Best Infantry Unit

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loganfive
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Re: Best Infantry Unit

Post by loganfive » Tue Sep 18, 2018 11:56 pm

goose_2 wrote:
Tue Sep 18, 2018 8:12 pm

I am appreciating Fallschimjaeger a little more in current run, you can immediately land them so you can use them in the first round, you just need to press the sky versus ground icon when you are deploying...

Don't worry I just was told this recently as well.
Yeah. I am going through my second Grand Campaign, this time at Field Marshall instead of Colonel. I am presently at Sedan in the 1940 campaign.

I am taking a slightly different approach this time, purchasing all the infantry and artillery units I am going to need (and I use lots of them) as early as possible, hopefully getting all of them their first three stars before the end of the 1940 campaign. Which mostly means trying to win DVs with green units, all the while not getting any of my core units killed.

The thing is, it's not that expensive to upgrade or downgrade an infantry unit for a specific scenario, so if I need paratroopers for e.g. Vyazma or Budapest 45 I can do a temporary switch. As long as you have a lot of prestige and experienced infantry at your disposal you can do that.

captainjack
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Re: Best Infantry Unit

Post by captainjack » Thu Sep 20, 2018 8:14 am

I often convert gebirgsjagers to paras when I need some airborne troops as neither need trucks.
Otherwise infantry which have 2 or 3* and +1A or D heroes also make a good conversion to paras, especically if you think they might not make it back.

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Re: Best Infantry Unit

Post by shawkhan2 » Thu Sep 20, 2018 1:42 pm

The best infantry unit depends on the map terrain and placement of objectives. On maps with good road networks Wehr infantry on trucks work fine.
When there is an objective far away and hard to reach FSJs may be a solution. When you are playing against minefields and strongpoints it is nice to have some pionieres.

I am currently playing 1940 in the grand campaign. I have one elite FSJ(Oleh Dir) and one elite Pioniere(+3 attack) Neither has a truck. I find it fun having to use RR transportation for the Pioniere. Gebirgsjagers are my go to unit for varied terrain. Kradschutzen are great when there is a good road network. Grenadiers do not become indispensable until they are upgraded. Bruckenpionieres I have never found necessary. Cavalry are much too vulnerable to be core units.

captainjack
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Re: Best Infantry Unit

Post by captainjack » Thu Sep 20, 2018 11:07 pm

I agree that the best infantry unit varies according to mission and date (my 43 mix and pre 43 mix can be very different). It can also very a bit with what heroes you have (a team of two pio plus move-hero gun or nebelwerfer is always useful for mopping up and for quickly clearing a path).

As infantry are quite cheap and not too hard to get to 2 or 3* it's useful to have a big reserve pool so you can tailor the force to the terrain and mission.
Otherwise if not short of prestige, it's quite useful to swap them around to make best use of heroes and mission needs.

I very rarely use bridgies - sometimes I'll convert a unit with so-so hero and 2 or 3* for a specific mission, and Oleh Dir makes a pretty good one if you want to assult across a river. If they could move into a river for 2 moves instead of all move I'd probably use them more often, but too often they end a turn one hex from a river and sit around being useless, so the ability to allow very fast advances is diminished.

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Re: Best Infantry Unit

Post by Stephen1024 » Sun Oct 28, 2018 2:01 am

Problem with paras is they lack equipment to drop with.

Game makers should made light jeeps with weapons and light art that can be dropped by glider. Then you have much more usable force. As is, you need find good drop zone and hope nothing heavy where you plan to attack. I hope Devs will think about this for Panzer corp 2. Beyond that all infantry has its place.

Hi Goose good see your still around.

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Re: Best Infantry Unit

Post by Elkarlo » Mon Oct 29, 2018 12:53 pm

Stephen1024 wrote:
Sun Oct 28, 2018 2:01 am
Problem with paras is they lack equipment to drop with.

Game makers should made light jeeps with weapons and light art that can be dropped by glider. Then you have much more usable force. As is, you need find good drop zone and hope nothing heavy where you plan to attack. I hope Devs will think about this for Panzer corp 2. Beyond that all infantry has its place.

Hi Goose good see your still around.
Would be cool if you could drop the jeep, and the paras had to go to it to get transportation.
Also would like to have the 75mm artillery be air mobile in more options and stuff

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Re: Best Infantry Unit

Post by goose_2 » Mon Oct 29, 2018 2:38 pm

Stephen1024 wrote:
Sun Oct 28, 2018 2:01 am
Problem with paras is they lack equipment to drop with.

