Panzer II Major Weaknesses
Posted: Mon Apr 06, 2020 6:30 am
Mod: moved from AAR thread to Panzercorps 2 thread.
I have notices several weakness in the II version vs the old I version that make the new version far less challenging.
[1] The most substantial weakness is the "Supply" rules. The fact that units get automatically resupplied (95%) unless encircled effectively ELIMINATES SUPPLY AS A FACTOR in the II version. This significantly lessens the challenge of the game. In the I version a unit had to get out of an enemy ZOC and expend a turn to resupply. This alone made the game more challenging, thus requiring smarter planning/execution on the part of the player. Otherwise its like the old westerns where the cowboys shot their six-shooters a dozen times or more w/o reloading - a neat trick for sure.
[2] Auto flying aircraft back to bases also lessens the challenge of the II version vs the I version. First, is the auto-supply aspect as stated in (1) above. Second, the risk of not having enough fuel to return to base is lost. And finally, the ability to attack a unit with more than one aircraft is lost.
[3] Being able to do a total replacement while in an enemy ZOC makes it too easy to maintain position against the opponent, instead of having to make the decision to stand or move out of the enemy ZOC. Further, I believe from memory, if being in the ZOC of two or more enemy units prohibited any replacement.
[3] The final problem, more of an irritant, is when its the opponent's turn. If I remember correctly in I version, when an enemy attacked, the screen moved to the action and the action was highlighted. In the II version, the action is literally over before I can find out what's happening on the map.
Recommendations:
As a minimum, on 1-3 above, put in the option to add these I version rules and make the II version more challenging.
On 4 above, put in patch to move the map and highlight the enemy attacks and movements.
I have notices several weakness in the II version vs the old I version that make the new version far less challenging.
[1] The most substantial weakness is the "Supply" rules. The fact that units get automatically resupplied (95%) unless encircled effectively ELIMINATES SUPPLY AS A FACTOR in the II version. This significantly lessens the challenge of the game. In the I version a unit had to get out of an enemy ZOC and expend a turn to resupply. This alone made the game more challenging, thus requiring smarter planning/execution on the part of the player. Otherwise its like the old westerns where the cowboys shot their six-shooters a dozen times or more w/o reloading - a neat trick for sure.
[2] Auto flying aircraft back to bases also lessens the challenge of the II version vs the I version. First, is the auto-supply aspect as stated in (1) above. Second, the risk of not having enough fuel to return to base is lost. And finally, the ability to attack a unit with more than one aircraft is lost.
[3] Being able to do a total replacement while in an enemy ZOC makes it too easy to maintain position against the opponent, instead of having to make the decision to stand or move out of the enemy ZOC. Further, I believe from memory, if being in the ZOC of two or more enemy units prohibited any replacement.
[3] The final problem, more of an irritant, is when its the opponent's turn. If I remember correctly in I version, when an enemy attacked, the screen moved to the action and the action was highlighted. In the II version, the action is literally over before I can find out what's happening on the map.
Recommendations:
As a minimum, on 1-3 above, put in the option to add these I version rules and make the II version more challenging.
On 4 above, put in patch to move the map and highlight the enemy attacks and movements.