How Relevant is old Panzer General Strategy Guide?

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hartbrown
Posts: 1
Joined: Thu Aug 23, 2012 12:23 am

How Relevant is old Panzer General Strategy Guide?

Post by hartbrown »

I still have my old strategy guide from Panzer general. It seems most of the general strategy is still the same.
Josh
Posts: 2568
Joined: Tue May 09, 2000 8:00 am
Location: Leeuwarden, Netherlands

RE: How Relevant is old Panzer General Strategy Guide?

Post by Josh »

Well I think it's safe to say yes. There are some small differences though, one is the fact that recon can move more than once.
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towerbooks3192
Posts: 337
Joined: Sun Aug 12, 2012 3:11 pm

RE: How Relevant is old Panzer General Strategy Guide?

Post by towerbooks3192 »

ORIGINAL: Josh

Well I think it's safe to say yes. There are some small differences though, one is the fact that recon can move more than once.

Not sure if applied in PzG 2 but I just tried playing the Madrid offensive and I think you have one recon unit (the Pw something) and I managed to move it and from there it still displays a couple of hexes to move but lesser than the initial move so I think I was able to move recons more than once in PzG and in this game

Edit: Typo
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micha1100
Posts: 91
Joined: Fri Dec 26, 2008 3:23 pm
Location: Germany

RE: How Relevant is old Panzer General Strategy Guide?

Post by micha1100 »

I think a huge difference is that you can move artillery into range and fire immediately. Iirc in PG you had to transport artillery even if you wanted to move just one hex and that meant opposing artillery got the first shot in.
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AceDuceTrey
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Joined: Sun Aug 14, 2011 4:06 pm

RE: How Relevant is old Panzer General Strategy Guide?

Post by AceDuceTrey »

I can think of only two advantages that PC has over PGII:
1. Air play, PC not only introduces the medium/heavy bombers that can be used "strategically" but limits aircraft loiter time/endurance requiring them to RTB to refuel.
2. PC has operational movement, train, and air and naval transport.

The Two major disadvantages(?) are:
1. PC completely revamps direct attack resolutions combining assaults and "stand-off" (1 and 2 hex) attacks into a single 0 hex range attack. Depending on the terrain, the attack will either be resolved as an assault using "close defense" values, or using "initiative" (ranging) stand-off attacks. Also, massed attacks are resolved by adjusting the defenders initiative down based on number of adjacent attackers . Range 1 or more attacks are always "indirect" artillery attacks.
2. PC has a core unit limit (like the PGIIIs) that forces the player to concentrate on the best "bang for the buck" (prestige); i.e. tanks, pioneers, artillery, fighters, and tactical bombers.
Additional considerations:
- Mounted infantry do not immediately dismount after being attacked
- There is no "combined arms" mutual support between adjacent units of different types; except AA and arty
- Towed artillery can move AND shoot (okay for =< 75mm/3 inch but not bigger stuff)
- Self-propelled artillery can move then shoot at max range
- Artillery can only provide "Final Defensive Fires" (aka defensive fire) to immediately adjacent units (vice their full range)
- Max range for vurtually all "regular" artillery is 3 hexes
- AA arty can move and shoot aircraft
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