D2R - Das 2. Reich - The Second Empire
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Re: D2R - Das 2. Reich - The Second Empire
Oh, it didn't post the picture! The display of the battle used to take up the entire window and was a better scene, but the owner has moved it about to make room for other items, such as the animals on the right...
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Re: D2R - Das 2. Reich - The Second Empire
That's an interesting picture, Rubyjuno. The owner of the shop has gone to some effort with this depiction of the Zulu War. I suspect that few people outside the UK would have much to say about this 19th century conflict in southern Africa. The Zulus were, after all, Africans who were quite capable of taking on the Europeans and their clearly superior technology.
The Tadpole Mark IV is also interesting. I think the extension of the vehicle was for improved trench crossing. In my mod I don't have this Mark IV type in particular to offer, but if you take the shadowing into account, you get at least visually a similar impression with the standard Mark IV (see below at the screens).
Best regards to the North of England.
Today I want to present some screens from the scenario "Michael". Michael" is the name of the operation at the beginning of the German spring offensive in 1918, which is perhaps not known to everyone. It was the last attempt by the German side in the First World War to achieve complete victory, even though the likelihood of victory for the Central Powers had become very unlikely after the USA entered the war in April 1917. After all, following the collapse of Russia, considerable forces from the East were once again available for deployment in the West. For a brief period, a small superiority in manpower at the front over the Entente was achieved. But month after month, more US troops came into action and finally brought the decision in the summer of 1918.

Turn 1 (Strategic Map) - The main battle area between Arras and Noyon can be seen. To the east are the German attacking forces consisting of 3 armies. To the west, the British 3rd Army defends in the northern area and the 5th Army from the centre to the south. Later, the French 1st and 3rd Armies, as well as the British 4th Army with an Australian corps north of the Somme and a Canadian corps south of the Somme are thrown into the fray. So once again it will not be a walk in the park. As with the historical course, the player must first completely smash the enemy's 5th Army in order to get into the open.

Turn 2 - The friendly troops have begun attacking the extensive position system (1). First, the interfering barbed wire obstacles must be removed. At the same time, air groups begin air attacks on the entrenched British ground troops (2). This prompts the AI to counter-manoeuvre with its flak (3). Very nice, I can now take them out without any problems. But there are also enemy air groups that counterattack. Here a squadron of Sopwith Camels attacks a reconnaissance division of mine (4). Since such counter-attacks can always take place, it is highly recommended to always accompany your own bombers in the front area with fighter protection, otherwise heavy losses are very likely.

Turn 4 - A little later a little further south, the first incursions are made into the positions of 7th Corps (1) and 19th Corps (2). Progress is laborious. A strong own air attack wears down the enemy's support forces directly behind the main battle line and thus facilitates the breakthrough (3). But the British are also able to carry out strong air attacks (4). Both sides are now facing each other with an inverted front. However, I have more fighter groups in place than the enemy. It will be a lively target shooting. The enemy flak (5), which had already been hit before, will hardly be able to change anything.

Round 9 - Even further south in the area between Peronne and St. Quentin. In the meantime, a more extensive breakthrough has been achieved here. The village of Roise was taken and the last enemy troops of the trench line were destroyed in the previous turn (1). A heavy infantry force of our own was able to advance and has entrenched itself on a hill (2). Enemy reconnaissance units try to bring help to their harassed flak in Tertry (3). In doing so, they sighted the artillery behind my heavy infantry. But they can't get close to them. But they don't have to. The AI has now got this tasty target in sight and activates a cavalry from the depths. The cavalry batter my advanced artillery (4) - boo! But it gets worse. The cavalry is now also sighting the supposedly safe artillery in Roise. Once again the AI can't resist and throws 2 infantry units from the position near Peronne in the direction of Roise, almost destroying my experienced strong artillery (5). That is so nasty. The hospital will have a lot of work to do. Such a domino effect can lead to heavy losses. At least the enemy has opened his strong defences east of Peronne, which in the long run compensates for the temporary loss of the two artillery units. Meanwhile, things are calmer at St. Quentin. Here one still has to get the enemy out of the trenches (6). At the same time, the HQ of the 18th Army with Oskar von Hutier slowly advances (7).

