/wgg/ Wargames General

>What is this?
A general for all strategic, operational, and tactical wargames that can't generate enough traffic to sustain their own generals.

>Attention Grabbing tags:
/wgg/ /sdg/ /rtt/ /rts/ /rtsg/ /tsg/ /mowg/ /mowassg/ /ctag/

>Example welcome games:
Steel Division: Normandy 44
Wargame: Red Dragon
Combat Mission
Call to Arms
Flashpoint Campaigns
Graviteam Tactics
Theatre of War
Men of War
Command: Modern Air Naval Operations
Armored Brigade
Close Combat
Steel Panthers MBT


>Introduction to Steel Division:
paradoxplaza.com/steel-division-player-guide/

>Graviteam Tactics Downloads:
pastebin.com/TwMLZQ6h
pastebin.com/cgWbuPSS

>Interesting history links:
Cold War military technology ads:
vintageadbrowser.com/military-ads-1980s
/wgg/ misc Cold War literature:
mediafire.com/download/zfm69f0k91pmf0y/wgg-lit-v1.3.rar
The Soviet Army: troops, organization & equipment
fas.org/irp/doddir/army/fm100-2-3.pdf
USMC intelligence North Korea handbook:
fas.org/nuke/guide/dprk/nkor.pdf
Everything there is to know about the T-62:
thesovietarmourblog.blogspot.my/2015/12/t-62.html

>Teamspeak server
ts.artificialanimation.com:7997

>Discord
discord.gg/cbbQvEP

>Legacy Wargame General pasta and game-info repository:
pastebin.com/70Nwcb5m
dropbox.com/s/lon0cgmjfqwq1oi/WargameRD_Hidden_Knowledge_Spreadsheet.xlsx?dl=0
docs.google.com/document/d/1UvBiH3lrCFzLYnRzNzF49yVtaNHYLfi7dgMpNE517RM/

Other urls found in this thread:

en.wikipedia.org/wiki/Skink_anti-aircraft_tank
store.steampowered.com/app/580710/Afghanistan_11/
twitter.com/NSFWRedditGif

WHERE
THE FUCK
IS
MUH
BALANCE
PATCH

Ersatztruppen are useful

unlike the Bren

>Canadians get full strength one star rifle squads with a bren for 15 points and 6-8 per card
Very useful

so what do the Guards and Scots get for the extra 5 points their Tommies cost?

Bren isn't good though.

At that cost it is.

Looks like Scotts get one extra smg, doubling their HE value from Canadas 3, to 6. Would be a shame if Canada also had the most lethal close range specialists in the entire game...

they'd be better for 20 points without bren, less micro intensive, you wouldn't have to waste time tunrning the bren off

Newfag here, a user said to post my deck so he could rip it apart;
also the reason I picked this division is because a steam guide said it was the best for newfags, although I'll change it if I've been meme'd

>although I'll change it if I've been meme'd
you've been meme'd

What should I change to?

>Recon aircraft
Meme'd ta fuck lad.

3rd fj and 12 ss are the "best" german divisions but really they are all tough to get to know until you spend a few games playing them and they're good at different things.

Thanks I'll try them out, also how about allied divisions? which ones are not-as-bad for shitter newfags?

Canadians, 2nd infantry, and 101st are all good divisions. I'd reccomend starting with 2nd or 101st.

the britsh airborne and armored divisions are shit the poles are but in different ways. canuks are hard but once you get good they very good, 101st are good for plane spam much like the 3rd fj. frogs are op because frog game devs

>most lethal close range specialists in the entire game
Pioneers/AB Engineers?

Well I should specify strongest opening close range specialists. They come with a "delete the first squad you meet" button and smoke nades to allow them to cover distances other specialists can't. But yes, in most pure infantry v. infantry scenarios, 2nd infantry has the best.
Makes me wonder if a stormtroopers could throw their satchel charge before 2nd flamers suppressed them.

>Brit rifle squads
>Bren has range reduced to 300m
>Also has minimum range removed
>Rifles are 20 pts now

>bren groups deleted from the game forever

Are they worth it

Thanks

>They come with a "delete the first squad you meet

So do pioneers and any other "grenade" infantry. The difference is that they have 10 men and thus will actually either survive the encounter or trade 1-1 with storm troopers which you only get 6 of and will cost 25pts by next balance patch.

your best bet is to pick 1 allied and one german division and just keep playing them till you get a hang of their strengths and weaknesses

>Best Division for newfags
>Picks the Welfare Division

>Vickers and M1919
>500m range, no optics

>MG42 and MG34
>800m range with optics

>Lee Enfield sniper rifle
>500m range with optics

>Pzb 39 AT rifle
>600m range, no optics


What did Eugen mean by this?

Just give it HE that's not fucking garbage instead of running into unicorn LMG-34s that have twice the HE for no reason

Any good turn-based/hex-based wargames?

war in the east

TOAW3 (waiting for 4 so I can finally have a less retarded UI and seriously get into it)
Steel panthers MBT/WW2

They're Italians. The 716. had a regiment of italian veterans that volunteered to fight after Italy's surrender, including IIRC a short battalion of Bersagliere who joined up en masse.

