Thoughts/learning points after first campaign.
Posted: Fri May 01, 2020 1:29 pm
Well I've finally done it first campaign completed with a resounding triumph on the west coast of America!
WARNING: This is a bit of a long post - sorry!
Here are some of my thoughts on the game as well as things I learned......
I normally play "normal" level on my first play through of a new game just to get an idea about mechanics. I was going to start at General but then couldn't decide on traits so in the end opted to have 7 free trait points and picked generalissimo to balance it out.
Trait choices:
Panzer General - More unit slots, yes please!
Infantry General - See above (in all honestly this one is a bit of a wash. Ultimately I had 6 infantry through the bulk of the campaign saving me a whooping 6 slots, not exactly game breaking but would be more useful to those who like more infantry)
Killer team - More hero's? Yes please!
Master of blitzkrieg - Faster tanks, always nice to be able to zip around (and definitely useful when you get into Tiger II territory). The ability to "ford" rivers was mostly overlooked when I picked this trait BUT in hindsight is probably actually the biggest draw to this perk choice. How many defensive lines on river crossings where outflanked by my Panzers? Oh so many!
Panzer General starts quite weak - its the difference between fielding Pz38t's rather than PzI's but later on its stronger as your tanks become better and more slot heavy.
Killer team starts very strong if you reload until you get a reasonable group of hero's. If you don't and just accept what comes its a gamble how good it is to start. Depending what 3 hero's you get last as well really determines how good it was as a choice. Out of all the perks I'd say this one is a gamble (but a fun one)
There are lots of fun and interesting perks to choose from and some interesting negative ones too. On my next run I'll definitely drop the number of free traits to the default and take a negative or two. I really like the trait system as it stands, some look a lot stronger now I've had a play through (the Super4 as named by Edmon for example).
Units
Infantry: Infantry feel a lot more balanced than from PC1. They are fearsome in close terrain and terribly vulnerable in open terrain. However as I've already discussed in a different post the gulf between Pioneers and other infantry is to large when its comes to close terrain fighting. I'm not sure what the solution is to this.
For most of my campaign I stuck to 2xPioneers, 2xGrenadiers and 2xWehr infantry. I had Pioneers in half tracks pretty much as soon as they were available. The grenadiers had them mostly but sometimes lost them if I wanted cores slots and the Wehr eventually got them later on. I found my Pioneers were doing the majority of the work with this set up with the others either just acting as screening forces or taking heavy loses when I used them to attack. Moscow was really the wake up call - with only 2 Pioneers my Grenadiers and Wehr infantry had to shoulder some of the burden and they took heavy loses and needed reinforcement several times. For Stalingrad and London I bit the bullet and upgraded all my infantry to Pioneers which still feels a little gamey.
Infantry gets an upgrade is 1943 - Most notably an increase to CD and to HA. The latter is more important than it first looks as many late game tanks come with some CD so you'll be thankful for the increase to help you kill a few!
Late war (the last scenario on the alt historical path) you gain access to Volksgrenadiers and Volksstrum. I think they'd both be more useful on defensive scenarios in the historical path but I did upgrade my Grenadiers to the former and my Wehr to the later (this gained me 4 unit slots!)
Brucken pioniere's I only used a couple of times (Master of Blitzkrieg saved me needing them more) and were also the only unit I got killed (they got ballsy acting as a screen!) I do think that they would have been useful in crossing the Mississippi river!
Tanks: The opposite of the infantry - fearsome in open terrain and vulnerable in close! Early war I made the (IMO) mistake of upgrading all my tanks to the Pz38t as it had the best stats and thanks to Panzer General has the same slot cost as even the PzI. This is a bit of a trap as The PzI and PzII have rapid fire and this can make them way more effective at killing soft targets. And the Polish do not have a great number of tanks. Important learning point here, its worth checking unit traits and not just looking at raw numbers!
As the war progressed I couldn't just upgrade everything to the most powerful due to slot cost and I liked that. Some "trap" units here and there - PzIIIJ1 costs an extra slot for not that much of an improvement on the PzIIIJ . But also a hidden gem for Stalingrad - the IIIN has a CD of 6 making it useful to help form a battle line as you push through (just don't expect too much if you try to attack entrenched infantry with it!)
I ended up with a pair of Tiger IIs (both became e75 for last scenario) and 4 Panthers. I skipped the Mause as just too slow for offensive action IMO. I did end up with a pair of Vigilance hero's fairly early on which greatly aided my push - they were better than my infantry for leading attacks on fortified hexes!
