how it compares to alternative units including those of other countriesįor example, I've been able to find good threads here on how to pick German infantry, but what about allied infantry? SAS vs. It would be nice if there was a guide somewhere that went through every unit in the game and gave the following: Like what units have special abilities- mine clearing, fort busting, transformer powers, etc. Proline wrote:Does anyone know of a really good unit guide? As a new player (iPad), I find that a lot of things are hidden don't seem to be explained in the game or the documentation.
the ISU-152) : 9Īlmost all non-German 15cm/155mm guns have a Rof of 9 the equivalent German guns usually have 8:ġ5cm sFH / 17cm K18 / Brummbar / SiG 33 II : 8Ģ1cm Mrs 18 / BL 7.2 inch / (USA) 8 inch M1 : 7 Sturmpanzer / SiG 38(t) / Hummel / 155mm Long Tom / 155mm M12 GMC / BL 5.5 inch / Italian 149mm / Soviet 152mm (incl. Panzer II Flamm / Churchill Crocodile : 14Ģcm Flakvierling / SdKfz 7/1 / Wirbelwind : 12īasically, all 7.5cm / 75mm artillery guns in the game, allied or axis, have RoF 11, including the 25-pdr / Bishop / Sexton units. Note that overstrength counts when calculating the total attack rolls. A 10-strength unit will only roll 8 dice, a 5-strength unit will roll only 4. But heavy artillery usually has less than 10, say a RoF of 8. Normally this is one attack per point of unit strength, but some units have lowered or raised RoF figures which influence their combat effectiveness.Įxamples: Panzer II Flamm has a RoF of 14, which means when it is at 10 strength it will roll 14 attack dice, and when at 5 strength it will roll 7. This is a percentage that adjusts the number of shots (attack dice rolls) that can be made by a unit. Something that is often discussed but completely invisible on the iPad is the RoF, or rate of fire.
Panzer corps 2 units upgrade#
Last year I made this upgrade chart for the German units, I hope the download still works. It might help to plan ahead which units to buy when knowing which ones can be cheaply upgraded (in-family) or when a better unit becomes available. This can only be seen after you purchase them, so it might help to know this short list of switchable units: I have a busy day at work tomorrow, but I'll get started with some brief info.įirst of all, some units can switch. their disadvantages (low ammo, no organic transport allowed when airborne) when compared to other infantry types would cover most questions, I think. A discussion of their relative advantages (traits, good initiative) vs. So I think there is not really a need to describe all paratroopers separately, because their stats are so close. For example, all paratroopers have the 'fortkiller' trait which increases attack strength by +5 when attacking structures.
Also, specific class bonuses are often more important than a few points of attack/defense difference. Many special abilities (called traits) are only available to a few units which are available to most armies (like engineers). The terrain/weather/movement stats you can find there will be a good start to better learn to get best out of some units.Ī unit guide doesn't have to cover each unit separately I think. For iPad users, I've posted some info and links to other threads with info here: viewtopic.php?f=121&t=50758#p477826.