PANZER CORPS II UNITS WISHLIST

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Buffalohump
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PANZER CORPS II UNITS WISHLIST

Post by Buffalohump » Sat Apr 22, 2017 12:32 am

Panzer Corps II Units Wishlist

1. True Panzer Grenadiers
I very much have enjoyed the buffed German halftrack as ersatz Panzer Grenadiers
in the western grand campaigns. However I would like to see a true Panzer
Grenadiers unit that can fight mounted or dismounted. The template is available in
the English LRDG unit and the Italian Sahariana.
2. German Aerial Reconnaissance Units
The Germans had some very good and unique recon planes such as the Fieseler
Storch, the FW 189, or the FW 200 Condor. These units I know have a limited
combat ability but I believe there are many of us that would use aerial recon units if
they were available.
3. More AA Units with Switch Ability
This is an attempt to make the AA units more useful. I believe the Germans used
their AA units more broadly than they are able to be used in game. The remark has
been made in another post that Aerial Recon Units would be too limited in ability to
be worth while to most players. This is how I have felt about the majority of the AA
units other than the 88's. in the current format I would much rather fill that core slot
with a fighter because it at least has a limited ground attack ability to go with its air
to air ability.
4. Expansion of the Captured Enemy Units
Mostly for flavor in the game. The German's were known to cannibalize conquered
nations for equipment and to use anything readily available in there ad hoc military
formations.
5. The Ability to Include Minor Allied Nations in Core
Already covered ad nauseam in numerous other posts. Again mostly for flavor.

Please feel free to discuss, critique, and add to this list.

Buffalohump
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Re: PANZER CORPS II UNITS WISHLIST

Post by Buffalohump » Sat Apr 22, 2017 12:58 am

Panzer Corps II Units Wishlist cont.

6. Expansion of SE Units to include other Unit Classes.
Mainly ground units to include Anti-Tank, Artillery, and AA units.
7. Specific Units
Neubaufahrzeuge- early German multi-turret tank.
Earlier Marks of Panzer III and IV
PzKpfw 35(t)
Tauchpanzer III and IV
PzKpfw III(Flam)
Panzer I Ausf F- late war heavily armored infantry assault variant.(to expand use of PzKpfw I and make more useful)

Intenso82
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Re: PANZER CORPS II UNITS WISHLIST

Post by Intenso82 » Sat Apr 22, 2017 3:24 pm

I would like to see all the units from PZC1 (vanilla) + from all the mods (which were produced in sufficient quantities).

The prototypes and captured units (in small quantities) is for the fan only and fantastic scenarios :)

Also I would like to see all the units and modifications that were made with large quantities. Unfortunately, until now we do not have a complete set.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

JagdpanzerIV
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Re: PANZER CORPS II UNITS WISHLIST

Post by JagdpanzerIV » Wed May 03, 2017 1:17 am

add the KV1S to the russian roster (1370 produced)
add the panzer 35(t)
add the Panzer 38(t) b,c,d,e,f,g and s
add more variants of the fucke wolf.

some units could be removed, like those that never fought in ww2, were released just after or were prototypes and blueprints.
IS3
Maus
KV5
AT1 - 2 were built

Sourdust
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Re: PANZER CORPS II UNITS WISHLIST

Post by Sourdust » Wed May 03, 2017 9:04 pm

I'd love a complete overhaul of the US Air Force... Currently it feels like you get P-47D and your suite of basic B-26s and B-17s way too early, and there's nothing at all to look forward to. There's no reason really to use P-40s or P-38s, despite their widespread use in Torch and through 1943. P-47s should have more incremental improvements (just like the Bf109 series does) - eg, P-47D had plenty of subvariants with incremental improvements, and the changes in US ordinance were especially important. Big difference between a 1943 P-47D armed with machine guns, and a mid-1944 P-47D ground attack variant with rockets!

And there's no use for P-51s in Panzer Corps! They're just plain worse than P-47 in all roles.

