AOredone updated

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DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

I just finished the Kursk stroyline. I started with DvG, but turned it if off after the first battle. Its doable, but since I play with limited stock and the trait that allows only 3 upgrades, I had some difficulties running my whole core properly. Especially with the elite units you always have to change a lot back of force, if you are running out of parts.
Without DvG I would say its a bit too easy, but I am running a core that could not be any stronger in my imaginations, I got all the heroes, rewards, 150k prestige.
But I have to say, I got the 4 hero trait activated and I am running all the evil hero combinations. Got a 21k and a 17k gun with double support, camo and overstrength and extra ammo. So the enemy artillery is basically out of the game. An evil combination are grenadiers with overstrength, overrun, ignore entrenchment and some inf heroes. 4 ammo means 4 kills, its my best killer machine. And of course you need some perstige farmers, shock attack and overwhelming attack still works pretty good and since my core is full of these guys I stay rich even when I have to repair expansive units.

So I would say, balance is pertty good. I cant even imagine how you are playtesting this, must be a hell of work :shock:

Thats leading me back to the hero random skript, I cant find the original post, how does it work again?
I found out, at the beginning of the map you can undo the hero creation, to get another one. I never ever got a zero slot and/or the max overstrength dude. Afair these guys are in the pool?!
Does the skript "scan" the super heroes? Lets say in 1943 I havent got a new zero slots guy, but I got Wittman, the tank guy with zero slots. Does this count, so no more heroes of this category?
I rolled the dice a few times, at the beginning of 1943, so I havent had any of the heroes so far in 1943, coming to the following results:
- envelopment; overwhelming attack, shock attack ==> pretty much all the time
- fast deployment, precise weapons (?!) ==> sometimes
-rapid fire 1,5; double attack, AT/Inf Support ==> hardest to get
- zero slots, overstrength ==> never
Am I missing something?
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 216
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Tue Dec 16, 2025 7:09 am Thats leading me back to the hero random skript, I cant find the original post, how does it work again?
I found out, at the beginning of the map you can undo the hero creation, to get another one. I never ever got a zero slot and/or the max overstrength dude. Afair these guys are in the pool?!
Does the skript "scan" the super heroes? Lets say in 1943 I havent got a new zero slots guy, but I got Wittman, the tank guy with zero slots. Does this count, so no more heroes of this category?
I rolled the dice a few times, at the beginning of 1943, so I havent had any of the heroes so far in 1943, coming to the following results:
- envelopment; overwhelming attack, shock attack ==> pretty much all the time
- fast deployment, precise weapons (?!) ==> sometimes
-rapid fire 1,5; double attack, AT/Inf Support ==> hardest to get
- zero slots, overstrength ==> never
Am I missing something?
Hello, afaik I haven't changed anything from the original script except the cost of heroes starting from AO43 (it's doubled). Well, the fact that you were never offered a zero-slot hero, not even by repeatedly rolling the dice, is strange. The only explanation I can think of is that your core from previous campaigns already had too many zero-slot heroes. But I think Grondel would be able to answer this question better; for example, I'm not sure if gift heroes like Wittman count (I don't think so, but I could be wrong).
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Andrea69 wrote: Tue Dec 16, 2025 9:02 am Well, the fact that you were never offered a zero-slot hero, not even by repeatedly rolling the dice, is strange. The only explanation I can think of is that your core from previous campaigns already had too many zero-slot heroes.
Hmmm, I dont think that should be the case. I am playing with killer team from SCW to 1941, so I should only have 4 normal Zero Slots heroes, but not than more per year.
But you are right, lets wait for @Grondel :)
Grondel
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2009
Joined: Mon Aug 04, 2014 10:07 pm

Re: AOredone updated

Post by Grondel »

