Axis Operations FAQ and Tips

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Kerensky
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Axis Operations FAQ and Tips

Post by Kerensky » Wed Jul 08, 2020 6:06 pm

Welcome to the official Panzer Corps 2: Axis Operations FAQ thread!

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What are the AO DLC?

AO DLC Stands for: Axis Operations Downloadable content.
These DLC are the first post launch campaigns added to Panzer Corps 2. The Axis Operations aims to chronicle the journey of your German force across a gigantic campaign from Spain in 1936 to Germany in 1945 and maybe even beyond that. When complete, the Axis Operations could potentially be a Grand Campaign spanning well over 100+ scenarios.

Each campaign can be played individually by itself, providing a decently sized campaign to enjoy. However, the true intention is for the campaigns to link together to form one giant, continuous gaming experience by allowing players to save and then import their army from one DLC campaign to the next.

For example, a player who finishes the entire Spanish Civil War can then bring their veteran army into the Axis Operations 1939 Campaign.



How are they different from the base game?

While the base game serves as an excellent foundation and entry point into Panzer Corps 2 gaming, the Axis Operations are designed to push the game into new territory with new and innovative designs. The Axis Operations are everything the base game is, there's just much, much more of it. More scenarios, more scenario variety, new AI tactics and settings, new reward systems, new enemy Hero units, and more.

How difficult is this content?

While more advanced than the base campaign, the Axis Operations are still designed for any player to enjoy. Less advanced players should be able to launch into the content and play to reasonable success as they hone their skills, while expert players can test their mettle against the highest difficulty settings and hardest of bonus objectives to complete.

We've re-introduced Degrees of Victory into nearly every scenario, so new players will hopefully not be facing campaign ending defeat because they were only able to capture 9 of 10 victory hex objectives!

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How many AO campaigns are there?

Currently there are:

Axis Operations: Spanish Civil War
Axis Operations: 1939

More are on the way, provided our players are satisfied with the content and are eager to continue their journey through the war in an extraordinarily long campaign environment.

What should I know before starting the AO campaigns?

Being familiar with the basic mechanics of Panzer Corps 2 is expected of players who try their hand at these DLC. You don't have to play the entire base game campaign, but at least some experience with it, and a good grasp of the tutorial, will really help you get off to a good start in the more advanced Axis Operations campaigns.

Also, running with Trophies of War player trait is highly recommended. Longer campaigns means more time fighting the same enemies, meaning more opportunities to encounter, capture, and field high quality enemy units while they remain competitive. Spending more than a dozen scenarios in the Spanish Civil War, you're going to want to field some Trubia or T-26s and not be stuck with only using Panzer Is. Same goes for extended campaigns in France, and eventually Russia.

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What is the Commendation Point system?

One complaint about the traditions of Panzer General and Panzer Corps is the lack of mission variety. We've all seen maybe a bit too much of 'Capture all Victory Hexes' by now, we think.

While we’ll still make appropriate use of this mission type occasionally, players will also see a lot more objective variety moving forward. Missions types such as rescue, escort, interception, mine laying, and others have been spread out across the campaign.

And the way we've balanced this is by bringing back Degrees of Victory. Rather than have every mission be a binary 'win or lose', we've added more variety. Every scenario has a basic objective that you must complete to progress the campaign. This is the lowest degree of victory though, and is suitably easy to achieve.

However.

If you really want to see some very unique rewards and bonuses, you'll want to push yourself to accomplish the far more difficult and varied bonus objectives.

We've even implemented a new currency system to handle this interaction. As you complete bonus objectives, you’ll earn Commendation Points. At various points in the campaign, offers will be made to players who have earned enough Commendation Points... offers of fantastic bounties of captured equipment, special prototype units, and possibly even access to famous and legendary historical aces and officers of the war.

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How do Commendation Point rewards interact with existing capture and prototype systems?

Best way to describe the way it works is that units exist in 5 degrees.

CORE, AUX, Captured, Prototype, and Gift.

A. CORE of course is your primary nation, and you have unlimited supply of units available.

B. AUX typically is for nations also assigned for your use, such as Italy. These units provide temporary increase to your army strength on any given scenario. A very popular tactic of Spanish Civil War testers is to rely heavily on supporting Italian CTV units to bolster their early scenario fighter air force before swapping over to much more potent and permanent He-112s and Bf-109Bs as they arrive toward the middle of the Spanish Civil War.