Artillery: My Dad once told me (way back when I started wargaming) that the first thing you always need to buy in any game is at least one more artillery. With that in mind I think you have some good options. Ultimately I think the 15cm towed guns (upgraded to Hummels later on) provide the "best" core here. Its the heaviest calibre to offer defence against soft targets and also defends against hard (although as the war progresses you don't want to be relying on that too much!) I did have one 21cm until quite late for some counter battery fire which is useful but I also kept forgetting it wouldn't protect against soft targets which led to a few casualties. Ultimately it became a Hummel but I had something a little better for counter battery fire......
I never purchased Karl Gerat (I feel it moves a little slow for offensive actions) but I suspect it would have been useful for the city clearing fights. I did purchase Gustav (because I didn't realise I had an aux unit) to do some bunker busting! I actually upgraded one of my Artillery (some nebelwurfers) so it had it some XP and had fully intended to "upgrade" it back for the next mission but alas I didn't realise until after that you can't "upgrade" it. Loathe to give away XP I kept on using it gaining a counter battery hero (my oh my) It never landed in America or participated in the mid west but did come back for the last scenario. Its great and its OP. Not sure I'd buy it again just because its a little gamey.
I did use one unit of Nebelwurfers (until they morphed into Gustav) and did use one unit of Wurfrahmen40 for a time. Ultimately their lack of ammo caused me problems with how I like to play so I switched to more conventional artillery. They can be great and do way better than 15cm guns in softening up the target before you attack but yeah they just didn't suit me.
Anti-Tank: One of the weakest classes in PC1. I literally never used a towed gun and forced myself to buy some SPATs to have some unit diversity in that game. Oh how thats changed. I still never bought a towed gun BUT as I became more used to the "deploy after a move" feature I realised the towed guns will work just fine early war (and probably late war too) And actually a towed AT gun back by some good SA artillery is quite an obstacle to be moved especially if in the unholy defensive trio (AT, AA & Art) I used a pair of Spats throughout and they both finished as Jagdpanthers as I valued the speed over the raw armour on the Jagdtiger (plus they're not necessarily front line units..) Biggest learning here - THEY DON'T NEED TO BE IN THE FRONT LINE! Especially when infantry is lurking nearby. Until they get upgraded some they are also vulnerable to the better enemy tanks. Whilst they can work in a pinch to form a battle line they really do better in the 2nd line with your artillery to protect against armoured thrusts. Also they will not benefit from defensive fire against hard targets, plan carefully.
Recon: OK so IMO these were the real dog units of PC1 (I know others disagree) but once you have the inevitable slew of several spotting hero's amongst your front line troops these guys seemed obsolete. I hated them. I never used them. Ever.
I started with one, I soon bought a second. The sight range is good, the ability to move forward a bit to scout then move back is better, the ability to slip through enemy lines and back out again to get at that annoying unit is awesome. The bonus to accuracy is the cherry on top (even if I did constantly forget to move my recons 1st to get it!)
Use these guys...move them in. Splat with artillery then move them back out again if in a vulnerable spot. Oh how I cam to love my little scouts. I stuck with armoured cars as the PzII is a little slow and the Kradschutzen seem a little squishy.
Anti-Air: OK now these guys had uses in PC1, in the GC later years you'd be glad to have a few around. But they weren't exactly flashy. In PC2 they become more useful. There are three reasons for this.
1) They now protect up to their range (+1 if you can find a nice juicy hill)
2) The towed versions can now dismount after moving
3) All types can switch to an AT version to help out even when the skies are clear (or the weather is bad)
I had a 37mm towed one for a while but it was a little meh. I upgraded it to an 88 and then eventually bought a second. They were awesome. They helped immensely in the air war and also in dealing with those heavy Soviet tanks. They both got upgraded to 128mm for the American east coast but to be honest I felt it was a waste of unit slots, they did not seem to perform any better than the 88s. They were downgraded for the next scenario and then became the super mobile 88s for the last (oh man, I wish I had those all campaign!)
In the last scenario the protection they provided was invaluable (especially when I lost all my forward airbases in 1 turn which left me with no air cover for two turns!) and they certainly did their job in winning the air war. Because of the way AA now works i do believe denied air is perfectly viable (something I'll be testing soon) But you'd almost certainly want Veteran AA trait in that case.
