Chuck Kroegel, on Oct 26 2009, 12:23 PM, said:
Here are some hints and strategies that we found useful in
the game...
These are great tips, so I thought I'd just add on them.
4 - I agree with this, but only for newbies. When I went for superior victories in the Hard missions, there were often times when I was low on prestige and found it crucial to buy every last card that I could,
provided that there were some weak enemy units I could easily kill to earn some quick prestige to use on the serious challenges. Get used to zooming in on enemy units to check their prestige cost so you know how much you'll get for killing them (half of their cost, rounded up). Remember that you can use cards whenever you have the prestige (or sacrifice them when you don't) but you only get one chance a turn to buy more. (Not counting cards like Reserves, which is crazy powerful precisely because it lets you bypass that limit.)
11/12 - The importance of being the first to fire is pretty severe. In early versions of the game, did you ever toy with the idea of using some variant of the old initiative system back? Ha ha, and nothing brings terror to an old Panzer General fan like "
RUGGED DEFENSE!". Not that I can really talk, since I still haven't gotten any further in the original games than the first mission of the first game with the smart (more like sadistic) AI on. (Man, I hope we at least get a German campaign in an expansion, complete with Polish horse cavalry to slaughter.)
15 - I wish that units didn't visibly dig in as soon as they stop onto a fortification (as opposed to at the start of each player's turn with "auto dig-in"), because it implies that it somehow gives a superior bonus (+6 terrain defence for softies aside) than granting the unit normal "auto dig-in" while it's on the tile. A little Prep Fire is still enough to send them scurrying out of the hardened fortifications.
22. Transfer Action is extremely useful, but there are some important limits to keep in mind. While you can have multiple jeeps in play, you can only Transfer Action to any particular unit once per turn. Transfer Action only transfers ONE action - a mechanized unit you Transfer Action to only gets to move OR shoot, not both. I learned both of these the hard way.
23. Yeah. Don't sacrifice cards to get the bonus that you
should be getting from artillery and other high-support units. (A single Prep Fire card can let you save the 3 or 4 cards you would have needed to survive the initial counter-attack of a dug-in enemy with a lot of support, especially in campaign where you're on the offensive virtually every mission.) And if you've only got one buff card to spare for a fight, remember that you often get a bigger bonus for sacrificing it than spending prestige to activate it (most notably the four different cards whose ability is for 3 points, but sacrifice for 5).
- Unlock as many cards as you have patience for before you try multiplayer. (There's no achievement for beating the hard campaign, but they sure give you a lot of bonus cards!) It isn't practical to use a deck full of nothing but high-prestige cards, but there are so many opportunities in this game to place expensive units for free (starting units, home tile, Rapid Deployment, Counter Offensive) that you should always be using those to place double-digit-prestige-cost heavy hitters with them.
- Play to your faction's strengths. Read through all the cards (hit right bumper in the deck manager to "show collection", it's much more straightforward than the cumbersome deck editor) and take note of the cards that are unique to each side, and the ones that are superior to the enemy's version (if you thought the American version of Deadly Fire was fun...). And just as importantly, plan to counter the other side's strengths. Germany needs those 88s out to protect against America's superior air power. (Note that the American version of Strafing Run can
kill weak artillery units that you thought were safe in the rear!) America needs towed guns and such for the support bonuses to be able to kill the mighty King Tiger. (Note that
every other tank in the game is a generic unit that's identical for both sides, with the King Tiger literally in a class by itself.)
- Always keep the damage formula (damage done is equal to half of the difference between attack and defence, rounded up) in mind when deciding whether to attack or to spend cards. When you absolutely need an enemy to die this turn, assume the worst once you get to the sacrifice phase - that he'll sacrifice a 7 and you'll roll a -2, and plan around that. Of course, before you get to that phase he might play a Smoke Screen to cancel combat (usually right after you played a juicy buff card, LOL), which is why you want a command jeep nearby or that card that gives you a bonus attack (Opp Fire?), so you can nail him after his bag of tricks is emptied out.
- Infuriatingly, the game doesn't let you zoom out and see the whole board when you're responding to enemy attacks during his turn, so try to remember how things looked and to anticipate other attacks you probably need to save cards for.
- Do read the game errata that pops up on the forums, so you know stuff like the secret requirement for the "fewer tile" card that they only work on turn 3 and beyond.