C. Captured units retain their limited spare part supply of the base Panzer Corps 2 game, with one extremely important caveat: It's now possible to earn huge stockpiles of captured spare parts as rewards for turning in Commendation Points. This should greatly increase the ability of players to field captured units without immediately worrying about running out of spare parts. Of course if you don't continue to capture enemy units on your own, you will eventually run out of spare parts.

D. Prototypes are generally unaffected. Their implementation is the weakest link, because unlike captured units, there is no way a player can go and hunt for 'more spare parts.' Which brings us to...

E. Gifts. Gifts is the primary replacing mechanism over Prototypes. A gift unit behaves like a combination of CORE and Prototype by keeping the best traits of both. A gift unit has NO spare part limitation, like a CORE unit. A gift will always be a unit you cannot ordinarily purchase, sort of like a Prototype unit. A gift unit can come from any nation's equipment table... including enemy aircraft. Galland just might get that squadron of Spitfires he requested after all these years! A gift is yours to keep indefinitely, and overstrength as you see fit. Be warned though, if a Gift unit is ever fully destroyed, there is no getting it back. So be extra careful with these very special reward units!

How do I issues orders to the AI controlled Nationalist Spanish Infantry units in the Spanish Civil War Campaign?

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The user interface function to interact with friendly AI units can be found in the bottom right corner of the screen as a small triangle.

The purpose of AI ally is to cooperate with it. While AI Infantry attack entrenched enemies and destroy AT guns, you can perform flanking attacks against support units such as artillery and air defense units. It's also mostly your job to deal with enemy counter attack, especially tanks and vehicles the Spanish infantry are not equipped to deal with. AI is happy to assault entrenched positions if you soften up those positions with artillery fire before the Spanish Nationalist turn. Artillery is very useful at suppressing enemies and destroying their entrenchment rating, and your AI allies will take full advantage of your artillery bombardments!

And if they are advancing too far ahead of your forces, changing their orders to hold position is a good wait to tell them to sit and wait, while you ready your own forces for the next offensive.

When issuing orders to the AI, note message prompt says lines such as:

"Spanish Nationalist units will attack the nearest hostile victory hex."

This should help explain why the AI goes where it goes. There is no 'free roam' mode, because many maps aren't meant to be completely overrun. Focusing AI on objectives keeps them easier to work with because you should have an idea of roughly what they are focused on.

Why are some map edges blocked off with lines of minefields and bunkers?

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These regions are reinforcement zones for the AI. Your access to them is severely restricted because we don't want players to have enemy units seeming to appear out of thin air directly on top of you. These barriers are for your own safety, as they serve as well marked, warning buffer zones.

We don't want players attempting to capture these bases to try to 'turn off' enemy reinforcements, and thus we also will never put rewards or even basic objectives in such places. Any of these behaviors only encourage the same thing: for players to want to investigate these regions.

Because of the potential random nature of enemy reinforcements though, there's no guarantee when, or if, such a zone will receive reinforcements. As always, good recon and vigilance should be practiced when faced with the potential for enemy reinforcements.

What is an objective to 'raid' a location?

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The ongoing quest to diversify mission objective types uses a lot of different language for Victory Hex management.

Capture: The standard format, go on the attack, and grab all the terrain, and usually the mission will end the moment you capture and have ownership of every single Victory Hex.
Control/Hold: For defensive missions. It is not enough to have ownership of the required VH, you need to make sure to have that ownership satisfied on the very last turn of the scenario.
Raid: The new type, pretty exclusively used for bonus objectives only. This is satisfied on the spot the instant such a hex is occupied. Meaning you need to fight to the VH, take control of it, and then you are free to abandon it and fall back. This is important for hit and run type attacks, where such a location might be very deep behind enemy lines, and holding on to it in the face of approaching enemy reinforcements is not feasible because it is such a tenuous position.

Tips and Pointers

1. Read your briefings
As with the original Grand Campaign, the briefings are as important as they have ever been. They are so important, we've created a special briefing officer just to join you on your potentially multi-year, multi-DLC journey. He will always give you critical information about the battle you are about to engage in as well as some historical context. Expect advise on when weather conditions are especially extreme, potential good avenues of attack to engage down, warnings on potential enemy counterthrusts, and more.

When your AI Ally requests artillery support in a briefing, you should probably offer them some good artillery support! ;)

2. Don't expect to overrun the entire map in every scenario.
Enemy density and enemy reinforcements are a big part of the Axis Operations. You should not expect to walk into every scenario and completely annihilate all enemy units and capture every single square inch of the map. Stick to your objectives, and use natural terrain to funnel, block, and control large enemy forces that otherwise might seem overwhelmingly unfair to engage. For example, in the Spanish Civil War, the first time you approach Madrid... you might want to entrench behind that very defensible river line and not expect to overrun the city as waves of International Brigade forces armed with Soviet tanks reinforce and fortify the city against your assaults!

