AOredone, for none steam users

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DefiantXYX
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Re: AOredone, for none steam users

Post by DefiantXYX »

T26Mybeloved wrote: Wed Aug 19, 2026 5:19 pm In my defense I did get plenty of heroes and did spend a lot of prestige on getting the higher grade ones. Perhaps I spent too much on it and it left me like that.
No defense needed ;)
But yeah, thats possible. If you havent noticed, some heroes are restricted. For example you can get only 1 zero slot hero per year for 5k. At some point it makes no sense to spend 5k if you get only the non restricted heroes, that are not very useful, or at least not worth 5k.
But I somehow find it perplexing how someone managed to get like 150k prestige for this mod when I'm basically struggling to remain always above 10k for every scenario. I knew I shouldn't have accepted that Prestige reset from Sealion
Thats what I meant when I was talking about playing from the start again. Coming from the OG AO you might think 10k is a lot...but it isnt in this mod. But if you know whats coming, you can farm perstige early in the war. Like andrea already said, there are some easy ways to do that. You can support that by picking the right traits.
That Flame Panzer III is GOAT for it.
I would never use that kind of unit. Its a fun unit, but only 3 ammo iirc and it dies to any hard target. Run a tiger with ignore entrenchment and rapid fire instead. Overrun 3-4 units per turn and you still have ammo to defend.
I do have only one bad trait, which is trench slog, and the ones I got is deep recon, master of blitzkrieg, perimeter control, and deadly grasp
- deep recon ==> waste of points
- master of blitzkrieg ==> if you have spare points its nice to have, but a waste on high difficulty. You dont need speed for your tanks, if you are too fast your are running out of AT and AA support. Rivers should not be a problem and i wont help, if only your tanks can cross it way faster.
- perimeter control ==> tbh I dont know this one is doing. Never had the feeling I am missing something.
- deadly grasp ==> nice trait, but not effectiv in this mod. Andrea69 hates encirclements :D and if units have overstrength, the effect is too slow.

Very good traits:
- panzer general ==> if you think you already have enough tanks, get more tanks. In combination with overstrength you need that one to run tigers and panthers for the core slots management
- force concentration ==> imagine a tiger tank with 20 strength (consolidator), zero slots, 1,5 rapid fire and double attack.
That amounts to 4-6 free kill per round, regardless of which unit you’re fighting. There are plenty more evil combinations, imo at some point in the campaign you will need that.
- old guard ==> depends on your playstyle. Do you sometimes lose core units? For 1 point, its a must pick. You need elite units, you cant afford to lose a lot at start with green units again.
- terrain expert/operational initiative ==> for 1 point always a good pick. makes any of your units sronger in every fight.
- Trophies of War ==> if you need prestige and you know how to force units to surrender (broken hero combinations for example) its a must pick

Negative:
- Denied Artillery ==> for me always extra 3 points. You have enough parts of artillery and it doesnt matter if you field german stuff are allied stuff. they are basically all the same.
- Slow Modernization ==> at some points there is not much to upgrade anymore. and you can always do it step by step.
T26Mybeloved
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Re: AOredone, for none steam users

Post by T26Mybeloved »

Andrea69 wrote: Thu Aug 20, 2026 12:16 pm
T26Mybeloved wrote: Thu Aug 20, 2026 8:42 am
Yeah perhaps I should. I was wondering for instance if like Phased Movement could work for planes, for instance. It would in theory allow them to like strike targets and then weave away back to safety for it. Could be worth a shot.
Well, to help you more effectively I need more information about your core force. I suspect that- given you have many top-tier heroes, as you say - the main issue is either incorrect usage or combinations that simply aren't performing well enough. Not being able to rely on the Panzer General trait from this point on is a serious drawback; furthermore, I get the impression you are using a lot of infantry units, which are far less necessary from here on out.
In fact, I recommend limiting yourself to a maximum of four or five infantry units, utilizing only the best infantry-specific heroes you surely managed to acquire in earlier campaigns; this way, you’ll have extremely high-performing units capable of holding their own in almost any situation.
Instead of infantry, you should start converting some of your tanks into units capable of fighting effectively on any terrain by using the Vigilant and Ignore Ent heroes together (depending on how many you have available). The fact that you consider the Panzer III Flamm the GOAT makes me think you aren't taking advantage of this hero-tank combination at all.
Finally, you need to start thinking about how to capture more enemy units, because Russian tanks and assault guns will earn you a massive amount of prestige. Personally, I hate hero combinations that allow for the instant surrender of enemy units (which I consider a regrettable oversight by the developers), but I do find all other combinations that enable surrender after two attacks to be valid: from this point in the campaign onwards, utilizing them is no longer just an option, but essential for survival.
I do have some vigilant heroes for my tanks, i'll admit I did mistakingly give some ignore entrenchment traits to my heavy infantry. I'll see if I can switch up later for it. And yeah maybe that is the issue. Either that or I relly too much on tactical bombers that I can't use because of the abundance of soviet AA around.

