Didn't realize that my APCR got in the way that many times until I watched this cast. Overall it was a great game anyways. Easily one of my top 5 most fun SD2 games this year, so thanks to Avalser for that!
The way to use Kats is to use them as a light version of off-map. You fire off Kat when your units are ready and then you follow up with attack before enemy suppression wears off. The suppression is ok, dmg is bad. You can even suppress AAA and then move in with IL-2K to finish it with a strafing run.
There's a series of games called Close Combat. I was playing "A Bridge Too Far" a lot, and remember AI was pretty smart about using APCR ammo, firing it only if it had to. And that game is over 25 years old! As for the Polish "1st Infantry" division name, it is spelled the "Pier-F-Sha(h)" (h is silent) "Pee-Ye-Hoe-TY(I can't find suitable word, but that part you pronounced right)" ... I won't even bother trying to explain the spelling of it's full name, unless you really want me to lol :D (It's parton name, a historical Polish figure)
@@matthieutankol2681 They are really good arty units, but you need to use them in pairs and at 2500m more or less. But here they were used individually and vs targets in cover (they are way better vs units in the open, specially AA trucks)
I enjoy these longer Van v Mav and Mav v Mav quite a bit. After 30 mins both players are using whatever they have left and manage to call in with lower income. More tactical and desperate than Bal v Bal where both players can just throw units away.
Honestly, I would go back to SD2 just for fun, but first of all the game is absolutely massive (and my flightsims already take up too much space), and the QoL in WARNO is just so much better. Also there are certain design decision that I like more, eg the fact that you can repair/heal units. Makes supply an actually relevant unit and incentivizes keeping units alive. The only major drawback is the rediculously broken recon system, where recon units are abysmal at spotting anything that isn't already actively killing them.
It was a really good game and great cast as always ! An interesting matchup, I think a bit favored for Piechoty. Herr_Robert did a super counter-attack, Alvaser played well the A phase but after Herr took good macro decisions. I liked a lot the positioning of the 85 mm, I think that this positioning was determining to kill the two planes. The disheartened shraftniki are weird for me. It seems to not be so strong, they fallback too much and some surrender like the one against a sturmpioner can be determining against a better division that 25Pzg. Katyusha are bad yes, I tried again recently and again I removed them. I feel like they are useful in pair at close range only against big big cats like KT or Elephant. So they have their situational niche but I mean in common situations they are bad, I agree with ATK, invest in others tools is better against divs that doesn’t have big big cats.
@@jankristek1891 I will get back to them at some point. Right now mostly focusing on casts. It’s honestly hard to fit them in with only 3 videos a week
Strongly disagree about the fact that Orsha East is favored for blue. For me the map is well balanced. It is just that you have to make a choice and choose an axis of attack. And thanks to this attack. You will have the initiative whatever the side you had. Keep the initiative to avoid to react at your opponent’s attacks. Orsha East is a hot action map bc lot of flags are close to the frontline. Then in reacting you will lose too much time. It means also that all positions can be taken back easily, even the hill where you have the city. But take back an area like the hill city is a complex macro move but not so hard to execute when you already thought about it before. Because : - You have to build enough forces to don’t be erased when you will make your attempt. - You have to prepare the field for. Offmap or wurframen or bombing strike. Offmaps are important on OE. - You have to keep the surprise effect and know partially what you will face. Counter-recon for the surprise and recon for assess enemy forces in the area. As I said if you thought about it before the game and you are ready to do a such manœuver, in game the execution will smooth. But yeah if you didn’t think a bit of what can happen on Orsha East specially in being Red. You will fight more the fact you are unprepared that your opponent.
25th pgren is unique, it has the hardest hitting artytab (not counting SPGS) among all the axis divisions, it has op kt35, wherfers and then other good arty of all calibers. Thats their thing making them love grindgames. Also prefer if you dont mention how long the game is before as it can be a spoiler, if its close to end at 20min but you know its going to 50 for example it kinda spoils. Also I think this is one of the more balanced maps. Sure I would say blue is better but not as much, they lose out on center but the south from you perspective is really strong. Its 2 flags that are way harder to take back then the center ever is. It is very underplayed from redside and robert does a good thing going for that side. Also blue side have more flags exposed on center hill than red even if those are less exposed than the fewer red flags. 1 I would say is more exposed than the red ones though. and you are right katys are bad. Robys just played the 300mm wrong thats why it missed he had them way far back more than they needed to be bring them forward and half a volley will kill what he looks for. Damn the positioning to win with that trade deficit is impressive.
