2-3 teams (of course depending on the mission) on the map- fully protected, with artillery/AT Anti-Air umbrella. and in latewar, i reassign heros nearly every mission...
For me more unit often means more "stress out for me" because they block the way sometimes, i normaly prepare enemy units to get steamrolled away, means bombing them, or artillery fire.
Most of my playthroughs i prefer using 2 or 3 heros, what means i need to get out the most of my units especially on a small team, and yes for me zeroslots its blocking an hero slots on my units in some cases.
But i play real weird difficulty settings, and of course i need to alter my playstlye with DvG, HeroicShowdown, UphillBattle i play diffrent than i play trenchsolog and DvG.
to answer the "how" questions. In most "slogging" scenarios where you have to run vs enemy defense nests u will face 2-3 infantry, 1 anti air, 1 anti-tank and 1 artillery piece. using a pioneer unit or heavy weapons team with light OS 18-19 depens onj the unit and time, you are able to take out all of them, if not, im using 1 artillery piece to weaken them or my airforce.
depending on my coreforce that infantry unit is guarded by provocateur or antitank/artillery support unit like a heavy tank that can get rid of a unit like anti-air or artillery and/or protect that infantry.
last playthrough i tried to use a distraction at-support recon to guard my infantry, works fine in most of the time, but not always (rip heavy weapons team hehe).
in late war, a free unit might a mean 10 or 15% coreslot bonus, but even with some experience, most units are quite useless (for me and my playstyle) if i cant protect them or if i dont have the proper heros to assign a special job for them or make them "useful".
again free tanks are nice, but with 2-3 assualt teams in most cases i dont need another tank. i mean, 8 tanks means up to 30+ steamrolls every round, there is no way i could "prepare" my enemies to play that out
again that is my way to play the game, but yes i dont hate ZeroSlots, but i would pick other heros and im still convinced that some hero combinations are way more problematic in terms of balance than just zeroslots. That one of the reasons i would love a way to "claim" the heros i want, at least sometimes, without rng. i most playthroughs i would exchange zeroslots vs somethibng else that seems more useful for me. but again, that depends on the year of the war, my playthrough, the coreforce i have build so far, the upcoming battles and so on.
best example (i dont use it) 21cm:
- overrun with steamroller
- consolidator or specail +1 range/ammo hero
- rapid-fire 1.5
- lethal
means 5-8 free kills every round, maybe with some softening with airforce if there is a big or resistent unit.
but 4 zero slot units can achive the same, even tigerII with steamroller will have problems to achieve the same kill-count on most maps due to spreaded enemies.
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but im noticing im capturing poor grondels opinion thread (sorry for this Thomas) - but its based around balancing somehow, so maybe at least a little useful for the mod.
That one of the games big "pro", you can play it so many ways, get make useless units so incredible usefull, you can pick so mane traits that alter your playstyle or the AI behaviour





