Panzer Corps 2.0 - how it could look...

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Eggmanrc
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 24
Joined: Fri Nov 12, 2010 11:25 pm

Re: Panzer Corps 2.0 - how it could look...

Post by Eggmanrc »

Yup, agreed to all. Would be interesting.

In thinking this new unit through, I'm wondering something. It seems that for every unit available to a player, there is usually a unit available to the opponent that counters it head-to-head. Let's just say that a Marine unit would not have an amphibious penalty. Then offshore naval bombards the attacked hex into submission, the Marine attacks and either drives back or surrenders the defender. I guess that stugIII artillery backing up the hex would be a good counter (expensive though), but if the bombardment suppresses the hex, then the unit surrenders or retreats and the Marine lands.

It's been awhile since I played Sealion. A unit landing in a vacant hex then gets to fire, right? That would make a two hex attack undefendable if the attacker has enough offshore artillery. Marine 1 drives the defender from the hex, Marine 2 lands and attacks. Like I said earlier, we would need a defender type to counter the possibly nasty new Marine counter. Then again, if you make the unit expensive enough, maybe it would be "historical" to have such a unit.

Along those lines, it would be interesting to change harbor ownership rules. Make it so that if you last possessed the harbor, you could de-bark a unit when the transport moves into it. To make a bit of a penalty, you could say that the transport would need 1 movement point or more left in order to de-bark on that turn. The only real advantage this would have would be that a unit desperately needed for defense could be de-barked right then. Kinda neat. A unit in one harbor could em-bark, move 4 hexes, then de-bark in another owned harbor. Whatcha think?
PGtomli
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Sun Oct 02, 2011 7:11 pm

Re: Panzer Corps 2.0 - how it could look...

Post by PGtomli »

Hi eggmanrc,

I agree that disembarking a unit in a friendly harbour (if the transport has one or more movement points left) should be implemented as well (a tactical and realistic improvement).
I believe units that land on a coastal hex are unable to do an attack in that round.
So in the case of amphibious landing attacks: When you perform the landing attack on the occupied hex you will either land in that hex (if your attack eliminates or pushes back the defender) or have to surrender (if you fail to eliminate or push away the defender). So in your case Marine1 would land in the hex that was vacated. Marine 2 could land in an adjacent empty coastal hex but not attack the retreating defender in that same turn.

However, in the case of Marines, the Marine unit could be given the special ability to land and attack in the same round. It's up for debate if that should be possible or not.
Lut
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 63
Joined: Wed Feb 01, 2012 2:44 pm

Re: Panzer Corps 2.0 - how it could look...

Post by Lut »

I would like to see a "research - path" where you can put priorities on developing...

In the case of a corps size based game I would like to see an increased chance getting a prototype based on the results on the battlefield/prestige.

For example:
You can use 500 prestige to have a +10% chance to get a prototype three (or whatever) months earlier. This is maxed to - lets say - 2500 prestige => 50% to get a prototype before.... Tanks, antitank and air would be my preferred options.

That would be another option to "burn" prestige for all the powergamer with a lot of it. :)
Post Reply

Return to “Panzer Corps”