Also would be good to see some of the quirkier US aircraft that saw operational service - eg, A-36Apache (dive bomber variant of the P-51), Black Widow night fighters (my favorite aircraft of the war!), Hudsons, Catalinas, and maybe some of the Lend-Lease-only planes ...

CroCop96
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Re: PANZER CORPS II UNITS WISHLIST

Post by CroCop96 » Tue May 16, 2017 3:36 pm

I second everything written before, especially more switchable AA units. To use a 7/1 or a Wirbelwind against infantry... splendid

Cavalry in true WW2 fashion, not in the 19th century fashion. In WW2, cavalry were the same as motorized infantry - riding into battle and fighting dismounted (except for some times where they charged on horseback because the situation dictated so/it was very favourable). Which means cavalry should have a mounted model for transport, it could be similar or even weaker than the in-game Kavallerie, BUT also a dismounted model which would be regular infantry or slightly better infantry (to simulate better training, ''dash'', ''bravado'', better equipment, binoculars, mobility...) PLEASE! It would have been wonderful!

Recon infantry - I saw it in a mod description, don't know which one so I can't give credit, sorry - the model was 2 infantry models with a 251 halftrack, if I recall - somewhat weaker than regular infantry, but somewhat stronger than regular recon. A beautiful unit in any case.

Plus, creating Kradschutzen '43. Or uniting the Kradschutzen and the aforementioned recon infantry into one unit, but at least give us one of the two suggestions.

Fighter-bomber variant of Messerschmitt 109.

Making the BF 110 more useful and historically accurate: Make it a LITTLE bit better against ground targets. Also, make it better versus non-fighter airplanes. Either use a system like Order of Battle, with 2 distinct stats (''attack against air - small'' and ''attack against air - large''), or give it a much larger air attack than the 109 at the cost of initiative.
Last edited by CroCop96 on Fri Dec 22, 2017 8:23 pm, edited 1 time in total.

Sourdust
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Re: PANZER CORPS II UNITS WISHLIST

Post by Sourdust » Tue May 23, 2017 5:37 am

One word: Kugelpanzer.

Rag116
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Re: PANZER CORPS II UNITS WISHLIST

Post by Rag116 » Tue May 23, 2017 8:20 pm

I like to see a fuel limit on carrier / cargo planes, as of now they can fly unrestricted in bad weather and or holed up in a corner of a map waiting for bad weather to go for a drop somewhere is a bit much.

captainjack
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Re: PANZER CORPS II UNITS WISHLIST

Post by captainjack » Sun Jun 04, 2017 5:13 am

CroCop96 wrote:Making the BF 110 more useful and historically accurate:
Allowing 110 to switch between fighter (standard Ini and AA but SA/HA reduced to about 1/3 of standard) and tac bomber (normal SA/HA but passive AA) seems to work quite well. As a fighter it's OK as an escort and for damaging unescorted bombers but struggles against anything more modern than Hurricane, but is flying too high to be an effective ground attack aircraft, which is roughly what it was like in real life. As a tac bomber it's quite effective and can put up a reasonable show if attacked, but it isn't able to attack enemy aircraft while looking for ground targets.

It seems to work OK without distorting game balance too much.

TigerIII
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Re: PANZER CORPS II UNITS WISHLIST

Post by TigerIII » Sun Jun 04, 2017 9:18 pm

Smaller nations should get the standard 43 inf.
AT guns deployed should be like minefields, cant see them unless your in the hex next to it.
Generally more switchable units. But most AA's should be switchable. Germans used their AA on infantry all the time.

Transport should be attach/detach. So you can assign when needed at start of scenario. And park the trucks for urban warfare.
Overstrength and understrenght. When i upgrade those PzIV's i want the overstrenght cash back. I also want to be able to understrenght when i am low on cash.
Soft cap should be replaced with fuel. So do you want to blow away fuel or transport by rail? Whole rail system need a change. Example:Infantry should be allowed to disembark anywhere on the line.