Thanks for another good video. cause of ur introduction of the units and divisions im able to learn then when facing in ladder. Finaly i reached my goal to become 25# (first page). Would have be not that easy without explaining some units and its benefits. Only in one big think i do not agree. I realy like the mixed infanterie who are made for all situations. If u are able to get ur opponent in the positions u want them too be, they are rly great. Great and long game. Im surprised to see these players matched like this. Highly doublt the decision to go so hard on the flank as robert, looks like suicid most of the times. Maybe he knew more about his opponent then i do.
Why people keep firign katyushas from that far? Katyushas need to be fired at < 2.3 km. They always land 2-3 shots in splash range of center if you do that. Then you kill at least light stuff. But at 3 km it does NOTHING.
@@redgaarden8101 well they do work, but they are microintensive as you need to relocate them before each shot for a precise range. If you have no other tool is the only way
44:20 is just... Man. How can anyone say Katyusha is fine seeing that Rocket artillery desperately needs a buff, even if it would require increasing price. I just can't stand how these units do literally nothing, zero splash damage whatsoever. You need to pray for direct hit and even then it will do what, 3 damage?
Because that isn't the target for katyushas. THe inf unit there is on light cover and falling back, which means the dmg is reduced by a 50%, making direct hits needed. katyushas are there to kill vehicles, AA and support guns in the open, while firing at a closer range than 3500-4000m as robert was doing due to their dispersion, ideally also in pairs. There is a reason why they get so many numbers and are so cheap while mobile, because they need to be used on the right target
@@Thehellhound100 bro what even is a target for Katyusha? It doesn't kill anything, at all lmao There are NO targets for Katyusha that it will be effective against And this very video is full of proofs for that
@@czwarty7878 this video is proof of how not to use the katyusha, how many times did you see robert try to aim at the flakvierling or use the katyushas in pairs at below 3000m? There are targets for katyushas, if you don't waste them on inf on heavy cover
@@czwarty7878 They have high suppression and low reload cost, even if attackpower complains you should just get an offmap you can get 5 strikes out of a single katy and an ammo truck that will suppress 200 meter wide area
@@jacksteel1539 "There are targets for katyushas" Yet you still didn't list any (spoiler: because there aren't any, where the same job couldn't be done with a mortar.)
But nobody says it should be precision weapon, the accuracy is somewhat realistic, but the problem is the pathetic splash damage of rockets that barely do anything. Like look at 44:20 it's insane how bad this unit is. 132mm rocket had a large explosive filler IRL, IIRC it was at least 2.5x the amount that same-caliber artillery shell. But Eugen just decides HE damage by looking only at caliber of weapon and then it produces such ridiculous outcome like this. Also, Nebelwerfer was relatively accurate IRL due to spin-stabilisation, yet in game it's also awfully inaccurate
Oh the MAVE-rick income guy with bad milkshake covers is back Edit. I think only two songs this time, its progress i quess. Still that constant ranting of yours is way too much.
Please stop complaining about APCR so much, even in this match there are times where kills were lost because of it but 32 mins in the crits end up killing 2 stugs
Didn't realize that my APCR got in the way that many times until I watched this cast. Overall it was a great game anyways. Easily one of my top 5 most fun SD2 games this year, so thanks to Avalser for that!
Turn that ACPR off already! 😂
When you're in a "dont turn your apcr off" competition, and your oponent is Herr Robert
That Me 410 strike right at the end was funny as heck.
What joy to watch! GG & great cast! Thank you!
The way to use Kats is to use them as a light version of off-map. You fire off Kat when your units are ready and then you follow up with attack before enemy suppression wears off. The suppression is ok, dmg is bad. You can even suppress AAA and then move in with IL-2K to finish it with a strafing run.
Excellent game! Thank you for casting this
Great vid, thanks for being such an awesome commentator :)
What a good game. Enyojed watching it👍👍
There's a series of games called Close Combat. I was playing "A Bridge Too Far" a lot, and remember AI was pretty smart about using APCR ammo, firing it only if it had to. And that game is over 25 years old!
