Page 2 of 2

Re: Later game core.

Posted: Tue Feb 27, 2018 7:59 am
by ptje63
I agree - my formation is spearheaded with three Elephants with +1M and flanked with Tigers. Outer flanks both with +2D or 3 Panthers.

Re: Later game core.

Posted: Tue Feb 27, 2018 4:49 pm
by proline
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.
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.

Re: Later game core.

Posted: Wed Feb 28, 2018 8:50 pm
by loganfive
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.
For that matter a SdKfz 10/4 with an Attack +3 hero would be even better. :D

Re: Later game core.

Posted: Thu Mar 01, 2018 12:17 am
by ycloon
But the SdKfz 10/4 won't have the 12 ROF of the SdKfz 7/1.

Re: Later game core.

Posted: Thu Mar 01, 2018 12:42 am
by captainjack
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.

Re: Later game core.

Posted: Thu Mar 01, 2018 1:47 am
by ycloon
Yes, TSPC37730 mentioned the snow idea. SdKfz 10/4 makes a lot of sense in scenarios with frozen ground because the 5 movement of the 7/1 (and 7/2) just makes it hard for it to keep up.

Re: Later game core.

Posted: Thu Mar 01, 2018 3:32 pm
by loganfive
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.
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.

On that level I don't quite understand the "hero farming" logic with AA units. Range, Movement, Defence and Attack are all useful. Even if you're unlucky enough to get a Spotting hero it is tough to disband an experienced AA unit given how long it takes to accumulate experience and kills in this class.