Fighters: Nothing much to say here. Much like in PC1 (and historically) your fighters are more than a match for their opponents through most of the war. 4 Bf109s did the job with two upgraded to Fw190's when they became available. Once I hit Sealion I upgraded the last 2 as well and purchased a 5th. They all became the D9 version for the US invasion and a 6th unit was purchased. For midwest 2 became Jet fighters! and one a Dornier? (I forget its name, still a prop fighter but better!) Then finally for the last mission 4 state of the art jets and 2 Fw190d9's. This was one of the times where the slot system really shows its worth. I just couldn't justify all 6 fighters being top of the line and even though the d9's really struggled they were what I had and they did their job (one almost to destruction)
Tac bombers: No longer the assassins of PC1! I like the rebalance and whilst Ju87's are strong you can no longer rely on them to delete full strength heavy armour units like you could in the first game.
I used 2 Ju87 (eventually D's) and 1 fighter bomber pretty much all campaign. I like the fighter bomber (Bf110 > Me410) as its versatile, it struggled a bit in its fighter role once it was engaging the RAF and USAAF but still managed to help finish off damaged air units. By America it could no longer fly unescorted and expect to survive though.
Strategic bombers: Still the best anti-ship unit at your disposal and great at causing suppression. I had 2 throughout, nothing really to comment on them. They did their job.
Air in general: Quite a lot has changed in the air war from PC1 to PC2 and I like the new system. Quite often I found I was bombing sub optimal targets in order to keep my bombers next to a fighter for support (the fighter having gone out on an intercept mission) and unlike in PC1 core campaign you need to keep your bombers escorted a good chunk of the time as there may be previously unseen enemy fighters based on an airfield previously out of range. (This was somewhat corrected in the latter campaigns as aircraft were set to spawn throughout the battle)
All in all I really like the balance to the unit types and find everything can be useful but no one unit type is essential. I found myself fielding two "historically accurate" Panzer divisions throughout much of the campaign and not because I was roleplaying or forcing myself to do so but because that seemed to work to get the right balance that worked for me. Thats a really well designed game IMO. I don't need to build a core force sub optimally to roleplay.
Well this is already a very long post, sorry! I'll probably start a separate topic for my thoughts on the campaign scenarios. Thanks for reading this far!
WARNING: This is a bit of a long post - sorry!
Here are some of my thoughts on the game as well as things I learned......
I normally play "normal" level on my first play through of a new game just to get an idea about mechanics. I was going to start at General but then couldn't decide on traits so in the end opted to have 7 free trait points and picked generalissimo to balance it out.
Trait choices:
Panzer General - More unit slots, yes please!
Infantry General - See above (in all honestly this one is a bit of a wash. Ultimately I had 6 infantry through the bulk of the campaign saving me a whooping 6 slots, not exactly game breaking but would be more useful to those who like more infantry)
Killer team - More hero's? Yes please!
Master of blitzkrieg - Faster tanks, always nice to be able to zip around (and definitely useful when you get into Tiger II territory). The ability to "ford" rivers was mostly overlooked when I picked this trait BUT in hindsight is probably actually the biggest draw to this perk choice. How many defensive lines on river crossings where outflanked by my Panzers? Oh so many!
Panzer General starts quite weak - its the difference between fielding Pz38t's rather than PzI's but later on its stronger as your tanks become better and more slot heavy.
Killer team starts very strong if you reload until you get a reasonable group of hero's. If you don't and just accept what comes its a gamble how good it is to start. Depending what 3 hero's you get last as well really determines how good it was as a choice. Out of all the perks I'd say this one is a gamble (but a fun one)
There are lots of fun and interesting perks to choose from and some interesting negative ones too. On my next run I'll definitely drop the number of free traits to the default and take a negative or two. I really like the trait system as it stands, some look a lot stronger now I've had a play through (the Super4 as named by Edmon for example).
Units
Infantry: Infantry feel a lot more balanced than from PC1. They are fearsome in close terrain and terribly vulnerable in open terrain. However as I've already discussed in a different post the gulf between Pioneers and other infantry is to large when its comes to close terrain fighting. I'm not sure what the solution is to this.
