Panzer Corps 2 – Reinforcements and Experience

Reinforcements and Experience

Every time that a unit takes part in combat, it will acquire experience points, representing the fact that the unit now has a larger amount of veteran soldiers among its ranks. Every 1000 points of experience will give the unit one experience star, up to a maximum of five, and each experience star will give the unit an accuracy bonus during both offensive and defensive combat, leading to fewer own and more enemy casualties in battle.
Particularly during the campaign, acquiring experience will be important for victory especially in the difficult missions towards the end of the war.

 

However, unless your units are fortunate enough to build experience by fighting defenseless enemies, they will inevitably take damage from time to time. Suppression only lasts until the start of your next turn, but losses will remain lost until replacements are issued. How you handle this problem will determine the fate of your core force. There are two types of replacements in the game: normal (green) and elite. Normal replacements are cheaper in terms of prestige, however, they will reduce the unit’s experience proportionally to its losses: if a veteran unit is nearly wiped out in battle and issued only green replacements, it will become little better than a green unit. Elite replacements, on the other hand, cost substantially more prestige, but allow the unit to keep all of its hard-earned experience (veteran units are sent more veterans to fill their ranks).

 

Note: Losses suffered by units will carry through to the following scenarios during the campaign, and will need to be replaced at the start of the scenario. However, both types of replacements are cheaper during the deployment phase, so if you are nearing the end of a battle it may be a better idea to merely get them out of harm’s way and then wait until the next battle to issue replacements.

 

Units can only receive replacements during a scenario if they have both an unspent move and attack action, and they are limited to receiving 50% of their maximum strength in replacements in a single turn (so a badly damaged unit will take two turns to repair fully). Any strength points added to the unit as replacements will count as suppressed for the turn that they arrive.

 

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