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When playing on high diff settings always protect ur bombers with fighters and don´t go anywhere without AA cover as long as the enemy has planes left.
Infantry is the king of close quarter combat. if u attack an infantry unit in a forest/city/hill etc with a tank the infantry unit will attack the close combat def rating of the tank which is usually 0. only some special tanks have close combat above 0, when u don´t have mods active.
In general when u attack units in close terrain do it with infantry urself and always prepair with artillerie/strategic bombers to reduce the entrenchment and suppress the enemy.
u need to either reduce their movepoints or completely encircle them. they will only surrender if they have nowhere to go.
Finetuning the diff setting is sadly something the game does not do well. Best thing to do when u want to learn how to play better is open the advanced diff settings(bottom of the screen when starting a campaign)and set undos to unlimited and all. Then u can test how to solve situations best and do it over and over until u know what to do.
Check the stats of the enemy tank. they all have a weakness. my guess is ur talking about char b1 and matildas here. try using tac bombers like the JU87.
In general the more expensive unit is the better one and if u can afford to buy it do so. Another aspect are the core slots. more expensive units tend to cost more core slots.
The machine gun trait is very good early war. usually a panzer IIC with it is better against inafntry than a panzer III who does not have it. once the Panzer IV with the long barrel show up this is no longer the case.
If the infantry has a transport attached u replace that as well. Only use transports on maps/units where u need it. normal infantry can usually do pretty well without.
hope this helps.
sers,
Thomas
What would be a good army composition to finish the first south polish mission with minimal casulties? They have anti tank guns, fortresses, 2-3 bombers, tanks. So you need probably everything?! I tried rushing the designated city without much success. How do you protect yourself from the 2-3 bombers? 3 fighters, overstrenghting 2 fighters (how much is needed), or do you buy anti air guns? As 2 deal only 9/ 10 damage, they will get a couple of expensive extra attacks.
True, I mainly get the mobile half track AA. The 88's are better against vehicles than they are aircraft, at least early on until they get more experience.
Use mobile AA when they come available. On your turn, hit the enemy fighters with your AA to add some suppression, then take them out with your fighters. Also, especially early on, use Overstrength on your fighters.
Artillery hit + strat bomber raid + infantry attack. Note that strat bombers don't take as much damage from AA as tac bombers.
Once infantry + artillery have settled in to take an objective, your tanks and other mobile units should be moving on to the next one. You typically only need 3 units to take a city. 1 infantry + artillery behind it + armor on the other side to keep the hex surrounded & suppressed.
Stukas and Flak 88s can kill anything you run into. The trick is just to not out run your AA. You may have to suppress an AA gun with artillery fire so your Stukas can safely dive bomb stronger tanks. The larger artillery (18 cm & 21 cm) are very good for this. If you hit an AA gun with artillery + strat bomber, it is basically useless for a round and your Stukas can go to town.
This is basically a way of making a unit crap against heavily entrenched targets.
The prestige accounting is basically broken. After the first couple missions, you'll have all the prestige you ever need to always have the most expensive (i.e. best) unit for a given slot count.
Do you guys buy scout planes? Usually, scouting is the most important thing in war, but as they take slots, need fighter protection (do they?) and deal 0 damage, they seem to be hard to justify. I though I could run through everything without problems when starting with 10 extra ability points, but i'm still losing very much units-.- maybe i can use the scouts as bait though... I guess i'll restart and find out.
Take General Traits: Trophies of War + Perimeter Control + Deadly Grasp + Flexible Command + Auxiliary Forces.
Note: Meticulous Planning will allow you to both move units and repair them in the same turn (usually actionable only with phased movement units). It's nice as well.
However I got a first aid hero which doesn't seem to work. Text says: "used on infantry, if you don't attack during turn, recover 1 strength". I wasn't attacking, but nothing happened. What am I doing wrong with this hero? I equiped an engineer with that hero,
That is interesting. So many little quirks in this game.
It's subjective but I for one always felt the AA in PC2 to be somewhat underwhelming and some of the later vanilla campaign and even more so AO DLC give enemies staggering amounts of air units. To this end I mostly upped my starting points for strenghts/weaknesses to get AA Veteran as base.
One thing that perhaps went unmentioned here is that there are two types of AA one effective against low flying targets (low altitude attack) and one against both high and low. So your 88's will wreck fighters and strategic bombers while Skdfz 7/1 with rapid fire will tear through fighters and tacs but won't scratch the strats. Generally speaking even with AA Vet make sure to keep all your ground troops under the AA umbrella or fighter cover. I understood you are playing the vanilla campaign there I stuck mostly to Skdfz's until Africa/USSR as 88's double as potent AT against superior tanks and you won't be able to match them until you get long barreled Pz3/Pz4
This goes for your bombers too as on later missions they can get so swarmed that even your FW's or ME262's run out of ammo covering them and they take enough damage to both drain your prestige or get outright shot down which is a pain when losing a veteran tac bomber 75% into the campaign. To this end when facing scenarios with superior enemy air it is useful to keep yours in the back for a few turns - or even send them to the opposite edge of the map if enemy is relatively close to spawn and can reach your airfield with heavy fighters for example - I think Dunkirk has this issue and one USSR map in particular.
Beyond the obvious need to encircle and capture enemy units in regards to prestige another potent combo is a scout unit (low slot / cheap / mobile) paired with (RNG) liberator hero (extra prestige for capturing). Keep it in the rear of your units and mop up flags as you push forward for extra prestige boost.
Another tip is the entrechment killer heroes, they are invaluable when it comes to CQ combat in forrests or cities such as Leningrad or Stalingrad (or London). You can supercharge your existing arty or strat bombers in this regard but you can also put them on heavy/base fighters. They can stafe without retaliation, do not spend attack of any directly invovled units and x3/x4 entrechment killer fighter basically halfs a fully entrenched unit in one go.
Until now (first sowject mission - capturing Tallin and Riga), I defended everything with 3-4 fighters and didn't use a single AA unit. The trick for me was actually not getting a second tactical bomber until late. This way, I could always cover my 2 artilleries, and both bombers with 1 fighter. PLus, 4 fighters are quite good when fighting air. However, last mission, I've come to a point, where the fighters were mostly useless after turn 7-8. Speaking of.. is it possible to retreat them mid game and get e. g. more strategic bombers from the reserves?
sers,
Thomas