eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
[...] (By the way, I play with animations turned off by renaming the efx file in graphics folder, speeds up enemy turns a LOT, FYI in case you didn't know).
Ah, yes, some of the animations really take some time. Not sure I want to play totally without them, but a faster setting would be nice.
eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
Infantry:
I find the normal Wehrmacht Inf to be a pretty decent allrounder (and it is the unit not limited by rule of 1), the 43 and 44 versions of it even have SdKfz transport access. Just not the bonus SE ones to simulate that underequipment aspect of the late war.
My favorite inf addition from the Addon is probably the Jäger. 6 ammo, 3 movement (with lower rough terrain and bad weather movement costs for eg hills and forest), kettenkrad transport choice, and rather high stats including close defense rating on grenadiere and Falli level.
eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
Tanks/AT: [...] An important point here is to note that the secondary point of tanks, i.e., soft target killing, can easily be double dipped into by primarily artillery StuG and anti-air after air threats are neutralized. Notably, the Brummbar is quite good stats-wise (initiative and att/def) in finishing off T34/41 and weaker soviet AFVs. Having the move heroes on the nashorn and 8.8 cm PaK has been crucial. I am considering a second nashorn ('44 and '43 variants), perhaps using the morser, as the movement won't be as crucial in more defensive missions coming up. [...]
An overstrength Flammpanzer III can be a really great soft target killer, due to its high rate of fire. 15 strength Flammpanzer III with 12 rof has 18! shots. Similar to the high rof AA guns, but with better soft attack stat.
It's initiative is capped in close terrain, but it has the military engineer trait, so enemy units only need suppression, not deentrenchment. It can really help your inf out, bestwith attack and defense heroes.
I always like having 1 movement for tactical flexibility. Also note that 0 means, that a unit can not retreat at all and simply surrenders when overwhelmed.
eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
Recon: not much to say. I just converted spotting heroes to them. They are essential in grabbing more surrenders and flipping flags to flag attack-bait in big city situations. The 5 cm variants are interesting but haven't found a super good use or necessity with the movement difficulties and presence of Aufkl plane.
The just introduced Panzer II 44 tank/recon has 7 wide tracked movement and that 5cm gun. Imho making it the best aggressive recon allrounder.
eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
Artillery: [...] No major changes definitively, but possibly converting the Att Range Grille to the 3 range '44 karl-gerat (!). With a maximum of 5 shots at 45 HA, vs. 4 shots and 70 of the Gustav, the main point is that it can move while firing and provide crucial IS/ISU suppression. Not absolutely sure yet. I have not thought yet about the new 4 range 15 cm sFH. I think in most cases in later game the mobile artillery trumps range with simple positioning, and the times that you need to suppress an out-of-range artillery on the defense actually seem to decrease dramatically as the years progress, mainly because enemy artillery 1) becomes less suppressable, 2) has only 2 range, and 3) cannot penetrate your frontline StuG/brummbar support, so it's not as important. The other contender for the range upgrade would be a towed nebelwerfer. Initially I wrote this off as too cumbersome with the nerf in attack values, but it is very cheap and may be important for frontline city tank suppression. I think with rof8 it is still a bit too weak; besides, it costs as much as (or more than) a wurfrahmen when factoring mount into the equation.
Oh that would be the full trifecta of overly big german arty. Karl, Gustav and the the 28cm K5. Very expensive to fully overstrength, but you have the prestige for it.
The new 15cm arty is a bit of a UI/UX experiment. It can switch between range 3 rof 8 and range 4 rof 7 mode. Intention is to simulate the use of rocket assisted projectiles to keep up with the superior range of some soviet arty. While also retaining the normal usage as well. Imho it is a decent game mechanics compromise, after getting used to switching before moving.
Towed Nebelwerfer only really has the advantage of bringing 1 more ammo (and being a soft target with better air defense instead of being a hard target). It is probably more useful in Battlefield Europe, when used with cheap horse transport for an affordable defensive arty.
eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
AA: [...] It's important not to commit to 88s early with the wrong heroes, as they gain experience slowly. Both of mine were converted from random other classes.
I guess the 88 has a similar problem as the Fw 190 fighters. Their high attack ratings are really bad for earning experience with the PzC 1 formula.
1944 will also be the year where high rof AA guns were put on decent tank chassis. More costly than the half tracks, but better ground defense as well.
eskuche wrote: ↑Tue Apr 01, 2025 2:13 am
Fighter: As mentioned, I lost Bar to a fuel accident, oops. After barkhorn, I will have 5 fighters and the Me-410, which strangely seems to be ignored by enemy fighters thus far. Not sure I absolutely need a sixth; I seem to be handling enemy air reasonably well.
Bombers: Strat bombers are my preferred variant to get more surrender prestige. The stuka sure feels good, but with the reintroduction of -1 AA attack of late game soviet tanks, I see little reason to use them. Rudel and a few of the +attack fighters are able to strafe light targets effectively. Plus, direct attacks into enemy entrenchment (last few maps) are very weak. I may end up with 4 strat bombers and no tac bombers vs. prior playthroughs 3 strat bombers and rudel on tac.
The late Bf 110 / Me 410 are still rather overpowered against enemy fighters, especially in 43 and 44.
One of the things I did not have the time for in this update.
The Me 410 also get some big cannons for anti tank duty now, making them pretty decent allrounders again.
While the Ju 87 is ready for retirement, shortly after their cannon armed second heyday in mid to late 43.
The -1 AA is a problem on the (now) hordes of 76mm Shermans and late war IS-2 (1944). But all the other tanks will still be great tac bomber targets without that -1 AA, eg none of the grand campaign ISU and so on got that AA rating back.
End of GC 44 East make the Me 262 available in two configurations. With the soviets not having anything comparable and logistics/operational restrictions not being simulated, they are expensive game changers.
thejf wrote: ↑Tue Apr 01, 2025 2:35 pm
Well, I'm still keeping my fighters at 12 strenght which has been sufficient to prevent direct attacks. The new Yak 9D's are a full match for my fighters but still at 10 strenght so too weak to attack me. They are, however, very difficult to kill without losses. What I would give up for some INI heroes!
I usually select one fighter to take all counterfire hits to preserve the os on the others.
About half my air force got through Ponyri without any damage. It did help that including the aux's I had 6 SPAAG's running around setting traps and softening up their fighters. Looks like in Olkhovatka I'll also have plenty of SPAAG's to help out.
If I make it to the Armory, would it be worth it to keep any of the units captured there? Guess not considering the upgrade option of the KV1 into the KV85?
Yep, air war is getting really tough now, without drastic hero and experience advantage!
SPAAG's and AA in general are still nerfed due to BE balancing, but with enough of them they can make enough of a dent to allow your airforce to get the upper hand.
I would not keep any more captured units, they are imho just a good source for income since the prestige difficulty slider does not apply to them when sold.
The only core additions from here on are the yearly random bonus SE units and those 3 special bonus SE units in 1945.
The SE Maus and the two SE fighter heroes, which imho do not fall under the no named hero rule because of their irreplaceable bonus SE status.