Hero abilities tier list

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Duedman
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Re: Hero abilities tier list

Post by Duedman »

After ramping up the difficulty and playing with just 1 hero per unit I came to really like "Prudent"
Its on my 15OS Verdaja.
He usually gets down to 11 Str. quite quickly but then he becomes nigh invincible.

And having a super mobile unit for the most dangerous spots in enciclements is really nice.
While Str.11 still gives him a good punch.
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George_Parr
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Re: Hero abilities tier list

Post by George_Parr »

Having a fast learner hero on a unit during a training mission is hilarious to watch. I just had two of those on my paratroopers, they basically went from 0 experience to a maxed out 3.5 stars with two attacks :lol:
Scrapulous
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Re: Hero abilities tier list

Post by Scrapulous »

George_Parr wrote: Sun May 16, 2021 8:56 pm Having a fast learner hero on a unit during a training mission is hilarious to watch. I just had two of those on my paratroopers, they basically went from 0 experience to a maxed out 3.5 stars with two attacks :lol:
Double Attack is also good during trainings for the same reason. It's really worth stripping those heroes from other units for the sake of the training missions.
FB
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Re: Hero abilities tier list

Post by FB »

I revised this list for my own calculations and use and also for other players that may find it useful.

But it depends a lot on personal preferences and gameplay.

General considerations:
1. A trait should work for any type of unit, or it gets downgraded.
2. A trait should work all the time, no special conditions or setup, or it gets downgraded.
3. You are mostly on offense/attack, so defensive skills are not as useful.

For ease of calculation and understanding, a standard unit, no overstrength, is considering having 10 units, respective 10 HealthPoints and 10 FirePower.

S TIER

Zero Slots
Adds 15 HP and 15 FP with no increase in slot cost, or 10 HP and 10 FP if No Overstrength option is used.

The only stand alone trait rated S, the rest are combos.

Envelopment + Overwhelming Attack/Shock Tactics combo = 2 x S
Disadvantage: IT BREAKS THE GAME, DONT USE IT. There is no more challenge playing the game.

No Retaliation + Double Move combo = 2 x S
Gives complete invulnerability for an unit. Unit receives no damage when attacks during your turn, but it gets damaged during the AI turn if left in the area, hence the need for Double Move to leave the dangerous zone.
Best for expensive, rare or prototype units.

A TIER

Double Attack
Adds +10 FirePower to a standard unit, without slot cost. No HP increase like for Zero Slots.
Advantage:Increase XP gain.
Disadvantage:The 2 attacks have to be concentrated in the same area.

Rapid Fire 2X
Same like above, +10 FP, but on a single target.

Reduced Slots
Adds 5 HP and 5 FP no slot cost.

No Retaliation
No return fire when attacking during your turn which saves HP, but can be attacked during AIs turn. Can be avoided with careful management by wiping out all dabgers near it by the end of your turn.
Best for:
1. Expensive, rare, prototype units.
2. Planes that automatically return to the airdrome each turn, so only the AA and fighter threat should be wiped out by the end of your turn.

Consolidator - when together with Zero or Reduced Slots is A tier
Adds +5 HP and +5 FP, with no slots increase.

Overwhelming Attack+Lightning Attack/Unyielding
Very good combo for breakthroughs. Can attack a unit covered by a lot of arty/AT and make it retreat, exposing the arty/AT behind it.


B TIER

Rapid Fire 1.5X
Adds 5 Firepower no slots increase.

Consolidator - alone is only B tier.
Adds +5 HP and +5 FP, but with increase in slots cost.

On the Roll
Increase the firepower/attack with each kill.
Disadvantage: Needs time and careful setup to build up, is not active in the beginning.
Best for: Tanks due to Overrun.

Fast Learner
By increasing XP it increses both attack and defence of the unit, so increses firepower and saves HP.
Disadvantage: Needs time to build up unit XP.

C TIER

Butcher
+5 attack against infantry
Advantage: Usable for all units
Disadvantage: Needs selective targets. Different camo color useful (green, for ex.).

Tank Killer
+5 attack against tanks.
Disadvantages:
1. Useful only for tanks, AT, TacBombers.
2. Needs selective targets. Different camo color useful (gray, for ex.).

Crippling Blow
+5 attack against full HP units.
Disadvantages:
1. Best for arty, TacBombers.
2. Needs selective targets. Different camo color useful (red, for ex.).

First Strike
Saves HP over time.
Disadvantage: Useful only for first line units.

Unyielding
Saves firepower during the attack.
Disadvantages:
1. Useful only for first line units.
2. Needs careful setup and planning.

Hit and Run/Lightning Attack
Saves HP over time.
Disadvantages:
1. Useful only for first line units.
2. Needs careful setup and planning.

