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aschindler
Lance Corporal - Panzer IA
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Post by aschindler »

Great thread! Suggest it be made sticky.

My best suggestion, learned after much bitter experience, is:

Use of prestige priority should be: 1) green replacements, 2) forming new units, 3) upgrading units, and, finally, 4) elite replacements. Only buy elite replacements AFTER you have all your core slots filled with up-to-date units and you have as many on the board as possible. When doing the campaign, you might not be able to afford ANY elite replacements in the first Poland scenario, for example.
Rood
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Post by Rood »

Don't forget that auxiliary with no transport can use the railroad to get to the front lines quickly, note though that they can only 'unmount' in (empty) cities.

Use auxiliary units as 'decoys' i.e. plainly visible for enemy units and hope that they will soak up some artillery/air attacks.
For example when attacking a city behind a river I sometimes mount up a auxiliary unit and move it on a river hex.
I will probably lose that unit but my core force will be intact.

And yeah I regard auxiliary units most of the time as complete cannon fodder.
Fritz
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Post by Fritz »

At my opinion the use of normal replacement is the best use when

a) the units are new
Why waste elite replacement on unexperienced troops, even if they are core and you have enough prestige?

b) they loose only slightly experience.
Lets say you have a tank with 260 experience and if you use normal replacement it degrades to 220. I think this is acceptable.

With this tactic I can save much prestige which is needed at higher levels even more.

Also always replace the auxilary units with normal replacement and let them first attack the enemy.
Try to spare your overstrengthed units and let units attack which have 10 strength or less first. So you keep your hard hitting.

Use cheap Ju87D against hard targets. Even if the loose some strength through enemy anti air guns. A good unit can survive easily 3 attacks at once. And replacement even elite is very cheap.

At the deployment phase upgrade airplanes with elite replacement at last. If you are short on prestige its wise to use normal replacement on airplanes. So you can save a lot of it.

A good fighting tactic is to use a small team of 3 units on deployment.
On infantry, one tank and one artillery. If you have 5 or 6 of such groups you have a very good balance on fighting tanks, entrenched or infantry.

You should start a scenario with 500 prestige minimum. So you can counter your losses even if you must use normal replacement.

Always use 2 paratroopers and capture small cities or airfiels far behind the enemy lines. Dont rush with the airplanes. Move them slowly out of enemy sight and put them to use in the mid or endgame. Often you need them to achive decisive victory. Also overstrength you paratroopers always!

Upgrade slow auxilary units with a cheap "Opel Blitz" truck. It costs only 50 prestige and you can move them to your frontlines and reuse them.

So does it work what i say?
Yes here is the proof:
http://www.bilder-space.de/show_img.php ... e=original

I captured Stalingrad on General in 15 of 28 rounds. I used the tactics described above.
PattonSabre
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Post by PattonSabre »

During a deployment phase if you plan on upgrading AND using elite reinforcements on a unit then reinforce it first, THEN upgrade the unit. It's cheaper and will save a bunch of prestige over the course of a campaign.
Longasc
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Post by Longasc »

Use terrain types to your advantage.

Infantry is devastating in "close combat" terrain as it will attack the horribly low "close defense" value of tanks for example.

You find a complete table of terrain initiative caps and close combat modifiers in your ingame "Library".
impar
Master Sergeant - Bf 109E
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Post by impar »

In campaign, and for prestige, keep only two SE units.
Everytime the game gives you a third SE unit, disband it for the extra prestige.
Molve
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Post by Molve »

impar wrote:In campaign, and for prestige, keep only two SE units.
Everytime the game gives you a third SE unit, disband it for the extra prestige.
A good catch. (The game should probably keep a counter on the number of SE units it has awarded you; reducing the counter only when one is destroyed in combat. Meaning that if you voluntarily disband a SE unit you permanently lose that slot)
impar
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Post by impar »