Turn 17 - A little later in the section slightly north of the Somme. The picture is from the enemy's point of view. On the lower left edge you can see the Australian corps entrenched along the hedgerow terrain north of Albert (1). They won't be so easy to beat there. To the north of this you can make out 4 tank units of the Royal Tank Corps (2). Another tank group is just visible at the lower edge (3) and is being attacked by my planes (4). The slow colossi are somewhat sensitive to air power. On the upper edge, Bapaume is currently being attacked by my units (5). In addition, a Sturmtruppe is attacking a British railway gun, which has been giving supporting fire with its long range and is now out of ammunition. An SE-A7V also comes into action at Bapaume. There may be a tank duel later. Some resistance will have to be broken before all objectives are achieved. But at least the troops are now in open terrain with mobile warfare.
The Tadpole Mark IV is also interesting. I think the extension of the vehicle was for improved trench crossing. In my mod I don't have this Mark IV type in particular to offer, but if you take the shadowing into account, you get at least visually a similar impression with the standard Mark IV (see below at the screens).
Best regards to the North of England.
Today I want to present some screens from the scenario "Michael". Michael" is the name of the operation at the beginning of the German spring offensive in 1918, which is perhaps not known to everyone. It was the last attempt by the German side in the First World War to achieve complete victory, even though the likelihood of victory for the Central Powers had become very unlikely after the USA entered the war in April 1917. After all, following the collapse of Russia, considerable forces from the East were once again available for deployment in the West. For a brief period, a small superiority in manpower at the front over the Entente was achieved. But month after month, more US troops came into action and finally brought the decision in the summer of 1918.

Turn 1 (Strategic Map) - The main battle area between Arras and Noyon can be seen. To the east are the German attacking forces consisting of 3 armies. To the west, the British 3rd Army defends in the northern area and the 5th Army from the centre to the south. Later, the French 1st and 3rd Armies, as well as the British 4th Army with an Australian corps north of the Somme and a Canadian corps south of the Somme are thrown into the fray. So once again it will not be a walk in the park. As with the historical course, the player must first completely smash the enemy's 5th Army in order to get into the open.

Turn 2 - The friendly troops have begun attacking the extensive position system (1). First, the interfering barbed wire obstacles must be removed. At the same time, air groups begin air attacks on the entrenched British ground troops (2). This prompts the AI to counter-manoeuvre with its flak (3). Very nice, I can now take them out without any problems. But there are also enemy air groups that counterattack. Here a squadron of Sopwith Camels attacks a reconnaissance division of mine (4). Since such counter-attacks can always take place, it is highly recommended to always accompany your own bombers in the front area with fighter protection, otherwise heavy losses are very likely.

Turn 4 - A little later a little further south, the first incursions are made into the positions of 7th Corps (1) and 19th Corps (2). Progress is laborious. A strong own air attack wears down the enemy's support forces directly behind the main battle line and thus facilitates the breakthrough (3). But the British are also able to carry out strong air attacks (4). Both sides are now facing each other with an inverted front. However, I have more fighter groups in place than the enemy. It will be a lively target shooting. The enemy flak (5), which had already been hit before, will hardly be able to change anything.

Round 9 - Even further south in the area between Peronne and St. Quentin. In the meantime, a more extensive breakthrough has been achieved here. The village of Roise was taken and the last enemy troops of the trench line were destroyed in the previous turn (1). A heavy infantry force of our own was able to advance and has entrenched itself on a hill (2). Enemy reconnaissance units try to bring help to their harassed flak in Tertry (3). In doing so, they sighted the artillery behind my heavy infantry. But they can't get close to them. But they don't have to. The AI has now got this tasty target in sight and activates a cavalry from the depths. The cavalry batter my advanced artillery (4) - boo! But it gets worse. The cavalry is now also sighting the supposedly safe artillery in Roise. Once again the AI can't resist and throws 2 infantry units from the position near Peronne in the direction of Roise, almost destroying my experienced strong artillery (5). That is so nasty. The hospital will have a lot of work to do. Such a domino effect can lead to heavy losses. At least the enemy has opened his strong defences east of Peronne, which in the long run compensates for the temporary loss of the two artillery units. Meanwhile, things are calmer at St. Quentin. Here one still has to get the enemy out of the trenches (6). At the same time, the HQ of the 18th Army with Oskar von Hutier slowly advances (7).