As of the matter of capturing units, I don't know exactly how to handle it accordingly, as I'm always in a rush to try to make it in time towards the objectives. I do understand that trying to capture stuff is how you get more prestige, but between the time limits constraints and other things I just can't find the opportunity for it.
Andrea69
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Re: AOredone, for none steam users

Post by Andrea69 »

T26Mybeloved wrote: Thu Aug 20, 2026 1:31 pm
I do have some vigilant heroes for my tanks, i'll admit I did mistakingly give some ignore entrenchment traits to my heavy infantry. I'll see if I can switch up later for it. And yeah maybe that is the issue. Either that or I relly too much on tactical bombers that I can't use because of the abundance of soviet AA around.

As of the matter of capturing units, I don't know exactly how to handle it accordingly, as I'm always in a rush to try to make it in time towards the objectives. I do understand that trying to capture stuff is how you get more prestige, but between the time limits constraints and other things I just can't find the opportunity for it.
The enemy's strength will always vastly exceed your own (at least until the final turns), so you must find a way to advance more rapidly: aside from certain super-units capable of singleshotting an enemy (or nearly so), the most efficient method of advancing is to capture enemy units by leveraging the combined action of two units; for instance, assign a Shock Attack hero to a powerful SP artillery unit (better also with Combat Luck) and use it followed by a tank with Envelopment (better with Scavenger as well), you will see the results.
Note that I don't even use Overstrength (in fact, I strongly advise against it for anyone looking for a real challenge in my campaigns), so I can assure you that all the scenarios are winnable; you just need to gain a better grasp of the traits associated with heroes in order to combine them more effectively.
T26Mybeloved
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Re: AOredone, for none steam users

Post by T26Mybeloved »

Andrea69 wrote: Thu Aug 20, 2026 2:40 pm
T26Mybeloved wrote: Thu Aug 20, 2026 1:31 pm
I do have some vigilant heroes for my tanks, i'll admit I did mistakingly give some ignore entrenchment traits to my heavy infantry. I'll see if I can switch up later for it. And yeah maybe that is the issue. Either that or I relly too much on tactical bombers that I can't use because of the abundance of soviet AA around.

As of the matter of capturing units, I don't know exactly how to handle it accordingly, as I'm always in a rush to try to make it in time towards the objectives. I do understand that trying to capture stuff is how you get more prestige, but between the time limits constraints and other things I just can't find the opportunity for it.
The enemy's strength will always vastly exceed your own (at least until the final turns), so you must find a way to advance more rapidly: aside from certain super-units capable of singleshotting an enemy (or nearly so), the most efficient method of advancing is to capture enemy units by leveraging the combined action of two units; for instance, assign a Shock Attack hero to a powerful SP artillery unit (better also with Combat Luck) and use it followed by a tank with Envelopment (better with Scavenger as well), you will see the results.
Note that I don't even use Overstrength (in fact, I strongly advise against it for anyone looking for a real challenge in my campaigns), so I can assure you that all the scenarios are winnable; you just need to gain a better grasp of the traits associated with heroes in order to combine them more effectively.
Actually I should try th at out, you're right. i didn't actually think of trying Combat Luck with Arty, should try to do that myself. Currently at Prokhorovka there, already managed to destroy the attack in the north, so wish me luck in trying to reach for the ahistorical path!
Funeral
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Re: AOredone, for none steam users

Post by Funeral »

I haven't played the campaign yet, but am I right to assume that with my current setup

- no heroes
. no overttrength
- only one General Trait (Anti-air veteran)

I won't get far?
Andrea69
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Re: AOredone, for none steam users

Post by Andrea69 »

Funeral wrote: Fri Aug 21, 2026 8:20 am I haven't played the campaign yet, but am I right to assume that with my current setup

- no heroes
. no overttrength
- only one General Trait (Anti-air veteran)

I won't get far?
Well, No Overstrength is my mantra; I’ve said many times that the mod is aimed at veteran players, but only with this setting can I guarantee a significant level of challenge throughout the campaign. On the other hand, Anti-air Veteran is a very powerful trait and extremely useful in campaigns from AO44 onwards. Playing with no heroes, however, is a very risky choice (even if you only accept the top-tier heroes assigned via CPs or elite objectives); I’ve never actually tried a campaign with that setting. Ultimately, I’d say it’s perfectly doable up to AO43, but beyond that, I honestly think it would be very difficult. Beating the Soviets in AO45 and the Americans in AO46 with this setting strikes me as an extreme challenge.
armedevil
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Re: AOredone, for none steam users

Post by armedevil »

Apart from special, named heroes with several traits combined that add their charm, aren't heroes a bit artificial? Some extra speed, range, defense etc I can understand, but zero slots just makes the player more powerful and the game less challenging. No retaliation, same, etc. 'Doom stacks' as one youtube-player names them, are not everyone's choice.