DefiantXYX wrote: Tue Dec 16, 2025 1:50 pm
Andrea69 wrote: Tue Dec 16, 2025 9:02 am Well, the fact that you were never offered a zero-slot hero, not even by repeatedly rolling the dice, is strange. The only explanation I can think of is that your core from previous campaigns already had too many zero-slot heroes.
Hmmm, I dont think that should be the case. I am playing with killer team from SCW to 1941, so I should only have 4 normal Zero Slots heroes, but not than more per year.
But you are right, lets wait for @Grondel :)
i checked the zhitomir.lua. assuming that all are the same 1943 is restricted to 4 zero slots/IncMaxOverstrength heroes.
If u have 4 u will not get another. Heroes like wittmann are excluded from this count.

sers,
Thomas
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

4 zero slots and overstrength or 4 for each category?

I think I should have 4 zero slots (SCW, 1939, 1940, 1941 from Killer Team) but only 3 overstrength (one on my pioneers, one on 21cm gun, one on a tiger).
I will check this out later.
Grondel
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2009
Joined: Mon Aug 04, 2014 10:07 pm

Re: AOredone updated

Post by Grondel »

DefiantXYX wrote: Wed Dec 17, 2025 4:24 pm 4 zero slots and overstrength or 4 for each category?

I think I should have 4 zero slots (SCW, 1939, 1940, 1941 from Killer Team) but only 3 overstrength (one on my pioneers, one on 21cm gun, one on a tiger).
I will check this out later.
4 each.

sers,
Thomas
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Ok I looked it up.
In 1943 I have
4x Zero Slots
3x Consolidator

So I should be able to get another Consolidator?
I will roll the dice in the next scenario again to get some more statistics :D
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Jesus, next map, I got consolidator with the third throw. Crazy. So I guess everything is working as intended :mrgreen:
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

I finished 1943 and 1944 these days.

I noticed a gap between these years. I think your last update did not touch the years >1943. 1944 felt a bit too easy in the current state. Compared to my last run my core is even stronger, since I must have collected more super heroes, via all the elite objectives in the early years.
DvG was never a problem in 1944, in 1943 I was sometimes struggeling hard.

And I might have found a bug in the unit files. I noticed, that at some point I dont get new Stuka D-3/D-5. I was completly running out of parts and had to go back to the vanilla version.
And I dont get new Panther D in 1944. No problem, since I can use A or G or russian equivalents.
I am using limited stock all the time.
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 216
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Mon Jan 05, 2026 12:43 pm I finished 1943 and 1944 these days.

I noticed a gap between these years. I think your last update did not touch the years >1943. 1944 felt a bit too easy in the current state. Compared to my last run my core is even stronger, since I must have collected more super heroes, via all the elite objectives in the early years.
DvG was never a problem in 1944, in 1943 I was sometimes struggeling hard.

And I might have found a bug in the unit files. I noticed, that at some point I dont get new Stuka D-3/D-5. I was completly running out of parts and had to go back to the vanilla version.
And I dont get new Panther D in 1944. No problem, since I can use A or G or russian equivalents.
I am using limited stock all the time.
In fact the new version of AO44 is still in the playtesting phase, it is finally almost ready but precisely because the scenarios are much more difficult the playtesting took much longer than expected.

As for units, both the Ju87D-5 and the Panther D are no longer available since 1944, which is actually a problem when playing with limited stock. For the Panther, you can use the A/G versions, while for the Stuka you can use the Ju87G (but it costs one slot more) or switch to the Hs129B2/B3 (the B3 also costs one slot more).
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 657
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Andrea69 wrote: Mon Jan 05, 2026 2:45 pm As for units, both the Ju87D-5 and the Panther D are no longer available since 1944, which is actually a problem when playing with limited stock.
So, this is intended? Not a big deal, just curious :)
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 216
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Tue Jan 06, 2026 10:17 am
Andrea69 wrote: Mon Jan 05, 2026 2:45 pm As for units, both the Ju87D-5 and the Panther D are no longer available since 1944, which is actually a problem when playing with limited stock.
So, this is intended? Not a big deal, just curious :)
Well, this was not set by me in the equipment file, but it is historically accurate. The Panther D was only produced until September 1943, while the production of the Stuka ceased substantially at the beginning of 1944
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 216
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

Hello, finally the release of AOredone 1944 East is near.