As for the Polish "1st Infantry" division name, it is spelled the "Pier-F-Sha(h)" (h is silent) "Pee-Ye-Hoe-TY(I can't find suitable word, but that part you pronounced right)"
... I won't even bother trying to explain the spelling of it's full name, unless you really want me to lol :D (It's parton name, a historical Polish figure)
Lol at the throw garbage bags in the Katusha
I love the absolute loathing AtkPwr has for it, and he ain't wrong
@@matthieutankol2681 They are really good arty units, but you need to use them in pairs and at 2500m more or less. But here they were used individually and vs targets in cover (they are way better vs units in the open, specially AA trucks)
I enjoy these longer Van v Mav and Mav v Mav quite a bit. After 30 mins both players are using whatever they have left and manage to call in with lower income. More tactical and desperate than Bal v Bal where both players can just throw units away.
Honestly, I would go back to SD2 just for fun, but first of all the game is absolutely massive (and my flightsims already take up too much space), and the QoL in WARNO is just so much better. Also there are certain design decision that I like more, eg the fact that you can repair/heal units. Makes supply an actually relevant unit and incentivizes keeping units alive. The only major drawback is the rediculously broken recon system, where recon units are abysmal at spotting anything that isn't already actively killing them.
It was a really good game and great cast as always ! An interesting matchup, I think a bit favored for Piechoty. Herr_Robert did a super counter-attack, Alvaser played well the A phase but after Herr took good macro decisions.
I liked a lot the positioning of the 85 mm, I think that this positioning was determining to kill the two planes.
The disheartened shraftniki are weird for me. It seems to not be so strong, they fallback too much and some surrender like the one against a sturmpioner can be determining against a better division that 25Pzg.
Katyusha are bad yes, I tried again recently and again I removed them. I feel like they are useful in pair at close range only against big big cats like KT or Elephant.
So they have their situational niche but I mean in common situations they are bad, I agree with ATK, invest in others tools is better against divs that doesn’t have big big cats.
Atkpwr, do you plan to continue deck review videos? I would be interested to see Vyborg for example.
@@jankristek1891 I will get back to them at some point. Right now mostly focusing on casts. It’s honestly hard to fit them in with only 3 videos a week
Strongly disagree about the fact that Orsha East is favored for blue.
For me the map is well balanced.
It is just that you have to make a choice and choose an axis of attack. And thanks to this attack. You will have the initiative whatever the side you had. Keep the initiative to avoid to react at your opponent’s attacks. Orsha East is a hot action map bc lot of flags are close to the frontline. Then in reacting you will lose too much time.
It means also that all positions can be taken back easily, even the hill where you have the city.
But take back an area like the hill city is a complex macro move but not so hard to execute when you already thought about it before.
Because :
- You have to build enough forces to don’t be erased when you will make your attempt.
- You have to prepare the field for. Offmap or wurframen or bombing strike. Offmaps are important on OE.
- You have to keep the surprise effect and know partially what you will face. Counter-recon for the surprise and recon for assess enemy forces in the area.
As I said if you thought about it before the game and you are ready to do a such manœuver, in game the execution will smooth.
But yeah if you didn’t think a bit of what can happen on Orsha East specially in being Red. You will fight more the fact you are unprepared that your opponent.
I love your post video breakdown in the comments. Keep em coming :)
@ Thanks mate !
25th pgren is unique, it has the hardest hitting artytab (not counting SPGS) among all the axis divisions, it has op kt35, wherfers and then other good arty of all calibers. Thats their thing making them love grindgames.
Also prefer if you dont mention how long the game is before as it can be a spoiler, if its close to end at 20min but you know its going to 50 for example it kinda spoils.
Also I think this is one of the more balanced maps. Sure I would say blue is better but not as much, they lose out on center but the south from you perspective is really strong. Its 2 flags that are way harder to take back then the center ever is. It is very underplayed from redside and robert does a good thing going for that side. Also blue side have more flags exposed on center hill than red even if those are less exposed than the fewer red flags. 1 I would say is more exposed than the red ones though.
and you are right katys are bad. Robys just played the 300mm wrong thats why it missed he had them way far back more than they needed to be bring them forward and half a volley will kill what he looks for.
