King Tigers

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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Kriegsheld
Corporal - Strongpoint
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Posts: 64
Joined: Sun Aug 14, 2011 7:27 pm

King Tigers

Post by Kriegsheld »

Ok, I'm sure you have had this discussion before, but I don't know where so I can't read it. In my humble opinion, the King Tigers are just too powerful. I was introduced to them in the Frozen North game. Nothing in the Russian arsenal can take them on. Three IS2's just barely manage to dent them and they take considerable damage for their effort. I find it hard to believe that this is historical. A couple of softening attacks ahead of time from arty and air do little to increase the effectiveness of the IS2, either. I know King Tigers can be destroyed, but should it really take that much to take down one unit, especially when there may be two or three more coming up behind the one you just used everything you had to destroy? It seems to me that King Tigers should either be weakened for playability or made a lot more expensive so a player can't cover the battlefield with them. At least decrease their ammo, so they can't take a half dozen hits and still be able to come out shooting on their next turn. What do you say?
Molve
Master Sergeant - U-boat
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Post by Molve »

Kriegsheld
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 64
Joined: Sun Aug 14, 2011 7:27 pm

Post by Kriegsheld »

Thanks for showing me to that link. I understand that King Tigers can be destroyed with the right mix of attacks. I fully understand, and have used Kerensky's tactic effectively. But when it takes a half dozen units to do that, and you see three more King Tigers coming at you, it seems to me something is not quite right. Giving them less ammo, less strength, or making them more expensive seem like possible options. Of course, one could adjust the prestige settings on the scenarios instead so that it's harder to collect the amount of prestige it takes to buy a bunch of them. Perhaps the problem is in the FN scenario? If so, then that changes the nature of TFN. It becomes a question of how to outmaneuver the Germans rather than taking them head on. Was TFN designed to create this particular problem?
Molve
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 538
Joined: Wed Jul 27, 2011 10:06 am

Post by Molve »

Well, the idea with that link was so you could take your questions there - no need to have duplicate threads :)
Kerensky
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Post by Kerensky »

Ask my opponents how great King Tigers are. :P

As I said in the other thread:
Personally, I find any player can use the Tiger II effectively, because you use it directly. You can pretty much throw it against any obstacle with positive results.
The trouble is fighting them, because the only way to fight them is to do so indirectly.
So lower ammo or lower stats (nerfs) on the Tiger II? Not likely to happen. Possibly a price increase, but I highly doubt it, as it is the single most expensive unit in the game already.
However, buffing the usefulness and combat abilities of the more 'common' units such as PZ IVs, Shermans, and T34s to be more effective and abundant? Count on it.
Kriegsheld
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 64
Joined: Sun Aug 14, 2011 7:27 pm

Post by Kriegsheld »

Kerensky, that will help. Also maybe it would help to increase the number of units an opposing side can have on the map in scenarios where the German can buy a lot of KTs. If you are fighting 3 or 4 King Tigers, and you need five or six units to take on each one, you can end up with most of your units depleted and easy pickings during the counter attack. With this comment, I'm done with this issue. I've whined more than enough already. Hopefully, I contributed something useful to consider for future versions, but I suspect that all I've said has already been said. Thanks to those who created a great, challenging game.
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