As usual, here you can read the detailed changelog of what is coming

Changelog

V. 1.7

- Fixed a minor bug with turns limit in Brunete (AO Spain) and Saarbrucken (AO 1939)
- Changed the stance of some Czech border units in Czechoslovakia (AO 1939) to avoid suicide attacks
- Some minor fixes to the strings of Baku (AO 1943 East)
- New update for the equipment file (units.csv)
- New revision for AO 1944 East

----------------------
-- 1.7 Units Update --
----------------------

- New wave of Elite Units: added Elite Aircraft for the Allies (US/UK only), generally for models from 1943 onwards; Elite Fighters, Tactical and Strategic Bombers have all the No Purchase, Combat Luck and Evasive traits, Fighters have also +1 Ini and +1 Ammo over their standard versions, while Tac Bombers have +1 Speed and +1 AD and Strat Bombers have +1 GD and +1 AD
- Added HU HW Infantry 43 and RO HW Infantry 43
- Added German Elite Maus tank
- Increased Ini and cost for late war German fighter Fw 190A-9
- Increased AA and cost for late war German fighter Ta 152H
- Updated cost and end availability date for German jet fighter Me262C (27.02.1945 - 01.01.1949); still retains the No Purchase trait but you'll be able to get it with Limited Availability
- Added late war British fighter Spitfire Mk.21 (availability dates 31.01.1945 - 01.01.1949)
- Slightly increased cost for T-44 Soviet tank (it was the same of T-34/85)
- Small adjustments to the slot cost of some late war infantry

------------------
-- AO 1944 East --
------------------

- Heavy map editing/polishing/naming for almost all scenarios (historical path excluded)

- Added Grondel's random hero script, reserve script and capture airfield script (this one in few scenarios only); the random hero script features now double costs (2000/6000/10000 prestige) except for the first scenario

- Added elite and prestige objectives in many scenarios

- Campaign experience cap is set at 4,5 stars (4500 xp)

- CASE ORANGE - Map Size 63x60 (AOR 1.0/AO 65x28), 24 turns, Difficulty MEDIUM - I give the vanilla scenario an overall positive rating, but for this new version I changed the cards on the table considerably to make it more consistent with the alternative storyline of the campaign. First of all there is a change of location, directly involving Baku again as at the end of AO 1943 East, but in this case your main concern will be the British air offensive supported by multiple spawn zones. As in vanilla you still have the option to reset your prestige to 9500 at some point, but getting some powerful Soviet equipment in return (25 IS1, 19 ISU122AT, 19 ISU152ATY and 25 SU6AA); anyway I do not recommend this choice given the amount of prestige that will be needed to complete the next two difficult scenarios. Finally the prestige objective (to capture all victory hexes) is worth 4000 and the elite one (to seek and destroy all RAF deployed airfields) will grant you some German elite units and prototypes (25 EliteStuGIVAT, 12 EliteJagdtiger, 11 Tiger II and 17 Fw190A9) as well as artillery hero Emma Habermann (+2 range, Shock Tactics and from this version Low Profile)

- VORONEZH 1944 - Map Size 71x72 (AOR 1.0 45x48), 32 turns, Difficulty HARD - The map has been enlarged and updated with more details for greater accuracy, while the scenario - which replaces the vanilla Operation Corridor - is certainly more difficult because the quality of the Russian forces has been further improved compared to the previous version. For this tough mission - where if you are not yet aware of it, you will surely learn to respect the power of the Soviet assault guns - now there is only one bonus objective (but worth 4 CPs), while the prestige objective (to capture all victory hexes) is worth 4000 and the prize for the elite one (to reach the junctions for Lipetsk and Tambov) consists of a new injection of German elite units and prototypes (19 EliteGrenadier43, 19 ElitePioniere43, 9 EliteTigerII, 11 EliteJagdpanther, 15 Fw190D9 and 13 Me163B). In any case, keep in mind that this time it will be almost impossible to obtain both the prestige and elite objectives, no matter how powerful your army may be, so you will have to make a choice. Finally no capture airfield script in this scenario