Molve wrote:
impar wrote:In campaign, and for prestige, keep only two SE units.
Everytime the game gives you a third SE unit, disband it for the extra prestige.
The game should probably keep a counter on the number of SE units it has awarded you; reducing the counter only when one is destroyed in combat. Meaning that if you voluntarily disband a SE unit you permanently lose that slot
Didnt find any.
Fimconte
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Post by Fimconte »

Molve wrote:
impar wrote:In campaign, and for prestige, keep only two SE units.
Everytime the game gives you a third SE unit, disband it for the extra prestige.
A good catch. (The game should probably keep a counter on the number of SE units it has awarded you; reducing the counter only when one is destroyed in combat. Meaning that if you voluntarily disband a SE unit you permanently lose that slot)
I don't see it as a huge issue to be honest, I'd have a extra core deployment slot over a measly ~200-400pp. And since you can't be sure if you will receive a SE unit, it's a high-risk, low-reward tactic.
Unless you're willing to "cheese" by reloading last turns to get a SE unit every time.
Molve
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Post by Molve »

Agreed. When I said "the game should probably" I mean "after a healthy number of patches, if the game is still tweaked, the devs might have a look at..." :)
MarsRobert
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Post by MarsRobert »

I think the key to winning decisive victories in the 1939-43 scenarios is to practice the true blitzkrieg tactic. That is, try to bypass enemy strong points wherever possible and make a beeline for the objective towns. Of course there are exceptions. Sometimes an enemy strong point is astride your line of advance or could cause you supply/LOC issues if you bypass it. Also, the AI will occasionally try to use bypassed units to retake objective towns, and I've even seen a couple of instances (on the coast in Fall Rot and in the Caucasus in Fall Blau) where the AI appeared to use prestige to generate new units to attempt to retake lost objective towns. Having said that, when I play I think long and hard before I storm a non-objective town.

Also, if you win a decisive victory in Barbarossa, definitely take the Moscow option rather than going for Kiev. As expected, if you launch Operation Typhoon in August as opposed to October you will find it considerably easier. My experience with the August Typhoon battle was that the Russians put up a good fight around the Yelnya bend, but after that the mission was not that hard. On a similar note, go for Sealion 1940 if you get the chance. Sealion 1942 is considerably more difficult. In fact I found it so difficult that I basically called it off and spent the mission doing an air-naval battle with the Brits to gain prestige. I was not about to risk my buffed land units in such a risky venture.
"It is well that war is so terrible, or we should grow too fond of it." - 'Mars' Robert E. Lee
El_Condoro
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Post by El_Condoro »

In an MP game:

You have heaps of prestige but not many slots - in fact, you're at the limit and need to put more units at the front. Simple fix - Disband (D key) units that are in the rear and buy new units that can be deployed at the front. Almost a teleportation device! :)
MarsRobert
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Post by MarsRobert »

texican wrote:Air...Air...and more Air

Have to control the skies and control them well or you lose.
Couldn't agree more Texican. I just recruited two additional ME109's for a total of five in preparation for Sealion '40.
"It is well that war is so terrible, or we should grow too fond of it." - 'Mars' Robert E. Lee
Montagu
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Post by Montagu »

Ideas I have picked up for Single Player.

As in real life and all good combat games, combined arms and applying strength to weaknesses applies for Panzer Corp. This falls into place too when we have a timer to beat. So when choosing my units I will give up a little on defense/offense to gain more mobility and I look for cheaply upgradable units. I'll explain more below in the different sections. I have noticed the flow of the attack is studder stepped. By that I mean, gather and rush. You don't want to attack a target piecemeal. It should to be a coordinated attack then heal up any units 7-8 or less (I personally repair at 8 ) and then rush to the next objective. Why risk hurt units that can die to a strong counter attack and they won't hit those unhurt 10 units very hard?

My preferred attack group composition is 2-3 infantry, 2 tank, 2 arty with some planes if that area is clear of AA. I will usually have 3-4 of these groups and at times 1 or 2 will join up as needed. I find this attack group size ideal in that it allows some of the hurt ones to get reinforced while the attack continues. It also allows for encirclement of the strong point if needed. Another trick I use is to suppress with 1 arty plus air if available then attack with ground unit then repeat a second time with the other assets.