Game makers should made light jeeps with weapons and light art that can be dropped by glider. Then you have much more usable force. As is, you need find good drop zone and hope nothing heavy where you plan to attack. I hope Devs will think about this for Panzer corp 2. Beyond that all infantry has its place.

Hi Goose good see your still around.
Hey Stephen1024 it is good to see you as well...

I am not sure any other tweaking to the Para's needs to be done other than what they are doing where you can transport multiple units off an airport as long as they can move to the airfield they can deploy and fly off same round, any more craziness I am afraid would really change the balance of the game, you can already transport and deploy 75 mm arty's on airfields.

I have not done this tactic but have heard about it and would love to watch one of the youtube casters deploy this strategy.
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loganfive
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Re: Best Infantry Unit

Post by loganfive » Mon Oct 29, 2018 3:10 pm

Stephen1024 wrote:
Sun Oct 28, 2018 2:01 am
Problem with paras is they lack equipment to drop with.

Game makers should made light jeeps with weapons and light art that can be dropped by glider. Then you have much more usable force. As is, you need find good drop zone and hope nothing heavy where you plan to attack. I hope Devs will think about this for Panzer corp 2. Beyond that all infantry has its place.

Hi Goose good see your still around.
The way paras work in Panzer Corps (and the Panzer General series before it) makes no sense.

Basically the best way to use paras in PC is to drop them in city or close terrain hexes in bad weather: a tactic that would have been suicidal for real WWII paratroopers.

Same with gliders. Yes, they would be nice to have, but landing them on anything other than clear terrain or countryside is pure fantasy. In WWII, gliders were purposely built to crash land, and there was an expectation that you would suffer significant landing casualties, even under ideal conditions.

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Re: Best Infantry Unit

Post by DeMeza » Wed Oct 31, 2018 11:32 am

loganfive wrote:
Mon Oct 29, 2018 3:10 pm
Stephen1024 wrote:
Sun Oct 28, 2018 2:01 am
Problem with paras is they lack equipment to drop with.

Game makers should made light jeeps with weapons and light art that can be dropped by glider. Then you have much more usable force. As is, you need find good drop zone and hope nothing heavy where you plan to attack. I hope Devs will think about this for Panzer corp 2. Beyond that all infantry has its place.

Hi Goose good see your still around.
The way paras work in Panzer Corps (and the Panzer General series before it) makes no sense.

Basically the best way to use paras in PC is to drop them in city or close terrain hexes in bad weather: a tactic that would have been suicidal for real WWII paratroopers.

Same with gliders. Yes, they would be nice to have, but landing them on anything other than clear terrain or countryside is pure fantasy. In WWII, gliders were purposely built to crash land, and there was an expectation that you would suffer significant landing casualties, even under ideal conditions.
I agree. It shouldn’t even be possible to deploy paras in forest or build-up areas.

That said, paras in PC are weak - and trying to use them inside a unit budget makes them even less convincing to use. Just like in real life! They can be used to very specific tasks, but their lack of protection, mobility and firepower quickly becomes apparent.

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Re: Best Infantry Unit

Post by Stephen1024 » Wed Oct 31, 2018 8:40 pm

The German GC campaign from end 39 and through 40 the German paras are great dropping them on their own or with arty can shorten most battles in that period. After that because lack any back up they seriously limited. That been said having that freebie mountain troop comes with +3 movement makes great para. They make good attacking troops as hit hard, but lack defence. Ideal would be troops with movement and defence bonuses. (When game doesn't try giving me army spotters, the amount spotters I get surprised can't see all the way to Berlin.)

DeMeza the SAS would agree their first job they dropped in storm most died during that drop and was nearly the end of the SAS. Lucky they decided hang out with long range desert patrols and use them to get them to targets.

Stephen1024
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Re: Best Infantry Unit

Post by Stephen1024 » Sat Nov 03, 2018 8:41 am

Tips for infantry

Train mountain troops then choose what change them to based on hero bonuses.

Paras if want make best use of then want 2-3 units I go with 3. Think about small arty as back up. SAS are similar to para units.
The most important point with paras (all nations) is they are aggressive troops. Most people make mistake taking and trying hold x place with paras. Not wise try hold. Paras don't have best defence. Either hit enemy first or pull back and force enemy into open. If your holding airfield often enemy take airfield if you pull back, if has couple troops he divide his troops then attack one at time. Paras often hit hard and take little damage if experienced. If defend they can take lot damage and get killed fast. Key to good para is training early stages then change troops into paras. You want movement, attack and defence does help as hero bonuses. Soft cap having small arty and troops no trucks helps.