- SARATOV - Map Size 93x72 (AOR 1.0 65x52), 39 turns, Difficulty HARD - Huge map for this scenario that replaces the vanilla Operation Tusk, but unlike the previous version here you can only reach the outskirts of Saratov. The size of the map itself already gives a glimpse of what awaits you: a monster scenario with multiple pitched battles against Soviet armored forces. Essentially, you'll be facing several Guards formations, equal in rank to your best units, holding the key points on the map, and to win you'll really have to hope for good weather, giving you a chance to make the most of your air superiority. In this scenario you have a bonus objective (to capture all victory hexes, worth 4 CPs), a prestige objective (to destroy at least 80 Guard units, worth 6000) and an elite objective (to reach the junction for Penza), which once again will grant you some German elite units and prototypes (23 EliteWehrInfantry43, 23 EliteGebirgsjager43, 15 EliteTigerII, 19 ElitePantherG, 13 EliteJagdtiger, 11 Sturmtiger and 15 Fw190A9). Anyway, like the previous scenario, it is almost impossible to obtain all the objectives, so in this one I recommend to leave aside the bonus objective and focus on the prestige and elite ones. Finally, again no capture airfield script

- STREETS OF SARATOV - Map Size 45x50, 23 turns, Difficulty MEDIUM - New scenario for a proper decisive battle on the Russian southern front. You have to expect a furious urban battle for the actual control of a key industrial city on the Volga River; as Von Manstein asks in the briefing, does this ring a bell? Only by prevailing in this sort of Stalingrad 2 against the Soviets (but this time no spawn zones for them) can you say you've laid the foundations for final victory. No bonus objective here, while the prestige objective (to capture all secondary hexes) is worth 4000 and the elite objective (to capture Engels) will grant you a Ju390 gift unit and some German prototypes (19 JagdPzIV-70V, 17 SdKfz234-4-8Rad, 17 WirbelwindAA and 15 Hs129B3). Finally the capture airfield script here is active (even if unfortunately there are not so many airfields to raid)

- KUMMERSDORF 1944 - In this training scenario at start you have the chance to spend 4 CPs for 23 Me262C parts, definitely a recommended choice given the performance guaranteed by this formidable rocket fighter. Moreover you can restore your three uber units (Karl, K5 and Gustav) if damaged, having them back overstrengthed at 15 (but this only affects their survivability, not their offensive capacity) and above all with a couple of very useful heroes like Field Repairs and Reduced Slots; at the same time you can even upgrade for free your Karl Gerät to the new 041 model. Of course, in view of the difficult air battle that awaits you in the next scenario, it is advisable to focus above all on training your planes if they still have some experience to gain

