I don't find them nearly as usefuly in the late game as in the early game, especially against the IS units. I usually change them to a FB that can finish off a weakened fighter or heavily damage an enemy bomber. Plus they can do decent damage to artillery and reduce entrenchments. Once you get air supremancy the Strats can really work their magic. It doesn't matter how strong an enemy unit is if it has no ammoTigerIII wrote:And i do not agree that TAC is ineffective against Soviet armor late in the game. Ju87G kicks ass. And by then they will have 3-4 stars, whichs makes them very helpful.
Overwhelmed in later scenerios, need advice please
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Maybe ill try a game where i apply the rules i had for PG.MartyWard wrote:I don't find them nearly as usefuly in the late game as in the early game, especially against the IS units. I usually change them to a FB that can finish off a weakened fighter or heavily damage an enemy bomber. Plus they can do decent damage to artillery and reduce entrenchments. Once you get air supremancy the Strats can really work their magic. It doesn't matter how strong an enemy unit is if it has no ammoTigerIII wrote:And i do not agree that TAC is ineffective against Soviet armor late in the game. Ju87G kicks ass. And by then they will have 3-4 stars, whichs makes them very helpful.
Per fighter i must have a tac, stra and AA.
per Sp AT i must have a AT and so on.
3 reg wehr per special inf and so on.
Could be interesting to see how it turns out.
Whoa those are some tough guidelines. I'm pretty sure any sort of victory would be out of my reach with themTigerIII wrote:Maybe ill try a game where i apply the rules i had for PG.MartyWard wrote:I don't find them nearly as usefuly in the late game as in the early game, especially against the IS units. I usually change them to a FB that can finish off a weakened fighter or heavily damage an enemy bomber. Plus they can do decent damage to artillery and reduce entrenchments. Once you get air supremancy the Strats can really work their magic. It doesn't matter how strong an enemy unit is if it has no ammoTigerIII wrote:And i do not agree that TAC is ineffective against Soviet armor late in the game. Ju87G kicks ass. And by then they will have 3-4 stars, whichs makes them very helpful.
Per fighter i must have a tac, stra and AA.
per Sp AT i must have a AT and so on.
3 reg wehr per special inf and so on.
Could be interesting to see how it turns out.
Back in PG it made the game worth playing.MartyWard wrote:Whoa those are some tough guidelines. I'm pretty sure any sort of victory would be out of my reach with themTigerIII wrote:Maybe ill try a game where i apply the rules i had for PG.MartyWard wrote: I don't find them nearly as usefuly in the late game as in the early game, especially against the IS units. I usually change them to a FB that can finish off a weakened fighter or heavily damage an enemy bomber. Plus they can do decent damage to artillery and reduce entrenchments. Once you get air supremancy the Strats can really work their magic. It doesn't matter how strong an enemy unit is if it has no ammo
Per fighter i must have a tac, stra and AA.
per Sp AT i must have a AT and so on.
3 reg wehr per special inf and so on.
Could be interesting to see how it turns out.
I could also not have more than one of each type of unit.(Except for fighters where BF-109E was the only option) and so on.
And i could only upgrade 1 type of each unit per scenario. And it had to be done ingame, not in setup screen. Made a bunch of rules to make the game harder.
Besides, it feels more real when i dont have only super equipment.
My req infantry come in trucks before they disembark and prepare for an attack. Special units, like engineers and pioneers have 251's
My tank force consisted of PzIII and PzIV, i had a couple of StuG's(diff versions of course) and somt AT cannons. It helped me improvise strategy and i learned the value of strategic bombers. It also feels more real when i had a Do-17, Ju-88 and a He-111 attack, and my only TAC's was 1 ju87 and a Me110. And i had 3 BF-109E. Eventually one became a BE-109F(Which usually escorted fallschirmjagers to their destination. Often i would have fallschirmjagers secure an airfield, then land regular infantry with smaller artillery and AT guns to establish a front there. And it felt great when i could upgrade one of my fighters to a FW-190A so i could finally take on anything without worrying about losing. Sometimes i took units out of service to overstrengt since this could only be done ingame.
there is also something realistic about it when you defend and the force defending is 2 reg inf, a Pak-3.7 and a 7.5 art. Because the more powerfull art is busy elsewhere.
I like having AA guns as part of my army group, and i liked having those mobile AD guns, that also could destroy inf.
Ill try a similar game in PzC and see how it goes. But i got no time this weekend.
I made so many restrictions that PG became fun, but eventually even though i had restrictions the game still became to easy.
Maybe some day ill sit down and try to beat the game on Rommel difficulty. But when i do play i like to play. I dont want to get interupted after 3 hours. I like to play for hours. 10-12 so i can live myself into it.
My req infantry come in trucks before they disembark and prepare for an attack. Special units, like engineers and pioneers have 251's
My tank force consisted of PzIII and PzIV, i had a couple of StuG's(diff versions of course) and somt AT cannons. It helped me improvise strategy and i learned the value of strategic bombers. It also feels more real when i had a Do-17, Ju-88 and a He-111 attack, and my only TAC's was 1 ju87 and a Me110. And i had 3 BF-109E. Eventually one became a BE-109F(Which usually escorted fallschirmjagers to their destination. Often i would have fallschirmjagers secure an airfield, then land regular infantry with smaller artillery and AT guns to establish a front there. And it felt great when i could upgrade one of my fighters to a FW-190A so i could finally take on anything without worrying about losing. Sometimes i took units out of service to overstrengt since this could only be done ingame.
there is also something realistic about it when you defend and the force defending is 2 reg inf, a Pak-3.7 and a 7.5 art. Because the more powerfull art is busy elsewhere.
