Yo dawg! I heard you like offensive so I put some more offending offensives into your new offensive DLC. I can practically hear the bloodcurling cry of "Urah!" whenever I take those 2:1 or 3:0(2) odds! It makes me excited and somewhat uncomfortable at the same time. It definitely makes most of the scenarios much less puzzle-y than in the previous campaigns though. However, that also means that RNG plays a much more significant role. It's the third DLC and the developers still managed to somehow make it slightly different and unique but still good. That said, it definitely took a couple of tries and a day or two to um... adjust my attitude. D: Artillery Preparation: I am so sorry for those people who don't get it in their hand during conferences. It's cheap, it's persistent and it seriously lowers the toughness of some scenarios when used correctly. No brainer, take it whenever you see it. Other cards are actually kinda useless since in most cases, it's always going to be better to safe prestige for reinforcing steps since Soviets rely on them heavily. Cavalry: Who needs tanks when you can get horsies? They're the most cost effective unit for the Soviets, arguably more powerful than tanks. Their combat power is almost the same, they don't get some of the penalties for example when fighting in a city and their steps cost only 5 prestige compared to 25. Also, you get so many of them that you can just send them on suicide missions only to cut off enemy supply for a critical turn or two. HQ abilities: Western Front already gets level-3 Force Pool without having to spend anything in the release version. Otherwise, Moscow wouldn't really be all that playable I think. Also, pray to the spirit of Zhukov for lower cost of Suppressive Fire on your next level up on pretty much every HQ. Suppressive Fire also always has 25 % chance of lowering enemy entrenchment while Set Piece Attack varies depending on terrain and unit experience, on even ground it's guaranteed. I didn't find much use for Pontoon Bridges this time, they're costly and command points are usually too scarce to spam it like in the previous DLCs. When I have the luxury of leftover points, I usually reorganize specialist steps to take them into next or use a Feint Attack to tip the scales a little or make enemy retreat more likely. Also, STAVKA Reserves transforms into Volkhov Front after first conference so they share upgrades. Tikhvin: Straightforward, relatively easy, good starter scenario unlike that humongous trio in Barbarossa. The only trick is to buy a couple of artillery steps and push. Rostov: There's a supply source right in front of Taganrog as well so you really have to squeeze in, only cutting the railway won't do the trick. There's plenty of mobile units you can use to rush in though. It's worth it to beef up one of the Soviet tank divisions with extra steps, makes dealing with German infantry on open ground much easier. Also, Soviet AT costs 10 prestige and can be very useful for locking down critical hexes like Rostov or the supply source near Taganrog. Moscow: Pain. Suffering. Tears. I got nothing. I was bashing at it for two days before I managed to get all secondary objectives on time. It hurt. The 3-step tank brigades are useless. Left Wing: It actually turned out to be the harder one of the two for me. It took me a while before I realized you can take the supply hub south of Stalinogorsk so early and unopposed and pretty much all of my units on the river bank straight east of Kaluga were the battered reconstituted remnants from Moscow so I didn't even bother to commit there for the first few tries. Tried pushing from north and the Germans just dug in and I ran out of turns. Big and frustrating experience for me. Right Wing: Complete opposite. Most of my units on the very frontline turned out to be the beefed up experienced boys with big artillery pieces, I had 1-cost Suppressive Fire and 2 cards of Artillery Preparation. I did get that supply hub feeding the entire German salient there. :) The rest was fairly straightforward and I didn't even sustain that many casualties. Now my troops landing at Kerch. And drowning. So many of them. D:
Hexaboo, first of all love the content keep it up. Tip for the "right wing offensive" mission: by equiping the cavalery div with a ski step you can actually take the hex with the supply hub on turn 1 with the recon ability!
Next dlc I think game will add bigger campaign which you will play soviets agian to defence moscow until battle Berlin or next dlc you will play as Germans struggling and trying to take over Caucasus and stalingrad after crushing defeates by soviets
I'd say the German 1942 summer offensive (i.e. Caucasus and Stalingrad) is the most likely scenario! (Though there are assets for DLC No 4 in the game already!)
