Is it possible to make Pancer Corps even more realistic?
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- Lance Corporal - SdKfz 222
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Is it possible to make Pancer Corps even more realistic?
It seems the team behind this very fun game intend to make it as realistic as possible without ruining the fun. That is great. I guess altering something will influence on other aspects, but I would anyway like to add some suggestions after approximately 100 hours gaming.
1. Ship guns: It seems very odd that a ship can actually harm a unit hidden in the mountains 150 kilometers away. At least! It is realistic with long range in sea battles, but not in shore bombardement. I assume a range of 1 hex should depict what really happened historically.
2. UK ships: I have seen a lot of examples that ships stays on the same spot with an enemy bomber above just waiting to get sunked. The sips should try to get away since, needless to say, no one would wait for the next bomb in real life.
3. Forts: The fort in Brest Litovsk is only possible to crack with railroad artillery. I know that this fort actually held out for a month, but should not Pioneers have a chance to score some hits on it? I thougth that that was the purpose of the Pioneers?
4. Soviet fighers: By the end of 1941 only 500 Yakovlev fighters where built. They should thus not turn up at Barbarossa. The main Soviet figher then was Polikarpov I-16 which is also in the game. Even though this was a great fighter it seems too strong compared to German Messerschmitts and the fact that many planes where destroyed on the airfields a fact not depicted in this game. To make things more historical there should be more but weaker Soviet planes and as stated before more infantry. This will also force the gamer to use different approaches depending on the enemy. As of now, the different nations seems rather similar. (I have only played the campaign)
5. Oscarsborg fortress: This fortress outside Oslo sank the Blucher. The distance where less than 1000 yards and the topography is such that it is impossible to fire much longer distances. Of course in the game this fort might depict several forts in the Oslo Fjord but I can't see how the game will be less fun if the firing range where reduced to a more realistic level.
6. Cavalry seems seriously overpowered. The best way to deal with a cav. unit seems to be with another cav. unit. In WW2 these units was obsolete and thus these units would do better not to exsist, alternatively be much weaker but have a scouting capability like Recon units.
Great game!
1. Ship guns: It seems very odd that a ship can actually harm a unit hidden in the mountains 150 kilometers away. At least! It is realistic with long range in sea battles, but not in shore bombardement. I assume a range of 1 hex should depict what really happened historically.
2. UK ships: I have seen a lot of examples that ships stays on the same spot with an enemy bomber above just waiting to get sunked. The sips should try to get away since, needless to say, no one would wait for the next bomb in real life.
3. Forts: The fort in Brest Litovsk is only possible to crack with railroad artillery. I know that this fort actually held out for a month, but should not Pioneers have a chance to score some hits on it? I thougth that that was the purpose of the Pioneers?
4. Soviet fighers: By the end of 1941 only 500 Yakovlev fighters where built. They should thus not turn up at Barbarossa. The main Soviet figher then was Polikarpov I-16 which is also in the game. Even though this was a great fighter it seems too strong compared to German Messerschmitts and the fact that many planes where destroyed on the airfields a fact not depicted in this game. To make things more historical there should be more but weaker Soviet planes and as stated before more infantry. This will also force the gamer to use different approaches depending on the enemy. As of now, the different nations seems rather similar. (I have only played the campaign)
5. Oscarsborg fortress: This fortress outside Oslo sank the Blucher. The distance where less than 1000 yards and the topography is such that it is impossible to fire much longer distances. Of course in the game this fort might depict several forts in the Oslo Fjord but I can't see how the game will be less fun if the firing range where reduced to a more realistic level.
6. Cavalry seems seriously overpowered. The best way to deal with a cav. unit seems to be with another cav. unit. In WW2 these units was obsolete and thus these units would do better not to exsist, alternatively be much weaker but have a scouting capability like Recon units.
Great game!
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- Lance Corporal - SdKfz 222
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Re: Is it possible to make Pancer Corps even more realistic?
The problem here is that a single hex can represent different sizes, depending on the map.Tordenskjold wrote: It seems the team behind this very fun game intend to make it as realistic as possible without ruining the fun. That is great. I guess altering something will influence on other aspects, but I would anyway like to add some suggestions after approximately 100 hours gaming.
