Steel Division 2 – Army General Tips

Tips and Tricks

Сrеdit gоеs to Chrisca!

Losses in tactical battles

Losses matter, strategically. But only a unit actually killed or surrendered is lost. If an infantry squad is damaged it will have full strength after the battle. Losses cannot be replaced. Only new divisions called it as reinforcements.

Specific unit counts

Always take a good look at the units in a formation. Both your own and enemy ones. There can be nasty surprises. Also watch out for some infantry units coming with halftracks or armored cars as transports.

AT is especially valuable for Axis units. Make sure to propely manage artillery, AT/Armor and CQC infantry groups (such as Pioniers) to be available to support lackluster line infantry battalions where they are supposed to hold. Entrenching them also helps a lot of course.

Soviet Rifle Regiments are usually more permissive in that regard. They are large enough and have lots of own Mortars, MGs and AT to be more flexible on the field and can hold their own if used correctly.

Minor, major and total victory

In tactical battles, the amount of flags hold decides the battle. If you overwhelm your enemy quickly that can be the case even in phase A already.

Minor victory will push the loser a bit back on the strategic map. But the retreat will be orderly. So its not really a disastar if that happens.

If you face an overwhelming enemy, going for an “fighting retreat” by trying to cede a minor defeat only (hold 7-9 flags) can be a viable tactic. Especially if you inflicts lots of losses on the attacker.

Unfortunately, there is no way to retreat/avoid the battle when attacked. You have to make that decision before the enemy is in attack range. If you’re attacked by a superior enemy in all phases, try to go for minor defeat.

Major victory (enemy hold less then 6 flags), will lead to the enemy formations involved in the battle to be disorganized for like one or two strategic turns. Disorganized units cannot attack or defend while in that condition can be easily surrendered on the strategic map if there are no reinforcements able to save them.

Total victory (enemy holds 3 or less flags): the same but the disorganized effect lasts longer.

Major and total victories can also lead to straight-up surrendering the formation attacked if it is already heavily demoralized and decimated.

So one should always avoid those themselves and try to push extra hard as long as you don’t take too much casualties or overstretch yourself.

Requisition points

Income is determined by the amount of formations joining the battle and will rise with each phase for both sides.

Starting income and the new phase starting income seems to be determined by the amount of activation points (cohesion or so it may be called- don’t remeber right now) a specific formation has (displayed in the units info card right on its picture- again, check those)

Its difficult to provide general strategic tips.

On the defense, I’d say its best to try and make as tight-knitted defensive lines as possible. That means high unit density and artillery support spread across a front line that should be short enough to make that viable. Use rivers/swamps to your advantage and don’t be afraid to pull back to shorten your lines.

Wear down the enemy by trading well in tactical battles. You can counter-attack later.

Attacking is especially viable on the flanks, best where the enemy has already attacked or skirmished with you and has been “softened-up”. Once you manage a breakthrough on one of the strategic flanks its usually much easier from there on, as the AI is not the best to reacting to such events and usually focuses too much on attacking the main targets along a central axis of attack.

If you manage to breakthrough/outmanouver the enemy, go ahead and push for major objective quickly but make sure to keep the supply lines connected to your main front and don’t get surrounded yourself. This is especially relevant for the Soviet objectives.

Bonus tip

Never ever autobattle, unless its so desperate you don’t hope to get a single kill (ex: IS-2 against lone rearguard unit). Even if you attack 20mm flaks with Panthers, you’ll get many of your units destroyed. Germans seem to have the upper hand on autoresolve, but their unit numbers pale in comparison to the soviets, so, unless they score totals everytime, they will be screwed in the mid term.

Egor Opleuha
About Egor Opleuha 7609 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

9 Comments

  1. Never ever autobattle, unless its so desperate you don’t hope to get a single kill (ex: IS-2 against lone rearguard unit). Even if you attack 20mm flaks with Panthers, you’ll get many of your units destroyed. Germans seem to have the upper hand on autoresolve, but their unit numbers pale in comparison to the soviets, so, unless they score totals everytime, they will be screwed in the mid term.

  2. Listen to the other guys. The reserve thing is an indicator of: If i spend all unit income in this unit, how much value will i be able to deploy. Bring 5 units to a fight for max points. 3land, 1 arty 1planes. AI works best with arty (although poorly); and then you can spend the necesary on infantry and devote the rest to the actual damage dealers for top efficiency (if you play coop and control only an air unit against no flak nor fighters, you can score around 120~180 points per battle just by dropping bombs and being a nuisance to mortars.

  3. Focus on winning the match or at least pushing to Major (Minor will see the units escape from your claws everytime). Total is the same as major, but more chances to see the unit disband. From experience, if you remove all the support tab from a unit (no mgs, AT, mortars, howitzers) there is a high chance of disbandment whenever you achieve a solid win, even if they still have 40-60% of their infantry. On the other hand, i’ve seen units survive on supply trucks and a couple motorcycle mortars. You can also hold back and destroy the enemy with aviation or good arty, and keep them in the game while being so decimated they will only fill space in the frontline.

  4. You should take into consideration which units your bring, their equipment, and their phase. Organic infantry with AT rifles, magnetics, etc; is seldom a good unit. You need a lot of support to keep the frontline (ie: HMGs, mortars, AT guns) to the point that if the enemies have halftracks and you don’t have reliable sources to deal with them (Fausts don’t count), you’ll be pretty much screwed. A rear guard unit is only worth their complement in tanks and arty pieces; or if it is entrenched and you have forts.

  5. My understanding is that auto resolve is not good, but I never use it, I have to fight out every battle because that is what I like to do.

  6. The income rate in the tactical battle is based on the number of flags you control. However, you will eventually run out of units to pick, based on the number of men, vehicles, etc, that each unit has on the strategic map. What I like in the AG Supreme 120 mod is that it allows more points at the start, so that you can get most of your forces on the map at the beginning, and same for the AI. I feel it is more realistic

  7. I think the bigger the victory, the more the enemy retreats? And you can win in early phases if you control enough flags. I could usually beat the AI when I was fortified in phase A. Now I use a mod, AG Supreme 120, that takes care of that issue. Other players like allowing the AI to take enough flags at the beginning, so that they can get to phase B and C.

  8. I know losses matter, like in my Vistula campaign I have one infantry brigade on the strategic map with only 22 soldiers left after just one battle against the Russian Hordes.

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