3. Make good use of recon
To increase replay value, there has been a degree of unpredictability imbedded into where enemy reinforcements will sometimes arrive and also what their composition is. This is one of the biggest improvements Panzer Corps 2 has to offer over the original Panzer Corps. This means that the first time you play a scenario, such as Spain's Battle of the Ebro, you could be attacked from a North Eastern direction. But the next time you play that scenario on a new playthrough, that enemy assault might have their reinforcements arrive all the way to the South.
There's no way to pre-determine which base enemy reinforcements will arrive at, so good use of recon to detect enemy reinforcement waves quickly is vital to being able to respond to them effectively.

4. Expect more mobile, more panzer orientated warfare
Instead of facing off against one heavily entrenched position after another, you should expect to see enemy forces on the move much more often. In fact there are many cases where you can intercept enemy reinforcements before they arrive to defend a Victory Hex location.
The AI also has gotten a special trick up their sleeve, in that certain units are keenly aware when they are fighting a losing battle... and they will make tactical retreats back to enemy bases to repair, re-arm, and attack again instead of merely fighting to the death against your army. Be prepared for these special harasser units by maintaining a strong vanguard of recon and anti-tank screening forces, and be especially wary of special Nemesis level enemy units that come loaded with Overstrength, multiple hero abilities, and can potentially follow you into future scenarios if they are not destroyed!

5. Take your time
Mission time limits are generally very generous in the Axis Operations, and you shouldn't feel particularly rushed to 'fight the clock' all the time. A slow, steady, and methodically advancing army should have no trouble completing the lowest Degree of Victory in any scenario, enabling you to continue your campaign experience uninterrupted.
Prestige levels are also more generous, and there is an expectation for the player to use more Elite level replacements to offset the slower experience rate that exists as a result of having such a colossal campaign size.
Of course if you really want to push yourself on higher difficulty levels, and also by reaching for much more difficult bonus objectives... the opportunities are there for players who want to push themselves and their armies to the limit.

6. Don't be shy about using non-standard resources at your disposal
Very frequently in the Axis Operations, you will have access to non-standard assets to bolster your CORE force. One prime example of this takes the form of Italian CTV (Corpo Truppe Volontarie) Auxiliaries in the Spanish Civil War. Unlike the usual lackluster performance of Italians during World War II, your Italian allies are extremely potent and a force to be reckoned with during the Spanish Civil War. The only way to directly control infantry is by purchasing Italian CTV infantry. Italian fighter aircraft are also far superior to the German starting He-51 biplane fighter. A very common tactic among our testers was to use the maximum allotment of auxiliary slots to deploy a host of Italian infantry, fighters, and artillery to supplement their primary Condor Legion forces. The extra cost in prestige to buy auxiliary units is more than offset by the extra firepower you can bring to the battlefield!

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7. Utilize the reserve system to its full potential
More than the base game, Panzer Corps 2's reserve system plays an important role in the Axis Operations DLC. Sudden explosive growth between scenarios is extremely rare now, and many scenarios have aspects that promote or inhibit certain unit classes. The standard example of scenarios with extreme rain and snow where you are better off putting your air force into reserve are standard, but some missions will also favor bulking out on more infantry in a dense urban battle, or fielding more tanks in a very wide open plain. To prevent excessive battlefield clutter growing out of control as the Axis Operations continue, some big operations are actually followed by smaller missions. An extra large core slot allotment might be made available for extremely large battles such as Battle of the Ebro or Battle of the Bzura, but then you will be required to put some forces back into reserve in the following, smaller scale conflicts. Kursk was the largest tank battle in history, but it nowhere near the last tank battle of World War II! :wink:

8. Have fun!
The Axis Operations campaigns are decently long, and the scenarios within them are quite sizable as well. Battle of the Ebro by itself can potentially be a full day affair to get through. Don't feel crunched to blow though it all in a single sitting in a single day. An Axis Operations Grand Campaign is an extraordinarily long journey, and these are just the first steps. Enjoy!



Campaign Trees

Thanks to dalfrede for the first Spanish Civil War campaign tree, including notations for when opportunities to spend Commendation Points appear.
viewtopic.php?f=464&t=100040


Secrets and Easter Eggs

A steam thread discussing the secret caches in the Spanish Civil War:
https://steamcommunity.com/app/1072040/ ... 769618546/
Last edited by Kerensky on Fri Jul 24, 2020 8:10 am, edited 9 times in total.