Turn 17 - A little later in the section slightly north of the Somme. The picture is from the enemy's point of view. On the lower left edge you can see the Australian corps entrenched along the hedgerow terrain north of Albert (1). They won't be so easy to beat there. To the north of this you can make out 4 tank units of the Royal Tank Corps (2). Another tank group is just visible at the lower edge (3) and is being attacked by my planes (4). The slow colossi are somewhat sensitive to air power. On the upper edge, Bapaume is currently being attacked by my units (5). In addition, a Sturmtruppe is attacking a British railway gun, which has been giving supporting fire with its long range and is now out of ammunition. An SE-A7V also comes into action at Bapaume. There may be a tank duel later. Some resistance will have to be broken before all objectives are achieved. But at least the troops are now in open terrain with mobile warfare.
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Re: D2R - Das 2. Reich - The Second Empire
I've seen the Mark IV in your screens before, one of the reasons I noticed the model kit. I didn't know about the Tadpole - interesting information about the trench crossing, always a hazard for tanks. Great screens as always (although on the second day they had all disappeared, to be replaced by the word "Image"?) and details in your text. Excellent work!
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Re: D2R - Das 2. Reich - The Second Empire
This time there are screens for the scenario "Zeebrügge" on a British raid against the Flanders coast in April 1918.
The action was intended to block the bottleneck at the sea canal, through which the German U-boats were leaving their base, with block ships. The attack was a very limited partial success. The block ships could not be placed optimally enough to achieve a longer blockade. In this scenario, the player has the task of stopping this blocking attempt and completely repelling the commando raid.
Turn 1 (Strategic Map) - The decisive part of the British enterprise was directed towards the exit of the Bruges Canal. This was to be reached by the blockships and blocked in the long term. For support, the mole to the north was to be occupied by landing troops plus the elimination of the coastal batteries. Another role was played by a British submarine, which was to destroy the access to the mole, a steel bridge construction.
The whole action was therefore a complex manoeuvre, which is re-enacted in this scenario.
Turn 1 - Here we see the area of the mole from the German point of view, in the starting phase of the enemy action. The main British thrust is east past the breakwater into the harbour area (1). Among them is the destroyer "Warwick" with Admiral Keyes. A second push is then aimed directly at the breakwater with landing troops (2). Meanwhile, the own light ships lie largely inactive on the breakwater and must first be made ready for battle (3). The chances of effectively bringing these forces into battle are very poor. Directly off the coast are shallow waters that can only be entered by river boats (4). Since the action was started during the night, this is simulated in the scenario by setting the weather to "sandstorm" for the first half of the rounds. This means that there is correspondingly low visibility and air forces cannot actively intervene.
Turn 3 - Now things are getting lively and all hell is breaking loose over their small force. Coming from the west, some British destroyers press against the breakwater (1). The attack is also underway from the other side. They secure the flank for the attack of the marines, who go ashore in the centre of the mole (2). The own small crew desperately braces itself against the onslaught. It is time to bring in their own reinforcements. But now another problem is added. The British submarine "C3" heads for the entrance of the breakwater and blocks the entrance (3). In the course of history, this submarine blew up the bridge to the breakwater and thus blocked the reinforcements. Here, the own strong infantry now stands in front of the submarine, which cannot be fought by ground troops when submerged (4). There remained own destroyers and torpedo boats that could take care of this, but they have hardly any chance of survival against the massive enemy superiority at sea. At the same time, the 3 enemy blockships have moved towards their target, the entrance to the channel (5). The decisive moment has come. In the middle of this raging enemy sea, the own coastal battery bravely holds out(6).
The action was intended to block the bottleneck at the sea canal, through which the German U-boats were leaving their base, with block ships. The attack was a very limited partial success. The block ships could not be placed optimally enough to achieve a longer blockade. In this scenario, the player has the task of stopping this blocking attempt and completely repelling the commando raid.
Turn 1 (Strategic Map) - The decisive part of the British enterprise was directed towards the exit of the Bruges Canal. This was to be reached by the blockships and blocked in the long term. For support, the mole to the north was to be occupied by landing troops plus the elimination of the coastal batteries. Another role was played by a British submarine, which was to destroy the access to the mole, a steel bridge construction.
The whole action was therefore a complex manoeuvre, which is re-enacted in this scenario.
Turn 1 - Here we see the area of the mole from the German point of view, in the starting phase of the enemy action. The main British thrust is east past the breakwater into the harbour area (1). Among them is the destroyer "Warwick" with Admiral Keyes. A second push is then aimed directly at the breakwater with landing troops (2). Meanwhile, the own light ships lie largely inactive on the breakwater and must first be made ready for battle (3). The chances of effectively bringing these forces into battle are very poor. Directly off the coast are shallow waters that can only be entered by river boats (4). Since the action was started during the night, this is simulated in the scenario by setting the weather to "sandstorm" for the first half of the rounds. This means that there is correspondingly low visibility and air forces cannot actively intervene.
Turn 3 - Now things are getting lively and all hell is breaking loose over their small force. Coming from the west, some British destroyers press against the breakwater (1). The attack is also underway from the other side. They secure the flank for the attack of the marines, who go ashore in the centre of the mole (2). The own small crew desperately braces itself against the onslaught. It is time to bring in their own reinforcements. But now another problem is added. The British submarine "C3" heads for the entrance of the breakwater and blocks the entrance (3). In the course of history, this submarine blew up the bridge to the breakwater and thus blocked the reinforcements. Here, the own strong infantry now stands in front of the submarine, which cannot be fought by ground troops when submerged (4). There remained own destroyers and torpedo boats that could take care of this, but they have hardly any chance of survival against the massive enemy superiority at sea. At the same time, the 3 enemy blockships have moved towards their target, the entrance to the channel (5). The decisive moment has come. In the middle of this raging enemy sea, the own coastal battery bravely holds out(6).
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Re: D2R - Das 2. Reich - The Second Empire
Turn 10 - Some time has passed, the morning is dawning and visibility is improving. British infantry is advancing against our coastal battery (1). However, it lacks penetrating power. Our own ships have advanced and are shielding our landing ships (2). Two ground units have come to the mole. One unit was able to land successfully, but the other was spotted and destroyed by enemy cruisers firing across the mole (3). This is a nasty loss as it was a very experienced SE infantry that had been in action for a long time. The third landing ship is still waiting at some distance to avoid being sighted. Our landed infantry is at least able to put the enemy ground unit on the defensive (4). Our own artillery is still beyond the mole and cannot intervene (5). But now it is the turn of the two air units (6). Our own battleship fires at the British light cruiser, which had sunk our landing ship together with another cruiser (7). Now it's up to this evil, evil ship - just you wait.
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Re: D2R - Das 2. Reich - The Second Empire
Great pictures and explanations for them , but when will the final version of your mod be released ???Sonja89_1 wrote: ↑Wed Aug 16, 2023 7:11 pm Zeebrügge_5.jpg
Turn 5 - Coming from the south out of the channel, own ships occupy the entrance just in time before the blockships could reach their destination (1). The old British cruisers, which only have the function of blockships, are shot up (2). In the process, the player has the opportunity to bring his large core ships into action, which is of course ahistorical. But the scenario needs a chance for the player to win and Batman, Captain Marvel and Antman were not available at this time. In tow of the warships are 3 landing ships with ground troops, which are to bring troops to the mole past the blocking submarine (3). Meanwhile, the own planes are still groping in the dark (4).
Zeebrügge_10.jpg
Turn 10 - Some time has passed, the morning is dawning and visibility is improving. British infantry is advancing against our coastal battery (1). However, it lacks penetrating power. Our own ships have advanced and are shielding our landing ships (2). Two ground units have come to the mole. One unit was able to land successfully, but the other was spotted and destroyed by enemy cruisers firing across the mole (3). This is a nasty loss as it was a very experienced SE infantry that had been in action for a long time. The third landing ship is still waiting at some distance to avoid being sighted. Our landed infantry is at least able to put the enemy ground unit on the defensive (4). Our own artillery is still beyond the mole and cannot intervene (5). But now it is the turn of the two air units (6). Our own battleship fires at the British light cruiser, which had sunk our landing ship together with another cruiser (7). Now it's up to this evil, evil ship - just you wait.
https://tvd.im/germanyimperial.html
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Re: D2R - Das 2. Reich - The Second Empire
I am pleased to have met the taste. As far as the publication is concerned, I already answered this in a somewhat roundabout way on 23 April, Bondjamesbond. You then confirmed this correctly. Have a look at the previous page.
Re: D2R - Das 2. Reich - The Second Empire
Digging back into these campaigns. Initially the mildly less variety of units turned me off, but let's how you did here as well

