Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
On 1.14 prestige won't be to much drain. That said hordes soviet armour will hit you cause you spend so still good have as much can. 1.20 it's must due to soft cap.
Stephen1024 - I don't really know the difference between 1.14 and 1.20 but I have only been playing with 1.20 which I assume is the newer version of the game. In regard to the soft cap, I know that there is a formula that penalizes prestige rewards once the average of your deployed units increases beyond 400. If that is correct, then most unit classes shouldn't contribute much toward this penalty. I think only tanks, some SPATs and fighters would increase the average. And perhaps once I get to the point where I'm at that cap, I should probably stop overstrengthening. In fact, haven't been and don't expect to overstrength tanks, SPATs or fighters.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
Troops start off cavalry reason for it they build experience fast. Then change to mix of pioneer, para and mountain troops. Pioneers great for taking victory hexs. Para for drops behind lines and they hit hard, not used in defence. Mountain troops great without transport and hold their own. Helps with soft cap. Para find can drop them up till 42
I don't really know how to use cavalry because to me they seem like a more offensive type of unit, much like fallschimjagers. They have great movement and a great soft attack but they have low defense. I haven't purchased any cavalry yet and don't plan to - at least not in this campaign. I have purchased 2 fallschimjagers and tried using them for their paratrooper ability but managed to get one killed! It was my first and only unit that was destroyed, so I purchased another. I then decided that I should train them up to 2 stars before I deploy them in the air again. I did so and had some success with them in the late GC '40 campaign. Do these fallschimjagers become ineffective after GC '42?
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
88s train early as want all heroes I can get on them. Heavy soviet armour lot easier to deal with if got 88s. I prefer encircle and force surrenders but times not always possible, hate to soften up with tank as hurts my tanks. AT is good for softening up but again not always possible. Air war in later war years 88s really help limit damage they do, hard to maintain air space and pointless having the fighters you would need to do that.
I haven't purchased any 88s yet. Right now, I'm in the first scenario of GC '41 - Belgrade. I have been using my 13 strength JU87 tactical bombers to great effect, decimating enemy tanks. There have been some cases where cloud and rain have hampered my air force, but I believe one can take advantage of this type of weather - even with aircraft. What I usually do is return aircraft that needs refueling/resupplying to airfields. For those that don't need it, I place my fighters near enemy airfields in hopes that I'll catch enemy aircraft on the next turn. I place bombers in hexes where I think there might be good targets, usually behind enemy lines.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
Recon try train 3 up get me through war. So start early once reach experience limit bring next one out to train. Recon is great save you lot ambushes. Just leave it in safe place end of its moves. Some don't like but it's must. Can and often do Recon with not in use fighter but only works when not busy with primary role or escorting.
You are soooo right! While I generally don't move into the fog of war, I found that when I've not used recon in scenarios, I tend to fall into traps much more easily. And while it is tempting to use a recon to move far forward to destroy a weakened enemy unit, I know that it is likely that the recon will be damaged or destroyed if it is attacked. And I do sometimes use fighters for recon work. Their high air defense helps even if they're attacked by AAs.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
AT train early but its so slow. That said AT is really important late war so don't avoid. Even tiger going get hurt if your stuck using it on os Russian heavy tank.
I only have the towed AT that I was was part of my starting core. I haven't used it since the Poznan scenario but I was just able to upgrade it to the 5cm Pak which has a hard attack of 13 (up from 6), so maybe I'll begin using it. The only SPAT available is the Panzerjager which has a ground defense value too low for my liking. Perhaps when I have better options available to me, I'll purchase a couple more ATs. I believe those come in GC '42 so I'll need to wait until then.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
Air force don't over do it. Smaller better then large. Large air force grounded when wet, which with large air force going hurt maybe even make scenario impossible win. Late war allies air force going swarm you and having large air force isn't going be efficient as won't win in air. I keep it just enough that with 88s not taking lots damage. I got enough tacs can bomb Russian tanks into next year. Strats mostly have 2 don't always have both on map. They are good removing ammo on really annoying heavy tanks and anti navy duties.
I wonder what you'd consider a large air force. I have relied on JU87s to take out tanks as I find them much easier to use than 88s, as I need to get those into position first. Once I take out the enemy air force, I can even send off my tactical bombers alone, just not near any enemy AAs. I have 2 strategic bombers and they have been useful as mobile artillery. A 13-strength bomber is great for supressing units in cities before I assault with ground troops. But you're making me worry about the late war allied fighters. I remember when I played the Wehrmacht campaign, I had difficulty handling the US fighters.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
Arty don't need lots 21cm it's not going to do much more then smaller guns and runs out ammo to fast. I have 1 or 2 but most maps bring 1 out max. Soft cap can just use 10.5cm and lower number 15cm. Hard attack 17 can be useful so good have nice mix sizes in your corps. Look at map at start decide how much hard attack arty need then bring in smaller guns make up numbers. Mobile arty must for most mobile force speed gets you to far away objectives. Rocket arty great anti troop but needs more protecting.
