hero bonus question
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hero bonus question
Is there a list of which units benefit most from specific hero traits? I realize most are obvious. But trait like "tank killer" would it most benefit my stuka or tank? Which unit benefits the most from the "can't be suppressed" trait etc? Any suggestions appreciated. Finally can you get the same trait multiple times
Re: hero bonus question
yes,
When fiddling with Killer Team one time, I got 2x 'ignore ZOC' as part of the first 3.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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monkspider
- Lieutenant Colonel - Panther D

- Posts: 1254
- Joined: Sat Aug 13, 2011 3:22 am
Re: hero bonus question
I personally would put tank killer on a Stuka and can't be suppressed on infantry, but since you have no infantry, I really don't know. Maybe a fighter so its not suppressed by AA?
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fluffybunnyuk
- Sergeant - 7.5 cm FK 16 nA

- Posts: 232
- Joined: Tue May 26, 2020 1:55 am
Re: hero bonus question
Yes you can get the same traits multiple times. Its harder now though with more heroes. I've had 3 zero slots heroes from killer team....
With a bit of outside the box thinking you can great some great combos. One of my favourites is a 5* 15 strong infantry unit with zero slots,double move,and ignore entrenchment. Which doesnt sound all that useful. What makes it great is that It has a range of 8 with steamroller/overrun (no hero) because it also can be used as a recon car...
I put tank killer on my Anti-aircraft units, mostly because it makes them pretty decent Anti-tank guns. Thus saving me slots on having to buy dedicated anti-tank units. With a decent hard attack stat I can usually get an overrun, allowing me to kill multiple heavy armour units/turn.
Cant be suppressed can be used on anything thats subject to suppression fire. Its handy on pioneers attacking a town thats backed by artillery thus preventing suppression. Its also handy as a distraction on bombers if you fly them near to AA guns. Sometimes something you want to take out is being protected by AA like 4 range heavy artillery on a hill, being able to fly in and ignore the AA suppression and deal crippling damage makes it safer to bring in a valuable unit into its range without worrying about damage.
With a bit of outside the box thinking you can great some great combos. One of my favourites is a 5* 15 strong infantry unit with zero slots,double move,and ignore entrenchment. Which doesnt sound all that useful. What makes it great is that It has a range of 8 with steamroller/overrun (no hero) because it also can be used as a recon car...
I put tank killer on my Anti-aircraft units, mostly because it makes them pretty decent Anti-tank guns. Thus saving me slots on having to buy dedicated anti-tank units. With a decent hard attack stat I can usually get an overrun, allowing me to kill multiple heavy armour units/turn.
Cant be suppressed can be used on anything thats subject to suppression fire. Its handy on pioneers attacking a town thats backed by artillery thus preventing suppression. Its also handy as a distraction on bombers if you fly them near to AA guns. Sometimes something you want to take out is being protected by AA like 4 range heavy artillery on a hill, being able to fly in and ignore the AA suppression and deal crippling damage makes it safer to bring in a valuable unit into its range without worrying about damage.
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nexusno2000
- Sr. Colonel - Battleship

- Posts: 1690
- Joined: Mon Feb 24, 2014 5:15 pm
Re: hero bonus question
Got 2 Overwhelming Attack + 1 Zero Slots for SCW.
Still got the save, but decide it was too cheesy, so I didn't actually start playing.
Green Knight
https://www.youtube.com/c/GreenKnight2001
https://www.youtube.com/c/GreenKnight2001
Re: hero bonus question
I'd prefer being able to choose my heroes with a similar system as the traits itself: I get 10 hero points, a top hero costs 5, medium quality 3, poor quality 2.
Save/load multiple times till I get a decent hero was always one of my issues with the killer team trait.
Also 1 or 2 new hero points per scenario and again my choice when and for which hero to exchange them
Save/load multiple times till I get a decent hero was always one of my issues with the killer team trait.
Also 1 or 2 new hero points per scenario and again my choice when and for which hero to exchange them
Re: hero bonus question
There is no proper list, but I definitely know of a few that have been tossed around:
Entrenchment Killer: Doesn't stack and is pointless on units with the trait already. Put on Stukas and 110s to make strategic bombers redundant.
Provocateur: Put it on units that accompany artillery to divert enemy attacks away.
Aiming Assistance: Put it on Artillery to rapidly boost experience for that artillery piece. Get a 5 star artillery from 0 within 5 or 6 missions.
Envelopment: Most effective on Engineers and Flame Tanks.
Lighting Attack (or Can't be Suppressed): seems best on bombers. AAA generally is suppression damage, so it negates AAA. I also found success on fighters, to go after escorted bombers.
Prudent: Use on Overstrengthed units. Once damaged they become unkillable versions of normal strength units.
Double Move: is great on recon planes, or planes in general. If you go 1 hex less than the aircraft range, and then rebase you can pull a plane back and make it very hard to kill. As well as recon more of the map in one turn.
Entrenchment Killer: Doesn't stack and is pointless on units with the trait already. Put on Stukas and 110s to make strategic bombers redundant.
Provocateur: Put it on units that accompany artillery to divert enemy attacks away.
Aiming Assistance: Put it on Artillery to rapidly boost experience for that artillery piece. Get a 5 star artillery from 0 within 5 or 6 missions.
Envelopment: Most effective on Engineers and Flame Tanks.
Lighting Attack (or Can't be Suppressed): seems best on bombers. AAA generally is suppression damage, so it negates AAA. I also found success on fighters, to go after escorted bombers.
Prudent: Use on Overstrengthed units. Once damaged they become unkillable versions of normal strength units.
Double Move: is great on recon planes, or planes in general. If you go 1 hex less than the aircraft range, and then rebase you can pull a plane back and make it very hard to kill. As well as recon more of the map in one turn.
Re: hero bonus question
Thanks for a suggestion! I got two of these over SCW scenarios and was a bit sad since I found no practical use to them aside from granting them to recons who tend to get into more trouble.
Re: hero bonus question
I also didn't think they were useful until someone mentioned this strategy, and then the light clicked on in my head. It would also work for, and synergize excellently with, the Avenger Trait.




