Elite - All American - Round Up
Hero:
Really good hero I can assign to 703rd Tank Destroyer Battalion and still benefit from the ability at this stage of the game.
Starting Prestige: - 82816
Order of Battle:
Infantry
1st Bn, 504th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Artillery Support, Famous, No Retaliation
2nd Bn, 504th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Famous, Rapid Fire 2x, Readiness
3rd Bn, 504th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Famous, Provocator, Prudent
1st Bn, 505th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Famous, Ignores Entrenchment, No Retaliation, Overrun, Steamroller
2nd Bn, 505th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Artillery Support, Famous, First Strike
3rd Bn, 505th PIR - OS17 - US Airborne 43 (Studebaker Truck) - *****
307th Abn Eng Bn - US Engineers 43 (Studebaker Truck) - ***** - Artillery Support, Famous, Rapid Fire 1.5x
1st Bn, 325th Glider Infantry Rgt - OS17 - US Infantry 43 (Studebaker Truck) - *****
2nd Bn, 325th Glider Infantry Rgt - OS17 - US Infantry 43 (Studebaker Truck) - *****
3rd Bn, 325th Glider Infantry Rgt - OS17 - US Infantry 43 (Studebaker Truck) - *****
Tank
740th Tank Battalion, Co A - M4A3E2(76W) - ***** - Exterminator, Steamroller
740th Tank Battalion, Co B - M4A3E2 - *** - Steamroller
Recon
HQ, 504th PIR (Team Tucker) - OS11 - Willys Jeep - *****
HQ, 505th PIR (Team Ekman) - OS11 - Willys Jeep - ***** - Famous
82nd Airborne Division, Rec Platoon - OS11 - M3A1 Scout Car - ***** - Resilient
740th Tank Battalion, Co C - M24 Chaffee - *****
Anti-Tank
325th GIR, Anti-Tank Co - OS13 - 57mm M1 (Studebaker Truck) - ****
703rd Tank Destroyer Battalion - M36 Jackson - ** - Hit and Run
Artillery
376th Parachute FAB - 105mm M2A1 (Studebaker Truck) - *****
456th Parachute FAB - 105mm M2A1 (Studebaker Truck) - *****
319th Glider Field Artillery Bn - 105mm M2A1 (Studebaker Truck) - ****
320th Glider Field Artillery Bn - 105mm M2A1 (Studebaker Truck) - *****
Anti-Aircraft
80th Airborne Anti-Aircraft Bn - OS13 - M16 MGMC - ****
Fighter
56th Fighter Group "Zemke's Wolfpack" - P-47D - *****
357th Fighter Group "Yoxford Boys" - P-51D - ***
355th Fighter Group - P-51D - *** - Entrenchment Killer 3x
366th Fighter Group - P-47D - *** - Entrenchment Killer 3x
Tactical Bomber
82nd Abn Div Arty Spotter - OS12 - L-2 Grasshopper - *****
Reserve
1st Bn, 508th PIR - US Airborne 43 - *****
2nd Bn, 508th PIR - US Airborne 43 - *****
3rd Bn, 508th PIR - US Airborne 43 - *****
1st Bn, 517th PIR - US Airborne 43 - ***
2nd Bn, 517th PIR - US Airborne 43 - ***
3rd Bn, 517th PIR - US Airborne 43 - ***
119th Infantry Rgt - US Infantry 43 (Studebaker Truck) - ***** - Consolidator
474th Fighter Group - P-38G - *****
386th Bombardment Group "The Crusaders" - B-26F Marauder - ****
A lot of changes for the final mission. 82nd Airborne was no longer dropping from the skies at this time. Instead they were motorized, formally integrated an official mechanized Reconnaissance Platoon, and division's artillery was entirely upgraded to standard 105mm M2A1. This changes the way my units will get used, operating more like a regular infantry division. Only other changes are tanks upgrades to the 740th Tank Battalion.
Highlights
Still infantry heavy, but fully motorized, 82nd Airborne is ready for action!
Hit and Run on 703rd Tank Destroyer Battalion is almost immediately proving really powerful against Panther tanks.
Let's take a moment to appreciate the map designer using the camouflage with partial primer showing on enemy vehicles, highlighting the rushed state of German production, trying to send anything to the front as soon as possible and deprived of even most basic resources.
Wow, I need to help the British forces, as they are getting into trouble by choosing horrible positioning.
Now this is just pure fantasy land! I could deal with the Do 335 and the Panzer VII Löwe, but this is silly in a historical setting.
