Version 1.0 by anchopal, all following content is based on (a) existing information within the slitherine forum and/or (b) on my own panzer corps experience.
Tactical recommendations and combat concepts exemplarily discussed on the basis of an after-action report of the scenario GC1941 Minsk.
Difficulty level: Field marshal (using weather, supply, fog of war, undo options, no additional adjustments at the advanced option menu)
PanzerCorps version: 1.21
Prestige: 14,657 (beginning)
- after Grand Campaign 1939, 1940 and 1941 (scenarios Belgrade, Metaxas Line, Crete Airborne) on difficulty level field marshal)
- without using special reinforcements and no prestige of disbanding special reinforcements (special units disbanded not in the deployment phases) of version 1.21
List of contents
1. Basic tactics (I): focusing objectives and assembling forces
2. Basic tactics (II): scouting, attacking and advancing/defense positioning
2.1 Introduction
2.2 Force A/Turn 1: Crossing the NYOMAN RIVER (hex 13/3)
2.3 Force B/Turn 1: Towards BYALISTOK (hex 10/15)
3. Basic combat mechanics: initiative/mass attack, suppression, entrenchment/terrain effects, experience/heroes effects, retreat/surrender, rugged defense/ambush situations, weather effects
3.1 Introduction
3.2 Force B/Turn 3: Capturing AIRFIELD NEAR VAUKAVYSK (hex 18/14)
3.3 Force C/Turn 3: Towards BREST-LITOVSK (hex 12/24)
4. Advanced tactics: synchronizing/coordinating activities of different forces considering basis combat tactics and combat mechanics
4.1 Introduction
4.2 Forces A, B, C and D/Turn 7-14: Capturing MINSK (hex 34/7)
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1. Basic tactics (I): focusing objectives and assembling forces
Starting the new scenario I conducted the following preparation activities:
- focusing objectives, that is understanding the victory conditions (here: capturing 5 city hexes) and considering the intelligence information (here: significant importance to capture as many airfields as possible to prevail enemy air attacks as soon as possible),
- assembling forces, that is selecting units according to the needed abilities (spotting, movement, ranged/close/tank/air attacks etc.) and to divide your army into combat groups and assigning them the identified objectives with a synchronized time order. Here, I identified as objectives the 5 city hexes and the 11 airfield hexes. I divided the available forces into three forces (Force A, B, C), two paratrooper units (Force D) and the supporting Air Force.
Legend of strategic map:
- A1: First operational objective (city/airfield hexes) of Force A
- B3: Third operational objective (frontier/border) of Force C
- Operational objective (region/area) of Force C (blue)
- Direction of movement/advance (strong forces = thick arrow)
- Direction of movement/advance (small forces = thin arrow)
- Direction of movement/advance paratroops (dashed arrow)

In order to grant a balanced and challenging game play (and to achieve the maximum of prestige gains that is possible considering the soft prestige cap of version 1.21) I considered building up a historical core force. That is, I considered that …
- the German tank forces predominantly consisted of light and medium heavy tank vehicles (e.g., Panzer II, Panzer 38t) at the beginning of the Operation Barbarossa.
- the German forces only disposed of few self-propelled anti-tank units at the beginning of the Operation Barbarossa
(i.e., the core forces contain only less mobile light towed anti-tank units and no self-propelled anti-tank units).
- the German forces were not fully motorized and predominantly disposed of land transport vehicles (i.e., the core forces contain also infantry units without transport vehicles and only few infantry units with half-tracked vehicles).
Moreover, I use the provided three auxiliary strategic bomber units in the Minsk scenario only for recon purposes, whereas I use the provided three auxiliary self-propelled anti-aircraft units as normal support of my core force. Awarded heroes effects to units are denominated in the following as “abilities” and presented in brackets at the description of my forces. Thereby, I ordinarily use the denomination field of units in order to have a better overview about these abilities. For example SE Grenadiers: 3D = +3 defense, 1SA = + 1 soft attack, 1M = + 1 movement etc.

The stated forces (Force A, B, C, D, supporting Air Force) consist of the following units, respectively. Thereby, the units are classified in light, medium heavy and heavy units.

Force A consists of …
- 2 light tanks (with spotting/defense abilities),
- 1 towed light anti-tank unit,
- 2 motorized light infantry units (with spotting/defense abilities),
- 1 towed medium heavy artillery unit (with spotting abilities) and
- 1 self-propelled anti-aircraft unit.
SE infantry units dispose of +1 soft attack compared to the same non-SE-infantry type.

Force B consists of …
- 2 light tanks (with defense abilities),
- 2 medium heavy tanks (with defense abilities),
- 1 towed heavy anti-aircraft/anti-tank unit
- 1 motorized heavy infantry unit (with defense/movement abilities) and
- 1 self-propelled light artillery unit.
Recon units do have the ability to sequentially move. Combined with their given spotting range of 3 they are usually suitable for scouting activities. Moreover, the Panzer IIF is the strongest tank of the German Panzer II-class. SE tank units dispose of +1 hard attack compared to the same non-SE-tank type. The German 8.8 Flak is switchable between the anti-aircraft and anti-tank mode. Within both modes the 8.8 Flak disposes of strong combat values which makes it to a strong weapon system especially between 1939 and 1941. Grenadiers are the strongest infantry units. However, they are usually less mobile with a standard movement of 2 instead of 3 of the light infantry units.

Force C of two groups. The first group consists of …
- 1 medium heavy tank,
- 1 towed heavy anti-aircraft/anti-tank unit,
- 1 recon unit (with attack abilities),
- 1 motorized heavy infantry unit (with defense abilities) and
- 1 towed medium heavy artillery unit (with attack abilities) and
- 1 self-propelled medium heavy anti-aircraft unit.
The second group consists of …
- 1 motorized heavy infantry/engineer unit (with movement abilities),
- 2 light infantry units,
- 1 towed light anti-tank unit,
- 1 towed heavy artillery unit and
- 1 towed medium heavy artillery unit.
Engineers do generally ignore entrenchment effects. Moreover, they dispose of the special abilities against fortifications and minefields. Therefore, they are especially suitable for attacks against fortifications and units that do have a high entrenchment level. However, there defending abilities are less well compared to grenadiers.

Force D consists of two light infantry/paratrooper units (with initiative/defense abilities).
Paratroopers do have the special ability of proceeding drop downs also at non-airfield hexes. All other units can be transported by aircrafts only between two airfields. Moreover, paratroopers do also have special abilities against fortifications. However, the ammo capacity with 4 is compared to other infantry units low. Therefore, they need more combat breaks than other infantry units to refresh their ammo resources.

The air force consists of …
- 3 fighters (with attack/defense abilities),
- 3 tactical bombers (with attack abilities) and
- 2 strategic bombers.
Strategic bombers can cause suppression effects. Moreover, they are able to weaken enemy units by diminishing their ammo and fuel resources. Finally, they can neutralize cities. This means, that for the case that a city hex allows the deployment of new units the attacked city hex losses this ability for the current and the turn after the current turn.The Bf 110D is usable as tactical bomber and (light) fighter as well. Therefore, this unit is valuable especially against the Russian Air Force.