Field repairs/First Aid
Repairs/heals during yout turn when not atacking.
No disadvantages. Best for expensive or breakthrough units.

Vigilant
Saves HP over time.
Disadvantage: Needs careful setup and planning.

Provocator - alone, only C, sorry
Saves HP, but for other units close-by.
Best combo with Zero Slots/Consolidator/Prudent/Tenacious Defender/Fearsome Reputation - in this order or other heroes that boost it, in which case can be ranked as a higher tier, depending on the number and combo.
A good 3 or 4 heroes combo can be ranked as A or S, depending on the boost from the other heroes.
Disadvantages:
1. Useful only for very powerful and strong units, needs boosting by other heroes.
2. Needs careful setup and planning.

D TIER

De gustibus non disputandum est. Situational, depending on game or personal preferences.

Avenger/Prudent
Increases attack and defense when taking damages. Good combo with Provocator, in wich case can be ranked as a higher tier.
1. Useful only for very powerful and strong units with Overstrength.
2. Needs careful setup and planning.

Ignores Entrenchment
Stuational. Not very useful. Downgraded a lot.
Advantages:
1. For paratroopers.
2. For tanks. Good combo with Vigilant in wich case can be ranked as a higher tier.
Disadvantage: Not really needed. Use pioneers, artillery or flamethrower tanks. That is what those are for.

Recon/Aiming Assistance/Precision Weapon
Slowly increase Firepower and save HP by increasing XP growth for a unit. No disadvantages, works for all units.

Fearsome Reputation
Higher tier if you use Encirclement a lot.
Disadvantage: Needs careful setup and planning.

Envelopment/Scavenger
Higher tier if you use Capture a lot. Even more useful together on the same unit as a Combo. No, dont use the Envelopment + Overwhelming Attack/Shock Tactics combo.
Best for: Long moving units like Recon
Disadvantage: Needs careful setup and planning.

Camouflage
Best for AT/AA or Recon.
Disadvantage: Needs careful setup and planning.


If you are using Killer Team as a preference, a good hero starting team should be something like SAB or AAA, based also on your own taste.
Last edited by FB on Thu Apr 20, 2023 9:13 am, edited 16 times in total.
nexusno2000
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Re: Hero abilities tier list

Post by nexusno2000 »

Provocateur is easily one of the best abilities so...
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FB
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Re: Hero abilities tier list

Post by FB »

nexusno2000 wrote: Tue Apr 18, 2023 1:57 pm Provocateur is easily one of the best abilities so...
Your preferences are obviously different or maybe it suits your playstyle.

But objectively, not:
It is not suited for all units.
It does not work all the time (like Zero Slots for example).
It needs to be properly set up.
It is a defensive ability, active on AIs turn, it is less important when you wipe out the enemy during your turn.
DefiantXYX
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Re: Hero abilities tier list

Post by DefiantXYX »

FB wrote: Tue Apr 18, 2023 3:52 pm
nexusno2000 wrote: Tue Apr 18, 2023 1:57 pm Provocateur is easily one of the best abilities so...
Your preferences are obviously different or maybe it suits your playstyle.
That applies to any hero. You can put zero slot hero on a 2 core slot unit without overstrength...
Of course zero slot hero is a no brainer, but I dont think you can davalue a hero because some people dont know how to use it.
If you use provocateur wisely the AI will wipe out itself in a few turns. That works in any year, on any map.
FB
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Re: Hero abilities tier list

Post by FB »

DefiantXYX wrote: Tue Apr 18, 2023 5:26 pm If you use provocateur wisely the AI will wipe out itself in a few turns. That works in any year, on any map.
As I said, you have the right to have your own favorite things, that suit your taste, like Provocator and have fun doing it. But if you like it, it will not make it optimal or the best.

If I play wisely I will wipe out the AI in an area faster and in less turns than using Provocator and waiting for the AI to do it. Just outmaneuvering, encirclement and combined forces tactics, which was the real Blitzkrieg. And I can do it easily in 2 (or maybe even 3) areas in the same time, while you probably do not have 2-3 Provocator units.
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Re: Hero abilities tier list

Post by Sequester Grundleplith, MD »

FB wrote: Tue Apr 18, 2023 8:30 pm
DefiantXYX wrote: Tue Apr 18, 2023 5:26 pm If you use provocateur wisely the AI will wipe out itself in a few turns. That works in any year, on any map.
As I said, you have the right to have your own favorite things, that suit your taste, like Provocator and have fun doing it. But if you like it, it will not make it optimal or the best.