If want defend for some reason with paras hit enemy first and hit hard then defend with arty back up. Secondly if your taken place try go for airfield and then use your air power as help for your paras. Tac can do some good damage to the incoming enemy and help paras hold a place. Often if your doing para jumps don't fly them around without escort. Fighters make mincemeat out of paras. Another trick is roll them so you got place covered always and weakest is placed in safest place behind other 2. Paras best bunker busters.

Mountain troop great for training. Also great moving around battlefield. Hit hard and generally best early troops.

Engineers are great at city busting. No rugged defence against them make taking cities easy as pie. They hit city defenders hard if use arty first and do great damage without taking much damage. On large open city places these make life easier. I have 3 in my army as standard. In big city maps pair them off with paras you got perfect city busting duo. Hit the city with arty and then hit with engineers this bring the city garrison down by half or more always, with very little damage taken. Rugged defence by defender in city produces either similar hit for hit or the enemy get very good damage against you. Once done damage with engineers the city garrison so weak you can hit them with paras as they can't do much damage back. Doing this will make your push forward much faster and much less costly in damage taken. Engineers attack and attack as bonuses. Yeah they need trucks to move but use screens protect them same as do for arty.

Cavalry early war good training unit will rack up lot damage done and lot kills. Must learn to use movement to come in hit hard and then cover them with other units as screen. Good unit if learn use well but for those not got understanding of cavalry I suggest go with mountain troops. Never leave cavalry in the open without screen. good for recon to but never put them ahead of your advancing force at end of the turn.

Commandos and rangers great busting bunkers and good general purpose unit.

Motorcycle is similar tactics as cavalry.

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Re: Best Infantry Unit

Post by goose_2 » Mon Nov 05, 2018 6:54 pm

Stephen1024 wrote:
Sat Nov 03, 2018 8:41 am
Tips for infantry

Train mountain troops then choose what change them to based on hero bonuses.

Paras if want make best use of then want 2-3 units I go with 3. Think about small arty as back up. SAS are similar to para units.
The most important point with paras (all nations) is they are aggressive troops. Most people make mistake taking and trying hold x place with paras. Not wise try hold. Paras don't have best defence. Either hit enemy first or pull back and force enemy into open. If your holding airfield often enemy take airfield if you pull back, if has couple troops he divide his troops then attack one at time. Paras often hit hard and take little damage if experienced. If defend they can take lot damage and get killed fast. Key to good para is training early stages then change troops into paras. You want movement, attack and defence does help as hero bonuses. Soft cap having small arty and troops no trucks helps.

If want defend for some reason with paras hit enemy first and hit hard then defend with arty back up. Secondly if your taken place try go for airfield and then use your air power as help for your paras. Tac can do some good damage to the incoming enemy and help paras hold a place. Often if your doing para jumps don't fly them around without escort. Fighters make mincemeat out of paras. Another trick is roll them so you got place covered always and weakest is placed in safest place behind other 2. Paras best bunker busters.

Mountain troop great for training. Also great moving around battlefield. Hit hard and generally best early troops.

Engineers are great at city busting. No rugged defence against them make taking cities easy as pie. They hit city defenders hard if use arty first and do great damage without taking much damage. On large open city places these make life easier. I have 3 in my army as standard. In big city maps pair them off with paras you got perfect city busting duo. Hit the city with arty and then hit with engineers this bring the city garrison down by half or more always, with very little damage taken. Rugged defence by defender in city produces either similar hit for hit or the enemy get very good damage against you. Once done damage with engineers the city garrison so weak you can hit them with paras as they can't do much damage back. Doing this will make your push forward much faster and much less costly in damage taken. Engineers attack and attack as bonuses. Yeah they need trucks to move but use screens protect them same as do for arty.

Cavalry early war good training unit will rack up lot damage done and lot kills. Must learn to use movement to come in hit hard and then cover them with other units as screen. Good unit if learn use well but for those not got understanding of cavalry I suggest go with mountain troops. Never leave cavalry in the open without screen. good for recon to but never put them ahead of your advancing force at end of the turn.

Commandos and rangers great busting bunkers and good general purpose unit.

