Emoni wrote:Okay, so I know that Panzer Corps is a bit of a niche game, but I'm surprised by how little tactical explanation support there is out there online. I consider myself still a newb and learning the basics of the game, and this is because while I'm on Kursk now in the campaign, I still don't quite "get it" in regards to what works best against basic units or why something does good damage, but another unit doesn't.
There doesn't seem to be many YouTube options either unfortunately, nor is there too much in the means of teaching guides online or in the forums at first glance. So I ask you all, especially those who are truly good at this game, how did you learn the intricacies, or better yet, how did you approach/method learning them and what tools did you use?
Thanks all

After combat press L to see the details of the combat results. This will help you to understand what affect combat results and the math behind those. You can get a prediction before attacking by selecting the unit you want attack with and then shit+left click on your target.
That way for example you learn that attacking a target on a river hex gives your attacking unit a +4 bonus to attack and +4 to defense, or that an ambush reduces your initiative to 0.
About the concept of initiative is a bit complicated but important for success, especially later when the russian steel wave tries to steam roll you.
It will teach you how to reduce or avoid casualties all together, and why units like the assault guns Stug',s despite of having high hard attack and ground attack valves always take losses when attack but not defending, where a Panzer IV/G would not. Or how a 2star 88 Flak in AT mode can one shot a full stack of enemy tanks but take not a single loss in return despite having only 5 ground defense.
You can read up on initiative on this thread I post below, especially the post from Rood and Rudankort are helpful.
viewtopic.php?t=34568
Edit: in the in-game library is a table that shows max initiavite vales of various terrain and what terrain use close defense instead of ground defense value.
For example notice that hill as an initiative cap of 5. The same many early Stug variants or at guns have. Defendeding a hill or attacking a target on such a hill would completely negate a superior range advantage an more adavanged tank have without penalizing yours against lesser enemies. Then again hils are bad places for normal infantry to defend except ,experienced heavy infantry or paratroopers. Some allied paratroopers have by default a whooping 5 initiative. They may not shoot last but always first.