Planes.
Going against fighters and bombers should be 2 diff stats. BF-110 did awfull against Spitfires, but it proved extremly deadly against Lancasters, better than for example the 109.

Supply lines.
Want to reinforce units? Then you need to keep road and/or railroad open to that location. Otherwise reinforments and supply is cut off.
I hate Kharkov'42 when i have just about beaten my enemy. And 6 KV1C pops out of that small city and counterattack.

Scout planes have been mentioned. And personally i dont see how anyone cant not use scout units.
I would use a plane or 2 for sure.
In the GC DLC i upgrade the first rudel to a 110 for the +1 spot and use that for scouting from 39 to 45. He would be a Stork if at all possible.

captainjack
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Re: PANZER CORPS II UNITS WISHLIST

Post by captainjack » Sun Jun 04, 2017 9:30 pm

Good point about infantry dismounting from trains at any point, though maybe this should be only for units without separate transport - getting people on and off a train is one thing but unloading anything much bigger than a horse or motorbike or mountain gun would be a bit of a mission away from a station.

Improved scenario editor would make it easier to set requirements for reduced resupply if more than X hexes from a city, supply depot, port, station. Supply depots could then become a legitimate objective as a means to reduce enemy combat power within a scenario.

TigerIII
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Re: PANZER CORPS II UNITS WISHLIST

Post by TigerIII » Sun Jun 04, 2017 9:32 pm

captainjack wrote:Good point about infantry dismounting from trains at any point, though maybe this should be only for units without separate transport - getting people on and off a train is one thing but unloading anything much bigger than a horse or motorbike or mountain gun would be a bit of a mission away from a station.

Improved scenario editor would make it easier to set requirements for reduced resupply if more than X hexes from a city, supply depot, port, station. Supply depots could then become a legitimate objective as a means to reduce enemy combat power within a scenario.
Unloading trucks, horses etc would take time. But that is where the attach/detach comes in.

Fast00000000000
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Re: PANZER CORPS II UNITS WISHLIST

Post by Fast00000000000 » Wed Jun 07, 2017 1:02 pm

Simply eliminate the bridging engineers and make them engineers. They should be able to place a limited number of mines, build field fortifications (which should not be stronger than normal fortifications), build and destroy bridges, build small airfields (which would work like an aircraft carrier), and build roads.

Sourdust
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Re: PANZER CORPS II UNITS WISHLIST

Post by Sourdust » Wed Jun 07, 2017 11:25 pm

Fast00000000000 wrote:Simply eliminate the bridging engineers and make them engineers. They should be able to place a limited number of mines, build field fortifications (which should not be stronger than normal fortifications), build and destroy bridges, build small airfields (which would work like an aircraft carrier), and build roads.
Yes to all that, except roads. (Not really possible in operational scale timeframes.) And fortifications... proper fortifications take lots of time to build, perhaps engineers should instead accelerate the entrenchment process for units within x hexes? So not actually changing the terrain, but allows other infantry to quickly dig-in.

Also, how about harrassment / movement interdiction missions for aircraft? Adds +1 move to hexes within a certain radius of the plane? Would allow introduction of some new aircraft (Hs123) with specialist interdiction bonuses, perhaps. Opens up some interesting choices (Do I use my Tac for direct strike, or to slow down that huge counterattack coming my way?), and especially some interesting new options for AI.

proline
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Re: PANZER CORPS II UNITS WISHLIST

Post by proline » Tue Jul 11, 2017 11:20 pm

Soviet barrier troops. Makes adjacent conscripts fight with the power of actual infantry and will not surrender even when fully suppressed. These forces would be more expensive than their stats otherwise suggest (after all soviet brainwashing takes money), but would add depth to the game by making conscripts useful as more than a meat shield. Adjacent conscripts would lose 1 hit point per turn due to summary executions.