Motorcycle is similar tactics as cavalry.
I agree with so much of this it is almost like we have had similar experiences...although I have never used Cavalry...
Mt. Troops are my go to.
Pioneer's are not my fave as they take too much damage as I think we underestimate how many times they take on returning fire which accumulates damage, and as such they are expensive units to buy replacements for.
I currently have none in my Super Hard playthrough.
Grenadier's are also something that I am lacking in as they do not shine as much until their 43 upgrade.
I am still wrapping my head around my Streets of Moscow Playthrough and maybe I should consider upgrading 1 or 2 of my units to a Pioniere...eh, I don't know, they are so stinkin expensive...
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Stephen1024
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Re: Best Infantry Unit

Post by Stephen1024 » Mon Nov 05, 2018 9:05 pm

goose_2 wrote:
Mon Nov 05, 2018 6:54 pm
Stephen1024 wrote:
Sat Nov 03, 2018 8:41 am

I agree with so much of this it is almost like we have had similar experiences...although I have never used Cavalry...
Mt. Troops are my go to.
Pioneer's are not my fave as they take too much damage as I think we underestimate how many times they take on returning fire which accumulates damage, and as such they are expensive units to buy replacements for.
I currently have none in my Super Hard playthrough.
Grenadier's are also something that I am lacking in as they do not shine as much until their 43 upgrade.
I am still wrapping my head around my Streets of Moscow Playthrough and maybe I should consider upgrading 1 or 2 of my units to a Pioniere...eh, I don't know, they are so stinkin expensive...
Either hide you engineers behind troops don't take so much damage (mt troops) or use rocket launchers (can't remember German word for it) as arty back up and for supressing. Fully supressed city defender often won't return fire or if do scores zero. That's also why in big city often back engineers up with paras. Only let the engineers hit first time and let paras clean up what's left. Paras do good damage but only if remove entrenchment first and then they often take 1 damage return. So groups 3 arty (rockets best) engineers and finally paras. Engineers often go through bad damage if forget supress or when to green.

Agree grenadiers great after 43 tried before 43 but they often take as much damage as they cause.

Cavalry are great but easy even with practice to forget rules and over extend with them and often results are ugly.

Do like rangers and commando units they hold there own really well.

As for GC East I buy mountain troops or upgrade to mountain troops 39 keep all as mountain troops till Norway. Norway I change my best troops to paras and make most of that and 1940 to use paras. I keep paras around till feel they lose there shine and if feel that change to grenadiers. I upgrade troops to engineers about mid 40 or early 41 when got good experience and when I know what troops got perfect bonuses. I like troops that have defence bonus prefer +2 or +3 for engineers. Really helps them take less damage. Couple defence bonuses can really help engineers. I don't think +1 ini will do much as they so low. Ideal engineer for me couple good defence bonuses and 1 attack bonus as attack already good. Paras and Mt troops like Ini, movement and an attack. Cavalry I use to early for bonuses, bonuses define what they become. Honestly don't use regular infantry they don't do anything well. If got cavalry that gets spotting and couple defence I often make that a motorbike unit. I keep one bridging engineer for been sneaky but again trained as mt troops till need then back mt troop till at least 250 exp. By end 43 most are Grenadiers, just couple paras and mt troops and 1 engineer for specialist jobs.

Because I like my troops I go arty heavy, prefer lot arty and smaller air force. Weather also doesn't effect arty. I dislike training up AT but will hold more AT then lot of other people. AT annoying to train but is great against tanks, but make sure have tank screen for AT and good arty coverage. Also us AT as good way remove enemy AT. Often pair infantry and AT with 1 arty. 2 Tanks with arty. Fighters clear the sky and then couple big bombers for ammo depleting and ships. not much in way of tac. Often 1 stuka and 1 fighter bomber. My stukas only job is cleaning up anything important I can't finish that turn with ground forces, or when want hit something hard and annoying before hitting with ground forces. Sometimes I use mobile force which is for fast strikes across distances, that's normally 2 mobile arty 1 tank 1 tank destroyer and couple fast moving heavy hitting infantry not ever engineers. Maybe if required might add specialist equipment. I often like the trick if know enemy has lot arty behind as defence I drop paras behind the enemy to knock out the arty and then hit frontline hard.

I think what's more important is reading terrain, either choose tank heavy or infantry heavy army and learning to judge what specialist equipment or mobile force will help best each map.