Kerensky
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Re: Axis Operations FAQ and Tips

Post by Kerensky » Wed Jul 08, 2020 6:06 pm

Extra post for future editing.

calmhatchery
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Re: Axis Operations FAQ and Tips

Post by calmhatchery » Wed Jul 08, 2020 6:35 pm

ecellent thread !! thanks. I hope that this idea brings in the future also Italian campaign and pacific grand campaign for the japanese....as AXIS operation :)
Last edited by calmhatchery on Thu Jul 09, 2020 6:51 am, edited 1 time in total.

Retributarr
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Re: Axis Operations FAQ and Tips

Post by Retributarr » Wed Jul 08, 2020 7:00 pm

Thank-You!... "Kerensky" for such an informative and inspiring briefing!.

It seems to me that... 'Developer-HQ'... is really starting to take to task the exploration of previously uncharted territory and in-turn… create new creative innovations to enhance the PzC2 experience!. These added features will only not only dramatically increase the "Immersion-Effect"... but will also project a new higher level of tactical and operational Gaming that to my understanding has not yet been achieved else-where!.

Retributarr
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Re: Axis Operations FAQ and Tips

Post by Retributarr » Wed Jul 08, 2020 7:27 pm

"Spare-Parts" for 'Captured-Equipment':

It would be very useful and convenient to have a current running-total displayed or listed total... of the 'Inventory' of replacement "Spare-Parts" for each such 'Unit'!.

Currently... I am 'Unaware' of such a feature?.

If it is reasonably possible to introduce or implement such an addition into the Game... to assist the planning activities for the player in order to there-by decrease the uncertainty of such aquisitions when they risk sacrificing core-slots to make such "wild-card" purchases?.

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Re: Axis Operations FAQ and Tips

Post by SineMora » Wed Jul 08, 2020 7:59 pm

Having helped beta test the SCW, here are a few notes for prospective players. Trying to keep it somewhat spoiler free.

It cannot be stressed enough how important it is to help the Nationalists. They are for all intents and purposes the infantry arm of your corps, and their performance largely comes down to how you handle them. If you provide them with significant artillery support and leave hexes free for them to move up and occupy, they'll handle close assaults for you. As they use VHs as beacons for moving around, you are advised not capture these yourself, as this can cause problems with their pathing -- you share prestige, so any prestige they gain will be yours as well. Of course, this also means that when they reinforce you're paying for it, which is another reason you should support them -- if you treat them as disposable auxiliaries they'll bleed you dry.

Republican bases aren't supposed to be explored and those minefields are there as much as a way to protect players as they are to serve as a deterrent. You can fight your way in to capture support units and flag hexes inside, but if enemy reinforcements spawn on you you're in for a world of hurt. The choice is ultimately yours but you're never required or encouraged to go after these, and none of the hidden equipment caches are found within them either.

If you never used auxiliaries in the Wehrmacht campaign, this is a good time to get used to them. The Italians offer you a way to get infantry should you wish to have some directly under your control, and some of the units they have provide strong tactical options -- my faourite early game auxiliary is the CR.32, an Italian biplane that is superior to the German. Note that if you use Auxiliary Force you can get a very large corps going, as the auxiliary slots from the trait stack with the ones provided by the scenario. Aircraft, being prestige cheap but core slot intense, make good auxiliaries.

As far as the difficulty is concerned, there are a few things to keep in mind for those who like to play on higher difficulty settings and/or with challenge modifiers. Rommel doesn't currently have any effect at all on the campaign whereas Guderian is problematic to say the least. Due to the way scenarios are constructed some will end up easier than intended, and every defensive scenario will end in a softlock, forcing you to use the console to progress. I played through the SCW beta on Generalissimus with Rommel and Guderian enabled, but I would against the latter for the aforementioned reasons -- unlike in the Wehrmacht campaign it's not a good way to increase the difficulty. Be advised: the accuracy bonus on FM and Generalissimus apply to all AI factions, including the Nationalists, so your allies will easily outperform your own infantry on these difficulty settings.

Edit: After the change to how bulk prestige works Rommel probably has an effect now, but I haven't tested it since.

For those of you with OCD tendencies, yes, it is possible to get every optional cache in the campaign, assuming you complete enough bonus objectives and accept the trade for prestige when you are offered the choice.

