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If you cannot encircle the enemy units then start by reducing their entrenchment values with Artillery followed-up by suppression from Strategic Bomber(s) -- ideally with a Recon adjacent to the target hex for increased accuracy. This will also reduce the enemy unit's ammo and fuel but, if not encircled, it does not usually matter since they will be re-supplied the next turn anyway; though note that some units have very little ammo so they may actually deplete it while defending against your assaults.
Start the ground attack with a Pioneer unit with another infantry units on either side of it. Units adjacent to an Engineer unit, like a Pioneer, will be benefit by ignoring half of the enemy unit's current entrenchment level. There are some armored units, like the StuG (0-range Artillery) and Flammpanzer (flamethrower tank), that can help too.
In general, your other armored units should avoid attacking entrenched infantry in urban areas and Tactical Bombers, like the Stuka, are best reserved for tough or hard-to-reach targets like tanks, anti-tank guns and artillery.
Start by playing through the tutorial, and if you still need tips you can check out Let's Plays or have a look at http://www.slitherine.com/forum/viewforum.php?f=596 , the AAR section of the official forums where players detail their strategis for scenarios.
Arty parked right behind your front line troops also add great support, both AT and vs inf, also offer counter battery fire, must have.
Eng / Pioneers attack enemies w/o their entrench values, units near the eng get 50% reduction to enemy entrench, so these guys are very valuable. Only inf worth your prestige. Soften up enemy with arty, stukas, attack with eng's and win.
Also agree, lower difficulty, no need to punish yourself first run thru, its a fair challenge for new folks even on the lower settings, dont nerf your prestige.
Thanks. Recon and Strategic bombers are the only things you suggest that I don't have. I never found the bombers to be worth the bother in PzC 1 and have never gone back to them.
First, I have played the tutorial, and I completed PzC1! As for the combat mechanics, please explain to me why there are two adjacent cavalry units in the city of Grodno where one you can damage with a tank pretty well, and the one next to it is fatal to attack! My real point is not so much the taking out of such forces but that the doing so seems so detrimental to making progress across the map as it is such a grind. The core force just seems too small to me to enable all bases to be covered---certainly within a fixed time limit.
Thanks, but, apart from a shortage of artillery, that's what I have. For Russia, though, I still have a few 38(t) tanks. My main concern at this point is never having enough prestige to upgrade and expand sufficiently. Other people obviously manage prestige better!
Too little time, not enough good troops!
You don't seem to understand entrenchment at all -- a fully entrenched unit (10/10) is effectively negating all incoming damage from a tank and most incoming damage from infantry. You need to remove the entrenchment or use units that ignore it, e.g., engineers or Flammpanzers.
by and large, most mistakes are made by people not understanding the strengths and weaknesses of the units they are using, and how those are affected by the ground tile the unit is on.
understand things like tanks are easy prey to infantry in forests and cities, for example, and you go a long way towards doing better in this game.
also... this game really emphasizes supporting your units with artillery/AT/AA. learn how to make a "phalanx" with a tank, infantry, and two support units to move across the map with.
finally, people have a natural tendency to either turtle too much, or overextend too much. give yourself a place to fall back to with more support if your phalanx looks like it is in danger of getting encircled, but at the same time, you have to keep moving your offensive units forward all the time, or you will run out of time to complete the objectives.
No Stug, no nebelwerfer, you need the long range arty,150mm +, 170mm prob best overall at 4 hex range and not too expensive, for 2 points the marder II or other versions can do the same role for less core slots than stug, panzer's better option for cost than td's early, higher attack vs inf. Just as Ichthyic said, combine all the blitzkrieg tactics(phalanx) and proper units = win.
-pioneer infantry for hitting entrenched positions and ambushing armor (give them the best vehicle you can buy, as the vehicle quality actually contributes to their firepower).
-tank for open field combat and to combat other tanks; always pick a tank that has at least 5 movement. You can use the supertanks that are slow, to deal with breaking up enemy armor chokepoints as you run into them, but they are poor choice for phalanx as they slow you down too much and can't maneuver past enemies.
-artillery (sFH 18 to start is great as it can act in both AT and soft target support modes at the same time), later you replace with SPGs like Hummel, or use a bigger gun like k18 or the Morser if you don't need the soft support.
-AA (the 88s are the best early investment, and remain viable for most of the campaigns)
heroes that allow you to move, deploy, and attack in the same turn are useful for all your units (excepting tank of course). double support and expert support are good for your artillery/AA. lethal is well, brutal, on your AA especially (if you don't have that as a commander attribute). no retaliation is good for your tank and infantry units.
that's basically it. a small air force in support (2 fighters, 2 tac bombers, and eventually a strat bomber) and a recon unit up ahead to scout and help target things and help with encirclements, and that's all there is to this game really.