With regards to the two paths, I'm currently playing through the campaign for the first time (FM of course, as I'm an old PG vet like so many other players here) and I have only tried the Stalingrad Ruins path two weeks ago, which was fairly simple and so were the following two scenarios.
So I suspect that the defense of Stalingrad's Ruins is the easy path of the two, or perhaps my force was just well suited for it.
For reference, I fielded:
Tanks: 5 SE, 5 normal
3 SE Panzer IIIL, overstrengthed to 11. (N would be better for actual fighting in the city blocks, but I only wanted tanks to clear the streets, letting infantry and artillery deal with the blocks, making high hard attack most important)
2 SE Panzer IVG, overstrengthed to 11.
1 Pzner IIIL, overstrengthed to 11. (The hero Albert Kerscher, aka. spotting tank.)
1 KV 1-B (r), overstrengthed to 11.
3 Flammpanzer II, overstrengthed to 11. These are simply awesome for city fighting. I cannot recommend them enough. Have flamethrower, will travel. Heinz Rondorf used one of them.
Infantry: 12
7 Pioneers with halftracks, most with 200+ XP and a hero.
5 Gebirgsjäger without any transport (basically, any infantry that gets +1 move gets promoted to a Gebirgsjäger troop which has move 4, 6 shots, and is extremely cheap to reinforce with elite replacements even if it is needed multiple times in a fight. Oleh Dir and Friedrich Pein join this august company by default)
Artillery: 10
2 17cm K 18, overstrengthed to 14
2 Sturmpanzer, overstrenghted to 14
1 Wurfrahmen 40 with range hero, overstrengthed to 14
2 Wurfrahmen 40, overstrengthed to 12 (these are usually shelved for missions, but the infantry fighting of Stalingrad called for all the artillery I could muster!)
2 Stuh42, overstrengthed to 14
1 Su-122(r)
Luftwaffe: 10
4 FW110A, three of them the heroes Nowotny, Bär, and Kittel, overstrengthed to 11
2 BF110G, specifically the heroes Hans Ulrich Rudel and Helmut Lent, overstrengthed to 11
4 He177A, overstrengthed to 14, all with heroes
simcc wrote:I stay and fight and got DV and manage to wipe out all enemy unit and capture all flag in field Marshall level hehehe.
I follow orders so I didn't abandon stalingrad. You need good infantry and stukas to defend use fighters to cover stukas only do not engage enemy fighters or your stukas will die. The last objective be careful and do not Rush as the AI will suddently pop up new unit. Use 10.5 cm as artilerry that's a tip I will give you
While I am with you on fielding good and/or at plentiful, infantry, Stukas are to my mind absolutely not necessary.
And I got an easy DV on Field Marshal as well with a systematic approach of first moving north with my core forces clearing behind me, so to speak, while the allied forces gathered together for mutual defense, then I split the core force in two, moving east and west respectively, and sweeping down the two flanks at high speed. That ensured that all corners and the top half of the map was under my control by turn 16 or so, at which point everybody congregated for the final battle at the victory hex in (16,25), the X on the map, in an orderly fashion.
Probably the best decision I made where core forces were concerned was already in 39 to ditch the entire dive bomber concept in favour of level bombers (based on having used dive bombers in the vanilla campaign and seen their weaknesses), fielding 4 He-111H2s in 39 and 40, upgrading them to DO217E in 41, and finally to He177A in 42. Arguably a waste of prestige going back and forth between development branches like that, but it got me used to learning how to make most out of the level bombers early.
The only dive bombers in my core are super Rudel and Lent, and Lent is benched in many scenarios. Artillery is king for suppression and minimizing casualties to one's core, and level bombers are the king of artillery, swiftly getting wherever they are needed. By the time you get to HE177A (with the accumulated experience and perhaps 100-200 kills from the earlier years, though kills are rare), they also start knocking off a few points of strength when attacking tanks as well as suppressing them and stripping them of ammo. And only air defense shoots back at them - the units that have [1] for air defense only shoot back at the low-flying dive bombers and fighters, not the level bombers.
In many ways dive bombers seem a trap to me in the grand campaign. A deliciously nice trap in the early years of the war, but a flying coffin whose value is highly dubious by 43 with the increased actions of the red air force and increased number of units capable of returning fire. I expect it to get even worse in 44 and 45, though since I haven't played those DLCs, I don't know if this is the case.
So that's my tip for Stalingrad and later on; level bombers are really, really, useful as a type of strong flying artillery that is much easier to shift where they are needed than the actual artillery. They have good ammunition supplies and fuel, good defensive stats, they trivialize any scenario that include sinking ships or landing craft, and the higher tiers also have good attack stats. Get one with + attack (and once you reach the 177A level, they will start racking up kills and get you a hero) and you've got flying artillery that is as powerful as heavy towed artillery with more ammo, no rate of fire penalty, and a heck of lot more mobility. (They also get better stats with experience; the same soft attack, hard attack, and air defense per 100 xp, but twice the naval attack and ground defense.)
I was impressed by dive bombers when I played the vanilla campaign, and there's no doubt that it can be fun using them to eliminate their natural prey - armour that cannot return fire - but using level bombers in the grand campaign has truly put the dive bombers performance in perspective, and they just don't measure up to the overall usefulness of level bombers.
EDIT: And I now see that the OP is two years old and I've participated in a necromantic experiment. Oh, well. These things happen.