Units typically have low stats across the board, which can make combat anemic at times. Recons compare favourably with tanks because of this, and as the gain experience so much faster you might want to consider fielding a large number of them to either store for future use or convert directly into other types of units once they hit 2 or 2.5 stars (which is the max for the campaign), as even with losing 1 star in the process they're still likely to be more experienced than units you're training from scratch. It's not the cheese mode that the latest patch allowed in the Wehrmacht campaign (where you could have 5 star recons in France), but it's still strong. To my knowledge the Republicans don't field any strat bombers at all, so every single enemy aircraft will be vulnerable to Rapid Fire AA guns, making the humble 2 cm a fantastic choice, especially when you factor in that it retains Rapid Fire in AT mode, and with the low ground defence of units it compares favourably with the 3.7 Pak even though it has a lower HA.

A few notes on strengths:
  • Perimeter Control: My favourite trait in the Wehrmacht campaign and SCW is no different. Being able to nullify enemy ZoC in hexes is immensely powerful and satisfying for rapid breakthroughs. Be advised: As always, your ally doesn't benefit from your traits and so you can't move through Nationalist units next to Republican ones, because they won't cancel ZoC like yours do. Plan accordingly.
  • Flexible Command: Being able to split your forces at will w/o having to keep spare slots is easily worth a point, but this is no different from the Wehrmacht campaign.
  • Master of Blitzkrieg: Not quite as strong as it is in the Wehrmacht campaign, partly because of the terrain and partly because you'll probably want to use a large number of recons to build up experience with rather than flood the field with Panzers at this point, but it's not bad by any means.
  • Deadly Grasp: Would normally be an automatic pick for me, but the trait doesn't work in any scenario involving allied factions, which is almost every one in SCW. Not worth it, unless you're masochistic enough to manually edit suppression values using the console to compensate (I'm not quite at that level yet myself).
  • Industry Connections: You have a 50/50 chance to end up with Italian prototypes, which can only be used as auxiliaries. It wasn't particularly hot in the Wehrmacht campaign and it really isn't here.
  • Infantry General: You won't be fielding any infantry of your own except a few Italian auxiliaries, so this one is a hard sell.
  • Panzer General: Every single tank in SCW costs either 2 or 3 slots, so in order for this trait to be of any real use you have to field a large number of preferably OSed 3-slot tanks. I don't think it's really worth it, but I'm a bit of a sucker for the whole Panzer General theme...
  • Deep Recon: With the low accuracy of your units and the potential to build up a supply of experienced recons to be turned into other units, this has great potential -- with 3 11-strength recons you can get close to 100% accuracy, and as tanks are so weak in SCW they're not much of a downgrade in firepower either.
  • Operational Initiative: Potentially useful if you're defensive, but I don't think it's worth it -- offensively you can usually achieve the same or better results by exploiting Mass Attack.
  • Battle Academy: In a GC setting this has a lot more appeal than in the Wehrmacht campaign, especially if you can afford to slot it in early.
  • Auxiliary Force: A trait with tremendous potential, as it offers the only way to directly trade surplus prestige for a battlefield advantage. Whether it be fighters to help boost the Mass Attack of your own or cheap infantry fodder to take the hits ahead of your expensive core, there's a lot of potential here. It's worth noting that the auxiliary allowance from the trait stacks additively with the SCW allowance, which lets you field significant forces should you wish to.
  • Anti-Air Veteran: Not much different from the Wehrmacht campaign, although the early German fighter is terrible so some might want to get this to avoid relying on Italian auxiliaries. It remains a very strong pick, but is too dull for my tastes -- if you want to render the AI air force ineffective before the game has even begun, this is your choice.
  • Killer Team: As overpowered as ever, as long as you make sure to get at least two top heroes with it. Factor in that you can change traits between campaigns, which means that you could keep stacking this for even more absurd results, and there are few reasons not to take this ridiculously strong trait if you play with heroes, but I prefer to play w/o them, so...