Overstrength (without ZS) always entails a real choice between numbers and power.

Also, cutting enemy supply, reserves and communication is a valuable element of this kind of turn-based strategy games. Sometimes it is the only way to avoid rather gruesome slaughter when very strong enemy units are involved. It also requires careful reconnaissance and planning to avoid enemy disruption of your plans.

One, underutilized, feature is always the resources (prestige) being limited. Succeeding despite less than ideal forces is a rewarding achievement. The reward for capturing could be less, at least in terms of prestige.
Andrea69
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Re: AOredone, for none steam users

Post by Andrea69 »

armedevil wrote: Fri Aug 21, 2026 2:03 pm Apart from special, named heroes with several traits combined that add their charm, aren't heroes a bit artificial? Some extra speed, range, defense etc I can understand, but zero slots just makes the player more powerful and the game less challenging. No retaliation, same, etc. 'Doom stacks' as one youtube-player names them, are not everyone's choice.

Overstrength (without ZS) always entails a real choice between numbers and power.

Also, cutting enemy supply, reserves and communication is a valuable element of this kind of turn-based strategy games. Sometimes it is the only way to avoid rather gruesome slaughter when very strong enemy units are involved. It also requires careful reconnaissance and planning to avoid enemy disruption of your plans.

One, underutilized, feature is always the resources (prestige) being limited. Succeeding despite less than ideal forces is a rewarding achievement. The reward for capturing could be less, at least in terms of prestige.
Hello, regarding Overstrength it isn't a matter of better or worse - everyone naturally plays however they prefer - but the fact is that with OS, late-game campaigns become significantly easier, whereas they ought to be much harder. Anyway you're right about the Zero Slots and No Retaliation heroes; in fact, we've significantly limited them in the mod.
Moreover, regarding cutting off enemy supplies, I believe the game mechanic is too simplified to be a positive feature; in fact, I consider it a drawback - so much so that I personally preferred the mechanic used in PC1.
Finally I agree that the reward for capturing could be less in terms of prestige.
armedevil
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Re: AOredone, for none steam users

Post by armedevil »

Andrea69 wrote: Fri Aug 21, 2026 2:41 pm Moreover, regarding cutting off enemy supplies, I believe the game mechanic is too simplified to be a positive feature; in fact, I consider it a drawback - so much so that I personally preferred the mechanic used in PC1.
In Ukraine, today, cutting supply from the whole Crimea peninsula is an important priority. That does not mean actual contact between ground troops (like how it is modeled in PC1). In the Iran war, both sides are also trying to disrupt supplies (Iran by attacking US bases in the region).

Maybe, especially with Deadly Grasp, encirclement is too powerful a weapon in PC2.

Still, overextending your supply lines is always a danger if you seek to advance aggressively, or refuse to withdraw when indicated. The game engine rarely punishes the player however, and with Perimeter Control it is easy to escape, especially with splitting and Meticulous Planning (dual move), another game-changing trait. The first scenario in the most recent ('All American') DLC allows you to 'Houdini' yourself out of a seemingly impossible situation in turn one, this way, without outside help (with a little bit of misuse of game mechanics).

In short, I think that in PC2, the supply mechanic is an essential part of how the game is designed. In any case, it seems to better fit how supply works in actual war than the PC1 way (with only ground contact hampering supply).
DefiantXYX
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Re: AOredone, for none steam users

Post by DefiantXYX »

T26Mybeloved wrote: Thu Aug 20, 2026 1:31 pm As of the matter of capturing units, I don't know exactly how to handle it accordingly, as I'm always in a rush to try to make it in time towards the objectives. I do understand that trying to capture stuff is how you get more prestige, but between the time limits constraints and other things I just can't find the opportunity for it.
You are right, you wont have the time to do it the hard way.
In this campaign I am always running at least one farming unit, a fast tank with good defense a very good job.In 1943 you can use a T-34 for that.
Try this:
- envelopment/shock attack
- overwhelming Attack
==> Thats enough, any unit will surrender after an attack (as long as its not entrenched)
More prestige?
- scavenger
==> now you can attack, if the fight itself is bad. Lets say you T-34 vs a IS-2. You loose the fight, have to repair your units for prestige, but you will get far more prestige and capturing the IS-2
Now you have even more options:
- double attack, a no brainer i guess. just do it twice
- No Retaliation/ hit and run (for an anti tank)

Its easy to get 2-3k prestige in 1943 each turn.
Funeral wrote: Fri Aug 21, 2026 8:20 am I haven't played the campaign yet, but am I right to assume that with my current setup

- no heroes
. no overttrength
- only one General Trait (Anti-air veteran)

I won't get far?
What are your other setting?
- no heroes makes it very hard.
- no overstrength. Make it very boring imo. Thats one of the last things you can do from 1943 to the end when managing your core. Its one of my favorite features in the game. If you are playing without it there will be a point, when you 10 strength units fight 5 star 20 strength units. The huge tank armies might overrun your whole core in 2 turns.