For most of my campaign I stuck to 2xPioneers, 2xGrenadiers and 2xWehr infantry. I had Pioneers in half tracks pretty much as soon as they were available. The grenadiers had them mostly but sometimes lost them if I wanted cores slots and the Wehr eventually got them later on. I found my Pioneers were doing the majority of the work with this set up with the others either just acting as screening forces or taking heavy loses when I used them to attack. Moscow was really the wake up call - with only 2 Pioneers my Grenadiers and Wehr infantry had to shoulder some of the burden and they took heavy loses and needed reinforcement several times. For Stalingrad and London I bit the bullet and upgraded all my infantry to Pioneers which still feels a little gamey.
Infantry gets an upgrade is 1943 - Most notably an increase to CD and to HA. The latter is more important than it first looks as many late game tanks come with some CD so you'll be thankful for the increase to help you kill a few!
Late war (the last scenario on the alt historical path) you gain access to Volksgrenadiers and Volksstrum. I think they'd both be more useful on defensive scenarios in the historical path but I did upgrade my Grenadiers to the former and my Wehr to the later (this gained me 4 unit slots!)
Brucken pioniere's I only used a couple of times (Master of Blitzkrieg saved me needing them more) and were also the only unit I got killed (they got ballsy acting as a screen!) I do think that they would have been useful in crossing the Mississippi river!
Tanks: The opposite of the infantry - fearsome in open terrain and vulnerable in close! Early war I made the (IMO) mistake of upgrading all my tanks to the Pz38t as it had the best stats and thanks to Panzer General has the same slot cost as even the PzI. This is a bit of a trap as The PzI and PzII have rapid fire and this can make them way more effective at killing soft targets. And the Polish do not have a great number of tanks. Important learning point here, its worth checking unit traits and not just looking at raw numbers!
As the war progressed I couldn't just upgrade everything to the most powerful due to slot cost and I liked that. Some "trap" units here and there - PzIIIJ1 costs an extra slot for not that much of an improvement on the PzIIIJ . But also a hidden gem for Stalingrad - the IIIN has a CD of 6 making it useful to help form a battle line as you push through (just don't expect too much if you try to attack entrenched infantry with it!)
I ended up with a pair of Tiger IIs (both became e75 for last scenario) and 4 Panthers. I skipped the Mause as just too slow for offensive action IMO. I did end up with a pair of Vigilance hero's fairly early on which greatly aided my push - they were better than my infantry for leading attacks on fortified hexes!
Artillery: My Dad once told me (way back when I started wargaming) that the first thing you always need to buy in any game is at least one more artillery. With that in mind I think you have some good options. Ultimately I think the 15cm towed guns (upgraded to Hummels later on) provide the "best" core here. Its the heaviest calibre to offer defence against soft targets and also defends against hard (although as the war progresses you don't want to be relying on that too much!) I did have one 21cm until quite late for some counter battery fire which is useful but I also kept forgetting it wouldn't protect against soft targets which led to a few casualties. Ultimately it became a Hummel but I had something a little better for counter battery fire......
I never purchased Karl Gerat (I feel it moves a little slow for offensive actions) but I suspect it would have been useful for the city clearing fights. I did purchase Gustav (because I didn't realise I had an aux unit) to do some bunker busting! I actually upgraded one of my Artillery (some nebelwurfers) so it had it some XP and had fully intended to "upgrade" it back for the next mission but alas I didn't realise until after that you can't "upgrade" it. Loathe to give away XP I kept on using it gaining a counter battery hero (my oh my) It never landed in America or participated in the mid west but did come back for the last scenario. Its great and its OP. Not sure I'd buy it again just because its a little gamey.
I did use one unit of Nebelwurfers (until they morphed into Gustav) and did use one unit of Wurfrahmen40 for a time. Ultimately their lack of ammo caused me problems with how I like to play so I switched to more conventional artillery. They can be great and do way better than 15cm guns in softening up the target before you attack but yeah they just didn't suit me.
Anti-Tank: One of the weakest classes in PC1. I literally never used a towed gun and forced myself to buy some SPATs to have some unit diversity in that game. Oh how thats changed. I still never bought a towed gun BUT as I became more used to the "deploy after a move" feature I realised the towed guns will work just fine early war (and probably late war too) And actually a towed AT gun back by some good SA artillery is quite an obstacle to be moved especially if in the unholy defensive trio (AT, AA & Art) I used a pair of Spats throughout and they both finished as Jagdpanthers as I valued the speed over the raw armour on the Jagdtiger (plus they're not necessarily front line units..) Biggest learning here - THEY DON'T NEED TO BE IN THE FRONT LINE! Especially when infantry is lurking nearby. Until they get upgraded some they are also vulnerable to the better enemy tanks. Whilst they can work in a pinch to form a battle line they really do better in the 2nd line with your artillery to protect against armoured thrusts. Also they will not benefit from defensive fire against hard targets, plan carefully.
