Sevastopol

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scorehouse
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 903
Joined: Thu Jun 27, 2019 1:56 am

Sevastopol

Post by scorehouse »

what is the best direction to assault the Port utilizing the Gustav so he doesn't take much damage? i do keep a couple of AA close by. need some suggestions having trouble with this battle after rolling my way to this point. thanks
dalfrede
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1488
Joined: Wed Mar 15, 2017 7:48 pm

Re: Sevastopol

Post by dalfrede »

If you are having a problem with air attacks place a recon plane above it, no air attacks.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
Mikaba
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Thu Jul 02, 2020 5:30 pm

Re: Sevastopol

Post by Mikaba »

I drove Gustav in the road from north east starting point to centre map. Always made sure it can't be attacked, especially from the bunkers at the north west front.
Gustav could take those bunkers out, step by step.
Hope this helps.
nexusno2000
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1690
Joined: Mon Feb 24, 2014 5:15 pm

Re: Sevastopol

Post by nexusno2000 »

scorehouse wrote: Thu Aug 06, 2020 6:20 pm what is the best direction to assault the Port utilizing the Gustav so he doesn't take much damage? i do keep a couple of AA close by. need some suggestions having trouble with this battle after rolling my way to this point. thanks
North-East corner.

ALWAYS keep it covered by a recon plane.

It's the longest range run in the game-it should never be subject to counter fire. Just watch out for the heavy forts.

Btw it's a single entity unit, so if it takes damage, as long as it doesn't die, it works at 100% capacity.
Green Knight
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fluffybunnyuk
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 232
Joined: Tue May 26, 2020 1:55 am

Re: Sevastopol

Post by fluffybunnyuk »

and if you have a field repair hero, this is where it can go, on the gun.
scorehouse
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 903
Joined: Thu Jun 27, 2019 1:56 am

Re: Sevastopol

Post by scorehouse »

i figured out where to attack from. shout out to Nexus and Fluffy for your advice and info. wondered why my railgun and Gustav took damage but kept blowing the hell outta people. never thought about making such great use of the repair hero!
o_t_d_x
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 231
Joined: Mon Mar 23, 2020 2:39 pm

Re: Sevastopol

Post by o_t_d_x »

scorehouse wrote: Fri Aug 07, 2020 8:59 pm i figured out where to attack from. shout out to Nexus and Fluffy for your advice and info. wondered why my railgun and Gustav took damage but kept blowing the hell outta people. never thought about making such great use of the repair hero!
Gustav always fights as if it has full health, even if only one is left.
scorehouse
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 903
Joined: Thu Jun 27, 2019 1:56 am

Re: Sevastopol

Post by scorehouse »

he's beautiful especially with a double attack hero. do you ever get more than one?
Schwarzvogel
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 14
Joined: Sun May 31, 2020 6:25 pm

Re: Sevastopol

Post by Schwarzvogel »

scorehouse wrote: Fri Aug 07, 2020 8:59 pm i figured out where to attack from. shout out to Nexus and Fluffy for your advice and info. wondered why my railgun and Gustav took damage but kept blowing the hell outta people. never thought about making such great use of the repair hero!
Some of those forts have guns that can reach out to three hexes, and they hit hard as well. Gustav has pretty good ground defence, but it isn't so high that you want to use it to trade shots with enemy arty unless you are certain you can kill the enemy unit with one attack.

The real weakness of the Gustav Gun (and Karl Gerat, even more so) is vulnerability to air attacks, which, as others have suggested, is easily remedied by parking a cheap aircraft over it always. The other weakness is not covering it properly from sneaky recons and other units that can slip through your lines. I like to escort the Gustav Gun and Karl Gerat in a sort of testudo-like formation to eliminate the risk of an enemy recon or tank being able to slip through my lines to take a few potshots at them. Without that repair hero and with some very careless play it is possible to see your superweapons whittled down over numerous scenarios.
AKMAK74
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 29
Joined: Tue Oct 31, 2017 3:31 am

Re: Sevastopol

Post by AKMAK74 »

:) You can delete friendly Gustav during deployment phase,then you can buy TWO Gustav! :D
Schlack
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 31
Joined: Tue Apr 28, 2020 11:41 am

Re: Sevastopol

Post by Schlack »

Schwarzvogel wrote: Sun Aug 09, 2020 7:30 am

Some of those forts have guns that can reach out to three hexes, and they hit hard as well. Gustav has pretty good ground defence, but it isn't so high that you want to use it to trade shots with enemy arty unless you are certain you can kill the enemy unit with one attack.
Some of the forts have a range of 5? NE approach is best I've found, I generally attack from there with all my forces to avoid the pounding from the nearest fort in the NW. If you have the prestige, 2 Gustavs make light work of the defences and give time for your forces to move eastwards from the spawn point. Regular artillery on the hills gives them extra range. Harder for the enemy to attack by air when moving along this axis, you can take most of them out before they get a chance to attack.

This strategy can lead to some initial clogging of limited access routes so so you have to be careful with movement.

Once through the initial defences you can roll up the forts in the east and split your forces between taking out the north west defences/forts and moving some South across the river to start removing the southern defence line form behind allowing envelopment of the forces defending the bridge closer to the city.
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