- aa-veteran. I never used this trait at all. How does it makes sense in 1943 and later, your units have >3 stars and already kill a lot. The problem is ammo, the AI has more planes than you might have ammo each turn.

But hey, give it a try. Lets us know how its going ;)
T26Mybeloved
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Re: AOredone, for none steam users

Post by T26Mybeloved »

DefiantXYX wrote: Thu Aug 20, 2026 12:35 pm
T26Mybeloved wrote: Wed Aug 19, 2026 5:19 pm In my defense I did get plenty of heroes and did spend a lot of prestige on getting the higher grade ones. Perhaps I spent too much on it and it left me like that.
No defense needed ;)
But yeah, thats possible. If you havent noticed, some heroes are restricted. For example you can get only 1 zero slot hero per year for 5k. At some point it makes no sense to spend 5k if you get only the non restricted heroes, that are not very useful, or at least not worth 5k.
But I somehow find it perplexing how someone managed to get like 150k prestige for this mod when I'm basically struggling to remain always above 10k for every scenario. I knew I shouldn't have accepted that Prestige reset from Sealion
Thats what I meant when I was talking about playing from the start again. Coming from the OG AO you might think 10k is a lot...but it isnt in this mod. But if you know whats coming, you can farm perstige early in the war. Like andrea already said, there are some easy ways to do that. You can support that by picking the right traits.
That Flame Panzer III is GOAT for it.
I would never use that kind of unit. Its a fun unit, but only 3 ammo iirc and it dies to any hard target. Run a tiger with ignore entrenchment and rapid fire instead. Overrun 3-4 units per turn and you still have ammo to defend.
I do have only one bad trait, which is trench slog, and the ones I got is deep recon, master of blitzkrieg, perimeter control, and deadly grasp
- deep recon ==> waste of points
- master of blitzkrieg ==> if you have spare points its nice to have, but a waste on high difficulty. You dont need speed for your tanks, if you are too fast your are running out of AT and AA support. Rivers should not be a problem and i wont help, if only your tanks can cross it way faster.
- perimeter control ==> tbh I dont know this one is doing. Never had the feeling I am missing something.
- deadly grasp ==> nice trait, but not effectiv in this mod. Andrea69 hates encirclements :D and if units have overstrength, the effect is too slow.

Very good traits:
- panzer general ==> if you think you already have enough tanks, get more tanks. In combination with overstrength you need that one to run tigers and panthers for the core slots management
- force concentration ==> imagine a tiger tank with 20 strength (consolidator), zero slots, 1,5 rapid fire and double attack.
That amounts to 4-6 free kill per round, regardless of which unit you’re fighting. There are plenty more evil combinations, imo at some point in the campaign you will need that.
- old guard ==> depends on your playstyle. Do you sometimes lose core units? For 1 point, its a must pick. You need elite units, you cant afford to lose a lot at start with green units again.
- terrain expert/operational initiative ==> for 1 point always a good pick. makes any of your units sronger in every fight.
- Trophies of War ==> if you need prestige and you know how to force units to surrender (broken hero combinations for example) its a must pick

Negative:
- Denied Artillery ==> for me always extra 3 points. You have enough parts of artillery and it doesnt matter if you field german stuff are allied stuff. they are basically all the same.
- Slow Modernization ==> at some points there is not much to upgrade anymore. and you can always do it step by step.
I'll take these in mind for it. And well, I'll admit that I do have use my flamethrower tank with proper escort for it, always have a TD next to it. With Phased Movement included to it, it lets me sneak in enemy gun emplacements, wreck them, then get the fuck out.

I'll keep these in mind for it though, thank you! I'm going to try these new points out later on.
VolatileKing
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Re: AOredone, for none steam users

Post by VolatileKing »

Hi guys, wanting to ask what are some of your favorite hero combinations on units, for me its a specific 4 hero combination, for tanks its Envelopment-Overwhelming attack-Double Move and Double attack, since envelopment prevents retreat and overwhelming attack forces retreat its perfect for enemy infantry vehicles and so on also allows you to capture alot of equipment, for fighters and bombers its double move and double attack along wit 2x damage.
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