Attacking strong points: Always look for the surrender opportunities when you attack that way if they would have retreated they surrender instead. Try to plan attacks with this in mind since it saves valuable time, units and prestige. Priority should be arty, AT guns, infantry, etc. Remember that a retreat will only happen if fully suppressed AND entrenchment is at 0 and the unit is attacked. When attacking leave space for your frontline units to retreat.

1) RECON: You can do without but why would you? Once you have air supremacy you can supplement your recon unit scouting with air but they CAN NOT take objectives :). My favorite is the 8 Rad. They have great mobility, can take objectives are great at flanking hardpoints and hurting that arty in the back. No reason to Elite Reinforce these. I most always have 1.

1) AIR POWER: 100% agree on the air and more air. Each turn you should be killing 2+ of the opponent's air. Don't forget to use Mass Attack of 2-3 planes per enemy plane so you guarantee 1-3 dead enemy planer per turn. I usually have my planes elite and over-strength. I don't bother with Tactical Bombers too much. I really like the Strat bombers for their strong anti-shipping (SeaLion). In first turns if I have moved the Strat Bombers forward I will put a fighter or 2 next to them. Avoid ground attacking with fighters if there is any AA near not worth the cost. I usually go for fighters with the weakest air defense first.

2) ARTY: I LOVE self-propelled arty. Mautaliers are fantastic infantry killers/suppressers and any of the 15cm self propelled are great. They have less ammo capacity but if you want to do rapid advances and get the arty where you need it when you need it then SP arty is the only way to go. I use 4-6 arty and will have 1 or 2 resupplying per turn. Arty really benefits from reinforcement. Don't forget that you can suppress the enemies arty too. Making attacking units near it much easier to kill. Remember the #1 purpose of arty is to suppress. Kills are just a side benefit.

3) INFANTRY: Infantry is great for 3 things: defending/capturing in terrain, attacking arty/anti-tank guns and at attacking infantry NOT supported by arty. I almost never attack tanks with them. My favorite infantry used to be the Grenadiers because they have better anti-hard attack but their move of 2 just slows things too much for me. I now use the Gebirgsjager on trucks EDIT: Once the '43 infantry is available I prefer the 43 Wehrmrcht and the 251/1 half tracks if I have been able to save a LOT of prestige. I use the Gebirgsjagers because of the 3+ hexes of movement in flat or mounts, 5 soft attack and 7 ground defense. That 3 move is a HUGE time saver in the course of a mission. I generally don't use Elite Reinforcements. Why not engineers? Their advantage is vs entrenched units but they are very expensive and are not needed if you have enough arty. Every attack reduces entrenchment by 1 and that is why I bring 2 arty and planes to my fights :) . (NEVER drive trucks towards unscouted areas or near enough to get counter attacked by the enemy.)

4) TANKS: Besides good vs other tanks, tanks are great at cleaning up hurt units, flanking a strong point to get at the arty. If you can't get to the arty directly, I just use the arty then go after the anti-air or infantry that are in the way. Yes you will take arty attacks but tanks are rarely hurt or suppressed at all. Early on the Panzer 3s are better but they can't be upgraded cheaply to the Panzer 4s. Once Panthers are available I use those then eventually a mix of Panthers and the King Tigers. I think the Maus is just too slow. I'd rather take an extra turn killing a unit that to be slowed down for 8 turns of movement.

5) AT Guns/ SP AT Guns: I don't like nor use the guns. Just too hard to get into the fight. The high tier SP AT Guns (assault tanks) are decently priced and a good value if you are squeezed for points.

6) AA Don't like the lack of mobility and short range.