If I play wisely I will wipe out the AI in an area faster and in less turns than using Provocator and waiting for the AI to do it. Just outmaneuvering, encirclement and combined forces tactics, which was the real Blitzkrieg. And I can do it easily in 2 (or maybe even 3) areas in the same time, while you probably do not have 2-3 Provocator units.
Everyone can have their opinion, which also means yours isn't the platonic optimal one either.

Provocator is one of the better heroes in the game imho. Even in maps where you are attacking, it is very useful against enemy counterattacks. Moreover, it lets you train up the support fire trait on arty and at units. The AI hates getting support fired, but provocator lets you essentially force them into support fire situations
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Re: Hero abilities tier list

Post by adiekmann »

I'm not a big fan of provocator either. I get it and certainly could get more use out of it if I put more effort into it. Nonetheless, that's the trick though. It does require more effort and setup than my favorite combos. First you do need a good strong unit that can absorb attacks, otherwise it can destroy your provocator unit itself. You can beat that by supporting it with an artillery and/or AT units but...now you can see how much more complex it all becomes.

My great preference for achieving the same thing is a combo of camouflage/double support/lethal attack on a 15cm art gun. Simplicity at its best! Same (camo with DS) with a good AT gun. Later, larger SPAT guns don't need the double support, but a 5 cm Pak does.

Ideally, when everything aligns perfectly, I like to stick both AT and ART support heroes with Camouflage and Double support on a Tiger I. 6 ammo, high soft and hard attack...yeah, you're way ahead of me. It does everything but shoot down aircraft and ferry other units across rivers!

All of this of course depends on what you get. I have used a good tank with the Albert Kerscher hero. Add some good heroes with Provocator and it works well, but I still prefer my ART setup with camo better if I have the right heroes for it.
FB
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Re: Hero abilities tier list

Post by FB »

[quote="Sequester Grundleplith, MD" post_id=999399 time=1681858673
Provocator is one of the better heroes in the game imho.

Moreover, it lets you train up the support fire trait on arty and at units. The AI hates getting support fired, but provocator lets you essentially force them into support fire situations
[/quote]

Well, the guys who bothered to make a ranking list all ranked it as good, but not one of the best. That must mean something.
DefiantXYX
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Re: Hero abilities tier list

Post by DefiantXYX »

FB wrote: Tue Apr 18, 2023 8:30 pm If I play wisely I will wipe out the AI in an area faster and in less turns than using Provocator and waiting for the AI to do it. Just outmaneuvering, encirclement and combined forces tactics, which was the real Blitzkrieg. And I can do it easily in 2 (or maybe even 3) areas in the same time, while you probably do not have 2-3 Provocator units.
Looks like you dont play on the highest difficulty, like David vs. Goliath an other stuff.

In 1943/1944 encirclement means nothing, even if you waste general points for the trait to make it more efficient.
Enemy units got most of the time overstrength, plus DvG even tanks got more than 15units. You would need 2-3 turns to have a good effect and you need very strong units that can hold the circle, which is most of the time impossible. Enemy bomber + art + masses of tanks and even your best tanks get killed easily ==> no encirclement.
Outmaneuvering?! How? You dont have the time (turns) to do this and in hard scenarious like Kursk there is not even the option. You have to break the defensive lines, thats it.
Combined force tactics? Well, tbh. that is basic playstyle. If you dont combine tanks + anti tanks + air and arty support you wont have a chance in 1943/1944 or you will run out of prestige, even if you have 50k plus.
And if you have enough tanky units to do 2-3 mass encirclements you either have plenty zero slot heroes, or a weak enemy.

Dont get me wrong, what you say is not wrong, that strategies are the key to victory in the early years of the war but it wont help you in 1943/1944.
But imagine a situation like this: put a random tank with provocator, lets say a Tiger I , protected by jagdpanther/jagdtiger with rapid fire 2x, next some weak units in open field. The ai will try to kill the easy targets, but will attack the tiger and gets completly wiped out by the antitank unit. The AI might lose 4 of its best units, as long as your units get ammo.
Like this you might achieve more that you could in 1-2 turns in standard playstyle.

Like you also said there are some heroes that are far easier to use, but imo you have to evaluate the full potential of a hero and because of that, provocator is definately a top call hero.
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Re: Hero abilities tier list

Post by FB »

Well, if 2 guys say it is good, I will move it up one rank and experiment with it to gauge it better.

