There is a campaign flow button. It's not really a chart but you can see the path it will take depending on victory type.
Nicu Pavel
Creator of
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https://openpanzer.itch.io/panzermarshal
Both 3.2.10 and 3.2.11 releases are available in case we find issues with 3.2.11
Panzer Marshal follows closely the Panzer General 2 combat formulas. Even if not displayed the suppressed is computed an casualties depend on that. Both PG2 and PM use suppression only for current unit combat.What PM doesn't have, is the long suppression by tactical bombers, afaik PG2 disabled that one too.
I think Brukenpioneere are engineers + bridge. There are some other infantry units with engineer flag, something that I need to improve is how to display that.
If you do brilliant victory faster you might lose some prestige per turn which some scenarios award every turn. Also make sure you take all secondary objectives and kill as many enemy units (for experience). I usually do tactical for the first few scenarios just to train core units.
Depends on play style. I usually have something like 2 recon, 4 infantry, 4 artillery, 4 tank, 2 anti-tank self-propelled battalions, 4 fighter planes. This is what I try to start with and have them from the first scenarios with fighter planes being purchased last if I have the prestige. Then I increase accordingly except recon and fighter planes. I always update core to latest available and over-strength. Depending on scenarios I usually choose a side of the map where I deploy most of my core. I stall the enemy with auxiliary units and push with core in one region. If the scenario duration is short or there is no space for maneuvers I will need to deploy core in multiple places. Then I push to objectives but I don't chase/get stuck fighting enemy units after I break through a line, that's something for auxiliaries or I buy a cheap unit/infantry to defend an objective. I always try to have a small combined arms group moving (ie 1 infantry 1 arty maybe 1 tank).
As for ships/naval transport this has always been bad, even in original game. The naval part is really overpowered on attack, I try to deploy a minimal group and move it fast to land, then another (in waves). I use my naval attack ships to stall and keep enemy battleships/cruisers/destroyers away from my transports.
> cancelling unit move results in losing 50 prestige
Only if it gained 50 prestige on move ?
> air units are automatically supplied only when they are on the airfield hex with flag (in Panzer general it was on all airfield hexes I think
On all airfields that are owned by player
> not all enemy towns or flagged hexes respectively captured are awarded with prestige
Should give prestige even for ones with flag
Potentially Unwanted Application might come from the nw.js that I use to pack the game as executable. You have the alternative to play at http://panzermarshal.com
Could you attach me a save game that doesn't work on github: https://github.com/nicupavel/openpanzer/issues