Axis in Tunisia, we need to talk

They can do plenty, albeit with admittedly the highest skill floor of any of the tanks in the game, looking at the M14’s steep HE trajectory on top of the things normally mentioned.

Their biggest necessity in Tunisia is as simple as keeping the enemy from poking their heads out of windows so your infantry can advance through the open they’re forced to move through.

Italian tanks are more than capable of that so long as the tankers are actually in the right place shooting in the right direction.

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This is a serious issue for every campaign, 95% of the players never bother with rally points.

In Tunisia, things are much worse, because of the map design (very few areas to place a rally point, and easily found by the enemy), because engineers are unlocked at level 9 for absolutely no reason. and because a lot of really bad players on the Axis side, while most decent players often play allies.

There is also no reason to play Tunisia after you have unlocked everything, really. It is the worst campaign for grinding orders.

Meanwhile me as a non premium axis player: why am I the only one with a score over 1k at the end of the match? No kidding yesterday in my team nobody even reached 1k score, i was at almost 3k point by the end of the match that lasted less than 10 min.

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the M14 is a solid tank for the current situation in tunisia, just angle the tank like you would do with the tiger towards the cruiser or the daimler and you can tank quite a lot of shots since most of them bounce or do little to no damage to you and your APHE can make quick work of them. However the grant is a big pain in the ass, you should leave it to the stuka if possible.

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There is no need for a increase in the magazine size since that was the capacity of the magazine adopted, just lower the reload time because swapping a magazine even in a tank doesn’t take an eternity

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If you can manage to get behind or to the side of the grant, the M14 can handle it.
You’re also able to pen it through the 75’s mantlet.

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As a non-premium player, I play only one faction per campaign, and often play only one campaign at a time for a month or so, to ease the grind.

Recently I switched from Allied Tunesia to Axis Tunesia, first and foremost actually, because I liked the Italian saber I got during Fiery November, but also because I heard Axis Tunesia was underpopulated, and I like the linguistical diversity on the Axis side.

I must say, the difference is astounding, not just with Allied Tunesia, but basically with any other faction in any campaign. The grind for Axis Tunesia is thrice as hard, simply because you lose eight out of ten matches. Especially with the one time daily XP modifiers, you really notice not being able to win your first match of the day most of the time.

The relatively late unlock of the Engineer squad certainly is an issue, especially because it is unlocked after the AT-Rifle Squad, and long after the Arty Squad. There’s a lot to say about Italian tanks, but at least they have little difficulty dealing with low tier British armour, rendering the niche AT-Squad too useless to waste a slot on. As a result, all the low tiers play Arty. This further encourages them to sit back, but also wastes a lot of Arty. Often, when I spawn Arty, I can not call in a single round, because teammates are spamming it, usually in the wrong place, where they’re guaranteed a kill or two, while they ignore the armour behind the ridge, locking down the approach to the objective.

This brings us to the point of the Axis Tunesia Player Base being the problem, which I also feel is at least 80% responsible for the current inbalance. I am not buying the idea that “Nazis bad” is the cause for the uneven distribution, as we do not see this phenomenon on the Berlin campaign at all, and Tunisia actually provides an opportunity to play non-Nazi Axis (though still fascist). So while the player base is the problem, this is most likely due to a combination lack of incentive by (perceived) superiority of allied gear (well, for example the MP28’s 20-round ammunition capacity probably does indeed not help new Axis players), and Axis squads performing best at long range, on maps with spawns that require them to be non-passive. Perhaps the widespread issueing of bayonets to low tier Axis squads is intended to compensate for this, but it still requires a play style that new players cannot reasonably be expected to adopt.

Finally it might be worth questioning the Axis’ completely open and/or flankable objective approaches and defences on Invasion. I think the Player Base is definitely the problem, but something should be done to attract more Axis players, and encourage them to advance on objectives.

came in here to remind people it’s just a game. It’s just a children’s toy meant to waste your time

Playing a space nazi genociding despot in stellaris does not make you a supporter of one or even condoning it.

Playing a WWII german soldier doesn’t make you a nazi.

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