No heroes Generalissimus campaign AAR
Posted: Sat Mar 28, 2020 5:22 pm
Not sure if I'll be able to complete it with the selected traits, but it's certainly worth a try.
I'm playing on the highest difficulty setting with "Europe on a shoestring" (no prestige awarded at the start of a turn) and "Race against time" (-5 turn limit) on.
David vs. Goliath, which gives AI units 5 additional strength, is off. I tried it, but it takes too much time to chew through the bigger city defenders. As I'll be using a (much) smaller core than would normally be possible (no slot reduction heroes, no Infantry/Panzer General traits and a 10% slot penalty) I won't have sufficient firepower to deal with "naturally fully overstrength" AI units.
I'm using the following traits, and for convenience sake I've made a screenshot of the in-game overview which specifies the effect of each trait.
I won't be doing any save scumming, I'll replay scenarios if I'm about to lose them. Doing this Ironman on the first go is probably not the best idea.

Deep recon is useful for determining what kind of forces are in and around an objective without having to send a plane there. The The accuracy bonus is small, but every edge helps.
Operational initiative is mostly useful for quickly establishing air superiority and for dealing a few less costly initial blows.
Master of Blitzkrieg is basically PG2's Aggressive Manoeuvre with a movement cost reduction when crossing minor rivers attached.
Inept logistics is self-explanatory, the same goes for no overstrength.
Deadly grasp is useful because I'll be bypassing/moving straight through some concentrations, encircling them. It also makes dealing with objective defenders a bit easier.
I like flexible command a lot, it might be a bit overpowered actually. You can essentially duplicate the number of units on the map whenever you want, which is very useful in combination with perimeter control and for blocking retreat routes (instead of having to encircle an enemy unit with 6 units, you only need 3 if you split those). Perimeter control allows, with some planning, bypassing enemy units to rush an objective or to create favourable conditions for an encirclement. The effect in terms of breakthrough and exploitation warfare will probably be (much) less in later scenarios as the AI is likely to have large tank concentrations just waiting for a single unit to move a hex too far.
Retrograde and slow modernization will result in a core that won't be using the flashiest toys for most of the campaign.
I intend to take the "lose the war" campaign path at Stalingrad, but it will be a while before I get there. I don't know if I'm allowed to share the official campaign tree, but the campaign tree can already be found on the forum.
For the duration of the campaign, I'll use the vanilla version of the game.
I'm playing with 20% outcome randomization, Dice Chess in Panzer Corps.

I'm playing on the highest difficulty setting with "Europe on a shoestring" (no prestige awarded at the start of a turn) and "Race against time" (-5 turn limit) on.
David vs. Goliath, which gives AI units 5 additional strength, is off. I tried it, but it takes too much time to chew through the bigger city defenders. As I'll be using a (much) smaller core than would normally be possible (no slot reduction heroes, no Infantry/Panzer General traits and a 10% slot penalty) I won't have sufficient firepower to deal with "naturally fully overstrength" AI units.
I'm using the following traits, and for convenience sake I've made a screenshot of the in-game overview which specifies the effect of each trait.
I won't be doing any save scumming, I'll replay scenarios if I'm about to lose them. Doing this Ironman on the first go is probably not the best idea.

Deep recon is useful for determining what kind of forces are in and around an objective without having to send a plane there. The The accuracy bonus is small, but every edge helps.
Operational initiative is mostly useful for quickly establishing air superiority and for dealing a few less costly initial blows.
Master of Blitzkrieg is basically PG2's Aggressive Manoeuvre with a movement cost reduction when crossing minor rivers attached.
Inept logistics is self-explanatory, the same goes for no overstrength.
Deadly grasp is useful because I'll be bypassing/moving straight through some concentrations, encircling them. It also makes dealing with objective defenders a bit easier.
I like flexible command a lot, it might be a bit overpowered actually. You can essentially duplicate the number of units on the map whenever you want, which is very useful in combination with perimeter control and for blocking retreat routes (instead of having to encircle an enemy unit with 6 units, you only need 3 if you split those). Perimeter control allows, with some planning, bypassing enemy units to rush an objective or to create favourable conditions for an encirclement. The effect in terms of breakthrough and exploitation warfare will probably be (much) less in later scenarios as the AI is likely to have large tank concentrations just waiting for a single unit to move a hex too far.
Retrograde and slow modernization will result in a core that won't be using the flashiest toys for most of the campaign.
I intend to take the "lose the war" campaign path at Stalingrad, but it will be a while before I get there. I don't know if I'm allowed to share the official campaign tree, but the campaign tree can already be found on the forum.
For the duration of the campaign, I'll use the vanilla version of the game.
I'm playing with 20% outcome randomization, Dice Chess in Panzer Corps.













































































