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Posted: Thu Jul 14, 2011 6:26 pm
by PinkPanzer
vonGekko wrote:One thing that hasn't been mentioned about tanks (and recon) is their extra mobility allows them to move into flanking positions on entrenched enemy infantry (e.g. city garrisons). This reduces the initiative of the defender and, in concert with artillery preparation, significantly reduces the risk of your first ground attack.
There's so much bad tank terrain on the maps, that cavalry work better than tanks for flank attacks. The game should be called Cavalry Corps instead of Panzer Corps or maybe Cavalry General instead.
I do like recon movement in the game and recon and cavalry have the best spotting range. Even better than air units.
Posted: Thu Jul 14, 2011 7:42 pm
by Iscaran
I have a rather different approach to combined arms.
I calculate my army composition depending on the number of infantry I have. Since the player starts out with 6 inf the base count is 6.
So here it goes:
Tank+AT = Inf (while Tank:AT ratio is ~2:1)
Recon+Art = Inf (with Recon:Art 1:1, with an edge on recons when I have to decide for buying new units)
F+TB+LB +AA= Inf
Always get the next fighter first - then depending on the overall "air war level" either AA or fighter TB. Level Bombers go last.
So for example in poland you start with 1F, 1TB 1LB Add another F in Low countries/norway add AA next (usually 88s because of their ground support or mobile AA).
Always buy the items first where you are the most "away" from the unit count.
Once I have reached my Inf level I increase inf by one and go on with the next units according to needs.