People tend to bunch their pieces up, not only does that allow for easy counter battery, it limits the angle of your shots. As IRL I spread mine out, group them, and focus on suppressing grids. Artillery is meant to control the flow, not rake in the kills, enemies absolutely hate when you shoot artillery at them 😢, which results in them making dumb decisions that your other forces can capitalize off of.
similar yes, Secure one side. get arty to kill enemy Atgm positions, build a force that can role over enemy position 1 by 1 and drive on into the sunset.
@@sd_league Who's Your's or their's? Or both? It Sucks -- Surely there is not a lot that they can make out of it in the time that they have access? Glad you got it back up!
@@HaydnStealsLight Both, me getting hacked was due to me having my guards down and not thinking about what I was doing for 3 seconds :D Downloading and opening something I really shouldnt have.
So, stupid question, how would you determine if a unit is an Attacking/Defending unit ? I seem to send everything to attack lol or use the wrong units to defend TIA
Really helpful video, I've been bingeing your deep dive playlist and find them so useful. Thanks for sharing! Will you be updating some of guides as well, given the various patches that might have changed your choices with the different decks?
yeah I update them regularily, trying to replace the oldest. Some divs got 4 deep dives by now already :D but yeah too many divs to have them all be up to date at all times.
@@sd_leagueI understand, it’s a mammoth task especially with a constantly changing meta and balance situation too. Thank you for all your hard work on them, they really help when you’re starting with the different divisions to not take an unworkable set of units and I like that you go through your thought process on why you picked each unit, helps when creating your own.
Hi and Thx 4 the deep dive. I'm still trying to figure out how to play "56th air" right? 2 questions: why no okhrana with that insane Ural 4 sneaky peaky? and in rec-tab why no zsu-23 instead of dsh. razvedka? sry ... I suck at this game so bad - so sry forward for my stupid questions?
Would you recommend 8th US Inf Mech or 24th US Inf for a beginner player? Trying to find one div to main, and I don't like pure armored divs like 3rd armored because I keep loosing my tanks 😂
The plane control in that second game was immaculate. But I feel like in the third game it was a strategic mistake to try to fight an airborne division with an armored division in an urban close combat meatgrinder. You are always going to run out of shock infantry before he does if you do that, and then you'll just have to quit, you cannot trade infantry squad for squad. You need to cut off the airborne division's line of reinforcement into the town by getting around it with your tanks, force their infantry to pull back into the center of the town with long range fire from your tanks and IFVs, pound the center flat with artillery, and only then send in your engineers (with engineer tank support) to clean out the survivors.
dont use this in ranked its absoulte garbage u will get rolled by better tanks and air while your better infantry gets sniped because ur armor got wiped.
Pros and Cons for 101st Airborne and 56th Air assault: Going to do another of these videos once we have the Northag DLC 101st: Pro: -strong Infantry -Strong Helicopters -Good ASFs Cons: -no IFvs -nearly no forward deploy -weak Strike Aircraft 56th Moto: Pro: -Strong IFV and APCs -Good Helicopters -Good Recon Con: -Weak AA -Weak Tanks -nearly no Forward Deploy
Really interesting build. I built mine a bit more around the new units (eg with two delta cards), but think I will eventually need to adjust that a bit (like no dedicated AA helicopter, no or only one Delta for example). We shall see once I have internet again :)
I feel like you're supposed to use helos and airmobile infantry more aggressively with this division. The way you have it set up here, you have no airmobile command units, so you don't even have the possibility of flying in and flipping zones in the enemy's rear, which seems to me to be the 101st's whole strategy for winning games. The units you get aside from your small number of tanks (too few to hope to compete with the majority of other divisions) are not great at pushing the front directly, you get zero ground-based protected mobility for your infantry so advancing across open ground is very risky, and you don't get enough forward deployment to hope to grab most of the zones in the opener and play defense all game, so if you want to put points on the board, you really need to drop those Green Beret Leaders behind enemy lines. If you play completely linear with the 101st you're setting yourself up to lose. The way I see it, helos cannot really operate cost-effectively on the front line, which will almost always be covered by massed enemy AA and random units with autocannons and heavy machine guns, they either need to be used behind your own lines to counter enemy breakthroughs/infiltration, or fly over a weakly defended section of the enemy's line and drop their passengers in their rear. And they need to be protected by your own AA to keep them from getting dived on by enemy planes and killed for free, that's why the division was given the ATAS Apache and why you need to bring either the airmobile Stingers or Vulcans to cover landing zones. Especially transport helos (which you are basically forced to use with the 101st) can't safely land directly on the front line and if you use them as expensive battle taxis and land them right behind the line, all their advantages are wasted.
the gameplay you propose aint really viable, because transports helos are too expensive, yes you need your helos to stay mobile, but the helo transprots are mostly for the beginning + exploiting weak spots. You have no sead so you cant really operate your fighters as protection behind enemy lines for any bigger manouvre. and airborne CVs are just a waste of points usually you have enough agility as is with humvees.
@@sd_league I think you have it backwards, helo transports being expensive is a big problem in the opener when you're squeezed for points and need to bring in units that can fight, it's less of an issue later in the game. You have a bunch of helo transported squads in your deck already, like I said you are forced to use them with this division to bring in their best infantry, so it doesn't make sense to say they're too expensive, you are already buying them, I'm just saying you need to play to their strengths and bring more airmobile support units, since you have them. Both the helo CVs in this division are actually cheaper than the Humvee CV, and putting your Aero-Engineer Ldr in a Blackhawk is only 40 points more than putting it in a Humvee. Without having even one card of airmobile command units, you have no way to use your airmobile units to actually exploit enemy weak points to get conquest points and no payoff to all the other helos & airmobile units which make up half your deck, and I don't think it makes sense to give that up to save less than a hundred points. Don't play the helicopter division and then refuse to use helicopters! Yes it's risky to support with ASFs deep over enemy territory, that's why I was talking about the importance of the Apache ATAS and using airmobile AA units. Though Sparrows outrange every radar AA in the game and if your helos are coming around a flank your ASFs will likely have a good angle they can safely launch missiles from to cover them. Also what you get instead of SEAD with the 101st is the Raven, and that plus spotting/baiting missiles with the Quick Fix can let you use the Apache's Hellfires to knock out radar AA. Most AA is outranged by Hellfires or just barely matches them, and the Hellfire has better accuracy and one-taps any AA piece. If the AA loses 20% accuracy from the Raven then the odds strongly favor your helos killing the AA and coming out unscathed. You also have airmobile mortars and artillery that can be brought right outside the AA's range. There are only a few AA units that aren't extremely vulnerable to either Hellfires or indirect fire, and they're expensive and low availability.