With each grenade costing valuable resources and each squad's usage of one coming with a lengthy cooldown, I had to change my entire approach to the mission due to the boss-fight nature of this single Panther tank. While anti-tank grenades normally do significant damage to armor and are the reason you don't want to let your armor get engaged at close range by infantry, this tank shrugged off grenade after grenade. The reason it was such a pain to complete wasn't due to its length or by any normal measurement of overall difficulty, but due to a single Panther tank that was unusually resistant to most anti-tank weapons. That is, except for this maddening mission. Most skirmishes are little more than, "create enough units to overcome the weak pressure the AI puts on you." My own base wasn't attacked once in the entire time I spent with the campaign, to the point that I learned that building any defenses there was an outright waste. For most maps, there's a sparse number of enemy units that the AI throws at you to attack or keep zones closer to their base. For the most part, and similar to the AI's behavior within the structure of the campaign map, the AI is practically passive. You see, the RTS balance within Company of Heroes 3 is all over the place. Given that the game only saves in between turns, I was destined to have to replay that difficult mission. The battle was hard-fought, but I managed to make it through … only to have the campaign victory screen soft-lock the game. At one point, I used a deployment to take a city that is also key to progression in the campaign. The mode has plenty of bugs, including a game-ending one that prevents further progress in the campaign. You'll see a single deployment headed toward you, or staged in a German town, and after bombing or bombarding the enemy, it's trivial to use a deployment of your own to mop up the rest. However, the Germans rarely attack except for in some pre-determined areas, and even in those, it is rarely with any intensity. In the early parts, you feel like you barely have enough units to cover the handful of zones you have, lest you leave a backwater zone open to German counterattack. The first issue with the dynamic campaign is in how rigid and static it is. However, manually fighting it in the traditional RTS way generally means the unit takes less damage and you gain other benefits. If you use a deployment to attack an enemy unit on the campaign map or a city controlled by the German forces, you can auto-resolve the fight. Unit deployments are of a single type, not unlike how you choose a faction in a multiplayer skirmish, but it isn't as though you're making an "army" based on custom mixes of individual squads or units. Think of it as if the Total War franchise decided to make a game set in World War II but without the same level of depth, and you aren't too far off. Port cities allow you to request ships, which similarly can be used to either bombard enemy positions on the map or use that some capability within a skirmish. Ones that contain an airfield allow you to stage aircraft to scout or bomb targets in the campaign map, and they also enable the use of that air support in any RTS skirmishes within range of that airport. These cities are the strongpoint of the zone, and capturing it captures the zone itself, but some cities have additional benefits. The map is split up into zones, with each zone having a city within it. This mode strings together real-time skirmishes against the AI with an overall campaign map of southern Italy, where you control deployments of Allied units. One of the marquee features introduced in Company of Heroes 3 is the dynamic campaign.
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