no need to waste these 2 heros...
Moderator: Panzer Corps 2 Moderators
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scott_mathieson
- Sergeant - 7.5 cm FK 16 nA

- Posts: 223
- Joined: Sun May 31, 2020 12:43 pm
Re: no need to waste these 2 heros...
Death star would be star wars reference to ship that could blow up planets.
I assume the tank levelling refers to getting steam roller on a tank for 25 overruns on a tank and then upgrading to arty as described. Not really enough time to do this in main campaign but dlc gives opportunity for lots of this type of shenanigans.
On current playthrough I concentrated on it and I have 3 arty 4 recon and 4 tanks with steamroller after the Greek missions
I assume the tank levelling refers to getting steam roller on a tank for 25 overruns on a tank and then upgrading to arty as described. Not really enough time to do this in main campaign but dlc gives opportunity for lots of this type of shenanigans.
On current playthrough I concentrated on it and I have 3 arty 4 recon and 4 tanks with steamroller after the Greek missions
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scorehouse
- Major - 8.8 cm FlaK 36

- Posts: 968
- Joined: Thu Jun 27, 2019 1:56 am
Re: no need to waste these 2 heros...
learn something new everyday. I only thought AT and Tanks could be upgraded amongst each other?
Re: no need to waste these 2 heros...
No you can upgrade tank to AT or Recon. And from At you can upgrade to artillery and anti-aircraft. It costs tons of exp, and well an overrun hero is doing the same. But a hardcore steamroling, hero pimped 21cm gun is fun for 1 or 2 playthoughs but it become unfun really fast.scorehouse wrote: ↑Wed Jun 30, 2021 11:01 pm learn something new everyday. I only thought AT and Tanks could be upgraded amongst each other?
It reduces a lot of challenge.
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scorehouse
- Major - 8.8 cm FlaK 36

- Posts: 968
- Joined: Thu Jun 27, 2019 1:56 am
Re: no need to waste these 2 heros...
can you achieve the same on the 21 by itself or does missing the overrun hero prevent it. I use a 21, 15S, double attack, lethal attack, fast deployment. never considered attacking with it?
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VirgilInTheSKY
- Major - Jagdpanther

- Posts: 1038
- Joined: Wed Dec 18, 2019 4:26 pm
Re: no need to waste these 2 heros...
Once a unit recieved the Steamroller medal, it can overrun without a Overrun hero/trait.scorehouse wrote: ↑Wed Jun 30, 2021 11:46 pm can you achieve the same on the 21 by itself or does missing the overrun hero prevent it. I use a 21, 15S, double attack, lethal attack, fast deployment. never considered attacking with it?
Re: no need to waste these 2 heros...
If a unit has 'Steamroller' any unit kill becomes an overrun, and you get a second shot.scorehouse wrote: ↑Wed Jun 30, 2021 10:30 pm don't understand "Death Star" and how you get the 21 to function as a tank?
For DeathStar see Star Wars 'A New Hope'.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
Re: no need to waste these 2 heros...
I have a video on the concept being discussed here:
https://youtu.be/hybKg1AeKjo?list=PLrGI ... SqlUMLnFWX
It's an older guide but it checks out
.
https://youtu.be/hybKg1AeKjo?list=PLrGI ... SqlUMLnFWX
It's an older guide but it checks out
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scorehouse
- Major - 8.8 cm FlaK 36

- Posts: 968
- Joined: Thu Jun 27, 2019 1:56 am
Re: no need to waste these 2 heros...
let me get this right. you use the overrun 15 kills to get steamroller then you are good to go? so in doing this, you are not capturing equiptment just blowing every thing up?
Re: no need to waste these 2 heros...
It takes 25 overruns to get steamroller, but yes he is just blowing things up.scorehouse wrote: ↑Thu Jul 01, 2021 9:50 pm let me get this right. you use the overrun 15 kills to get steamroller then you are good to go? so in doing this, you are not capturing equiptment just blowing every thing up?
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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VirgilInTheSKY
- Major - Jagdpanther