Example Hague map 1940 I drop 3 paras in north of the paras on ground, first job is to clear path for the 2 paras in north link up. Paras outside Hague city I drop 3 down south to cover river crossing my stuka will pound the arty on the south side river waiting for link up from south of my mobile force. I have main force hit city it starts next to with arty then hard with couple of mt troops. Once that's cleared, a line of infantry few tanks stand between me and my dropped paras. I use main forces arty and best anti troop tanks hit there line troops and arty push through hard. small mobile force cuts across bottom of map hit what's south of paras while rest going through centre. The semi big city with bunker in it I use 2 troops with arty back up clear that and its independent of the rest my army. That city bogs what ever you use down can be slow work hence its own force 2 troops and 1 arty. once linked up with paras all head Hague then north. Often the city already semi cleared by then by paras. Can do Hague map in 8-10 turns min damaged to my force. On this map specialist are my own Paras. Mobile force sent across bottom and main hits centre. Small detachment for that annoying city. Centre tank heavy and wedge for pushing throw fast.

If want laugh try eban emal first map on 1940 (not sure it spelt right) Start with 2 88s next to bunkers drop 3 paras. those bunkers and guns won't do much damage. Paras normally clear northern city after rather fast, while 88s kill bunkers other side that city. Between that map and Piatak in 1939 my 88s get first hero. 9 bunkers and 2 guns and lot tanks from that map in 39.

Original panzer corps campaign low countries good to drop paras behind the enemy on that map let them destroy arty. Once arty gone the enemy line breaks down really fast. Like hot knife through butter. If you designed mobile force can take lot rear cities empty.

Modlin map easiest if hit from south, north and east all same time. Less damage taken. Trick clear all map so only south around Modlin left. sneak bridge engineer and hard hitting infantry in from south. use tank take out the arty on river from north while infantry hits around that train gun. use lot arty and air to hit hard and drain ammo. have force come in from east at same time. Enemy forces forced in all directions and become less effective. Well placed 88 or 2 on this map makes life so much easier.

That's kind of tricks I like to use to solve problems.

Yes lot specialist equipment is one trick ponies but yeah that's why have them. They make life easier. 1939 is a good training ground not just for core but specialist equipment too. Lot complain mobile arty lacks ammo, point is mobility I want move from a to b and not engage anything not directly in that path so why I need more ammo? Core force is for heavy engagements and not my mobile force.

Goose maybe now you can write me a collection of tips and tricks for multiplayer haha. I am good at campaigns of single player but your much better at multiplayer.

PeteMitchell_2
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Re: Best Infantry Unit

Post by PeteMitchell_2 » Mon Nov 05, 2018 9:43 pm

Stephen1024 wrote:
Mon Nov 05, 2018 9:05 pm
Goose maybe now you can write me a collection of tips and tricks for multiplayer haha. I am good at campaigns of single player but your much better at multiplayer.
+1 :D 8)

anything in addition to these tips? viewtopic.php?t=70147

loganfive
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Re: Best Infantry Unit

Post by loganfive » Tue Nov 06, 2018 7:18 pm

goose_2 wrote:
Mon Nov 05, 2018 6:54 pm
I agree with so much of this it is almost like we have had similar experiences...although I have never used Cavalry...
Mt. Troops are my go to.
Pioneer's are not my fave as they take too much damage as I think we underestimate how many times they take on returning fire which accumulates damage, and as such they are expensive units to buy replacements for.
I currently have none in my Super Hard playthrough.
Grenadier's are also something that I am lacking in as they do not shine as much until their 43 upgrade.
I am still wrapping my head around my Streets of Moscow Playthrough and maybe I should consider upgrading 1 or 2 of my units to a Pioniere...eh, I don't know, they are so stinkin expensive...
I find the lack of Movement the only real limiting factor with Pionieres.

I tend to deploy a lot of them. Their ability to ignore entrenchments more than offsets any propensity to get nicked up over the course of a scenario.

Then again, I am not playing at some prestige-starved and experience-starved berzerko level.

:lol:

Stephen1024
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Re: Best Infantry Unit

Post by Stephen1024 » Tue Nov 06, 2018 8:03 pm

loganfive wrote:
Tue Nov 06, 2018 7:18 pm
goose_2 wrote:
Mon Nov 05, 2018 6:54 pm
I agree with so much of this it is almost like we have had similar experiences...although I have never used Cavalry...
Mt. Troops are my go to.
Pioneer's are not my fave as they take too much damage as I think we underestimate how many times they take on returning fire which accumulates damage, and as such they are expensive units to buy replacements for.
I currently have none in my Super Hard playthrough.
Grenadier's are also something that I am lacking in as they do not shine as much until their 43 upgrade.
I am still wrapping my head around my Streets of Moscow Playthrough and maybe I should consider upgrading 1 or 2 of my units to a Pioniere...eh, I don't know, they are so stinkin expensive...
I find the lack of Movement the only real limiting factor with Pionieres.

