![]() For example, *I* got used to refilling my units right before the end of the scenario, before the next one up in the campaign. Now, you can still replenish your guys in the field, but not to full strength and at a significant increase in cost to doing it during the next deployment phase. ![]() More importantly, supply hexes are now the only places where your units can be deployed, disbanded, purchased or upgraded (other than the deployment phase, of course)! This drastically changes your logistics while in the field. First, your troops will be automatically resupplied with ammo and fuel every turn they can trace a clear path to one of these hexes… with the provision of a strict meaning of “clear path”: the trail/route back can’t pass through any enemies or their zones of control nor can the line pass through impassable terrain. If a location is marked with a half-filled circle, it’s a supply hex. ![]() SupplyĪnother major change is supply hexes. The enemies inside the red, visible or hidden, are in trouble. I mean, if they can mire you in the trap, all the same bad crap occurs, only to your units instead. Note: I tried to put a positive spin on this, using my Encirclement Summarization™ as your units over theirs. Finally, they suffer from suppression until they move out of the encirclement. Additionally, they can’t get fuel, ammo or replacements. If you can get them encircled, they suffer accuracy losses, initiative deficits and compounding suppression every turn they’re stuck in there. Like most units, you can “Overstrength” planes as well = more units than the ‘normal’ amountīack on the ground, if you can get your units (along with their automatic/natural zones of control) on opposite sides of the enemy - the more surrounding the better (plus, you can use impassable terrain to your advantage) - there are now encirclement penalties for this. ( Hmm… maybe bad weather would be a good time to capture an enemy airfield? Anyone? Anyone? Bueller?) As always, carriers can be used as mobile airfields - but they can handle seven planes now, except carriers don’t allow jets or strat bombers. However, if their base is captured during bad weather, they’re destroyed. During clear or cloudy, if their base is captured, they’ll automatically rebase (praying, of course, you have more than one). Imagine my horror the first few times watching my planes ‘disappear’ at the end of the turn. Why? Again, because they return to their base(s) at the beginning of the next (which is the enemy’s) turn. No more leaving a plane over an important unit to protect it from being bombed by the enemy next turn. Next, and this is the one that really freaked me out - after hitting the end of the turn button, all the planes return to their bases for fuel and ammo. They’ve completely reworked aircraft behavior since PC 1… really throwing a wrench into my props… err, plans.įirst up: they’re all assigned to airbases ( Pro Tip: they can also be rebased later on… whew!). I should’ve known better since this is Panzer Corps 2, not OoB 2. Since I came into this from last playing OoB, when I flew over a target and bombed it I was waiting for that ‘final move’ - where the plane moves one more hex. It’s very different than both PC 1 and OoB. Aircraftīefore I get too deep into this, I have to mention right now what really caught me off guard: the way aircraft works. After the arty fire from the northeast, and then with Recon help, the guys in the town are going to be pancakes. This is pure, flat-out (pun intended), squishing dudes. Likewise, if the opponent surrenders or retreats or is located in close terrain, again, no overrun. But, if an AT gun or artillery provides support fire, it cannot complete the overrun. ![]() I’ve used it a lot and it’s bad-ass, man. This lets that tank move again (if it did not use up all of its movement points beforehand), then, the best part, the overrun attack does not count as an attack action! So, theoretically, if you have enough movement points and ammo supplies, you can mow down multiple weak enemies, one by one, in a single turn. While using tanks (of course), overrun attacks happen when that armor destroys its target without taking any damage itself. Which brings me to one of the multitudes of new, cool features. However, if you have never played this type of wargame, Panzer Corps 2 is extremely easy to get (steam) rolling into. Obviously, if you have played PC 1, you’ll be able to jump right into Panzer Corps 2.
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