Does anyone else think that the Kursk battle needs a few more Red armor units? I've played it several times are part of the long campaign (under each RC and beta) and I keep waiting for a massive counter attack, but it doesn't come. I've played at (and won) the colonel level each time.
The game is playing very well on RC03. I'm very pleased and looking forward to the final product (as well as the future expansions).
Kursk - More Red amour?
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Re: Kursk - More Red amour?
I am wondering if you could do an AAR for the Battle of Kursk with screenshots, because I totally get wiped.billmv44 wrote:Does anyone else think that the Kursk battle needs a few more Red armor units? I've played it several times are part of the long campaign (under each RC and beta) and I keep waiting for a massive counter attack, but it doesn't come. I've played at (and won) the colonel level each time.
The game is playing very well on RC03. I'm very pleased and looking forward to the final product (as well as the future expansions).
Maybe I spread my units too thin, so I tried holding on only to a couple key VP cities. However, I still get stomped because I am simply outnumbered on the ground and in the air.
I also have a hard time dealing with the IS2s, even with my KTs.
So please do an AAR with screenshots, and I would love to see how you do it.
If you start Kursk with a 1943 core... forget it, minor victory for you, major is pretty much unobtainable, especially on harder difficulties.
I beat Kursk with a DV on Manstein (Base enemy unit strength = 15) with my 1939 core and it looks like this.

You pretty much spent 9 turns getting into position, and then assaulting all 4 of the last VHes simultaneously in order to meet the turn 11 deadline.
I beat Kursk with a DV on Manstein (Base enemy unit strength = 15) with my 1939 core and it looks like this.

You pretty much spent 9 turns getting into position, and then assaulting all 4 of the last VHes simultaneously in order to meet the turn 11 deadline.
That said, it would be nice to have a use (against the AI) for some of the special units. It almost feels like you only need three unit types to complete every mission, and that you're practically handicapped if you add some variety to the mix. There is a reason the different weapons systems were developed during real wartime, but against the AI they are seldom necessary.