Recon: OK so IMO these were the real dog units of PC1 (I know others disagree) but once you have the inevitable slew of several spotting hero's amongst your front line troops these guys seemed obsolete. I hated them. I never used them. Ever.
I started with one, I soon bought a second. The sight range is good, the ability to move forward a bit to scout then move back is better, the ability to slip through enemy lines and back out again to get at that annoying unit is awesome. The bonus to accuracy is the cherry on top (even if I did constantly forget to move my recons 1st to get it!)
Use these guys...move them in. Splat with artillery then move them back out again if in a vulnerable spot. Oh how I cam to love my little scouts. I stuck with armoured cars as the PzII is a little slow and the Kradschutzen seem a little squishy.
Anti-Air: OK now these guys had uses in PC1, in the GC later years you'd be glad to have a few around. But they weren't exactly flashy. In PC2 they become more useful. There are three reasons for this.
1) They now protect up to their range (+1 if you can find a nice juicy hill)
2) The towed versions can now dismount after moving
3) All types can switch to an AT version to help out even when the skies are clear (or the weather is bad)
I had a 37mm towed one for a while but it was a little meh. I upgraded it to an 88 and then eventually bought a second. They were awesome. They helped immensely in the air war and also in dealing with those heavy Soviet tanks. They both got upgraded to 128mm for the American east coast but to be honest I felt it was a waste of unit slots, they did not seem to perform any better than the 88s. They were downgraded for the next scenario and then became the super mobile 88s for the last (oh man, I wish I had those all campaign!)
In the last scenario the protection they provided was invaluable (especially when I lost all my forward airbases in 1 turn which left me with no air cover for two turns!) and they certainly did their job in winning the air war. Because of the way AA now works i do believe denied air is perfectly viable (something I'll be testing soon) But you'd almost certainly want Veteran AA trait in that case.
Fighters: Nothing much to say here. Much like in PC1 (and historically) your fighters are more than a match for their opponents through most of the war. 4 Bf109s did the job with two upgraded to Fw190's when they became available. Once I hit Sealion I upgraded the last 2 as well and purchased a 5th. They all became the D9 version for the US invasion and a 6th unit was purchased. For midwest 2 became Jet fighters! and one a Dornier? (I forget its name, still a prop fighter but better!) Then finally for the last mission 4 state of the art jets and 2 Fw190d9's. This was one of the times where the slot system really shows its worth. I just couldn't justify all 6 fighters being top of the line and even though the d9's really struggled they were what I had and they did their job (one almost to destruction)
Tac bombers: No longer the assassins of PC1! I like the rebalance and whilst Ju87's are strong you can no longer rely on them to delete full strength heavy armour units like you could in the first game.
I used 2 Ju87 (eventually D's) and 1 fighter bomber pretty much all campaign. I like the fighter bomber (Bf110 > Me410) as its versatile, it struggled a bit in its fighter role once it was engaging the RAF and USAAF but still managed to help finish off damaged air units. By America it could no longer fly unescorted and expect to survive though.
Strategic bombers: Still the best anti-ship unit at your disposal and great at causing suppression. I had 2 throughout, nothing really to comment on them. They did their job.
Air in general: Quite a lot has changed in the air war from PC1 to PC2 and I like the new system. Quite often I found I was bombing sub optimal targets in order to keep my bombers next to a fighter for support (the fighter having gone out on an intercept mission) and unlike in PC1 core campaign you need to keep your bombers escorted a good chunk of the time as there may be previously unseen enemy fighters based on an airfield previously out of range. (This was somewhat corrected in the latter campaigns as aircraft were set to spawn throughout the battle)
All in all I really like the balance to the unit types and find everything can be useful but no one unit type is essential. I found myself fielding two "historically accurate" Panzer divisions throughout much of the campaign and not because I was roleplaying or forcing myself to do so but because that seemed to work to get the right balance that worked for me. Thats a really well designed game IMO. I don't need to build a core force sub optimally to roleplay.
Well this is already a very long post, sorry! I'll probably start a separate topic for my thoughts on the campaign scenarios. Thanks for reading this far!