Damn the positioning to win with that trade deficit is impressive.
the catuusha is for supression, its is for supressing so you can rush
Thanks for another good video. cause of ur introduction of the units and divisions im able to learn then when facing in ladder. Finaly i reached my goal to become 25# (first page). Would have be not that easy without explaining some units and its benefits. Only in one big think i do not agree. I realy like the mixed infanterie who are made for all situations. If u are able to get ur opponent in the positions u want them too be, they are rly great. Great and long game. Im surprised to see these players matched like this. Highly doublt the decision to go so hard on the flank as robert, looks like suicid most of the times. Maybe he knew more about his opponent then i do.
Why people keep firign katyushas from that far? Katyushas need to be fired at < 2.3 km. They always land 2-3 shots in splash range of center if you do that. Then you kill at least light stuff. But at 3 km it does NOTHING.
Tried that. Takes practice as I always put them too close and went to minimum range.
Not worth the effort of making a bad unit useful.
exactly, also it is better to focus them vs arty, AA, vehicles or support guns on the open instead of inf/AT in green forest
@@redgaarden8101 well they do work, but they are microintensive as you need to relocate them before each shot for a precise range. If you have no other tool is the only way
The full matches are far and fee, but is the best kind of games.
44:20 is just... Man. How can anyone say Katyusha is fine seeing that
Rocket artillery desperately needs a buff, even if it would require increasing price. I just can't stand how these units do literally nothing, zero splash damage whatsoever. You need to pray for direct hit and even then it will do what, 3 damage?
Because that isn't the target for katyushas. THe inf unit there is on light cover and falling back, which means the dmg is reduced by a 50%, making direct hits needed. katyushas are there to kill vehicles, AA and support guns in the open, while firing at a closer range than 3500-4000m as robert was doing due to their dispersion, ideally also in pairs. There is a reason why they get so many numbers and are so cheap while mobile, because they need to be used on the right target
@@Thehellhound100 bro what even is a target for Katyusha? It doesn't kill anything, at all lmao
There are NO targets for Katyusha that it will be effective against
And this very video is full of proofs for that
@@czwarty7878 this video is proof of how not to use the katyusha, how many times did you see robert try to aim at the flakvierling or use the katyushas in pairs at below 3000m? There are targets for katyushas, if you don't waste them on inf on heavy cover
@@czwarty7878 They have high suppression and low reload cost, even if attackpower complains you should just get an offmap you can get 5 strikes out of a single katy and an ammo truck that will suppress 200 meter wide area
@@jacksteel1539 "There are targets for katyushas"
Yet you still didn't list any
(spoiler: because there aren't any, where the same job couldn't be done with a mortar.)
*Spends whole game complaining about APCR and Katyshas*
"If you don't love this, you can't love this game I'm sorry." :D
The HIMARS Halo: People thinking all MRLS are precision weapons because the US Army just can't help itself.
But nobody says it should be precision weapon, the accuracy is somewhat realistic, but the problem is the pathetic splash damage of rockets that barely do anything. Like look at 44:20 it's insane how bad this unit is.
132mm rocket had a large explosive filler IRL, IIRC it was at least 2.5x the amount that same-caliber artillery shell. But Eugen just decides HE damage by looking only at caliber of weapon and then it produces such ridiculous outcome like this.
Also, Nebelwerfer was relatively accurate IRL due to spin-stabilisation, yet in game it's also awfully inaccurate
Full grind of low C phase income is so.... struglish
Katyusha is indeed the worst.
frst
Oh the MAVE-rick income guy with bad milkshake covers is back
Edit. I think only two songs this time, its progress i quess.
Still that constant ranting of yours is way too much.
I dont like t34, you can get better tanks for cheaper, or twice as good tanks for a little bit more.
T34e are amazing for the price
you can't, the t.34 e is 55 pts and has 90mm of armor with 100mm of pen and free vet
@@Thehellhound100 60 points for 90 armor,
free vet? Why do you consider it free instead of mandatory?
And low rof.
Edit didn't see you meant t34E
better than t34e? for the price only shermans are superior
@@redgaarden8101 it is the one in this match up, you can't really get better than that, maybe the kv-1e, but both are really good
Please stop complaining about APCR so much, even in this match there are times where kills were lost because of it but 32 mins in the crits end up killing 2 stugs