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Remember that every units needs support from artillery/ATG/AA and fighter plane support so they can go through a battle without too much damage.
Tanks by themselves will get a lot of damage and cost a lot to replenish. Always keep your forces supported.
I upgrade them every time i can. Currently i have Panzer IV F2. I can crush the enemy tanks in open field. But for this i do not need much tanks. Because their are no great tank offensives from the AI currently. So my 4 tanks can handle all they must. From encirclements to anti-tank attacks. My infantry is the punching bag, even in open field their casulties are cheaper and lesser than my tanks. And my artillery and dive bombers are clearing the rest.
My infantry in open field gain max. 1:1 casulties against enemy tanks and are much cheaper to reinforce, often also 1:2 or so in the first attack (base-entrenchment). I am using my infantry so the always unload themselves, so during turn they never stay in trucks or so. Because then they gain huge casulties if attacked.
My tactic in the air is, to give them some targets and then crush them. I focus on enemy fighters, so my divebombers can perform and than enemy dive bombers and at last their bombers. I do not use AA (i have 2 in reserve, but in 3 battles they shoot one time on planes, so i send them in reserve), instead in reinforced my fighters from 2 to 4.
But the main problem is still: my tanks get huge casulties on attack against infantry even on open field. And more bigger casulties in counter attacks. So infantry is i think the better allround solution, tanks are an expensive situational solution. So i have 4 and i do not know why i should have more. I want more Planes and Infantry and maybe 2 more dive bombers. But nothing else.
If a terrain has a base entrenchment chances are roughly 95% it is closed terrain where infantrie has advantage over tanks.
May guess would be the same as SPAMBO, u are moving tanks into closed terrain or attacking into closed terrain.
sers,
Thomas
when u move the courser on it at the bottom u have a little "i" in the picture. mouse over it to see the tile stats. most important is the initiative cap. tanks main advantage is initiative, any cap makes them worse. bad weather can result in an initiative cap, too. u can see that at the top right of the screen.
Tanks start to become very usefull once u managed to get them "Steamroller". In the base game it's 10 overruns, in the AO 25.
Once u have that tanks do no longer take damage if they manage to wipe out the enemy unit, no matter what the prediction said.
sers,
Thomas
i guess thats the magic of this game. many different play styles are possible. no tanks, no infantry, no aircraft, no artillery.... its all possible.
its been a while since i played the original campaign but in the DLC campaign i sometimes wonder why to use infantry at all. in my latest run i used 1 (one), ocassionaly 2 infantry units for the play through with 6-10 tanks...
i would say the main advantage of tanks is the overrun ability that they have by default. A fully pimped out tank (common in mid to late dlc campaign) can destroy as many units in open field without taking damage as it has ammunition. So tanks are unmatched in removing enemy units quickly in the open.
Also for the DLC campaign or the (excellent) storm over europe or panzergeneral 1 mods (to name two), units that can strike fast and hard are needed to achieve some of the bonus objectives.
Design wise you can propably seperate two main obstacles: enemy attacks across open field and enemy "strong points" of infantry/AT/artillery/AA combos entrenched in close terrain. Stock tanks (without vigilant/ignore entrenchment heroes) are superior to other units in clearing out open fields and enemy counter attacks quickly to enable your infantry/artillery to take out strong points quickly.
You surely can fill these different roles with other classes but thats really is just a package of upsides and downsides exchanged for another...
i also struggle to see infantry without AT support fairing well against elite tanks in the open field, at least in the DLC campaign or mods mentioned. And i am pretty sure 5 star Pioniere strength 20 cost as much replenishing as Panther A with five stars. or at least neither is cheap.
Tanks are beasts, once improved to get steamroller, they can ruin battlefields. My own tactical doctrine is to operate tanks in three member hunting packs.
An infantry tank, a main battle tank and an SPAT gun for support. Alongside these, I may include a SPART gun, though this isn't always necessary as open terrain usually doesn't need suppression, but if you do need it, then Strategic bombers are handy here. Strat's also have a benefit of reducing movement and ammo counts, which if used against slower heavy vehicles can force a quick retreat, or at the very least make them impotent by eliminating their ammo stores.
They roam the battleground with armoured recon (duh), and a SPAA gun, normally a 7/2, double fire, low alt attack, because Tactical bombers tend to be direct counters to tanks etc. (If you run Anti-Air vet, you'll decimate the enemy air this way.)
Tank groups also have a fighter and a tactical bomber in range for support. TAC's dominate open terrain, fighters provide escort and combine with SPAA to wipe out enemy air.
The infantry tank is simply a tank with higher soft attack, but in cases where there's no distinction then a mobile tank and a heavy tank is a good combo. The SPAT provides assistance as the most dangerous opponent other than the air units, is going to be armoured units. Infantry itself should not be bothering your tank units. (By infantry tank, I do not mean flametanks - they usually cannot stand up to counter attacks by other tanks. My flametanks go in support of the infantry funny enough.)
In situations where there is heavy SPAT presence on the enemy side, supporting them with towed-AT (hard counter to SPATs, soft targets so they don't get hit, even more brutal if you take aggressive deployment), is a good idea as well. Towed AT usually isn't that amazing against tanks themselves, when facing enemy towed AT, the TAC/STRAT in combination with either tank is usually enough to dislodge them anyway.
Terrain is always important in PZC, a tank should be in the open, every day and paired with similar units for open warfare.
Closed terrain is the realm of artillery, strategic bombers, infantry and flametanks IMO.
But in my actual game to conquer moskau and after this the map charkov was tricky. The spam of tanks was really bad for my infantry. I lost 2 units.. the first in the whole camapaign and only my tanks could prevent worse and also a massive usage of artillery and planes if possible. This shows me the limits of my tactics. About 5-6 turns i thought i will lose this battle. At the end i won, because the ai got limited reinforcements and had huge amounts casulties.
Also charkow was the first map, were you could use the advantege of tanks: they have space, enemy tanks and many open field light infantry, guns and co. Maybe because i upgraded my tanks.. so tanks gets better and so more effective with the time and till now they were weak.. really weak.
I think i will increase the number of tanks. But after all only if i have the slots for it. Prestige is no problem. I have 20k.
Yes, when it comes to Barbarossa and later on in the USSR the maps can be huge so fielding at least 6-8 tanks is a must IMO.
Once they all have steamroller they become almost unstoppable especially if you capture T-34s early on with their 6 movement (+1 with master of blitzkrieg) and field them with the right hero combinations.
check the medal tab of a unit with overrun(all tanks).
This is the main reason for using tanks early in the game. teach them steamroller.
sers,
Thomas