Heavy cannons in your actions. Big or biggest ?

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Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Sun Dec 04, 2016 6:47 am
Location: Behind your backs

Heavy cannons in your actions. Big or biggest ?

Post by Yrfin »

As i can see, everybody and his mothers, like a Big Guns. I mean - in game.

Small and medium guns looks like black-sheep in family, and still in game just before getting ability upgrade it to real Big.
But it looking not real and not have fun for me.

Just a question.
What do youre think about change balance for guns in game ?

For Heavy Guns (Art/AA/AT 8.8, 150 mm and more) set move to 0.
Small guns (20-45 mm) get move to 2.
Medium guns (7.5-10 cm) get more RoF (about +10 %), passive AA [2] and ability switch to AT stance.

Any suggestion ?
When im died - I must be a killed.
Rayrard
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 106
Joined: Wed Jun 10, 2015 4:55 am

Re: Heavy cannons in your actions. Big or biggest ?

Post by Rayrard »

I am playing the Amulet mod and the mod makes the different guns more useful.

I used to upgrade the 10.5's to 15's in GC 40 because the icon looked more impressive than anything statwise (the 10.5 looked like a dinky 7.5 icon). Same with the towed ATG (the 5 and 7.5 Pak looked so weak)

But with the new icons and movement stats I am currently playing GC 42 with:

2 10.5 Artillery with 2 move ability
1 15cm howitzer (1 move) but with a +1 movement hero so it keeps up with the lighter guns
1 21cm heavy gun (1 move) but with a +1 movement hero and 4 hex range is useful for deep bombardment
5 Self-propelled artillery (including a SE artillery)
1 Nebelwerfer with +2 RANGE = awesome. If I got +1 movement and +1 range I would convert it to the towed Nebelwerfer with better stats.
1 StuGB with +1 range if switchable to an assault gun and can now engage behind the line

I am likely done with artillery except I usually keep the Su-122's I capture later.

The ammo load of the towed guns makes them more useful, but I buy the Elite version (+1 ammo) of the low ammo guns which helps. The bonus movement ability allows you to keep them firing instead of in trucks for half the turns.

I am tempted to upgrade to a Gustav rail gun with the +2 range hero and hit halfway across the map but the cost to upgrade and keep under the cap would be impossible.
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