Some of the week enemy units on the other side of the Elbe river are trapped in a basic encirclement. Since most of them are only 3 strength, they get fully suppressed in two turns and become useless.
Ludwigslust is defended by some tough opposition, but nothing I cannot handle at this stage. Just one last push and the town is mine.
Summary
Final Prestige: 81332 (down 1484)
Overall
Solid end scenario for this campaign with interesting map design, which in my opinion is getting better and better with each DLC. I can see how maps evolved since the base game ones and it's almost universally for the better. They became more intentional within the confines of being accurate at the same time. They also award thinking about unit placement in advance, noticing opportunities for using the terrain to the player's advantage. The cooperation with allied AI forces is clucky as always, but at lest not critical for success. The scenario could do without fantasy on paper only design jet planes, but it's a nitpick and I'll let it slide. Also, for the first time I'm down on prestige, mostly since I did not care at this point about overly efficient gameplay and took some more risk and damage than usual.
One final advice for everyone on this map - absolutely give your infantry trucks! The map is huge, and it would be impossible to complete otherwise!
Elite - All American - Summary
Starting Prestige: - 900
Final Prestige: - 81332 (up 80432)
Survivors:
Infantry
1st Bn, 504th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Artillery Support, Famous, No Retaliation
2nd Bn, 504th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Famous, Rapid Fire 2x, Readiness
3rd Bn, 504th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Famous, Provocator, Prudent
1st Bn, 505th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Famous, Ignores Entrenchment, No Retaliation, Overrun, Steamroller
2nd Bn, 505th PIR - OS17 - US Airborne 43 (Studebaker Truck) - ***** - Artillery Support, Famous, First Strike
3rd Bn, 505th PIR - OS17 - US Airborne 43 (Studebaker Truck) - *****
307th Abn Eng Bn - US Engineers 43 (Studebaker Truck) - ***** - Artillery Support, Famous, Rapid Fire 1.5x
1st Bn, 508th PIR - US Airborne 43 - *****
2nd Bn, 508th PIR - US Airborne 43 - *****
3rd Bn, 508th PIR - US Airborne 43 - *****
1st Bn, 517th PIR - US Airborne 43 - ***
2nd Bn, 517th PIR - US Airborne 43 - ***
3rd Bn, 517th PIR - US Airborne 43 - ***
1st Bn, 325th Glider Infantry Rgt - OS17 - US Infantry 43 (Studebaker Truck) - *****
2nd Bn, 325th Glider Infantry Rgt - OS17 - US Infantry 43 (Studebaker Truck) - *****
3rd Bn, 325th Glider Infantry Rgt - OS17 - US Infantry 43 (Studebaker Truck) - *****
119th Infantry Rgt - US Infantry 43 (Studebaker Truck) - ***** - Consolidator
Tank
740th Tank Battalion, Co A - M4A3E2(76W) - ***** - Exterminator, Steamroller
740th Tank Battalion, Co B - M4A3E2 - **** - Steamroller
Recon
HQ, 504th PIR (Team Tucker) - OS11 - Willys Jeep - *****
HQ, 505th PIR (Team Ekman) - OS11 - Willys Jeep - ***** - Famous
82nd Airbone Division, Rec Platoon - OS11 - M3A1 Scout Car - ***** - Resilient
740th Tank Battalion, Co C - M24 Chaffee - *****
Anti-Tank
325th GIR, Anti-Tank Co - OS13 - 57mm M1 (Studebaker Truck) - ****
703rd Tank Destroyer Battalion - M36 Jackson - **** - Hit and Run
Artillery
376th Parachute FAB - 105mm M2A1 (Studebaker Truck) - *****
456th Parachute FAB - 105mm M2A1 (Studebaker Truck) - *****
319th Glider Field Artillery Bn - 105mm M2A1 (Studebaker Truck) - *****
320th Glider Field Artillery Bn - 105mm M2A1 (Studebaker Truck) - *****
Anti-Aircraft
80th Airborne Anti-Aircraft Bn - OS13 - M16 MGMC - ****
Fighter
56th Fighter Group "Zemke's Wolfpack" - P-47D - *****
357th Fighter Group "Yoxford Boys" - P-51D - **** - Survivor
355th Fighter Group - P-51D - **** - Entrenchment Killer 3x
366th Fighter Group - P-47D - *** - Entrenchment Killer 3x
474th Fighter Group - P-38G - *****
Tactical Bomber
82nd Abn Div Arty Spotter - OS12 - L-2 Grasshopper - ***** - Survivor
386th Bombardment Group "The Crusaders" - B-26F Marauder - ****
Thoughts
A fine change of design, this campaign proved to be a interesting experiment in what could be achieved, but is slightly limited by the current mechanics, such as not having some better ways to represent actual airborne units equipment and structure, being forced to rely on terrain to deal with armor (unless the player is willing to deploy more regular units), or not utilizing some mechanics at all. For some time I was under the impression that gliders are simply not added, but actually the Waco CG-4 is in the units file. It should have been utilized, or at least the player should have been given the opportunity to use it. What it does show, is potential for Panzer Corps 3, or in fact even for another paratrooper DLC in Panzer Corps 2 as long as such addon would expand on the options given to the player. Overall, a fun distraction while we await more standard content.