- OPERATION STORMBIRD - Map Size 63x60 (AOR 1.0/AO 39x58), 30 turns, Difficulty HARD - Clear upgrade for both map and scenario here. I like the vanilla scenario, but unfortunately the map is quite simplified, especially in its western part, so in this new version I added a lot of details and expanded it westward to include the Omaha beach area (no Utah as you'll soon understand why). I tried to somehow respect the vanilla scenario design, which obviously takes into account the scenario start date of June 7th but without faithfully following the historical events (fine for me as we are in alternate history territory). All forces on the battlefield have been updated with a proper order of battle (with some exceptions like the aircraft carriers that were not present on D-Day but are necessary here), but I still didn't go beyond the divisional level (more accurate work on air and naval units). From a gameplay standpoint, it goes without saying that your jet fighters will be crucial in managing the fearsome air force deployed by the Allies, but at the same time strategic bombers will also have to work hard if you want to achieve all your objectives. Since the western part of the map lacks any airfields, I added some mobile ones as aux forces; you'll also have the opportunity to lead the powerful Panzer Lehr Division, while the elite Hitlerjugend Division (still under Rommel's command) should be strong enough to hold Caen. At start you get an additional Me262A gift unit and 170 parts of the He162A to upgrade your fighters (no changes): moreover you get Galland with his Me262 as a big combo aux force. On the other side, the composition of the Allied forces has been significantly changed, most of all for the Americans, whose paratroopers were practically not operational in this area (however, still out of respect for the vanilla design, I kept some units of the 82nd to guard a couple of dirt airfields in the rear), while British and Canadians got many more armoured units from subsequent landings. In this scenario you have now only one bonus objective (to assist Army Group B in capturing all victory hexes, worth 4 CPs) and a prestige objective (to assist Army Group B in capturing all main landing points, worth 8000), which is a really difficult task due to the relentless bombardment of the Allied Navy. Finally the elite objective (to sink at least 4 Allied battleships) will grant you some German elite units and prototypes (7 EliteTigerII, 7 EliteJagdtiger, 9 EliteJagdpanther, 13 Grille17 and 17 Me262A5) and most of all an astonishing Go229A gift unit

- RIGA 1944 - Map Size 81x68 (AOR 1.0 55x52, AO 47x44), 28 turns, Difficulty HARD - I wasn't entirely satisfied with the previous version of my map, too compressed even if imho a step forward from the vanilla version. Therefore, I decided to redo it almost entirely: I believe the result is much more accurate and, above all, that the scenario has also benefited. Now you will really have to face one of the typical great late war battles on the Eastern Front, a thrilling clash on a front too large for your forces and against a seemingly insurmountable enemy. Unlike vanilla you can field your planes from the very beginning and this will obviously help you a lot, but the Soviet hordes are so powerful and numerous that you will still have your work cut out to defeat them. Furthermore, as in vanilla you will have to deal with many enemy paratroopers who occupy the Riga airports and weaken the city's defenses while waiting for their own reinforcements. At start you still have a double chance to spend a total of 8 CPs for various allied equipment (no changes), while the prestige objective (to destroy at least 200 Soviet units) is worth 5000 and the elite objective (to capture Ostrov or Tartu) will reward you with some precious German elite units and prototypes (11 ElitePanzerVIILowe, 15 ElitePantherII, 17 EliteJagdPzIV-70V, 15 Grille21, 17 OstwindAA and 7 Me262C). Finally for once there is also a significant change in the debriefing, given that in this alternative storyline Rommel is not involved in the coup (or at least his role in the conspiracy is not discovered) and therefore remains on the Western Front to supervise the defense of the Atlantikwall

- COTENTIN - Map Size 79x72, 34 turns, Difficulty MEDIUM - I'm aware that this is AO 1944 East, but only one scenario dedicated to the events of D-Day never really seemed enough to me. So now you can enjoy this new big scenario centered on the Cotentin peninsula that replaces the vanilla Herrlingen, become useless due to changes in the plot. Warning: the USAAF deploys a truly staggering number of planes here (the order of battle partly follows that of Operation Cobra, with some small license for a greater variety of units to deal with); you will probably get hit multiple times even with the protection of your deadliest jets, so you will also need a powerful air defense to be able to advance through the Norman bocage. Apart from that, US armor are not a big deal for your panzers. No bonus objectives here, while the prestige objective (to capture all secondary hexes) will fund you with 4000, but keep in mind that to achieve it you will need to divert really too many resources, also considering that in this scenario it is not so difficult to capture a lot of units with notable benefits in terms of prestige. The elite objective (to destroy at least 95 Allied aircraft) will grant you some German elite units and prototypes (9 ElitePanzerVIILowe, 11 EliteTigerII, 11 ElitePantherII, 11 EliteJagdtiger and 15 Me262A5) and a Ta400 gift unit. Finally the capture airfield script is active.