7) Other: Brukenpioneers WITH trucks are a must have unit. They are great to help do flanking attacks on strongly held cities and take objectives undefended objectives. They are also tough to kill and can help kill stuff. Very cheap unit too. Good planning make them worth many times their cost. Railguns: Not a bad choice on most maps with a arty cannon that almost always kills 2-4 per shot with heavy suppression. Only 3 ammo but they move 10!! (In my first US West Coast game I had 2 plus the free one. That was a wow!)

8 ) Prestige points: Someone suggested never to start with less than 500. In those really tough missions I would suggest 1000. Tricks to save on prestige: Once the battle is nearly won don't repair those units far from the combat. It's cheaper to upgrade from the strategic bomber HE111 to the other HE one and Try to buy what you can upgrade later. Repairing units when hardly hurt is a good investment too. You will most more strength points by attacking with your 7 vs a 10 and also risk losing the unit!


Sorry for the long winded post. My 'tips' have probably been shared before. I like recaping the parts so the whole makes more sense.[/b]
Last edited by Montagu on Sat Oct 01, 2011 3:57 am, edited 1 time in total.
Monty

It doesn't take a genius to make something simple, complicated. It takes a genius to make something complicated, simple.
MarsRobert
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Post by MarsRobert »

Good tips of course Montagu.

As sort of a corollary to what you wrote, I tend to agree with your disdain for AT guns. Although the self-propelled ones like the Marder are indeed great tank killers, they also tend to be rather vulnerable and have to be used with care and guarded against about everything. Also, by and large the AA units are my least favorite in the game. It seems they don't pack much of a punch, inflicting only mild hits on the Allied air. Having said that, I think the famous '88 is the major exception. I love the '88! One of my favorite units due to its high killing power against both vehicles and air units. I agree that their one hex attack move limits them a little, but again, if the player is thinking of buying an AT or AA unit, why not get two for the price of one? What's there not to like? In any event I've had great success with the '88. In all fairness though, not sure how well they hold up against the more advanced Allied units in Bagration and France '44.

Concerning air power, I'm thinking seriously about buying my sixth Me109 for Fall Blau. I'm sort of waffling between that and another '88. I'm sure you would agree though that you need all the air power you can get to effectively deal with the large Allied air forces in 1944.

I agree with you about recons. Their great mobility makes them one of the most useful units in the game. I'm seriously thinking of purchasing my second one.

One more thing. Corroborating what you said about prestige points to replace casualties, I think long and hard before using elite prestige points during a battle. If I have a buffed up pet unit that gets badly damaged (say six or more hits), as a general rule I'll pull it out of the line for the remainder of the battle and wait for the between battle phase to give it elite replacements.
impar
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Post by impar »

Can use Recons to increase several Mass Attacks.
Put it adjacent to an enemy unit that will suffer a Mass Attack, make other units attack that enemy unit, dont fire with the Recon, you can then move the Recon next to another enemy unit to increase that second Mass Attack, ...
evan748
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Post by evan748 »

Hello,

Here is some of my advice/tips.

1. When attacking an objective try to place a unit adjacent to the objective hex even if you are still dealing with his support units to stop him from deploying reinforcements. The AI loves to move injured units then place a fresh one in its hex.

2. Yes 4 x Shermans can come out of that minor objective hex that you cleared but left for a follow up unit to capture. This is where a recon unit is handy. Point... be wary of leaving objectives un-captured even if you have cleared it.

3. Look at your experienced units hero bonuses before deciding how to upgrade them. eg: a tank with +movement is very handy made into a mouse or king tiger where as +spotting might be better on a panther. A Tiger one with +movement will keep pace with your panthers.

For the first half of the campaign consider taking Cavalry instead of recon or even as your infantry component if your employing blitzkreig...
- move 5 hex (same as your tanks)
- see 3 hex (good situational awareness if not quite versatile as recon units)
- have 5 attack (more then wermarcht inf, note though there low initiative and defense means harder targets will need to be suppressed)
- as they dont need transports (which are factored into replacement costs) they are dirt cheap to reinforce. You can afford to take moderate losses and just absorb it.
- first half of the campaign is all attack, no need for units that can hold objectives.
- unlike recon units they can operate in close terrain.