  • Trophies of War: It was a tremendously strong trait in the Wehrmacht campaign for those who would otherwise struggle with prestige, and it remains so in SCW. If anything it's more valuable now as you'll have to rely on captured equipment to upgrade many types of units, whereas this was largely an acquired taste in the Wehrmacht campaign. Of course, if you already figured out that capturing and fielding Soviet tanks was better than relying on German tanks, you're probably good enough not to need this as a crutch, but I can see why the campaign designer recommends using it. And yes, it still prints prestige.
As for the weaknesses, Denied Artillery and Slow Modernization are the first ones I pick for SCW, and those'll get you a total of 7 points to work with when you factor in the free 2. I've added a few more that I use or have used in the Wehrmacht or SCW campaigns.
  • Denied Artillery: With the Condor Legion never receiving any upgrades to artillery and the Republicans fielding lots of it, including flat-out superior stuff like the 122mm, this is great value at 3 points. You'll have to capture artillery of course, but you should be doing that anyway. The main drawback is that you're effectively denied the use of auxiliary artillery, as upgrades are required to provide transports to captured artillery and auxiliaries cannot be upgraded, so they'd be moving around the map one hex at a time... Ironically this means that Denied Artillery forces you to field a large artillery core, but we all do that anyway, right?
  • Slow Modernization: With relatively few upgrades spread across the scenarios beeing limited to 3 ugrades per deployment isn't much of a handicap as long as you plan ahead a bit.
  • Chaotic Fire: With no rocket artillery and practically no flamethrowers, this really isn't a big deal at all, unless you're into cheesing overruns with your stacked hero tanks. Solid pick for those who play Panzer Corps rather than Hero Corps.
  • Bad Luck: Most units have poor defence in SCB, and that excasperates the problem with "lucky" rolls. While this isn't a trait you'll want if you are looking to destroy everything, it has great potential for those of us who would rather capture vehicles vulnerable support units, as a predicted -2 suppressed can never be upgraded to one or more kills, which makes suppression much easier w/o having to risk causing chip damage to those high-value AA guns.
  • Retrograde: Terrible by the looks of it, as you're denied access to several types of units entirely for the initial part of the campaign. It was a favourite of mine in the Wehrmacht campaign but it's very punishing here.
  • No Overstrength: With the bulk of your forces consisting of cheap 1 and 2 slot units, there's a lot of free power available through OSing, and unlike in the Wehrmacht campaign enemies will frequently be OSed further into campaign, so you'll have a numerical disadvantage w/o it. Still perectly doable, but it hurts more than in the base game.
  • Trench Slog: Speaking of hurting more, this was a basically a freebie in the Wehrmacht campaign if you understood game mechanics, as entrenchment is trivial to deal with by stacking artillery, assault guns and engineers, but here you're limited to weak artillery and strat bombers. On the other hand, your ally will handle most of the heavy assaults, and they don't suffer from the penalty. Worse than in the Wehrmacht campaign, but not terrible.
Edit: To whom it may concern, this is my preliminary intended list for the SCW campaign I intend to keep -- Generalissimus w/o heroes, and keeping in mind that traits can be changed between campaigns. Note that I build my corps with the intention of killing infantry while suppressing and capturing most vehicles. A note on recons: because they gain experience much faster than other units now running a surplus of recons that you can store for future use or upgrade to other classes is recommended, i.e., unless you're stacking heroes on it it's a lot faster to get a 1.5 star tank by levelling up a recon to 2.5 and converting than levelling it up the normal way. The list below has one point free, so it's quite flexible, but is obviously geared towards playing w/o Trophies or heroes.
  • Deep Recon
  • Master of Blitzkrieg
  • Battle Academy
  • Auxiliary Force
  • Flexible Command
  • Perimeter Control
  • Denied Artillery
  • Slow Modernization
  • Bad Luck
Last edited by SineMora on Sat Jul 11, 2020 7:48 am, edited 5 times in total.
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SineMora
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Re: Axis Operations FAQ and Tips

