Re: Later game core.
Posted: Tue Feb 27, 2018 7:59 am
I agree - my formation is spearheaded with three Elephants with +1M and flanked with Tigers. Outer flanks both with +2D or 3 Panthers.
A tiger with a move hero can do that role a whole lot better, while saving the defense heroes for your front line tigers. That's the problem with Panthers in this game- the price difference isn't enough for them to be worth using especially since you have to wait half a year for them.wargovichr wrote:I like to have at least two Panthers in my core because their higher movement factor (compared to the Tiger) makes for a great mobile fire brigade when faced with some unexpected enemy penetration or flank attack. Perfect for those defensive heroes! Nicely resistant to artillery.
For that matter a SdKfz 10/4 with an Attack +3 hero would be even better.AnalogGamer wrote:A move hero is not what I would look for in S/P AAA. Range first. A 7/2 with a range hero would be much more useful than being able to move one more. I agree that the inexpensive overstrength is a nice bonus. 3 stars and 11 strength is quite nasty.
An 88mm or 128mm benefits greatly from a move hero.
The original discussion was about heroes in AA units, and whether it was better to have +1 Range or +1 Movement. I pointed out that if you have +3 Attack, downgrading to a 10/4 is an attractive option.captainjack wrote:the 10/4 is good because of its high speed and low cost and good enough early on, with a cheap upgarde to the 7/1 (or 7/2 if you prefer that).
I've used all three in the same campaign (generally larger maps like LoV or GTPG has) - the 88 guarding the artillery the 7/1 guarding the spearhead tanks and the 10/4 using its speed to do whatever looks useful (eg backup for the 88 or 7/1 and protection for units in transports). Someone mentioned that the higher move of the makes it worth changing 7/1 and 7/2 to a 10/4 in snow.