Page 3 of 4
Posted: Tue Jun 21, 2011 1:48 am
by Obsolete
Posted: Tue Jun 21, 2011 9:10 am
by Pandemic
kiss goodbye to those panzers

. Thats good to see the allies destroy the German planes early on! Should make it very hard to win.
Posted: Sat Jun 25, 2011 7:43 am
by Obsolete
Posted: Sat Jun 25, 2011 7:59 am
by Obsolete
Posted: Sat Jun 25, 2011 8:17 am
by Obsolete
Posted: Sat Jun 25, 2011 8:33 am
by Obsolete
Posted: Sat Jun 25, 2011 8:53 am
by Obsolete
Posted: Sat Jun 25, 2011 9:13 am
by Obsolete
Posted: Sat Jun 25, 2011 9:27 am
by Obsolete
Posted: Sat Jun 25, 2011 9:39 am
by Obsolete
Posted: Sat Jun 25, 2011 9:53 am
by Obsolete
Posted: Sat Jun 25, 2011 10:05 am
by Obsolete
Posted: Sat Jun 25, 2011 5:10 pm
by brainman77
Really nice AAR, my compliments Obsolete!
The allies sneeking in your back though, could really get a pain in your ass!

Posted: Sat Jun 25, 2011 9:35 pm
by roman1uk
I am sure I will buy Panzer Corps...
but I was hoping slitherine & co would have gotten rid of 'taking a lone city behind the lines and building a new army' strategy. Could not a
basic supply system be instituted ( trace a continual area of control to main supply center)?
Posted: Sun Jun 26, 2011 8:03 pm
by Obsolete
I agree that's the one issue (supply & reinforcements) that people have been complaining about the PG series since day one. Part of the problem is PG is supposed to be FUN & EASY TO PLAY. Beer & Pretzels they call it. There is TOAW and other series for those wanting a more complex supply system.
Posted: Sun Jun 26, 2011 8:15 pm
by Obsolete
Did some thinking, technically there is an airport there, so one could start to make an abstraction that units can be air-dropped over there, and there is a rail-way network as well. One can pretend the heavy tanks come in by rail, with the lighter stuff being dropped.
Hmm...
Posted: Sun Jun 26, 2011 9:50 pm
by roman1uk
I agree beer and pretzel amusement, and I will buy it. However, if it had basic supply rules , eg surrounding units and cities lowered supply/action points, the game would have an added strategic element to the rock/paper/scissors of the unit tactics. It would make those huge strategic maps ( stalingrad/moscow/france/middle east) even better, and allow a viable market garden scenario. Maybe in panzer corps 2?
Posted: Mon Jun 27, 2011 10:22 am
by IainMcNeil
There are basic supply rules - Alex knows the details but you cannot capture a town and immediately start using it. You have to hold it for a number of turns beofre it can be used to upgrade and recruit units.
Posted: Mon Jun 27, 2011 11:23 am
by Szabtom
@roman1uk: Units that have enemy next to them get less ammo/fuel when supplied (increasing impact with higher number of units surrounding), also reinforcements are reduced or blocked as well. Cities cannot build new units if there is a single enemy unit adjacent.
This is from the original PG and I am sure that at least this level of supply mechanism has been carried over.
@Ian: The delay sounds excellent! Can you also confirm my above assumption about supply/reinforcements?

Posted: Mon Jun 27, 2011 11:34 am
by IainMcNeil
Yes I know those rules are all true and work in game currently but think there may be others too - I know it was discussed!