I tend to deploy a lot of them. Their ability to ignore entrenchments more than offsets any propensity to get nicked up over the course of a scenario.

Then again, I am not playing at some prestige-starved and experience-starved berzerko level.

:lol:
Try the berzerko level you be suprised how much you learn and how much better you become as player. Really learn to use units much better. Sepress surround and force surrender becomes second nature which is good thing.

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Re: Best Infantry Unit

Post by Stephen1024 » Tue Nov 06, 2018 8:10 pm

First question should always be what map made up of?
Lots open ground Tank heavy army.
Closed ground (forest, hills, city, bocage and mountains etc). Take more infantry heavy army If got more infantry probably wise have extra arty.
Sea probably going need strat bombers.

If you choose go tank heavy make sure got few anti infantry tanks cover yourself. (use lot more arty and tacs if run into infantry in closed ground) keep damage to the min. Half destroying your tank kill infantry leaves your tank open on next enemy move.

If you choose to go infantry heavy then add extra AT unit again this cover you for anything might come up unexpectedly.

Where is main battle going take place? Most of map may have skirmishes but one point (area) should be big battle.
If your defending you ultimately have bit more choice. Most common thing is for someone/Ai to come straight to that point. What are various paths to? What are best sights for ambushes? What points could easily be defended? Those points that can easily be defended is there ways around or weakness to those defence positions?

Is it fighting with drawl? if no go to next question What style defence do you want to employ purely defensive or more aggressive defence? Aggressive defence might split forces have one part defend that position while 2nd part either races behind enemy capturing there positions or circles behind and attacks enemy from rear as it attacks main force.. Attacking rear gives you easy access to undefended arty and AA. Destroying arty stop them doing so much damage and destroying AA opens them up to your air force.

From those question you should build defence plan. Remember plan is not something solid, has to change and adapt as you gain info and/or things change. Your orders should help you with answering questions and making good plan.
When defending should have more arty. Never expect any air force you use on defensive map to help, why weather you think air force rescue you and weather turns bad your stuck. Air force is just bonus you can use most of the time. First job of an air force is control of the skies not come rescue you.

If your the aggressor then need ask yourself these questions. Is straight path best plan? What might be waiting on straight path. Will I come across lot fixed positions (bunkers etc). What are the other routes to. What advantages do those paths have? What the best ambush sites and if I was doing the ambush what would I place there as ambush units? Would flanking or hitting enemy's rear be better or even possible and does it give me an advantage and surprise? What are the chances of forcing my opponent to fight a battle in different place? Is it worth while to force my opponent change positions? Is the enemy position completely avoidable? Can I achieve my objectives without engaging his main force?

Defensive or attacking. What tactics will play out best for this fight? Flanking, Rolling defence, Spear thrust, Arty barrages, Smashing whole with air power etc?

How can I annoy, surprise or trick my opponent? Could you use specialist equipment? What specialist equipment? Will it help you achieve your objectives more easily? Where to place? What is there objective? If something goes wrong how can you rescue them? Never want lose specialist equipment as not often used and want experienced units not green for specialist work.

From all that should have idea what you expect to face and where. So what is best core force and do you need more then 1 force. What are those forces going be made up of? What is there objectives and what order? where will I place each unit? What part will weather play? How do you plan change things if get lot bad weather?

From the above what groupings do you plan to use. Units should have best friends near them. Infantry should have tank and arty as cover. Infantry with AT and arty Point is to always have right tools to do job and also cover each other. Infantry in open ground is dead to tank but tank is dead to AT and arty always helps protect. Tank destroys infantry/tank and infantry kills AT and both covered by arty.

If things do go wrong or price starts become to heavy then what's plan? Do I need complete all objectives or do I cut short so not to cost myself to badly? Heavy losses in long term can cost you war. Reason for it simple at some point you can become short on prestige and that might cost you battle that loses the war.


Some might think what's point to doing all this? Well yeah could just reload and based on new info win. True but then you never learn change tactics and do things in best way. What you will do is simply do as you always do. Also Panzer Corps 2 will come out with random maps and better AI so reloading won't produce same map or same enemy placement or units so learn read map now. Another point is depending how you play map will change dynamics which keeps it playing fun for longer.

Anyone with feed back welcome might missed ideas or not thought of things. Feed backs good tool for learning I am still learning.

Posted in both as PeteMitchell_2 said works for both MP and single player.

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