I like having AA guns as part of my army group, and i liked having those mobile AD guns, that also could destroy inf.
Ill try a similar game in PzC and see how it goes. But i got no time this weekend.
I made so many restrictions that PG became fun, but eventually even though i had restrictions the game still became to easy.
Maybe some day ill sit down and try to beat the game on Rommel difficulty. But when i do play i like to play. I dont want to get interupted after 3 hours. I like to play for hours. 10-12 so i can live myself into it.
To be honest I sometimes go either way.irjebiv wrote: 5. I noted that some said to include AA in the battle groups. I don't see the benefits of losing a core slot for a unit that only does such small damage to attacking aircraft. Perhaps that's another prestige call if you can't afford another fighter?
I found these advantages to AA over Fighters...
1. In some maps if your armor is really flying(moving fast) the early BF-109s dont have the range to cover the force(for more then one turn then refuel). Also if your fighters are flying air defense missions you may find they dont have fuel to chase down injured enemy aircraft (you can purposly leave a couple behind at your closest airbase though for this purpose).
2. I find the 88 to do fairly high damage and unlike a fighter its wont take any back. This also makes it a prime(cheap) unit to overstrength. With 88s shooting 3 spaces they have a target more often then you may think they would.
3. 88s can be used once air superiority is won for at least capturing towns(freeing up your other units from the job, it has to be in AT mode) and even attacking enemy units. They are quite deadly even in the ground roll early on.
4. fighters are one of the most expensive units so softening up enemy fighters with some AA saves points.
5. AA can defend adjacent units unlimited number of times, fighters only once per turn
6. Enemy aircraft will make a b-line for your Arty if allowed to. So you may aswell park an AA unit there rather then rotate a fighter above it.
In favor of fighters...
1. obviously the mobility
2. After you win the skies you can scout(just dont go near likely enemy AA hexes) and shoot things but the latter is very ineffective.
3. In naval landing maps your fighters can be used from the start not once you reach the beach.
4. Less ground units to choke up your battlespace
2. Is it smart to have all towed arty? I thought I read that in an AAR.
Well, personally, I think that artillery is practically the unit class where you have the most choice, with many relevant and viable options depending on your playstyle and needs. I usually use a mix of everything : classic towed artillery, nebelwerfers, wulfrahmen, self-propelled, everything has its use. I don't think there is specific wrong or right choices, everything has plus and minuses (for exemple, the eartly self propelled arty is as powerful as towed with the obvious move and shoot advantage, but has practically no ammo).
5. I noted that some said to include AA in the battle groups. I don't see the benefits of losing a core slot for a unit that only does such small damage to attacking aircraft. Perhaps that's another prestige call if you can't afford another fighter?
It's all about the 88, imho, a powerful and versatile unit (especially since you can get them so early). This one is worth a core slot. Other pure AA/AD ? not so much.
6. Lastly, I've seen a lot of post saying to take airfields with airborne early on in scenerios. Seems when I try that they get beat up and fail their objectives.
A lone unit is useless, use in pairs as others said. Please note than when Fallschirmjäger are extremelly useful due to the scenario design (Norway, Low Countries, ...), you'll often have auxillaries to work with
Well, personally, I think that artillery is practically the unit class where you have the most choice, with many relevant and viable options depending on your playstyle and needs. I usually use a mix of everything : classic towed artillery, nebelwerfers, wulfrahmen, self-propelled, everything has its use. I don't think there is specific wrong or right choices, everything has plus and minuses (for exemple, the eartly self propelled arty is as powerful as towed with the obvious move and shoot advantage, but has practically no ammo).
5. I noted that some said to include AA in the battle groups. I don't see the benefits of losing a core slot for a unit that only does such small damage to attacking aircraft. Perhaps that's another prestige call if you can't afford another fighter?
It's all about the 88, imho, a powerful and versatile unit (especially since you can get them so early). This one is worth a core slot. Other pure AA/AD ? not so much.
6. Lastly, I've seen a lot of post saying to take airfields with airborne early on in scenerios. Seems when I try that they get beat up and fail their objectives.
A lone unit is useless, use in pairs as others said. Please note than when Fallschirmjäger are extremelly useful due to the scenario design (Norway, Low Countries, ...), you'll often have auxillaries to work with
Why have a pair when you can have two pairs!kjeld111 wrote: 6. Lastly, I've seen a lot of post saying to take airfields with airborne early on in scenerios. Seems when I try that they get beat up and fail their objectives.
A lone unit is useless, use in pairs as others said. Please note than when Fallschirmjäger are extremelly useful due to the scenario design (Norway, Low Countries, ...), you'll often have auxillaries to work with
Don't forget every attack reduces entrenchment. Once I've wiped out the enemy air force I use my fighters to attack simply to reduce entrenchments.evan748 wrote:In favor of fighters...
1. obviously the mobility
2. After you win the skies you can scout(just dont go near likely enemy AA hexes) and shoot things but the latter is very ineffective.
3. In naval landing maps your fighters can be used from the start not once you reach the beach.
4. Less ground units to choke up your battlespace
Yea. My fighters doesnt fly back to base and wait for next scenario.MartyWard wrote:Don't forget every attack reduces entrenchment. Once I've wiped out the enemy air force I use my fighters to attack simply to reduce entrenchments.evan748 wrote:In favor of fighters...
1. obviously the mobility
2. After you win the skies you can scout(just dont go near likely enemy AA hexes) and shoot things but the latter is very ineffective.
3. In naval landing maps your fighters can be used from the start not once you reach the beach.
4. Less ground units to choke up your battlespace
Use them as JABO. they can do decent damage against the right targets.