Yo dawg! I heard you like offensive so I put some more offending offensives into your new offensive DLC. I can practically hear the bloodcurling cry of "Urah!" whenever I take those 2:1 or 3:0(2) odds! It makes me excited and somewhat uncomfortable at the same time. It definitely makes most of the scenarios much less puzzle-y than in the previous campaigns though. However, that also means that RNG plays a much more significant role. It's the third DLC and the developers still managed to somehow make it slightly different and unique but still good. That said, it definitely took a couple of tries and a day or two to um... adjust my attitude. D:
Artillery Preparation: I am so sorry for those people who don't get it in their hand during conferences. It's cheap, it's persistent and it seriously lowers the toughness of some scenarios when used correctly. No brainer, take it whenever you see it. Other cards are actually kinda useless since in most cases, it's always going to be better to safe prestige for reinforcing steps since Soviets rely on them heavily.
Cavalry: Who needs tanks when you can get horsies? They're the most cost effective unit for the Soviets, arguably more powerful than tanks. Their combat power is almost the same, they don't get some of the penalties for example when fighting in a city and their steps cost only 5 prestige compared to 25. Also, you get so many of them that you can just send them on suicide missions only to cut off enemy supply for a critical turn or two.
HQ abilities: Western Front already gets level-3 Force Pool without having to spend anything in the release version. Otherwise, Moscow wouldn't really be all that playable I think. Also, pray to the spirit of Zhukov for lower cost of Suppressive Fire on your next level up on pretty much every HQ. Suppressive Fire also always has 25 % chance of lowering enemy entrenchment while Set Piece Attack varies depending on terrain and unit experience, on even ground it's guaranteed. I didn't find much use for Pontoon Bridges this time, they're costly and command points are usually too scarce to spam it like in the previous DLCs. When I have the luxury of leftover points, I usually reorganize specialist steps to take them into next or use a Feint Attack to tip the scales a little or make enemy retreat more likely. Also, STAVKA Reserves transforms into Volkhov Front after first conference so they share upgrades.
Tikhvin: Straightforward, relatively easy, good starter scenario unlike that humongous trio in Barbarossa. The only trick is to buy a couple of artillery steps and push.
Rostov: There's a supply source right in front of Taganrog as well so you really have to squeeze in, only cutting the railway won't do the trick. There's plenty of mobile units you can use to rush in though. It's worth it to beef up one of the Soviet tank divisions with extra steps, makes dealing with German infantry on open ground much easier. Also, Soviet AT costs 10 prestige and can be very useful for locking down critical hexes like Rostov or the supply source near Taganrog.
Moscow: Pain. Suffering. Tears. I got nothing. I was bashing at it for two days before I managed to get all secondary objectives on time. It hurt. The 3-step tank brigades are useless.
Left Wing: It actually turned out to be the harder one of the two for me. It took me a while before I realized you can take the supply hub south of Stalinogorsk so early and unopposed and pretty much all of my units on the river bank straight east of Kaluga were the battered reconstituted remnants from Moscow so I didn't even bother to commit there for the first few tries. Tried pushing from north and the Germans just dug in and I ran out of turns. Big and frustrating experience for me.
Right Wing: Complete opposite. Most of my units on the very frontline turned out to be the beefed up experienced boys with big artillery pieces, I had 1-cost Suppressive Fire and 2 cards of Artillery Preparation. I did get that supply hub feeding the entire German salient there. :) The rest was fairly straightforward and I didn't even sustain that many casualties.
Now my troops landing at Kerch. And drowning. So many of them. D:
Just read this, and it's very pinnable! 😁
Hexaboo, first of all love the content keep it up. Tip for the "right wing offensive" mission: by equiping the cavalery div with a ski step you can actually take the hex with the supply hub on turn 1 with the recon ability!
*Un-li-mi-ted HORSEPOWER!*
😁 Horsepower SINGULARITY! 😁
Next dlc I think game will add bigger campaign which you will play soviets agian to defence moscow until battle Berlin or next dlc you will play as Germans struggling and trying to take over Caucasus and stalingrad after crushing defeates by soviets
I'd say the German 1942 summer offensive (i.e. Caucasus and Stalingrad) is the most likely scenario! (Though there are assets for DLC No 4 in the game already!)
@@Hexaboo like what?
@@Hexaboo You were right.