Gamer's Guide to General's Traits in Panzer Corps 2 (video)

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Gamer1745
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Gamer's Guide to General's Traits in Panzer Corps 2 (video)

Post by Gamer1745 »

Gamer's Guide to General's Traits in Panzer Corps 2
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https://youtu.be/xstloa8en7s
painless42
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Re: Gamer's Guide to General's Traits in Panzer Corps 2 (video)

Post by painless42 »

Thank You for this video. I wanted to start a topic on strengths and weaknesses, so this is great. i think you're spot on, i have a couple additional thoughts.

Strengths:

Panzer/Infantry General: I tested it, at least on the Panzer 38(t) it rounds down. So the starting Panzer 38(t) costs 3 slots. The game can't do (3)*.75 =2.25 it rounds down to 2, so you get added value early game. Once you get to higher values, the system gets more granular and you'll only get your 25%

Liberator: Seems valuable, there are a decent # of flags on the map

Operational Initiative: Initiative helps determine who "shoots first" can be quire powerful since dead/suppressed enemies don't shoot back.

Deadly Grasp: Im curious to see how often there is time to surround and "starve" out the enemy given the turn limits. Most often it seems that prep arty or aircraft plus a mass attack seems to do the job in non-city hexes. Could be useful for those really dug in positions.

Veteran Anti-Air: Unsure about this one, I struggle to draw aircraft into AA traps.

Perimeter Control : can be very powerful if your play style exploits it. You can basically move through your own units past enemy ZOC. useful for cracking those cities with Arty or AA support behind them.

Weaknesses

No Overstrength: I noticed that overstrength costs aren't linear, you pay seemingly double in prestige and slots for a +5 overstrength, so unless you really want an uber unit, this might be a good weakness to take as overstrength isn't necessarily a good value to begin with.

Slow Modernization: Two notes. One is that although it says it doesn't apply to transports, when i tested last night it seemed not to let me upgrade transports after my 3 upgrades (bug). Also a note, the most recent build of the game starts the first mission on turn one, so no opportunity to upgrade for the first mission. It will be a very slow start and then should be less of an imposition.

Fear of the unknown: you hit on it, but I have to stress that there is a HUGE impact on aircraft . even on the small first map of Poland North, I split into a north and south force only to discover that my aircraft were totally hobbled by a strip of Fog of War between the groups.


I think for my first real game I might go with: Panzer General, Operational Initiative, and Master of Blitzkrieg. Play as the mostly mythological perception of the German army.
Hemi
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Re: Gamer's Guide to General's Traits in Panzer Corps 2 (video)

Post by Hemi »

painless42 wrote: Wed Feb 19, 2020 7:22 pm Thank You for this video. I wanted to start a topic on strengths and weaknesses, so this is great. i think you're spot on, i have a couple additional thoughts.

Strengths:

Panzer/Infantry General: I tested it, at least on the Panzer 38(t) it rounds down. So the starting Panzer 38(t) costs 3 slots. The game can't do (3)*.75 =2.25 it rounds down to 2, so you get added value early game. Once you get to higher values, the system gets more granular and you'll only get your 25%

Liberator: Seems valuable, there are a decent # of flags on the map

Operational Initiative: Initiative helps determine who "shoots first" can be quire powerful since dead/suppressed enemies don't shoot back.

Deadly Grasp: Im curious to see how often there is time to surround and "starve" out the enemy given the turn limits. Most often it seems that prep arty or aircraft plus a mass attack seems to do the job in non-city hexes. Could be useful for those really dug in positions.

Veteran Anti-Air: Unsure about this one, I struggle to draw aircraft into AA traps.

Perimeter Control : can be very powerful if your play style exploits it. You can basically move through your own units past enemy ZOC. useful for cracking those cities with Arty or AA support behind them.

Weaknesses

No Overstrength: I noticed that overstrength costs aren't linear, you pay seemingly double in prestige and slots for a +5 overstrength, so unless you really want an uber unit, this might be a good weakness to take as overstrength isn't necessarily a good value to begin with.

Slow Modernization: Two notes. One is that although it says it doesn't apply to transports, when i tested last night it seemed not to let me upgrade transports after my 3 upgrades (bug). Also a note, the most recent build of the game starts the first mission on turn one, so no opportunity to upgrade for the first mission. It will be a very slow start and then should be less of an imposition.

Fear of the unknown: you hit on it, but I have to stress that there is a HUGE impact on aircraft . even on the small first map of Poland North, I split into a north and south force only to discover that my aircraft were totally hobbled by a strip of Fog of War between the groups.


I think for my first real game I might go with: Panzer General, Operational Initiative, and Master of Blitzkrieg. Play as the mostly mythological perception of the German army.
Veteran AA is really helpful, try it out. 37mm of doom
Gamer1745
Corporal - 5 cm Pak 38
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Re: Gamer's Guide to General's Traits in Panzer Corps 2 (video)

Post by Gamer1745 »

Thanks, @painless42,

Very good points!
nexusno2000
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Re: Gamer's Guide to General's Traits in Panzer Corps 2 (video)

Post by nexusno2000 »

Tip: try AA veteran with multiple 88s
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