But it needs a too elaborate setup and passive play for me to consider it one of the best.
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Re: Hero abilities tier list

Post by DefiantXYX »

FB wrote: Wed Apr 19, 2023 2:38 pm Well, if 2 guys say it is good, I will move it up one rank and experiment with it to gauge it better.
Its your list, give it a try and you might agree :)

I dont see why you rank this combination that high:
No Retaliation + Double Move combo = 2 x S

No Retaliation is always strong, but double move for me is like a wasted hero slot, I only use it for airplanes with double attack.
Even with double move you are restricted to your movementslots and to control zones. That means you cant really go in and out like you would like to. And you can simply outplay double move with supporting units.
And no retalation doesnt help you if an enemy target is supported.
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Re: Hero abilities tier list

Post by BarbarianHunter »

FB wrote: Wed Apr 19, 2023 2:38 pm Well, if 2 guys say it is good, I will move it up one rank and experiment with it to gauge it better.

But it needs a too elaborate setup and passive play for me to consider it one of the best.
It's certainly not a bad hero & can be really overpowered depending on your patience & playstyle.

In regards to needing too elaborate a setup, that's not always the case. I often place one on a dedicated AT unit set to accompany a single artillery unit. Circumstantially, it can deflect infantry attacks as they will attack the higher ground defense AT (and do nothing) rather than the fragile artillery. This is useful even if the AT has no rounds (as if it would do much damage anyway).

Personally, much like yourself, I prefer the offense but doing damage to the enemy on the enemy's turn is key to higher difficulty levels + challenges.
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Re: Hero abilities tier list

Post by adiekmann »

DefiantXYX wrote: Wed Apr 19, 2023 3:28 pm
FB wrote: Wed Apr 19, 2023 2:38 pm Well, if 2 guys say it is good, I will move it up one rank and experiment with it to gauge it better.
Its your list, give it a try and you might agree :)

I dont see why you rank this combination that high:
No Retaliation + Double Move combo = 2 x S

No Retaliation is always strong, but double move for me is like a wasted hero slot, I only use it for airplanes with double attack.
Even with double move you are restricted to your movementslots and to control zones. That means you cant really go in and out like you would like to. And you can simply outplay double move with supporting units.
And no retalation doesnt help you if an enemy target is supported.
Agree 100%. Only use it with Double Attack hero aircraft. If I only have one, then Herr Rudel gets it (because I always choose DA for him initially).
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Re: Hero abilities tier list

Post by BarbarianHunter »

No Retaliation + Double Move + Double Attack + 109Z = UFO tier aircraft.
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Re: Hero abilities tier list

Post by DefiantXYX »

BarbarianHunter wrote: Thu Apr 20, 2023 12:05 am No Retaliation + Double Move + Double Attack + 109Z = UFO tier aircraft.
Why would you use no retaliation on a 109Z? It is not made to fight enemy fighters. If you combine it with some of your own planes it can easily take out bombers and stuff without wasting very important heroes and once again it dont see any sense in got in and out in one turn.
But that combination would be great for the ai. Just go in and damage my vulnerable artillery all the time, just to be annoying :D
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Re: Hero abilities tier list

Post by VirgilInTheSKY »

DefiantXYX wrote: Thu Apr 20, 2023 7:00 am
BarbarianHunter wrote: Thu Apr 20, 2023 12:05 am No Retaliation + Double Move + Double Attack + 109Z = UFO tier aircraft.
Why would you use no retaliation on a 109Z? It is not made to fight enemy fighters. If you combine it with some of your own planes it can easily take out bombers and stuff without wasting very important heroes and once again it dont see any sense in got in and out in one turn.
But that combination would be great for the ai. Just go in and damage my vulnerable artillery all the time, just to be annoying :D
Because 109Z has the highest range and decent AA value I think? No Retaliation does remove part of the unit's biggest weakness, its low Initiative as a heavy fighter when going against enemy fighters, and only cost you 3 slots.
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Re: Hero abilities tier list

Post by BarbarianHunter »

DefiantXYX wrote: Thu Apr 20, 2023 7:00 am
BarbarianHunter wrote: Thu Apr 20, 2023 12:05 am No Retaliation + Double Move + Double Attack + 109Z = UFO tier aircraft.
Why would you use no retaliation on a 109Z? It is not made to fight enemy fighters. If you combine it with some of your own planes it can easily take out bombers and stuff without wasting very important heroes and once again it dont see any sense in got in and out in one turn.
But that combination would be great for the ai. Just go in and damage my vulnerable artillery all the time, just to be annoying :D
For something that's not made for fight enemy fighters, it sure does do the job well :) ! The no retaliation/double attack/double move is also quite useful for taking out enemy AA then flying off out of harms way. This leaves the units around the former AA gun completely open to air attacks. 1st Strike works as well, but it will cost you a 109Z part every now and again if you want to attack. If you field 2 (or 3 109z's) these 1-point losses can add up. That's the logic.

*Depending on your tolerance for peri-exploitive gameplay (mine is quite high), you can also use the double
move hero to rebase after attacking & get out of the combat area (ensuring your take no damage) provided you have a few movement points left.
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