1. Ship guns: It seems very odd that a ship can actually harm a unit hidden in the mountains 150 kilometers away. At least! It is realistic with long range in sea battles, but not in shore bombardement. I assume a range of 1 hex should depict what really happened historically.
however I'm not sure which maps you have issues with.
For example in Sea Lion your ships are barely in range of London at the mouth of the Thames. (which in reality is ~30 miles from the sea), and as German naval guns of the era had a effective range of 22 miles(35km), it's not stretching the reality too far.
Strange, for me in most cases the British ships do move out of sight, are you playing on General or Field Marshal?Tordenskjold wrote: 2. UK ships: I have seen a lot of examples that ships stays on the same spot with an enemy bomber above just waiting to get sunked. The sips should try to get away since, needless to say, no one would wait for the next bomb in real life.
Pioneers have a "fort killer" bonus that gives them +5 Hard Attack, quite useful against normal Forts, but at the face of 30 Close Defence that the Brest Fortress has it's somewhat ineffectual.Tordenskjold wrote: 3. Forts: The fort in Brest Litovsk is only possible to crack with railroad artillery. I know that this fort actually held out for a month, but should not Pioneers have a chance to score some hits on it? I thougth that that was the purpose of the Pioneers?
Not a easy way around this, at least not without making the Brest fortress much easier to kill.
There aren't any Yaks in Barbarossa, the Soviets have a fleet of Polikarpovs and Mig-3s.Tordenskjold wrote: 4. Soviet fighers: By the end of 1941 only 500 Yakovlev fighters where built. They should thus not turn up at Barbarossa. The main Soviet figher then was Polikarpov I-16 which is also in the game. Even though this was a great fighter it seems too strong compared to German Messerschmitts and the fact that many planes where destroyed on the airfields a fact not depicted in this game. To make things more historical there should be more but weaker Soviet planes and as stated before more infantry. This will also force the gamer to use different approaches depending on the enemy. As of now, the different nations seems rather similar. (I have only played the campaign)
The Soviet player can potentially purchase Yak-1s (and they were present on the Eastern Front in June 1941), but the AI never does this.
The fort has a range of 3, same as towed artillery. Wouldn't make much sense to make the fort have a shorter range than your standard 10.5cm artillery.'Tordenskjold wrote: 5. Oscarsborg fortress: This fortress outside Oslo sank the Blucher. The distance where less than 1000 yards and the topography is such that it is impossible to fire much longer distances. Of course in the game this fort might depict several forts in the Oslo Fjord but I can't see how the game will be less fun if the firing range where reduced to a more realistic level.
Especially as Oscarsborg was equipped with 3 28cm Coastal artillery pieces.
Also since PzC can't model multiple weapon systems yet, the torpedo battery isn't accounted for realistically.
I'd assume it was wrapped into the overall attack values of the fort.
I'm confused as what would give you this impression.Tordenskjold wrote: 6. Cavalry seems seriously overpowered. The best way to deal with a cav. unit seems to be with another cav. unit. In WW2 these units was obsolete and thus these units would do better not to exsist, alternatively be much weaker but have a scouting capability like Recon units.
Soviet Cavalry is terrible. Soft Attack 4, Ground Defence 3, Initiative 2, Close Defence 2.
Polish Cavalry has 1 higher SA, 1 higher Initiative, GD and CD remain the same.
Compared to Pioneers: SA 5, GD 8, Init 2, CD 2.
I guess if you're attacking a city with standard Wehrmacht Infantry (SA 4, GD 8, Init 2, CD 2) then you're at a disadvantage vs the Polish Cavalry.
But you shouldn't attack entrenched units in the first place, at least without suppressing them with artillery fire first.
Agreed!Tordenskjold wrote: Great game!
http://en.wikipedia.org/wiki/Downloadable_contentTordenskjold wrote: What does DLC stand for? Could not find it on the net...
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- Lance Corporal - SdKfz 222
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- Joined: Fri Aug 17, 2007 1:04 pm
Re: Is it possible to make Pancer Corps even more realistic?