Post by SineMora » Wed Jul 08, 2020 8:05 pm

Retributarr wrote:
Wed Jul 08, 2020 7:27 pm
It would be very useful and convenient to have a current running-total displayed or listed total... of the 'Inventory' of replacement "Spare-Parts" for each such 'Unit'!.
That is what the number in parenthesis under the unit designation is for.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Liberator / Trophies / Heroes)

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Re: Axis Operations FAQ and Tips

Post by adiekmann » Wed Jul 08, 2020 8:26 pm

Thanks for that, Kerensky! Very informative and has me even more excited for tomorrow's release!

I am especially happy to see some of the suggestions that have been bantered around here in the forums being implemented in the DLCs, namely where enemy reinforcements become more unpredictable. That somewhat limits the degree that a player can "learn" the scenario and thereby adds to its replayability.

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Re: Axis Operations FAQ and Tips

Post by Vorskl » Thu Jul 09, 2020 1:27 am

While I appreciate what SineMora wrote, keep in mind that the Spain Civil War is just the beginning of a massive long campaign - Poland 1939 is around the corner.
With that in mind (and based on my 2 passes of the SCW), I adjusted the list as following:

Master of Blitzkrieg
Flexible Command
Perimeter Control
Deadly Grasp
Trophy of War << as Kerensky said, it's your main $$$ and TopGear maker. But you need other traits to complement/enable it

Slow Modernization << I have some concerns I'll regret it starting from 1943, but we'll see
No Over-strength
Trench Slog

Also, a special note for all Luftwaffe fans.... prepare to A LOT OF PAIN with your outdated biplanes. You'll feel yourself in the shoes of the Soviet Airforce 1941... so dont be fast with disbanding your Paks, you need them at least until the middle of the campaign. Actually, the same note applies for all the Rommel fans.. Pz1 sucks ... keep your Paks, they'll save you throughout the game. The infantry fans will be rewarded - the Nationalists Guard is the beast! Alas, it is auxiliary, not core so you'll say it bye-bye at the end.

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Re: Axis Operations FAQ and Tips

Post by SineMora » Thu Jul 09, 2020 1:42 am

The traits are only set on a per-campaign basis, so you are free to pick new ones for Axis '39.
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http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Liberator / Trophies / Heroes)

Schneides42
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Re: Axis Operations FAQ and Tips

Post by Schneides42 » Thu Jul 09, 2020 4:25 am

The importance of the Italian auxiliary forces cannot be overstated. As Kerensky stated, in SCW these troops are beasts compared to what they are later in WW2. I used a combination of Italian cavalry and artillery in my campaigns, they were so important I tended to forget they were not core units and used elite reinforcements rather than green troops (as I would normally for units that will not carry over to the next scenario).

Don’t forget to give orders to the Spanish Nationalists (triangle button just above the mini map) each turn from scenario 2 onward. Most of the time I instruct them to attack. They have a rather aggressive interpretation of the defend order that can be good as well but if you want them to just hold their positions then choose the bottom one.

In the early scenarios (at least) the Pak 36 is very important as it is the only unit you have with a decent gun (rather than the mobile machine gun that is the Panzer 1A).

All in all an very enjoyable DLC.

best75
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Re: Axis Operations FAQ and Tips

Post by best75 » Thu Jul 09, 2020 5:29 am

The nemesis units sound interesting. I think I would leave them alive to see how they progress through the campaign.

Kerensky
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Re: Axis Operations FAQ and Tips

Post by Kerensky » Thu Jul 09, 2020 7:17 am

best75 wrote:
Thu Jul 09, 2020 5:29 am
The nemesis units sound interesting. I think I would leave them alive to see how they progress through the campaign.
That's pretty bold. =D

I won't spoil it for you, but I will say the unit does indeed progress... and becomes a unique unit that doesn't exist anywhere else in the entire Spanish Civil War. Prime candidate for Trophies of War/double equipment capture... if you dare to wrangle with such a beast. ;)

Horseman
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Re: Axis Operations FAQ and Tips

Post by Horseman » Thu Jul 09, 2020 7:52 am

Vorskl wrote:
Thu Jul 09, 2020 1:27 am
While I appreciate what SineMora wrote, keep in mind that the Spain Civil War is just the beginning of a massive long campaign - Poland 1939 is around the corner.
With that in mind (and based on my 2 passes of the SCW), I adjusted the list as following:

Master of Blitzkrieg
Flexible Command
Perimeter Control
Deadly Grasp
Trophy of War << as Kerensky said, it's your main $$$ and TopGear maker. But you need other traits to complement/enable it

Slow Modernization << I have some concerns I'll regret it starting from 1943, but we'll see
No Over-strength
Trench Slog

Also, a special note for all Luftwaffe fans.... prepare to A LOT OF PAIN with your outdated biplanes. You'll feel yourself in the shoes of the Soviet Airforce 1941... so dont be fast with disbanding your Paks, you need them at least until the middle of the campaign. Actually, the same note applies for all the Rommel fans.. Pz1 sucks ... keep your Paks, they'll save you throughout the game. The infantry fans will be rewarded - the Nationalists Guard is the beast! Alas, it is auxiliary, not core so you'll say it bye-bye at the end.
You can choose different traits for each Axis operation campaign even when you import a core. Though some might say that's a bit cheesy!

Schlack
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Re: Axis Operations FAQ and Tips

Post by Schlack » Thu Jul 09, 2020 1:05 pm

Excellent stuff, and just in time too as the base game was a bit played out for me!