armedevil wrote: Sat Aug 29, 2026 7:42 am
Within the concept of approaching historical limitations, could there be another way to play this DLC?
What I took from it, is the power of infantry in close terrain. 15-strength units that have access to (mostly zero) close defense, with terrain entrenchment+initiative cap and quick buildup of experience are almost untouchable in close terrain. If there is enough of close terrain (no large patches of open terrain) they reduce armor to powerless bystanders.
The most straightforward way to handle big armor is to sabotage their ability to fight. That is, cut supply until one unit with a modicum of hard attack (such as the wonderful AT/Artillery M3 75 GMC) can take out the out-of supply armor (suppressed or out of ammo) without risk. The M3 75 GMC, in its Artillery role, also supports your infantry against other infantry, suppressing them.
Your approach (inducing errors, either by luring armor into close terrain or by using Provocator) depends a lot on the weak AI, which, seems to me, is less historical. With that said, the supply mechanism in PC2 is probably too powerful, especially with deadly grasp. But still.
It's a question I've been certainly asking myself when playing. In Ghost Division and 1st Guards, my infantry relied on having it's light AT, artillery and sometimes AA, represented as separate units. 82nd Airborne for the longest time, really only had some AT batteries in 80th Airborne Anti-Aircraft Artillery Battalion and a handful of 37mm M3's in its Parachute Field Artillery Battalions (and these would struggle to deal any damage against Panthers and Tigers as well). As a result, I have limited choice of tactics when deploying a historical composition, and ultimately, I can only try to use a historical unit set up, but if I tried historic battle tactics int he game as well, I'd get stomped - they don't translate well directly.
After some thought, I think the issue boils down to these aspects:
1. Any AT/AA/Artillery is deployed as separate units, which slightly limits the options to represent some unit structures. I keep mention how Total Tank Generals, another game in the general gerne, did this despite ultimately failing to live up to expectations. It allowed to have up to 3 units on a single hex and you can combine all sort of options like that. This approach has potential, as it could allow for more combined arms approaches. Imagine a infantry unit with attached AT now suddenly having better hard attack or some other bonuses. Or maybe you could still have 1 unit per hex, but each would have options, for some extra prestige, to add such support equipment, the same way transports get added. That's some real potential for Panzer Corps 3 if the devs ever choose to explore how to deepen unit customization.
2. Late game tanks in the open are impervious to infantry fire. For al long as infantry is unable to do at least 1 damage, it's impossible to deal with them unless close terrain is utilized, or some AT firepower brought in. However, since the AI is not capable of correctly dealing wit encirclement, there's no way this mechanic can be powered up without breaking the game. So the damage rules themselves limit the options. So the irony is that even if I suppress a Panther 100%, I cannot penetrate the armor in the open without the required attach value, but this cannot be circumvented since as you observed, encirclement is already OP as-is.
3. Even if you use extra light towed AT units, they move one hex at a time. You can just drop them on empty airfields, but they can't keep pace with infantry. Once again they would need to be somehow attached to that infantry unit to resolve this bug.
4. Missions need to be kept open ended. The player has to have some freedom on how to deal with objectives, else it becomes a puzzle with one possible solution. I actually appreciate the fact this DCL is doable with basically infantry only (even if requiring some mechanical compromise), but the player can filed a perfectly normal army as well. Most mission can be done with just a few paras to capture the first supply hex and then have the heaviest, most nasty American armor and artillery deployed for some direct confrontation against the Germans. Only strategic bombers are really not too useful due to severe lack of non-dirt airfields, baring a few rare cases.
All in all, it was a fun challenge again with setting up the core according to historical records and even if I had to cheese the AI sometimes, it's unavoidable with such restrictions. Still nothing beats the Born in Flames scenario from 1st Guards DLC, where due to historical set up I could not operate any fighter aircraft, did not have AA Veteran and gat to repel the Luftwaffe with tickling bombers using heavy AA for at most 1 damage.
