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Steel Division Wiki
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Steel Division
Divisions
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How to Play Guide for Steel Division: Normandy 44
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How to Play Guide for Steel Division: Normandy 44
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==[[Units]]== [[File:572410_20170428141200_1.png|right|thumb|A number of American units engaging an Axis skirmishing force. M4A1 tanks remain back to support the advance. In the center is an M3 command vehicle safely hidden in the orchard, supporting an M4A1 DD (amphibious M4A1) as it fires on the enemy.]] * There are several unit types in ''Steel Division'' and none are inherently superior. Every unit type has its tactical niche and should be used according to its strengths. Combined arms is key: Infantry covers tanks as they engage enemy forces, while artillery suppresses attackers and air force/anti-air protects them from airborne attacks, for example. ** '''Recon''' is exactly what it says on the tin. You can't succeed without recon units, as you'll be blind, deaf, and at the mercy of enemies who do use them. Recon infantry is excellent at stealth too, easily able to evade detection even with enemy units passing nearby. As long as you tell them to Return Fire (Z) they won't attack first, making them excellent sentries. ** '''Infantry''' is a broad category that features foot soldiers with transports. Depending on your division, infantry can be its mainstay or merely a way to patch the frontline. Notably, infantrymen and crew-served weapons are the only unit types capable of entering bocages and hiding in buildings, gaining excellent protection and concealment. ** '''Tanks''' include both turreted vehicles and German tank destroyers. Tanks vary greatly by division, ranging from the dependable and reasonably powerful Shermans for the United States, through the lightweight Stuarts available to British units, to obsolete Beutepanzer of the [[91. Luftlande]], where you're fielding antiquated Hotchkiss and Renault tanks that date back to the 30s just to have something with treads. ** '''Support''' units encompass resupply vehicles and fire support vehicles such as the Churchill AVRE or Hanomags with low-velocity tank guns. ** '''Anti-tank''' units are precisely what it says on the tin. These include squads of infantry with Panzerfausts, Bazookas, and PIAT launchers, anti-tank guns, and tank destroyers. ** '''Anti-air''' units are a bit of a misnomer, as ground-based AA usually scares enemy flyers away, with dogfighters being the superior method for shooting enemy planes down. Their key advantage lies in their ability to engage ground targets as well, making them potent tools against infantry (particularly units with an extreme rate of fire, the [[Wirbelwind]] is basically a meat grinder) and tanks (FlaK 88 needs no introduction). ** '''Artillery''' units allow you to hit the enemy with indirect fire (most) or by directing off-map artillery assets using observer units. In general, artillery primarily serves as a way to suppress the enemy or rout them. Of course, it all depends on the size of the gun you use: Mortars are unlikely to scare tanks or large infantry attacks, but when Stuka zu Fuss (Wurfrahmen) starts firing, it's another tale entirely. ** '''Air''' assets cover a variety of classes, from classic dogfighters through planes carrying rockets for close air support missions, to bombers allowing you to level enemy positions and force a breakthrough. * Certain units are distinguished by a white star on a gray background. These are Leaders and are very important, and impact nearby units in four ways: increasing their experience by one level, preventing surrender, allowing a surrounded unit to function normally, and halving the suppression damage received.
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