Also a sideline: I NEVER have understood why recon can spot 3 hex (or any other unit with +rec hero) while a cruiser or battleship can spot only 2... This is not according to distance a hex is supposed to represent. Several occasions when ship and recon close together recon can spot farther. And on the sea no close terrain like forest or hills to prevent distant lookout
Improvements to recon units
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ptje63
- Sergeant First Class - Elite Panzer IIIL

- Posts: 403
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Re: Improvements to recon units
On many occasions I get caught with german recon when taking one hex too many (even with step by step) into close terrain and spotting ai strong unit with not enough mov to retreat
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Also a sideline: I NEVER have understood why recon can spot 3 hex (or any other unit with +rec hero) while a cruiser or battleship can spot only 2... This is not according to distance a hex is supposed to represent. Several occasions when ship and recon close together recon can spot farther. And on the sea no close terrain like forest or hills to prevent distant lookout
.
Also a sideline: I NEVER have understood why recon can spot 3 hex (or any other unit with +rec hero) while a cruiser or battleship can spot only 2... This is not according to distance a hex is supposed to represent. Several occasions when ship and recon close together recon can spot farther. And on the sea no close terrain like forest or hills to prevent distant lookout
Re: Improvements to recon units
When i play GC-39 to 45 i divide my units into task forces. Each of them have atleast 1 recon with few exceptions. Rarely do i use less than 2.Stephen1024 wrote:Yes I too only use recon in 2/3rds movement. In major combat line I often use recon to hit enemy thats on 1 or 2 points then retreat it. For grabbing empty hex saving infantry and tanks for combat. For mopping up work.
88cm another unit that got be learned to. Trick with 88 is use it as ambush weapon, also learn how build tank traps draw enemy tanks in.
Strategic bombers are under used when someone is new. Mostly they appear only good against ships, but there great taking ammo and setting up surrenders.
I got strategic bomber currently in 41 GC that got +2 attack with over strength of 2-3 points it will take 8-10 points on ships, against KV1 it knocks of 2 points reduces ammo. Mind you in Sea lion GC my strategic bombers got +1 initiative, not so useful.
Arty I fell for bigger is better when new. I learned that couple 10.5 and 1 17 are best. Rate of fire does make big difference. StugIIIB are so useful, enemy likes them as targets, there hard crack and do lot of suppression for me. Later SU-122 are great as arty/AT.
Anti-Tank are hard one get use to, the Paks are good for defensive maps. mobile AT is good for ambushes and mopping up. Would like see AT defensive fire as support.
Tac like the Me 110 are misunderstood by those new to the game. There ground attack about half as damaging as a stuka, there about half as damaging as fighter on fighters. I like Me 110 as I learned to use for most maps 39-41 1 fighter and 1 tac Me 110 gain air superiority, there few maps like Narvik where I use 2 fighters, but thats gain quick kills against spitfires, hurricane, and strat bombers. Gaining air superiority fast in some can half time takes to complete map.
Point is Me 110 can be used to help ground war more then fighter, so using Me 110 as mopping up fighter then ground attack is much more efficient.
Any points I missed on use of units that those new to game miss.
88's is part of my army from 39. Simply because they smash the hell out of tanks and bunkers from 39 to 41, and from 41 and onwards they are 2-3 stars with heroes wrecking havoc on enemy airplanes.
If you are lucky you get a range or movement hero on the 88 making it a decent killer.
Tac bombers i use mainly to build up exp, Ju88 is a decent seakiller. But once the Do217 or He177 is available they are damn good for crippling anything they bomb.
Now my question is. Why is the 10.5 better than 21.0?
I use Wurfrahmen, neberwerfer, stugs and 21.
21 for city warfare and defensive scenarios. Defensive scenarios i have them behind 88's.
As for AT i only use mobile ones. I try with PAK from time to time but in defensive scenarios 88's seem to do a better job.
Agree on the use of 110's. For most of Poland a 109 and a 110 secure air superiority. By Norway my 110 have near 10 planes shot down because he always moves in for the kill after the 109 makes the first attack.
And 110 later becomes 410 which is a good fighter.
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Stephen1024
- Sergeant First Class - Panzer IIIL

- Posts: 362
- Joined: Wed Sep 16, 2015 12:34 pm
Re: Improvements to recon units
Hi TigerIII
To answer your question under 1.20 rules 10.5 is cheaper will generally do as much suppression, why because it has much higher rate of fire then 21cm. Each shot you ask it to do, it gains more dice rolls due to higher rate of fire, that causes it have high suppression. Mostly in 1.20 you want suppression. Suppression allows you to push unit where you want also it gives you the ability to force surrender, which earns money.
Also by later part war when 17cm and 21 cm are available, tank armour thick don't really score much damage.
Third advantage 10.5cm has more fuel and ammo, so more time in combat.
I do keep 1 17cm for its damage. I use it against city and bunkers, I try have 2 10.5cm and couple of sturmpanzers for mobility.
1.20 rules cheap arty means more prestige for few high prestige value units E.g tigers.
There are few threats show the difference between 10.5 17 and 21 cm guns. They show damage done, suppression etc.
Paks are so limited ok in defensive positions, as you pointed out 88 will do better and can shot at planes. I currently have 88 on my current play thats +1 range +3 attack, it clean kills bunkers and tanks frequently with 1 shot, KV 2 it hits for min 5 - 1.
As for Wurfrahmen and rocket towed there great at anti infantry role I do have in my core to. I also love rockets for city fights. Flame tank great to for both.
So very agree about Me410
To answer your question under 1.20 rules 10.5 is cheaper will generally do as much suppression, why because it has much higher rate of fire then 21cm. Each shot you ask it to do, it gains more dice rolls due to higher rate of fire, that causes it have high suppression. Mostly in 1.20 you want suppression. Suppression allows you to push unit where you want also it gives you the ability to force surrender, which earns money.
Also by later part war when 17cm and 21 cm are available, tank armour thick don't really score much damage.
Third advantage 10.5cm has more fuel and ammo, so more time in combat.
I do keep 1 17cm for its damage. I use it against city and bunkers, I try have 2 10.5cm and couple of sturmpanzers for mobility.
1.20 rules cheap arty means more prestige for few high prestige value units E.g tigers.
There are few threats show the difference between 10.5 17 and 21 cm guns. They show damage done, suppression etc.
Paks are so limited ok in defensive positions, as you pointed out 88 will do better and can shot at planes. I currently have 88 on my current play thats +1 range +3 attack, it clean kills bunkers and tanks frequently with 1 shot, KV 2 it hits for min 5 - 1.
As for Wurfrahmen and rocket towed there great at anti infantry role I do have in my core to. I also love rockets for city fights. Flame tank great to for both.
So very agree about Me410