For example - 2-3 panzers, 2 Cav, 1-2 wurframen and if you like a SP-AA gives you a very mobile force where every unit can move AND attack at least 5 hex. I found this force very fun and effective. You have to keep it coherent though, never split this force up as its too small to be multitasking. Dont forget Air Support and watch your flanks(careful of your wurframens). One shortfall i found is having to use the cav to capture objectives can leave your force weak or slow it down... next playthrough i will try with a recon unit or a third Cav. I used this force as just one element of my core force, usually tasked with what i considered the less entrenched and more remote objectives. Also for encircling behind as my heavier force advance more slowly.

- Evan -
Ritterkreuz
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Post by Ritterkreuz »

-in desperate situations, do not attack airdefence units approaching your lines. They protect you from the dangerous units behind
- while in general it is good to finish off a unit, particularly as the enemy doesn't seem to rebuild aircrafts or tanks, in desperate situations it might be better to assure the survival of units by spreading hits and hence force the enemy to retreat his units to repair them and allow your line a pause (particularly with air units which need to return to their base)
-attack units which have no hex to escape (possibly occupied by following units), they will surrender
-while it gives a better ratio to move a second unit to the target unit, sometimes it is better not to do because if the attacked unit retreats, then you still have movementpoints on the second unit to prosecute the target.
-make sure your units have a hex to retreat. Sometimes an artillery providing defensive fire is blocking the last retreat hex
-if you absolutly need to take a hex, it is sometimes not good use all the artillery before attacking. Because if the first attack fails (eg rugged defense), then you don't have artillery left for a second attempt.
-if you have an attrited core unit exposed to an enemy unit and you want to avoid it to be finished off, put other (auxilliary) unit in range of this enemy unit, the enemy looks into where it can inflict the most expesive losses and not where it can finish of a unit.
-when approaching a city with your battlegroup, stay off their visual range to avoid them reinforcing their city and then in the next move have a unit next to the city hex to prohibit the construction of new units there. Air units above like in PG1 do not help.
-use bad weather for resupply and reinforcement, a reinforcement resupplies at the same time (was good in PG1 when resupply was not allowed because of an adjecent enemy unit, but elite reiforcement worked)
- use overstrength points maily for units which do not suffer attrition (artillery), get special missions (e.g. parachuters), which are cheap (stukas or recons) or fighters. Background overstrengthening is more expensive than normal elite replacements during buildup, and as e.g. tanks will have to be repaired once or twice during the scenario anyway, the overstrength is expensive and doesn't persist.
-exception from the above: Tigers and Panthers against american units since a 13Tiger is likely to finish off most american tanks in one combat.
krugec
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Post by krugec »

Put an infantry unit or anti tank-gun on taken objective, and leave it to guard it. In some maps, ai will get reinforcments wich are usually composed of very fast light tanks or recons, wich can take an objective in your far rear, and make you replay the whole map! Especially do this when you don't clear the non objective towns, the enemy will sometimes move these troops in an attempt to retake an objective (funny that this usually happens in late game (just as youre about to win!).
Aloo
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Post by Aloo »

krugec wrote:Put an infantry unit or anti tank-gun on taken objective, and leave it to guard it. In some maps, ai will get reinforcments wich are usually composed of very fast light tanks or recons, wich can take an objective in your far rear, and make you replay the whole map! Especially do this when you don't clear the non objective towns, the enemy will sometimes move these troops in an attempt to retake an objective (funny that this usually happens in late game (just as youre about to win!).
This happens because when the battle is raging the AI is recruiting where the battle is taking place, but if you block all his main cities and he cant get more troops there, he will recruit anywhere he can. And this is usually some left over small town in the back. When he gets a few units there he starts moving, and taking over your towns. I had a few scenarios like this and now try to take all towns near objectives to prevent this.
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