- Posts: 1038
- Joined: Wed Dec 18, 2019 4:26 pm
Re: no need to waste these 2 heros...
You can choose not to blow up those you want to capture.scorehouse wrote: ↑Thu Jul 01, 2021 9:50 pm let me get this right. you use the overrun 15 kills to get steamroller then you are good to go? so in doing this, you are not capturing equiptment just blowing every thing up?
Steamroller takes 25 overrun in AO.
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quisqualis
- Lance Corporal - Panzer IA

- Posts: 15
- Joined: Sat Apr 27, 2013 7:19 pm
Re: no need to waste these 2 heros...
"You can choose not to blow up those you want to capture."
i´m curious: how not to choose? either i encircle and attack and blow up the enemy tank in one run or not. do i miss something?
i´m curious: how not to choose? either i encircle and attack and blow up the enemy tank in one run or not. do i miss something?
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scorehouse
- Major - 8.8 cm FlaK 36

- Posts: 968
- Joined: Thu Jun 27, 2019 1:56 am
Re: no need to waste these 2 heros...
I've found if you have an over strengthened tank with envelopment and the enemy is surrounded and no where to go, if you wipe them out in 1 go, they surrender all they're units plus more if you have the 2x capture option. I just captured over 50 Tanks in 3 attacks
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Retributarr
- Colonel - Fallschirmjäger

- Posts: 1416
- Joined: Wed Jun 04, 2014 7:44 pm
Re: no need to waste these 2 heros...
"scorehouse"... that sounds really 'Exciting'... especially for those who favour this particular style of game-play... but, for myself... I will only indulge in this 'Gimmickry' to only a low-level-extent... so as to mimic or enhance certain personages... as there were some very-talented generals and leaders... who participated in that conflict.scorehouse wrote: ↑Sat Jul 03, 2021 5:04 pm I've found if you have an over strengthened tank with envelopment and the enemy is surrounded and no where to go, if you wipe them out in 1 go, they surrender all they're units plus more if you have the 2x capture option. I just captured over 50 Tanks in 3 attacks
I don't want the 'Game' to be too-easy!.
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scott_mathieson
- Sergeant - 7.5 cm FK 16 nA

- Posts: 223
- Joined: Sun May 31, 2020 12:43 pm
Re: no need to waste these 2 heros...
to simplify to have 2 main tactics make everything surrender or kill everything the real big difference is suppresionquisqualis wrote: ↑Sat Jul 03, 2021 3:51 pm "You can choose not to blow up those you want to capture."
i´m curious: how not to choose? either i encircle and attack and blow up the enemy tank in one run or not. do i miss something?
for surrenders you need to be going for maximum suppression using surrounds an artillery, then attacking when the the enemy unit has no place to go, during the process you want to damage units as little as possible using split units etc.
for kills its the opposite you cant let them surrender so don't attack anything with suppression unless you have excess power, if you are building for steamroller have a nominated unit and hold them back letting them finish units off.
its all a bit of a balance so no need to be going 100% either way i would really only capture units i would use or if they are a lot of enemy that can be surrounded, i just kill the rest for the over runs.
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quisqualis
- Lance Corporal - Panzer IA