I am intrigued by how the mine laying will work and if it will be available as a standard ability (for engies?) or be limited to specific scenarios/circumstances.

kondi754
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Re: Axis Operations FAQ and Tips

Post by kondi754 » Thu Jul 09, 2020 2:50 pm

Hi, I chose [+] Liberator, Battle Academy, Auxilliary Force, Flexible Command, Deadly Grasp and [-] No Overstrenght, Bad Luck, Slow Modernization at start of AO
But you wrote Deadly Grasp doesn't work so if it's true what trait do you recommend instead of ?

Horseman
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Re: Axis Operations FAQ and Tips

Post by Horseman » Thu Jul 09, 2020 3:35 pm

kondi754 wrote:
Thu Jul 09, 2020 2:50 pm
Hi, I chose [+] Liberator, Battle Academy, Auxilliary Force, Flexible Command, Deadly Grasp and [-] No Overstrenght, Bad Luck, Slow Modernization at start of AO
But you wrote Deadly Grasp doesn't work so if it's true what trait do you recommend instead of ?
I'd recommend dropping no Over strength to compensate - You'll have a fair number of weakish troops you can OS for little slot cost...and you're going to face some units where you wish you had something that can at least survive a few rounds.....

kondi754
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Re: Axis Operations FAQ and Tips

Post by kondi754 » Thu Jul 09, 2020 4:00 pm

Horseman wrote:
Thu Jul 09, 2020 3:35 pm
kondi754 wrote:
Thu Jul 09, 2020 2:50 pm
Hi, I chose [+] Liberator, Battle Academy, Auxilliary Force, Flexible Command, Deadly Grasp and [-] No Overstrenght, Bad Luck, Slow Modernization at start of AO
But you wrote Deadly Grasp doesn't work so if it's true what trait do you recommend instead of ?
I'd recommend dropping no Over strength to compensate - You'll have a fair number of weakish troops you can OS for little slot cost...and you're going to face some units where you wish you had something that can at least survive a few rounds.....

Ok, my final choice
+ liberator, battle academy, auxilliary force, flexible command and perimeter control
- bad luck, slow modernization and trench slog

I think about master of Blitzkrieg trait too, but I wonder it would be really useful during this DLC ???
What do you think: perimeter control or master of Blitzkrieg ?

Horseman
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Re: Axis Operations FAQ and Tips

Post by Horseman » Thu Jul 09, 2020 4:05 pm

kondi754 wrote:
Thu Jul 09, 2020 4:00 pm
Horseman wrote:
Thu Jul 09, 2020 3:35 pm
kondi754 wrote:
Thu Jul 09, 2020 2:50 pm
Hi, I chose [+] Liberator, Battle Academy, Auxilliary Force, Flexible Command, Deadly Grasp and [-] No Overstrenght, Bad Luck, Slow Modernization at start of AO
But you wrote Deadly Grasp doesn't work so if it's true what trait do you recommend instead of ?
I'd recommend dropping no Over strength to compensate - You'll have a fair number of weakish troops you can OS for little slot cost...and you're going to face some units where you wish you had something that can at least survive a few rounds.....

Ok, my final choice
+ liberator, battle academy, auxilliary force, flexible command and perimeter control
- bad luck, slow modernization and trench slog

I think about master of Blitzkrieg trait too, but I wonder it would be really useful during this DLC ???
What do you think: perimeter control or master of Blitzkrieg ?
I loves me some Master of Blitzkreig, fast tanks that can swim? yummy!##

But for the SCW? Perimeter control all day long. Your tanks won't be quite the force you remember from late war scenarios!

kondi754
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Re: Axis Operations FAQ and Tips

Post by kondi754 » Thu Jul 09, 2020 5:29 pm

Horseman wrote:
Thu Jul 09, 2020 4:05 pm
kondi754 wrote:
Thu Jul 09, 2020 4:00 pm
Horseman wrote:
Thu Jul 09, 2020 3:35 pm


I'd recommend dropping no Over strength to compensate - You'll have a fair number of weakish troops you can OS for little slot cost...and you're going to face some units where you wish you had something that can at least survive a few rounds.....

Ok, my final choice
+ liberator, battle academy, auxilliary force, flexible command and perimeter control
- bad luck, slow modernization and trench slog

I think about master of Blitzkrieg trait too, but I wonder it would be really useful during this DLC ???
What do you think: perimeter control or master of Blitzkrieg ?
I loves me some Master of Blitzkreig, fast tanks that can swim? yummy!##

But for the SCW? Perimeter control all day long. Your tanks won't be quite the force you remember from late war scenarios!
I think so
Thanks a lot for a hint :)

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