I use more artillery than you do. I found that it only makes sense to upgrade my 10.5cm artillery once they are at 13 strength. And then, despite the lower rate of attack of the 15cm+ versions, I think it still makes sense to upgrade them. I find them really helpful to suppress enemy ground units before I attack, thus preventing damage to my units. And in a few instances, I have been able to set up a trap where I place a tank or recon in rough terrain with artillery behind and done significant damage to the enemy when it moves it attacks. I only just purchased StuG IIIBs now that they're available so I intend to use them to move my tanks in quick forward thrusts.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
Air force is soft cap hell so another reason learn use less. Stukas going need protecting war goes on and in end need changing to other more safe tacs. That said had rudal hero stuka through out war before but he had be escorted everywhere with fighter.
Again, other than the later fighters, aren't most of the bombers under the 400 prestige value? How many fighters should I anticipate having by the end of the war? I think that will also dictate how many bombers I should have.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
Force surrenders are really important on higher difficulties and 1.20 as it will be best way build your buffer for late war prestige. Good reason learn how play 1.20 while on 1.14.
I had some success with surrenders in GC '39 but not so much in GC '40. I guess if I want to maximize prestige from surrenders, I would want to concentrate on tanks. This means having two bombers and lots of ground units to surround them.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
You will get special hero's during play through mostly tanks and infantry. Some fighters and tacs to. Look at what have as bonuses and decide what best equipment for them is with your play style. 1.20 heroes really going be important as they help give you harder punch while you learn use less of best stuff to please the soft cap.
The heroes I've been allocated thus far have been great! I haven't used Rudel much but from what I understand, he will be getting an upgrade in GC '41. I have overstrengthened Oleh Dir to 13 and he is just destroying soft targets and not getting damaged, probably because of his high initiative value. And I managed to get a +1 movement hero for him so he's up to 7 movement!! I've upgraded Albert Kerscher to a PzIVE and he's been an infantry killer. He's just a great all around tank. There's also Helmut Lent whose +6 initiative bonus seems useful only for attacking enemy aircraft, which I don't do often. He doesn't seem that special to me. And finally, Heinrich Bar is the Kerscher of fighters - just an all around better fighter.
Stephen1024 wrote: ↑Tue Jul 13, 2021 2:47 am
43 grenadiers are best troops. Won't need pioneers as tanks can clear troops in cities. Troops suck late war even on closed ground. Tanks soft attack higher then any troops. Hence grenadiers are only troops you'll want as they only ones got reasonable hard attack.
That really should help you develop core and your abilities
As for other tips combined arms attack and defence will save lots prestige.
Learn read maps, see what best before you enter. Try build plans can adapt on fly.
Have fun and enjoy
For tanks to attack infantry in rough terrain, I guess I would need to suppress them first. Is that correct? But then having more tanks means I get penalized more due to the soft cap. So what you're saying is that you would use only grenadiers in the late war? Would you recommend using fallschimjagers for paratrooper ability and pionieres for their special abilities or not at all?
I really appreciate all your advice. I have been having a great time so far and have been steadily improving my play.
captainjack wrote: ↑Tue Jul 13, 2021 7:41 am
AA is useful, especially when the enemy starts getting advanced experienced fighters and AA.
Under 1.14, this will be slightly less destructive than 1.2 rules as fighters and AA both get +2 AA per star under 1.2 rules, which is very nasty once you get to about 3*.
The 88 is useful because of the switch to AT, so it gains experience more readily, but SPAA doesn't do too badly if it's guarding forward units, since defensive AA fire is more destructive on fighters and tac bombers than attacking fire, so you get kills a bit faster. Personally I like to use one of each. The ability to weaken very powerful enemy air units before your fighters engage is also good for reducing damage to your own fighters. If you play Soviet Corps, the fighters are so poor early on that you can manage with just AA guns.
But that's a nice thing about PanzerCorps, you have more than one way to do everything.
I think I'll purchase a couple of SdKfz 7/1s next scenario and begin training them. That way, I can use my mobile AAs to protect my ground units and use my fighters to protect my bombers.
When I play the other campaigns, I think I'll need to rethink my core composition based on what strengths and weaknesses those units would have.