- Posts: 15
- Joined: Sat Apr 27, 2013 7:19 pm
Re: no need to waste these 2 heros...
sounds solid, thanks
Re: no need to waste these 2 heros...
Having the "Overwhelming Attack" hero allows you to forgo the suppression attacks. A unit with OA + Envelopment heroes or OA + Shock Tactics heroes is a single-shot kill & capture unit.
Re: no need to waste these 2 heros...
If you haven't figured it out already, I like to push min/maxing to extremes to see what can be done with it. But as others have said it is not for every playthrough, the (spoiler alert) KV-1 counterattack at Raseniai is no fun if you can make it vanish in one turn (or maybe it is, but only the first time).
In my saved SCW playthrough I have 3xoverwhelming attack, 1xenvelopment and 1xshock tactics heroes. The Verdeja (I like the 6 movement) has OA, Envelopment, Double Attack, no retaliation so that's two units that go poof most turns (sometimes you can't position it the way you want to hit two units, especially when factoring in that it will get attacked in the opponents next turn, and it's not great at soaking up damage. Usually I try to support it with a Somua on which I have an AT support hero and Kersher. By the time I got to Russia, I also had another DA (actually 2 more) and a scavenger hero, so I also have a DA, OA, Shock Tactics and Scavenger unit. With Trophies, you get more than the 100 KV-1/40 you need in Raseniai alone. If I get a third Envelopment or Shock Tactics (FYI, Shock Tactics can be put on an Arty together with DA to destroy the movement points of two units which you can then capture either with OA or by forcing them to retreat, opening up a slot for say Scavenger or No Retaliation in your capturing unit) hero to go with my "orphan" OA one, I'll have three units that can each capture 2 enemy units, either without taking damage or capturing 4x the equipment (with Trophies).
At that point the game is pretty much over as a challenge, but for one playthrough it's fun to just roll over anything. Ideally I'd get a second Scavenger and stick the DA, OA, Env/ST, Scavenger combo on two T-34s. 6 movement, the ability to take minimal damage from counterattacks and 2x captures with 4x the equipment/prestige each. Once again, as others have pointed out, this is a really heavy dose of cheese, so do not do this if you're going for a challenge.
In my saved SCW playthrough I have 3xoverwhelming attack, 1xenvelopment and 1xshock tactics heroes. The Verdeja (I like the 6 movement) has OA, Envelopment, Double Attack, no retaliation so that's two units that go poof most turns (sometimes you can't position it the way you want to hit two units, especially when factoring in that it will get attacked in the opponents next turn, and it's not great at soaking up damage. Usually I try to support it with a Somua on which I have an AT support hero and Kersher. By the time I got to Russia, I also had another DA (actually 2 more) and a scavenger hero, so I also have a DA, OA, Shock Tactics and Scavenger unit. With Trophies, you get more than the 100 KV-1/40 you need in Raseniai alone. If I get a third Envelopment or Shock Tactics (FYI, Shock Tactics can be put on an Arty together with DA to destroy the movement points of two units which you can then capture either with OA or by forcing them to retreat, opening up a slot for say Scavenger or No Retaliation in your capturing unit) hero to go with my "orphan" OA one, I'll have three units that can each capture 2 enemy units, either without taking damage or capturing 4x the equipment (with Trophies).
At that point the game is pretty much over as a challenge, but for one playthrough it's fun to just roll over anything. Ideally I'd get a second Scavenger and stick the DA, OA, Env/ST, Scavenger combo on two T-34s. 6 movement, the ability to take minimal damage from counterattacks and 2x captures with 4x the equipment/prestige each. Once again, as others have pointed out, this is a really heavy dose of cheese, so do not do this if you're going for a challenge.
Last edited by Gfot on Tue Jul 06, 2021 1:57 pm, edited 6 times in total.
Re: no need to waste these 2 heros...
I also do like tactical challenges, so here's how you get many easy overruns: in each scenario, depending on slot allowance, heroes you've rolled etc. you can have one or more units you want to focus on for overruns.
You need a "Kampfgruppe" with 1 Tank (preferrably with good Soft Attack), 1-2 Artillery/Bombers/Fighters (the more the merrier, you want them for the entrenchment reduction, so entrenchment killer heroes work best, especially if you have DA on a Fighter/Tac Bomber and you will have one of each just from Bar and Rudel), 1 "can opener" (Pioniere, Azul Infantry with ignores entrenchment, Tank with Vigilant etc.), 1 more mobile unit (Recon cars and Krad are great) and your "Overruner" tank. First, stick any heroes that help Overrun on the designated unit (I usually use PzIIC to level up overrun but if you use a better tank Rapid Fire is awesome, Exterminator, reduced slots+overstrength or just overstrength if you can spare the slots, Butcher, Ignores ZOC etc.). Second, target an enemy position. Usually an objective will have an infantry unit in close terrain, supported by AT/Artillery, with an anti-aircraft gun nearby. If