3rd Canadian Infantry is an Allies Mechanized division in Steel Division.
Storming Juno Beach in the face of strong German resistance, the 3rd Canadian Infantry was the only allied division to achieve all of its D-Day objectives, also managing to penetrate further inland than any other division that day. True to the reputation of their WW1 forefathers, the Canadian infantrymen were regarded by their enemies as the "Stormtroopers of the British Empire".
Its commander, Rodney Keller, was considered a soldier's general, outspoken and caring for the lives of his men, Keller led his division further inland on D-Day than any other, despite German resistance being strongest in his sector, but for Omaha Beach.
'Rod' Keller started the war as a colonel, before quickly rising through the ranks with the expansion of the Canadian armed forces.
Given command of the untested 3rd Canadian Infantry Division in September 1942, in just two years he transformed this motley collection of recruits into a cohesive and professional fighting force, which demonstrated its skill on D-Day by performing better than any other assault division, despite heavy odds.
But the strain of combat took its toll on Keller, and he was soon regarded (including by himself) as unfit for command. Wounded by friendly fire in August, he was replaced as the head of his division, never to return to active duty.
With its heavy personnel carriers and light flamethrower vehicles, 3rd CID is at its best overwhelming the enemy in Phase A, when anti-tank threat is still minimal.
But with its own anti-tank capacity only improving in Phase C, the Canadians can expect a hard time in Phase B.
The Canadians are best at fighting with and against infantry by establishing 'firebases' to create 'killzones' while conducting incursions using APCs with rifles supported by their superb artillery. Stormtroopers are a great asset in CQC for forest or urban combat with correct usage of smoke to provide cover and veteran Sextons puts a dampener on any enemy attack while wreaking havok on enemy footholds. Tri-polsten AAs will ensure clear skies. Finally, the Kangaroo provides amazing suppression against infantry during both attack and defence and also give a small boon to AA.
In Phase A, utilize your plentiful infantry to create strongpoints or pockets using forests, towns or hedges as cover. These strongpoints will provide springboards for further incursions while pockets act as 'eyes' for greater awareness. A stronghold should consist of three key units; AT (57mm or 77mm), Command (Rifles Comm., Dingo Comm.) and infantry suppression (HMG or AA). Additional supporting rifles are advised. If you have the resources, an ideal incursion task force would be 1 or 2 Kangaroo APCs with rifles, 1 or 2 stormtroopers with a RAM II or Humber recce.
In Phase B, the Canadians can either further consolidate strongholds to create fortified positions or push from established strongholds, cascading into an enveloping attack. Be careful of enemy armor however, as the only unit capable of 1200m counter-fire is the subpar Wolverine tank destroyer. If using the Wolverine always have a command unit nearby to buttress its nominally poor accuracy. An alternative counter to enemy armor is to use Sexton SPGs to cut visibility of enemy tanks. At this point the RCAF and RAF have arrived in force with the Mosquito bombers and Typhoon CAS able to saturate any enemy incursion and foothold into fantasy.
In Phase C, the Canadians finally get access to effective 1200m AT units with the Firefly and 17pr gun. Still the Canadians should play to their advantage and stick to leafrog tactics. Utilize Fireflies as fireman units to provide necessary counter-fire and only push in advantageous situations as the Canadian should have gotten battlefield control by now.
This page was last edited on 1 April 2019, at 00:49.
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