- LVOV 1944 - Map Size 59x80 (AOR 1.0/AO 27x48), 26 turns, Difficulty MEDIUM - the only part I like about the vanilla scenario is the hunt for the handful of overpowered Polish units. For the rest I have never been able to appreciate it, even more in the context of the alt history campaign. Therefore the changes made here were quite substantial, with Manstein directing the front (Rommel would return only in 1945 for the decisive clashes with the Allies and Russians) and the German forces on the verge of collapsing in the face of overwhelming Soviet armies. Once again you will be called into action as the Reich main Fire Brigade on a map that has been completely redone for a much larger and challenging battlefield, which now also includes the Lublin area. At start you can recruit infantry hero Matthaus Hetzenauer (Precise Optics, Unyielding and from this version Liberator replacing Famous) for 2 CPs, but no random hero if you accept the offer; also at turn 10 you have the option for another prestige reset to 7900 and as before you get some strong Soviet equipment in return if you accept (19 IS2, 25 T44, 29 T34-85 and 25 YaG10AA). The prestige objective (to capture all victory hexes) is worth 5000, while the elite objective (to find and destroy Polish 1st Armoured Brigade, which by the way is slightly stronger than vanilla) will grant you some German elite units and prototypes (44 PanzerVIILowe, 25 PantherII, 19 HeuschreckeTank, 29 ElitePanzerIVJ and 17 Ta152H)

- OPERATION PANZERSCHRECK - Map Size 75x32 (AOR 1.0 53x22, AO 45x22), 24 turns, Difficulty EASY - All in all I like the vanilla scenario, so the general layout has remained unchanged here. The most obvious change concerns the map, larger and much more detailed, which however also has some consequences on the gameplay. Your forces will in fact take longer to reach the main objective, thus leaving more chances for the Russians to dismantle the Hungarian defense line on the Carpathians. No prestige objective here, while for the tricky elite objective (to destroy at least 15 Guard units) you get some German elite infantry and top Soviet equipment (11 EliteGrenadier43, 11 ElitePioniere43, 13 ISU122AT, 11 ISU152ATY, 17 T44 and 15 IS2)

- KOLOZSVAR - Map Size 45x56 (AOR 1.0 39x36, AO 35X30), 22 turns, Difficulty EASY - the map of my first review was rather imprecise, so I tried to correct all the errors and also added some more details. For the rest, little new in this essentially transitory scenario before the finale: at start you have the opportunity to acquire a good amount of Hungarian and Romanian equipment for 4 CPs (no changes), also for once no elite objective but you have the prestige one (to capture all secondary hexes), which is worth 3000

- BATTLE OF PLOESTI - Map Size 61x86 (AOR 1.0/AO 39x54), 36 turns, Difficulty HARD - the vanilla scenario imho is pretty good, even if the map is quite inaccurate. Therefore I took the time to completely redo it, expanding and upgrading it by adding many details. The main difference with the vanilla map is that for reasons of scale its southernmost part with Bucharest (and with it the Antonescu bunker) has been cut off; furthermore the Danube is somehow crossable in some places, which in theory should make it easier to achieve the elite objective, but the truth is that your best option is still to rely on paratroopers. In any case, as always changing the size of the map changes the gameplay accordingly: for example reaching Ploesti in time can be a problem especially if you are not willing to divide your forces or neglect the prestige objective; in all this the Soviet forces are incredibly strong and numerous, a real killing machine that will tear apart even the well-positioned Romanian defenses; it's up to you to understand how to delay their advance, thus allowing you to save your allies. Finally the prestige objective (to capture all victory hexes) will fund you with 5000, while the elite objective (to apprehend a third Soviet marshal) will grant you a top collection of German elite units, prototypes and Soviet equipment (11 EliteMaus, 17 ElitePanzerVIILowe, 13 Maus, 17 E555I, 35 IS2 and 45 T44)
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