>Recce
I'd replace one card of Phase A Fusiliers for the 2-man groups for maximum stealth scout shenanigans.

>Infantry
Phase A Grens are kinda meh. I'd go for the third card of Italians instead, the see if you need the third card of Ost, in which case I'd trade in the Pioniere.

>Tanks
B2s after Phase A are trash. The Phase C S35s could be fun sometimes, but are still questionable. Keep the Bef S25s and Phase A B2s though.

>Support
Get a card of Phase A ammo trucks. Six ammo trucks is more than enough. B2 Flamm. aren't really worth it IMO, especially after Phase 1. Get more IG18s, though. IG18s are fucking great little infantry support guns for their cost.

>Anti-tank
You don't really need the Phase A PaK-40 when you already have a Phase A Flak 41. Get some Panzerschreck teams or another card of PaK 43s instead.

>Anti-air
GET MORE EIGHTY-EIGHTS! Like, I cna see a card of Vierlings or Flak 36 in Phase A, but otherwise go 88mm or go home. Flak 41s are great and you want at least six of them in your deck.

>Artillery

Get a card of 81mm or 120mm mortars for smoke. Maybe some Wurfrahmen or Nebs.

>Air

Storch are kinda eh, they die really fast. I'd take more fighters, and ditch the Ju-88 - 716. Gets so much arty that level-bombers are kinda redundant. Keep the rocket 109s though, they're good stuff.

15h Scots aren't the most meta deck, but really good for newbies, mostly because you can't really fuck it up too hard as long as you put in a good mix of units, toss out 2-inch Carriers and Bren Groups and remember that the Scots are about being a meatgrinder of veteran Rifles, AT guns and Churchills.

That's the plan

Thanks!

Newfag here. Any suggestions on my deck?

More Marauders, take both cards of AB Engineers

Could you theoretically play a german armor division focusing on Panzer IVs instead of the big cats and just going all in in phase B or is that suicide

I like Panzer IVs a lot

Divisions tend to already be built around a certain Phase, whether it's early game pushes or late game recovers.

flashpoint campaigns for more modern stuff

Yeah I was looking at 21st Panzer and its 120 phase B income and was idly thinking of what would happened if you just
ignored the Konigstigers and replaced them with more Panzer IVs

If nothing else your opponent might be wondering where your KTs are

Criticize please.
I never played German.

get rid of the flame halftrack and fill out your tank tab switch one of the 88s for a better AA.

>Pzb 39 AT rifle
>600m range, no optics
>3 Rounds
>No AP

I used to play a lot Wargame since EE and ALB, now in Steel Division the change and the pacing feels nice.

But what the fuck do I do against the fucking halftracks if I dont have any infantry equipped with AP in Phase A, srsly all my fucking Rifle squads always get mowed down by a couple halftracks early in game and I don´t know what the fuck to do.

The one-star KTs are a bit of a trap anyway. Veterancy is vital, and that goes even more for high-cost units.

Aren't they in the campaign?

21st has the most (useful) variants of Panzer IV aside from the Jagdpanzer that other divisions get
Panzer IVs are shit, though, so why focus on them?

Someone posted the Skink a few threads back and I think we're all very relieved it isn't actually in the game.

Cheapo AT guns, AT teams or some support vehicles with autocannons or HE chuckers?

While I was rummaging around in the game assets making weebshit I found some interesting stuff.

There's an unused Elefant in game and a Nashorn.

An unused "Grizzly Skink" - en.wikipedia.org/wiki/Skink_anti-aircraft_tank

A Free French Char B1

>Elefant
basically shittier Jagdpanther

>Pzb 39 killing anything in 1944

HE still kills vehicles with thin armour so it can smash halftracks and carriers.

My issue is the lack of optics and yet better range than scoped rifles

>they brought back this fucking mission from EE

Not sure, I've not played the campaign
But I doubt it, since the Elefant and Nashorn are missing a few textures (glow/bump maps).
The Char B1 appears complete though.

The Panzer II Luchs is also in a tutorial mission but not any of the divisions.

It has a lot more armor.

I would probably have the 15 AP and 5HE the other 88's get.

Thanks, I´ll try the HE chuckers since I cannot find decent support vehicles with aoutocannons for Allied Battlegroups.

I think Panzer IVs with shurzen are the prettiest tank in existence

Which is a terrible reason but there you go.

>making weebshit
what kind of weeb shit?

Educated guess suggests it's the GuP tank skin mod.

How do I git gud at SS? I don't know how to micro infantry, I don't know how to spend my req well, and everything is humiliating.

But I wasn't the worst in my first game.

I haven't played wargame since like december, but I got the DLC as a gift and I'm finally giving the DLC nations a try. Yugos are the only faction I've been doing well with. can I improve on this deck? is spamming their MG42 riflemen the right approach? I use this deck equally for both conquest and destruction. not 1v1 of course

How come the 716, the crappy division of cripples and whatnot doesn't have ersatztruppen?

forgot pic

>The difference is that they have 10 men and thus will actually either survive the encounter or trade 1-1 with storm troopers
I don't think so. They delete my 9 strength squads just fine, and they are 2-3 start, which is way more than any other pioneers I know of.