Fimconte wrote:The problem here is that a single hex can represent different sizes, depending on the map.Tordenskjold wrote:
1. Ship guns: It seems very odd that a ship can actually harm a unit hidden in the mountains 150 kilometers away. At least! It is realistic with long range in sea battles, but not in shore bombardement. I assume a range of 1 hex should depict what really happened historically.
however I'm not sure which maps you have issues with.
For example in Sea Lion your ships are barely in range of London at the mouth of the Thames. (which in reality is ~30 miles from the sea), and as German naval guns of the era had a effective range of 22 miles(35km), it's not stretching the reality too far.
I see the problem. I was referring to the Norway scenario.
Strange, for me in most cases the British ships do move out of sight, are you playing on General or Field Marshal?Tordenskjold wrote: 2. UK ships: I have seen a lot of examples that ships stays on the same spot with an enemy bomber above just waiting to get sunked. The sips should try to get away since, needless to say, no one would wait for the next bomb in real life.
I play on Colonel level with all options on. Several times the ships in Trondheim fjord has stayed on the same spots for up to 3 turns.
Pioneers have a "fort killer" bonus that gives them +5 Hard Attack, quite useful against normal Forts, but at the face of 30 Close Defence that the Brest Fortress has it's somewhat ineffectual.Tordenskjold wrote: 3. Forts: The fort in Brest Litovsk is only possible to crack with railroad artillery. I know that this fort actually held out for a month, but should not Pioneers have a chance to score some hits on it? I thougth that that was the purpose of the Pioneers?
Not a easy way around this, at least not without making the Brest fortress much easier to kill.
I agree. In my opinion it should be easier to kill. Close to impossible to achieve a Major in this scenario because of Brest-Litovsk but on the other hand, that might be the idea?
There aren't any Yaks in Barbarossa, the Soviets have a fleet of Polikarpovs and Mig-3s.Tordenskjold wrote: 4. Soviet fighers: By the end of 1941 only 500 Yakovlev fighters where built. They should thus not turn up at Barbarossa. The main Soviet figher then was Polikarpov I-16 which is also in the game. Even though this was a great fighter it seems too strong compared to German Messerschmitts and the fact that many planes where destroyed on the airfields a fact not depicted in this game. To make things more historical there should be more but weaker Soviet planes and as stated before more infantry. This will also force the gamer to use different approaches depending on the enemy. As of now, the different nations seems rather similar. (I have only played the campaign)
The Soviet player can potentially purchase Yak-1s (and they were present on the Eastern Front in June 1941), but the AI never does this.
You seem to know your history well. But, according to my book, the Mig3 was no match for the Luftwaffe. Contrary to my gaming experience. So they might be a little to strong perhaps?
The fort has a range of 3, same as towed artillery. Wouldn't make much sense to make the fort have a shorter range than your standard 10.5cm artillery.'Tordenskjold wrote: 5. Oscarsborg fortress: This fortress outside Oslo sank the Blucher. The distance where less than 1000 yards and the topography is such that it is impossible to fire much longer distances. Of course in the game this fort might depict several forts in the Oslo Fjord but I can't see how the game will be less fun if the firing range where reduced to a more realistic level.
Especially as Oscarsborg was equipped with 3 28cm Coastal artillery pieces.
Also since PzC can't model multiple weapon systems yet, the torpedo battery isn't accounted for realistically.
I'd assume it was wrapped into the overall attack values of the fort.
I see your point.
I'm confused as what would give you this impression.Tordenskjold wrote: 6. Cavalry seems seriously overpowered. The best way to deal with a cav. unit seems to be with another cav. unit. In WW2 these units was obsolete and thus these units would do better not to exsist, alternatively be much weaker but have a scouting capability like Recon units.
Soviet Cavalry is terrible. Soft Attack 4, Ground Defence 3, Initiative 2, Close Defence 2.
Polish Cavalry has 1 higher SA, 1 higher Initiative, GD and CD remain the same.
Compared to Pioneers: SA 5, GD 8, Init 2, CD 2.
