OldFocker:
Of course, while there are many naval transports available, you probably won't have the core slots to fill any of them until you suffer losses. I think the designer gave several extra so naval transport would still be an available option if some were lost during the initial landings. Then again, you can always use the cheat code to increase your number of core slots if you feel the scenario is unbalanced (or just want to play with more units).
I concur that transport availability could be made more clear. It is a good idea to get in the habit of hovering over the Embark/Disembark button during deployment to see the tooltip of what, and how many, types of transport are available during the scenario. That can often give hints as to possible strategies, e.g. several air transports might mean it would be a good idea to use paratroopers or naval transports might allow you to take short cuts or avoid a slow slog through bad terrain. The available transport don't appear unless already used but are available anywhere to a proper unit selected in an appropriate embarkation hex. Trains are much easier to forget and seem to only occasionally be helpful, such as getting units to the north in the Norway scenario. The problem is you can only embark/disembark in unoccupied cities and the tracks never seem to go where you'd like. However, they are occasionally useful to move units farther/faster than any other means. As with naval/air transports, the train isn't visible but shows up as an option to embark if you click on the embark/disembark button while you have a unit in a city selected. If the unit is in a port city with rail, you will get the choice of embarking of a train or naval transport. Also, remember that the number of available transports declines if any are destroyed.
Bias
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
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PoorOldSpike
- Sr. Colonel - Battleship

- Posts: 1660
- Joined: Sun Aug 08, 2010 6:06 pm
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Re: Bias
Post by PoorOldSpike »
Yes, that's why I often delete units in PzCps games (key D) to free up slots. The strategic situation often changes during the ebb and flow of games, so if the situation dictates that I need more fighters or tanks etc, I'll delete whatever I feel I don't need any more, for example if I've got too many infantry I'll delete one or more of them and replace them with a couple of Tigers or Stukas or whatever IF I can afford them..turn4441 wrote:Of course, while there are many naval transports available, you probably won't have the core slots to fill any of them until you suffer losses..
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Wargamer74
- Senior Corporal - Destroyer

- Posts: 122
- Joined: Mon Dec 20, 2010 1:30 am
Re: Bias
Post by Wargamer74 »
It's always best to disband units during the deployment phase so that way you get prestige in return, also if the unit is below 10 strength points, give it green replacements to get even more prestige. I can't remember what the percentage is you get back but it won't equal the original cost of the unit.
I never disband units during a scenario, if I screw up and deploy the wrong units I just live with it and try my best with what I have. It helps to watch some YouTube videos on the current scenario to get an idea of what you're up against. I admit one weakness of this game is the inability to perform some kind of reconnaissance before playing the next scenario in the campaign.
I never disband units during a scenario, if I screw up and deploy the wrong units I just live with it and try my best with what I have. It helps to watch some YouTube videos on the current scenario to get an idea of what you're up against. I admit one weakness of this game is the inability to perform some kind of reconnaissance before playing the next scenario in the campaign.
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captainjack
- Brigadier-General - 15 cm Nblwf 41

- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Bias
Post by captainjack »
I used to be the same, but eventually learned that it's useful to take a look atthe map before deployment, even if you are only checking where the key objectives are. Looking at the roads and railways that will help movement and terrain barriers can also help. The best bit of this is when you suddenly spot alternative strategies (OK, most of them don't work, but some of them are good). Braccada's AAR videos provide an insight into how to analyse terrain in real depth and even if you only pick up and use one tip it will still make a difference.Wargamer74 wrote:one weakness of this game is the inability to perform some kind of reconnaissance before playing the next scenario in the campaign.
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