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My first impressions on Panzerkrieg were negative due to the stiff opening difficulty and subsequent fears that the entire campaign would be an RP-starved struggle, but I kept playing and ended up having a pretty good time. I'll give some brief thoughts on each scenario hopefully without spoiling too much.
Rzhev Salient: One of the tougher opening scenarios, your resource budget is tight and you're forced to hold off attacks from multiple directions while working to liberate encircled friendlies. Efficient defensive positioning and conserving RP are the rules of the day. You should also invest in some good anti-tank equipment, whether towed(more efficient) or self-propelled(more powerful); you'll need it for this campaign, especially early on to turn aside Soviet armor while your tanks are still outclassed.
Demyansk: A unique scenario that has you rushing to rescue a large pocket of allied troops while resupplying and reinforcing them by air. RP is still scarce, however, and the Soviets are, as always, troublesome and numerous, happy to flank you with powerful armor if you're not careful. This is the first scenario where the upgunned Panzer IV F2 is available, which finally allows you to compete with T-34's and KV-1's and is the start of you regaining technological superiority.
Kharkov 1: Reminiscent of the Barbarossa scenarios in the Blitzkrieg campaign, you're encircling and destroying a Soviet force. Aggressive use of armor and air support is key to create the initial encirclement, but the Soviets won't lie back and let you obliterate them. This is the point where I realised I was now having fun with the campaign instead of just being challenged by it, so if the first two scenarios discouraged you, Kharkov 1 might be a much-needed breath of fresh air.
Sevastopol: The Siege of Sevastopol! Can you crack the mighty fortress-city? This scenario was less brutal than I expected and while your Romanian allies are inferior to the Soviets in a head-on fight, they make for excellent auxiliary and defensive troops and can draw attention away from your own siegebreaking efforts. Take care of them; it's worth having their help in later scenarios... just don't expect miracles, that's what your own troops are for.
Voronezh: The start of the Case Blue offensive. This time you get the benefit of Hungarian allies, which have marginally better equipment than the Romanians and are capable enough to work independently if required. This is also a great exhibition of your (hopefully upgraded by now) panzers due to the relatively open terrain. The Night Witches make their first (and likely only) appearance here, which is a cool detail.
Kalach: A pretty straightforward 'Blitz' that has you rushing to besiege Stalingrad. A bit of a filler scenario, but it's still fun rolling across the plains with your panzers. Stalingrad itself is nigh-unassailable and has long-ranged artillery backup, so it pays to keep some distance until you're ready to finish the objectives.
Caucasus: An interesting time-sensitive scenario, where you have to advance fast enough to prevent the Soviets from destroying your objectives. The substantial distance between you and the objective locations means you will have to move quick and commit to an early push if you want to capture everything in time.
Stalingrad: The infamous Siege of Stalingrad. This could have been a nasty, unavoidable slog, but there's actually a surprising amount of space to work with, plenty of opportunity to use your tanks, and free reign on where you want to strike. This, along with the varied objectives and eventual block-to-block fighting, gives the scenario a unique flavor. It's one of the more challenging scenarios for the Luftwaffe as well; they have a lot of work to do, few bases to do it from, and some well-positioned AA to contend with, not to mention the Soviet air force has been getting stronger with every scenario.
Winterstorm: Probably my favorite scenario of the campaign and the biggest of the 'rescue' missions. The German 6th Army, trapped in the Stalingrad pocket, is well-equipped and dug in, but are not at peak condition and have barely any resources to replace losses with. You have a lot of ground to cover to relieve them and the Soviets will offer fierce resistance along the way. In addition, during this rescue attempt, the Chir river line (and its spunky Romanian defenders) will come under a withering assault, forcing you to manage a thrilling and challenging three-front battle. This is also the first chance you have to use the immensely powerful (and expensive) Panther and Tiger tanks, though their early unreliability hurts them enough that you might be better off sticking with Panzer IV's for now.
Zvesda/Operation Star: A short scenario centered on a controlled, fighting retreat, and an interesting change of pace. You have a lot of space to trade for time and the terrain favors you, but... you might be tempted to try holding on to the objectives for as long as possible. Just don't be surprised if the Soviet spearheads exact a heavy toll on your troops if you decide to stand and fight. Instead, you're encouraged to use the space available and consider if/where/when you want to make your delaying actions.
Kharkov 2: The swift counterstrike that follows the tactical withdrawal of the previous scenario. Fairly simple and lacks a proper 'crescendo' as the main struggle will be defeating the initial Soviet spearheads and retaking Kharkov. Capturing the secondary VP's afterwards is more of a mop-up operation, though as always the Soviets won't exactly roll over for you while you do it.
Kursk: A pretty good final scenario that results in a climactic clash of armored forces. Your unit roster opens up a lot for this scenario, providing you some excellent vehicles like the reliable(!) Tiger E, the tough and powerful Sturmpanzer IV, and the fast, long-ranged Hummel SPG. The Soviets have some of their own new equipment too, but their advantage still lies in the sheer weight of their numbers. A good finish to the campaign, best left unspoiled.
You could describe this campaign as the equivalent of the USA/Japanese pacific campaigns, in that you fight the same capable foe for most of the campaign and the variety stems from the different technology, circumstances, and locations where each battle takes place. Carrying over your Blitzkrieg core is recommended even if just for the leaders as they are fantastic. I can't guarantee the difficulty curve will be the same otherwise, unless you're looking to add a bit more challenge.
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