with radio in A phase any day ATKPWR-rest of build is cool
Thanks for the suggestion!
Agility does affect turn - been on a forum where its been confirmed (they showed a video) that if the aircraft needs 1500m for 180 turn the vetting lessens the turn by say 10% so ends up as 1350m. Not sure but it feels like the vetting also appears to quicken the reload time - but cannot find confirmation, not sure about the repair time as that is dependent on damage taken. Note that Agility is not based relative to other planes but rather relative to itself e.g. good agility can still see different turning circles for different planes. There is also something about fighters you never mention - they are available a lot quicker than bombers after use. Even if the bomber was only called in as a fighter it will still take longer to be available than the equivalent plane in fighter only format e.g. P-47D's
Interesting. I have been told many many times by knowledgable players that this is not the case. Do you have a link to the forum video?
What I lack in this division is heavy bombers and possibly also Easy 8s Shermans. I also lack cheap infantry, otherwise this div performs well. What do you think of their rocket artillery?
Easy 8s would be fabulous. The xylophone is incredibly underwhelming overall
I take the 105 howitzer just because it can bring in supply for the long toms
Yeah I realized that too absolutely necessary
those long toms are definitely one of my favorite arty, decent dispersion and a disgusting rate of fire for a 155mm.
The Xylophone is really much better than the Katyusha considering they are the same price but the Xylophone gets 32 rockets and the Katyusha usually only gets 16 with there being one version that carries more but the rockets are smaller.
that being said I would still not take the Xylophone because its really just not that useful in a deck with so many good long range HE and artillery options available to it. I feel like the Calliope could be useful though that is in the 3rd US armored. 60 rockets aught to be enough to saturate and do some work.
Yeah, the rockets dont do that much and there's so much other good arty here
@@atkpwrgaming after testing it out I will revise my assessment on the Calliope. its awful, takes too long to aim and only fires 30 of its rockets per barrage then takes several minutes to reload it feels like.
dropped the Barrage on 2 shermans in a town that didn't even fall back but it basically did no damage to them and it didn't even kill the infantry squad right next to them either.
jokes on you man. G43 and SVT40 are identical, and both better than Garand (for some reason, even though G43 wasn't very good IRL and SVT40 was only OK).
it is a VERY small difference though. Like 2%.
Weird, it feels like M1s do so much more damage
Only 3 recon in A, no matter how good they are, wouldn't be enough for me to cover the map. Oh wait, I use the marauders too in A together with the M8 and the scouts with the M20 in B.
I can definitely see that!
Are you going to be doing any Warno deck builds?? Would LOVE to see that
It will probably be a while on those, because I am not good at that game and have no business telling people how to build decks
Just had a game with this div. The ground recon is completly useless against anything that sits in tall grass. You can only spot open streets.
Interesting, which recon?
@@atkpwrgaming M8s and infantry. I don't send my recon infantry into close combat though.
why are grease guns bad? the card says they are 40% at higher fire rate and damage .5 per gun - stats should be as the Thompson for damage so assault squad delivers 4 damage @ 100m which is one of the best in the game along with their shock. Not saying you are wrong but rather I look at the damage aspect to interpret what to use so its confusing. Bring in Long Toms in C looks bad timing,140 points when you are probably trying to bring in tanks, AT or spam infantry. Best to bring all arty in B to give options - 105 or 155.
Well if my plan is to grind with the arty then having less is really painful. And B phase is usually strained because you are up against aggressive divisions or incomes
Grease gun issue is that it only rolls for damage every 1.9 seconds. The PPSH41 rolls ever 0.9 seconds, the Suomi and Beretta ever 1.2, and most smg 1.4 or 1.5 seconds. Slowest "Actual" fire rate among SMG, and his has a short magazine of 6 rounds. Many other SMG also have 6 round mag, but they fire faster, and the good SMG combine longer mag with higher RoF.
Then you throw bad accuracy on top. The Grease gun is better than the Sten but that's it.
No Air recon is a big minus for me.
I dont rely on it much, but I understand
You spelled indian wrong on your thunmbnail
Fixed it haha
Ah yes, 2nd ''inidanhead''
Yeah sorry :/
The one div that has Xylos and he doesn't use them... I guess Competitive play doesn't allow for much style or fun units.
The Xylos can be used in place of one of the the Long Toms. The bigger problem with them is that the pair costs nearly as much as the offmap.
They also eat supply in a deck with strained supply as it is.
Sadly, small calibre rockets are just in a bad place at the moment.
The other arty in the deck is so much better than them, its hard to take that over them
Rifles early seem better to me. Trading away 5 points and 2 semiautos for a bar? Nahh no way. You do get about 20% extra suppression at 500m, but no extra dps. Sure, you’re much better at 750m, but you’ll lose most fights against germans anyway and miss out on your juicy semiauto advantage.
Eh I always am a fan of double mg. single mgs really dont pack any punch