Akkula
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Re: PANZER CORPS II UNITS WISHLIST

Post by Akkula » Wed Jul 12, 2017 1:24 am

I dont want to be offtopic, and I dont generally discuss about these subjects. But to name "soviet brainwashing" the sacrifice of millions of soviet soldiers who fought to the death for their country is quite offensive IMHO. I still cant believe the huge amount of people (most of them from the western hemisphere) who still believe that "soviet-brainwashing-to-fight-the-death" crap. Yes crap, no other words to describe this kind of disrespect.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.1): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062

proline
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Re: PANZER CORPS II UNITS WISHLIST

Post by proline » Wed Jul 12, 2017 4:46 am

Akkula wrote:I dont want to be offtopic, and I dont generally discuss about these subjects. But to name "soviet brainwashing" the sacrifice of millions of soviet soldiers who fought to the death for their country is quite offensive IMHO. I still cant believe the huge amount of people (most of them from the western hemisphere) who still believe that "soviet-brainwashing-to-fight-the-death" crap. Yes crap, no other words to describe this kind of disrespect.
The disrespect is entirely on the part of the Soviets I'm afraid. They were nearly unique among all the factions in WW2 in having to resort to the use of anti-retreat troops. All other factions were able to convince their front-line fighters to fight willingly, however Soviet conscripts knew that their life would be hell regardless of who won the war. The anti-retreat troops themselves also faced a life of totalitarian hell for themselves, so for them to be manipulated to think the outcome mattered was what one could colloquially call 'brainwashing'.

You are correct of course that the Soviets suffered huge losses. That's because the Soviet leadership was willing to 'sacrifice' them to enlarge the Soviet empire and spread oppression throughout the world. Indeed even after it was clear the Germans were defeated the Soviets still threw away millions of lives in order to ensure they got every inch of territory possible, even if a more strategic approach as used in the west could have saved countless lives (but not necessarily left them controlling most of Europe). Now it may well be that some Soviet forces did indeed think they were fighting "for their country", but seeing as their country was among history's worst on human rights and freedom its hard to see that as anything other than brainwashing. Perhaps naivety would work.
Last edited by proline on Wed Jul 12, 2017 3:58 pm, edited 1 time in total.

Akkula
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Re: PANZER CORPS II UNITS WISHLIST

Post by Akkula » Wed Jul 12, 2017 6:14 am

You are clearly showing zero knowledge about the war in the eastern front and in particular the soviet army, even the conscription overall for any country: "willing conscription"... a new one.
But as I stated before, I will not discuss the matter (it is not the place). Just wanted to point how disrespectful you are with the veterans and the dead who gave their life for their country.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.1): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062

mbpopolano24
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Re: PANZER CORPS II UNITS WISHLIST

Post by mbpopolano24 » Fri Jul 21, 2017 8:20 pm

Add Stug III series (A-F) please

Bagaluth
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Re: PANZER CORPS II UNITS WISHLIST

Post by Bagaluth » Tue Jul 25, 2017 3:27 pm

I like to see mortar units as artillery units that could be used as "Luftlandeartillerie" (paratrooper mortars that could jump with their equipment) and mortar units for mountain warfare "Gebirgsartillerie" (3 to 4 hexes in mountains).

And btw. I don't know if someone else had described the idea of headquarter units in the way i would like them.
The idea of a HQ unit is comunication and controll with comunication. So a HQ unit should have the funktion to link up, up to 4 units for a simultanius attack or defense. Max 2 Inf., Pz or PzJ units and 2 Artillerie or one Artillerie and one bomber unit. Also coordinated defense against air attacks could be a funktion. So all Figters and all ground air defence units would shoot simultan back at the atacking aircraft. With the hex-design max 6 units could have direct contact with a HQ unit. And max 2 fighting units could have the same enemy unit in the line of fire. That would make it possible to have 2 artillerie and 2 airdefense units attached to the HQ unit to support the fight. A air unit over the target of intrest would be a nice bonus for a coordinated attack. (Best sovjet strategie, if you want to hit them, hit them with all you have at the same time.) :mrgreen:
THX
Hein
There is nothing worse than a won battle, except a lost one.
(Wellington after Waterloo)

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