any unit has AT support, it needs to be the first target, using whichever unit can get the best results against it (if it's a purely AT gun Krad are great, if it's an artillery piece with AT support anything works). It's important to calculate the entrenchment it will have after the attack (it can't be green). If you need to, hit it with Arty and/or a Bomber first. That should be your first retreat. Repeat for any Anti-aircraft and/or artillery. Finally, hit the infantry with your "can opener". A note on retreats: enemy units will prioritize hexes that are not adjacent to your units, and then close terrain over non-close terrain. So when you hit a unit, make sure its retreat option is an open hex (by putting units on or adjacent to others). Finally, use your overruner to overrun the units that have retreated, keeping in mind that each overrun gives you another move, but no new movement points (so plan a route that will allow you to overrun as many a possible).
You can overrun several units in one turn that way, usually it takes me no more than 3 scenarios to take a designated overrun unit (I usually field two of them each scenario, because most call for split forces) from 0-25. If it's hard to force many retreats, focus on one, overrun that unit, rinse and repeat. Also, Artillery and AA located in open hexes (for example AA in airfields) can be overrun even if entrenched, sometimes you don't need to make them retreat, just hit them once with a tank/killer arty to bring their strength down so that you can overrun them. Same applies to infantry in the open, and especially cavalry, which the AI happily sends out in the open. Once you've brought a unit to 25 overruns, you canremove your "overrun heroes" from it, and put them in the next one. I've got 4 steamroller recon units and 4 steamroller artillery in Lille (in addition to several steamroller tanks), and I had 0 after SCW (I didn't know how important it was when I played it, and SCW is the one AO I've never played a second time).
Finally this method has the added benefit that you're taking objectives as you're doing this, so you're not really sacrificing anything to get those overruns.
You need a "Kampfgruppe" with 1 Tank (preferrably with good Soft Attack), 1-2 Artillery/Bombers/Fighters (the more the merrier, you want them for the entrenchment reduction, so entrenchment killer heroes work best, especially if you have DA on a Fighter/Tac Bomber and you will have one of each just from Bar and Rudel), 1 "can opener" (Pioniere, Azul Infantry with ignores entrenchment, Tank with Vigilant etc.), 1 more mobile unit (Recon cars and Krad are great) and your "Overruner" tank. First, stick any heroes that help Overrun on the designated unit (I usually use PzIIC to level up overrun but if you use a better tank Rapid Fire is awesome, Exterminator, reduced slots+overstrength or just overstrength if you can spare the slots, Butcher, Ignores ZOC etc.). Second, target an enemy position. Usually an objective will have an infantry unit in close terrain, supported by AT/Artillery, with an anti-aircraft gun nearby. If any unit has AT support, it needs to be the first target, using whichever unit can get the best results against it (if it's a purely AT gun Krad are great, if it's an artillery piece with AT support anything works). It's important to calculate the entrenchment it will have after the attack (it can't be green). If you need to, hit it with Arty and/or a Bomber first. That should be your first retreat. Repeat for any Anti-aircraft and/or artillery. Finally, hit the infantry with your "can opener". A note on retreats: enemy units will prioritize hexes that are not adjacent to your units, and then close terrain over non-close terrain. So when you hit a unit, make sure its retreat option is an open hex (by putting units on or adjacent to others). Finally, use your overruner to overrun the units that have retreated, keeping in mind that each overrun gives you another move, but no new movement points (so plan a route that will allow you to overrun as many a possible).
You can overrun several units in one turn that way, usually it takes me no more than 3 scenarios to take a designated overrun unit (I usually field two of them each scenario, because most call for split forces) from 0-25. If it's hard to force many retreats, focus on one, overrun that unit, rinse and repeat. Also, Artillery and AA located in open hexes (for example AA in airfields) can be overrun even if entrenched, sometimes you don't need to make them retreat, just hit them once with a tank/killer arty to bring their strength down so that you can overrun them. Same applies to infantry in the open, and especially cavalry, which the AI happily sends out in the open. Once you've brought a unit to 25 overruns, you canremove your "overrun heroes" from it, and put them in the next one. I've got 4 steamroller recon units and 4 steamroller artillery in Lille (in addition to several steamroller tanks), and I had 0 after SCW (I didn't know how important it was when I played it, and SCW is the one AO I've never played a second time).
Finally this method has the added benefit that you're taking objectives as you're doing this, so you're not really sacrificing anything to get those overruns.