Most of the advice I could give is purely subjective, but the following few are basically straight upgrades to the deck:

M-91A Vihor - take two at trained, the doubled availability of a tank that powerful is more valuable than upvetting and only getting one

Brdska. Pes. - Replace this with Padobranci '90. The Brdska are of questionable use compared to just spamming piles of other infantry, and Padobranci '90 are straight-up one of the best infantry squads in the entire game.

Get some of the M-60PB transports with two recoilless rifles (one card of the Mehanizovana, probably). Those are beastly fire support.

Consider using the M-8 Grejhaund instead of the BRDM-2 in the recon section. The increase in combat power is worth considering. I'd also use the T-55A Izvidjac over the M-1107 again on the basis that it provides combat power on top of optics for roughly the same price (the optics hit is not as severe as you might think).

Consider swapping at least one card of Bov Raketas in the vehicle section for something like a Dzekson. That will give you a bit more flexibility.

I'll try many of those points, but I must say that I've been spamming stacks of 4 Raketas in order to shut down infantry attacks, and I usually lose a lot of them to enemy bombers and ATGMS in the process.

That's cool. Use whatever works for you, and I always approve of gratuitous use of napalm.

I don't know what game you're playing, in my experience their small squad size (6) gets insta-deleted by the first Stielhandgranate thrown at them.

I'm saying with 2 - 3 stars, they should always be throwing their satchel first.

The satchel takes a second or two to detonate. By the time it explodes, the grenade is in the air already and they'll end up killing each other.

Well if you've seen it in action, I'll take your word for it. I would think it wouldn't work that way though.

Don't ever question pioneers again in your life.

That's artillery lad

No shit.

Man, I know they got a lot more units and a lot larger scale than Company of Heroes, but this makes me miss CoH's voiceacting and lines.

>not liking "DON'T SHOOT JUST LET 'EM BURN"

IDK senpai. CoH had less units, but I could instantly tell what I had selected solely by their lines.

A couple good line doesn't really mean anything. SD is objectively not as good with it's voiceacting/lines. Doesn't bother me, but I wouldn't mind it being improved of course.

I know most of you probably have never even heard of it.

But Afghanistan '11 is probably one of the best War Games I have ever played.

Too bad it's not multiplayer.

store.steampowered.com/app/580710/Afghanistan_11/

I like wargame's unit dialog in general, but it's really annoying that all the IFVs have the "low confidence" lines. like, it's funny when the M113 says "who, me? are you sure?" but it's really distracting when the Bradley and LAV-25 say the same thing.

they were also too lazy to give jets unique lines, so they say the same things that helicopters do.

GTFO Shill
What did you like most about it user?

>hex based

I'm probably being fucking useless but spamming offboard artillery and airplanes is fun as hell in 10v10 shitfests

Quite the opposite.
Both those things are total cancer to play against with no real counters. Congratulations.

tell me about the panzer IV ausf C

pick a division and post all the balance changes you want for it

I wonder if he will find his way

Canada

*denotes changes that would change all "brit" divisions
**global

Recon
>Scouts come in Bedfords instead of Univ. Carriers
>Humber mk. 3 gets it's AP back, 40 -> 35 pts to put it in line with the SPW 222*
>Humber mk. 4 +1 Acc*
>Staghound 110 -> 100, +1 Acc*

Infantry
>Rifles are fine for Canada but just make the bren not shit please*
>Storm Troopers 20 -> 25 pts
>Kangaroos have all the armaments of a normal rifle squad in addition to the M2 and can only disembark their Rifles (albeit pinned) upon death
>Assault Pioneers squad size 5 -> 10, 30pts
>Ram Kangaroos for Assault Pioneers brought to phase B from C

Tanks
>Sherman IIIs renamed Grizzly

Support
>A single Priest DD available in phase A

AT
>Make PIATS not shit somehow*

AA
Double-vet CMP Tri-Polstens moved to phase C

Arty
>2 inch Carrier 70 -> 55 pts*
>QF-25 pounder RoF 5 -> 6*
>Sexton RoF 5 -> 6*
>Ram II OP moved to phase A

Air
>Mosquito guns have acc reduced from 4 to 3

Other
Nerf veterancy for the love of god**

What's this, helpful people on the internet?

Why are ground textures all fucked up?
I have the settings at the highest

Poor chap, I faced him in his next match too.

Bumping to request if there is something like a guide for TOAW3, I feel like there's a lot of stuff to consider when planning moves, but is everything on the same level of importance, or can I just ignore some problems for some time?

So what's up with the fucking Hurricanes in the Polish division?

A variant used by a total of one squadron, not in the timeframe, and not even correctly modelled (Mk.IV had two 7,69 mm MGs)...
Where are all the Spitfires?

...

buy combat mission

Is Steel Division any good? It looks more like wargame rather than ruse..

>tfw no 40mm Hurricane

It's decent. Yes, It's nearly the same as wargame.

Elefant got the long 88, like the Jagdpanther and King Tiger.

and is so slow game will end before it reaches frontline