I guess if you're attacking a city with standard Wehrmacht Infantry (SA 4, GD 8, Init 2, CD 2) then you're at a disadvantage vs the Polish Cavalry.
But you shouldn't attack entrenched units in the first place, at least without suppressing them with artillery fire first.
I have tried to kill Soviet cavalry mostly outsde cities with Stuka, Fighters, Infantry and soften them up with artillery but the best way seem to be with another cavalry unit. So at least it seem to have an overpowered defence.
Agreed!Tordenskjold wrote: Great game!
http://en.wikipedia.org/wiki/Downloadable_contentTordenskjold wrote: What does DLC stand for? Could not find it on the net...
Re: Is it possible to make Pancer Corps even more realistic?
I see your point, Norway is on a much larger scale.Tordenskjold wrote:
I see the problem. I was referring to the Norway scenario.
But I think the problem is that they'd have to create new units with lower range for those maps.
That could be part of the issue, since the AI is somewhat limited below General difficulty level.Tordenskjold wrote: I play on Colonel level with all options on. Several times the ships in Trondheim fjord has stayed on the same spots for up to 3 turns.[/b]
Don't engage the fort with a attack over the river, circle around from the top and after you clear most of the troops leave only the Karl-Gerät and a Pioneer+Artillery to clear it, while the rest of your forces push on.Tordenskjold wrote: 3. Forts: The fort in Brest Litovsk is only possible to crack with railroad artillery. I know that this fort actually held out for a month, but should not Pioneers have a chance to score some hits on it? I thougth that that was the purpose of the Pioneers?
Also for a quick victory you need to secure Polotsk with a Paratrooper drop or fast tank rush from the top.
Strange, I've never had a problem with them.Tordenskjold wrote: I have tried to kill Soviet cavalry mostly outsde cities with Stuka, Fighters, Infantry and soften them up with artillery but the best way seem to be with another cavalry unit. So at least it seem to have an overpowered defence.
Their Close Defence (used when the defending unit is in close terrain, ie. hills, forest, cities) is only 2, so they should be on a equal footing with other Infantry.
Perhaps they were heavily entrenched that even after multiple attacks they had 4+ entrenchment left?
Which could indicate their high resistance.
5. Oscarsborg fortress: This fortress outside Oslo sank the Blucher. The distance where less than 1000 yards and the topography is such that it is impossible to fire much longer distances. Of course in the game this fort might depict several forts in the Oslo Fjord but I can't see how the game will be less fun if the firing range where reduced to a more realistic level.
http://www.7idgaming.de/attachment.php? ... 1319749066
From the just recently released press coverage of the DLC !
http://www.7idgaming.de/attachment.php? ... 1319749066
From the just recently released press coverage of the DLC !
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- Lance Corporal - SdKfz 222
- Posts: 26
- Joined: Fri Aug 17, 2007 1:04 pm
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- Lance Corporal - SdKfz 222
- Posts: 26
- Joined: Fri Aug 17, 2007 1:04 pm
Re: Is it possible to make Pancer Corps even more realistic?
Thanks alot Fimconte, for all your answers
Now I have played 30 hours more and have found out that it takes a while to become an expert in this but now it seems Colonel is too easy! Who would have thougth that a week ago
I get more and more impressed by this game. The perfect balanced scenarios, the awesome number of historical units units. Everything put together gives a wonderfull challenge both strategic and tactical. This is a masterpiece!!!
I can't wait to get back to the game

Now I have played 30 hours more and have found out that it takes a while to become an expert in this but now it seems Colonel is too easy! Who would have thougth that a week ago
I get more and more impressed by this game. The perfect balanced scenarios, the awesome number of historical units units. Everything put together gives a wonderfull challenge both strategic and tactical. This is a masterpiece!!!
I can't wait to get back to the game
I would like to see the recon issue more fully developed to the point of having a unit on the battalion level choose to sacrfice time[one turn] to recon[with said unit having a recon value] a site before movement vs simply moving into the site quickly
Currently the concept of a seperate recon vehecle doing the spotting really dosen't work on the given scale of the game
Currently the concept of a seperate recon vehecle doing the spotting really dosen't work on the given scale of the game