Artillery Heros

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grenadier98
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Artillery Heros

Post by grenadier98 »

What do you think which kind of artillery piece would benefit most from artillery leaders with +movement, + range, +attack. I thought of a heavy artillery piece like the 17K18 for +range and maybe a Nebelwerfer for the +movement, so it can keep the pace with heavy infantry in cities.
sn0wball
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Re: Artillery Heros

Post by sn0wball »

Range.

To make real artillery out of Range 1 pieces.
ThvN
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Re: Artillery Heros

Post by ThvN »

I've had a 30cm Nebelwerfer with a +move hero, and it is indeed very good in following infantry around, but it became a favourite target of the AI, so it usually needed some extra protection. But with air superiority it was very good.

For a Wurfrahmen or other fast unit +move is a bit of a waste. Extra range is always nice, but like sn0wball said, +range is especially good for the range 1 artillery like StuG's or the Brummbär, it transforms them completely.

Extra attack or defense can be nice, although I slightly prefer defensive heroes over extra attack, during the later scenarios at least.

And there will always be the odd spotting hero mixed in between, when I get one of those they usually get turned into one of the armoured self-propelled guns (like the StuH42), where it can actually be useful because the difference between 1 or 2 spotting can be a lifesaver; now I can move the artillery first in relative safety, and when it's at the back of the formation it might help keeping better track of AI airplanes.
captainjack
Brigadier-General - 15 cm Nblwf 41
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Re: Artillery Heros

Post by captainjack »

I like nebelwerfers with 3 range, but I agree that a 2 range brummbar is a good option.
I normally use move heroes on towed artillery. Attack heroes normally trigger conversion to a 17cm gun so it can still hurt armour after 43. Defence heroes - can be good on unarmoured units but an indestructible Brummbar has its uses. I've heard good arguments in favour of replacing most artillery with brummbars in 44 and 45, but I usually do very badly in 43 and have to try again, so can't speak on this at first hand.

Spotting heroes on artillery is about as helpful as an initiative hero on a strategic bomber - if I got 2 spots on an artillery unit I would either give up in despair and restart the campaign or have a spotty brummbar (or whatever best armoured unit is available).

Looking at this, I think that there is scope for a little more class-specific hero allocation rather just than allocating range in place of initiative. How about +1 ammo hero in place of spotting hero for artillery and strategic bombers? That would actually be useful!
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
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Re: Artillery Heros

Post by JimmyC »

ThvN wrote: And there will always be the odd spotting hero mixed in between, when I get one of those they usually get turned into one of the armoured self-propelled guns (like the StuH42), where it can actually be useful because the difference between 1 or 2 spotting can be a lifesaver; now I can move the artillery first in relative safety, and when it's at the back of the formation it might help keeping better track of AI airplanes.
Thanks for the tip. I got a spotting hero on one of my pieces and thought it was next to useless. I still think it is pretty useless, but it justifies my decision to convert him to a STUIIB.
Why do you prefer defense hero rather than attack though? I thought you would generally get a lot more use out of an attack hero, as artillery rarely get hit themselves...? Or do you put it on an offensive style artillery like the STUIIB?
hs1611
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Re: Artillery Heros

Post by hs1611 »

Well, artillery is a prime target for Tac Bombers, so defense heros are useful.
That said, I really prefer Defense Heros on SP Artillery, because they are more exposed than the towed ones.
ThvN
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Re: Artillery Heros

Post by ThvN »

JimmyC wrote:Why do you prefer defense hero rather than attack though? I thought you would generally get a lot more use out of an attack hero, as artillery rarely get hit themselves...? Or do you put it on an offensive style artillery like the STUIIB?
Like hs1611, defense is mostly handy for the SP units, because they will be targeted and especially in the later years you cannot completely protect them.

Extra attack is nice of course, but I don't think it is necessary most of the time. I don't use artillery to destroy units, they have to suppress them and bring down entrenchment. I would often rather have extra ammo than attack or defense!

I treat artillery a bit differently than other units, because they gain experience very fast but don't get a lot of heroes. As I don't like reloading for better heroes, I often end up with spotting or +1 attack/defense, so I make do with what I get.
JimmyC
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Re: Artillery Heros

Post by JimmyC »

Thanks for the clarification. I am just near the end of '41 now, so i'm sure my artillery will start getting hit a lot more as i continue on through the campaigns.

I also don't reload heroes, preferring to go with whatever i get given.
testarossa
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Re: Artillery Heros

Post by testarossa »

I like one long range artillery with +1 range for softening up AA prior to air attack. Some cities with a well designed hedgehog of entrenched defenders, backed by artillery, and in turn covered by AA can be a tough nut until the AA has been weakened/destroyed.
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