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Surrounding the enemy with encirclements is key to denying their ability to reinforce.
As for air force and your own controlled infantry well:
6. Don't be shy about using non-standard resources at your disposal
Very frequently in the Axis Operations, you will have access to non-standard assets to bolster your CORE force. One prime example of this takes the form of Italian CTV (Corpo Truppe Volontarie) Auxiliaries in the Spanish Civil War. Unlike the usual lackluster performance of Italians during World War II, your Italian allies are extremely potent and a force to be reckoned with during the Spanish Civil War. The only way to directly control infantry is by purchasing Italian CTV infantry. Italian fighter aircraft are also far superior to the German starting He-51 biplane fighter. A very common tactic among our testers was to use the maximum allotment of auxiliary slots to deploy a host of Italian infantry, fighters, and artillery to supplement their primary Condor Legion forces. The extra cost in prestige to buy auxiliary units is more than offset by the extra firepower you can bring to the battlefield!
Being stuck with the He-51 is a fact of history. But eventually the He-112 arrives, and it's a really good feeling upgrade!
I'm glad innovation is taking place and new things are tried but the core issue with this is just that due to the balancing as is it's not... say 109 vs superior spitfire you meet in the core campaign or PzIII's against T-34's. The amount of damage you can do and the damage you take is more on the scale of making the fighting take longer than the difficulty.
The expanded objectives and narrative is fun, I've used Italians extensively but for me it's the AI part just in the way that I want to order them where to go and how to move, support them even with the trash arty, have them hold on to defensible cities and mountains...
I don't think relinquishing large amounts of troops to the AI and taking it away from the player is a "fun" move. Even in the campaign (i.e. Stalingrad) the AI never quite does what you'd want it to do or how to use certain units.
I'd love to try the He-112 but I doubt I can handle that "order AI box" any more
So noted. I think it's too historically inappropriate to give direct control over Nationalist units. Nationalist and Germany and Italy in Spain were a coalition, not a completely unified command structure.
AI Allies is an important advancement in the mechanical gameplay of Panzer Corps 2 over similar games, such as the original Panzer Corps that didnt even have this mechanic in any form.
Or other games that have AI allies, but you have zero influence on their behavior and they just run a predetermined script.
But does that mean it will be plugged into every single DLC? No.
Does it mean it won't ever be improved if and when it does return? Possibly, why not.
It's just one more tool in the toolkit of making potentially new and different designs for content. =)
Perhaps we could have a gameplay 'option' along the lines of 'no heroes' and other such customization that allows directly control for those who really want it? That might be a nice future improvement to integrate if its possible. Right now, I have no idea. Wont make promises I cant keep.
No worries, I have high hopes for the future DLC and find the game amazing. I guess one DLC would be absolute no-go for me.
Just wanted to voice an opinion on the matter of higher AI involvement and large amounts of friendly units you have no control over. To be fair for me Kursk was one of the least chosen maps due to the sheer amount of Aux's I don't like to micromanage next to an already 100+ slot main force at that point.
If there is ever an option prior to starting the game to be able to control the Spanish units I think it would solve everything through giving players a choice on AI involvement.
Thanks for your review , I am put off playing it now , I will do as brought it in the Package just very disappointed in what you say , Cheers for your opinions
I myself am actually very impressed with how effective the nationalist infantry can be, if you understand how to issue orders and support them with artillery and a couple of ground units. I've seen the nationalist infantry actually pull off a couple of pretty large scale encirclements with only minimal help from me. It is also a very good idea to let the nationalist infantry capture all the victory hexes, this keeps them heading in the proper direction when on the offensive.
He51s are pretty terrible. So I rely on Italian fighters for the 1st part of the war. I also purchase Italian infantry and cavalry to back up my panzers. In my current campaign I have the auxiliaries trait, so I also purchase extra German 105mm artillery to backup the nationalists.
I am extremely happy with how this DLC turned out. When I first heard that it was going to be the Spanish civil war, I wasn't to enthusiastic. But after playing it pretty extensively, I'm now loving it and have learned a lot about the war. And the new AI allies system is really quite amazing.
I think to make the SCW scenarios interesting with the player controlling the Nationalist infantry, you'd have to tone them down a lot- the colonial infantry is so insane compared to their opponents that you'd probably have to downgrade them a lot.
Not many people noticed this, good on you for paying attention to the details. ;)
That said, I don't think it's too problematic. As the Merida debriefing explains, this qualitative advantage was 100% historical. Professional Army of Africa vs whatever the Republicans could scrape together on the spot.
Which is why France and company advanced from the southern tip of Spain to Madrid in like 3 months... and then spent 3 whole years fighting and sieging Madrid itself.
Because now more regular units start to be fielded, and of course International Brigades and Soviet equipment starts to arrive in quantity as well.