In my first play through of the Blitzkrieg campaign I was about 4:1 in terms of infantry vs tanks, and I upgraded units to have transport. I also invested points in a division of heavy infantry (rightly or wrongly I named my units as battalions, and I would have 3 to a division, sometimes with a specialist recon or engineer battalion), and even had a division of paras although only air-dropped them once or twice because of the resource cost. This meant my core was very highly priced and I was limited in how wide ranging my attacking front could be - and I couldn't afford to have units isolated and badly mauled or destroyed. I didn't invest anything in artillery as I felt it was often too slow to keep up with the attack, and preferred to spend points on tactical bombers with a couple of fighters - sacrificing a fighter if air resources were low..
Playing through the longer custom Blitzkrieg campaign, I've decided not to bother with transport upgrades and have focused on normal infantry, giving me significantly more units and tactical flexibility. I've also got more armour, but still no artillery, and the same makeup of air units.
I'd be interested to hear what force mix you guys like to use and how it suits your play style.
What core units do you favour in the different campaigns?
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Re: What core units do you favour in the different campaigns
Always lightinf, no transport, together with light AT no transport and lightarty (LeIG 50 in Blitzkrieg) no transport. These push along roads, which makes them fast. AT sets the pace, infantry deployed mostly around it in case of tank counterattack.
Some tanks (3-4), 2 heavy arty to back it up (Fk 18, long range). 3-4 Fighters for cover, 2-3 Stukas. Works like a charm: Cheap, fast, reaches elite quickly.
Stuck with this approach in other campaigns, too. (Marines in the jungle.)
You can mix in 1-2 engineers for mine clearing, but i wouldnt bother with heavy inf. Too slow and expensive.
Some tanks (3-4), 2 heavy arty to back it up (Fk 18, long range). 3-4 Fighters for cover, 2-3 Stukas. Works like a charm: Cheap, fast, reaches elite quickly.
Stuck with this approach in other campaigns, too. (Marines in the jungle.)
You can mix in 1-2 engineers for mine clearing, but i wouldnt bother with heavy inf. Too slow and expensive.
Re: What core units do you favour in the different campaigns
My preferences are much like Andy´s except for more heavy longrange arty (instead of lightarty) and 1-2 pieces of AA preferably operating in the same area as my airforce. I find that this AA approach saves a lot of prestige since fighters almost always takes casualties when attacking enemy air units and AA does not.
In many of the defensive Winter War scenarios I use 1-2 heavy inf to hold the important objectives.
I generally prefer as many units as possible and diversity in my core even though the relative shortness of the DLC´s dont much demand diversity.
In many of the defensive Winter War scenarios I use 1-2 heavy inf to hold the important objectives.
I generally prefer as many units as possible and diversity in my core even though the relative shortness of the DLC´s dont much demand diversity.
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Re: What core units do you favour in the different campaigns
In land battles, I like light infantry, a few tanks to help, 2 long range artillery with transports to keep up with the other units, mostly helpful when reaching a well-defended objective. Ideally, two tactical bombers and two fighters in a scenario is good, or only one fighter if Air Command Points are too low. Oh and I love having one or two recon plane -- cheap, takes only 1 Air CP and very useful. Strategic bomber can also be a plus and can be very useful, especially when combined with artillery, to lower the efficiency of a defending enemy unit very fast, making the objectives easier to take sometimes.
When available I often have Engineers among my light infantry, as I find they are not too bad against enemy infantry.
At least one carrier is a given and all my planes are carrier planes if possible. In naval battles I like Battleships for their great range, and destroyers for their versatility (fast+torpedoes). When the objective is to sink enemy ships, I tend to favor torpedo-bomber planes, attacking in packs of two or three, rather than dive-bombers.
When available I often have Engineers among my light infantry, as I find they are not too bad against enemy infantry.
At least one carrier is a given and all my planes are carrier planes if possible. In naval battles I like Battleships for their great range, and destroyers for their versatility (fast+torpedoes). When the objective is to sink enemy ships, I tend to favor torpedo-bomber planes, attacking in packs of two or three, rather than dive-bombers.
Re: What core units do you favour in the different campaigns
@koopanique: Sounds reasonable, pretty much play like that, too. Never use stratbombers, though. BTW, you should try Eriks Blitzkrieg campaign. Gives you a great opportunity to play a larger Wehrmacht core than Blitzkrieg. And it is a lot of fun. And free.
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Re: What core units do you favour in the different campaigns
Thanks for the recommandation! I plan on playing mods but only after I have finished the second Japanese campaign (that I'll begin very soon) and Burma Road (that I'll begin on thursdayAndy2012 wrote:BTW, you should try Eriks Blitzkrieg campaign. Gives you a great opportunity to play a larger Wehrmacht core than Blitzkrieg. And it is a lot of fun. And free.

Re: What core units do you favour in the different campaigns
It is not a mod, just a portation of the Panzercorps Grand Campaign into OoB (slowly, whenever things get updated with new units). Worth a look and free. And Erik deserves an audience and praise for his work.koopanique wrote:Thanks for the recommandation! I plan on playing mods but only after I have finished the second Japanese campaign (that I'll begin very soon) and Burma Road (that I'll begin on thursdayAndy2012 wrote:BTW, you should try Eriks Blitzkrieg campaign. Gives you a great opportunity to play a larger Wehrmacht core than Blitzkrieg. And it is a lot of fun. And free.). By that time I'll be more comfortable with trying Erik's mods. I have only 60+ ingame hours of play (which may seem low for a lot of wargame-lovers, but is a lot compared to my other games), I know the mechanics but I feel I have a lot more to master yet, and Erik's mods/scenarios seems very big, from what I've seen.