I finished the DAW Allies campaign. I regrettably take back my earlier words of the difficulty being too easy.
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Re: D2R - Das 2. Reich - The Second Empire
Late autumn means since summer unfortunately passes )
https://gametarget.ru/podborki/igry-pro ... uyu-voynu/
https://store.steampowered.com/tags/ru/World%20War%20I/
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Re: D2R - Das 2. Reich - The Second Empire
In the DAW Allies Campaign, the AMULET part has more and more of an effect towards the end. The camouflaged anti-tank defence alone makes for many intense experiences. As an ally, however, you still have enough advantages in your hand to end it successfully, even if there are painful moments.
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Re: D2R - Das 2. Reich - The Second Empire
This time I have screens for the "Megiddo" scenario of the battle of the same name in Palestine in September 1918. The battle caused the decisive breakthrough of the British in the Middle East. Within a short time, the Ottoman 8th Army gave way in the coastal area and the British were able to advance rapidly to the west, thus flanking out the entire front. A complete retreat had to be initiated, which eventually went beyond Damascus. Considering, however, that it was already September 1918, when the enemy could hardly be held in other places either, the front in Palestine had still held its ground surprisingly well. Despite some differences, the combination of Ottoman, German and a few Austrian troops had remained surprisingly stable for a long time.
Round 1 (Strategic Map) - The front line runs from the Mediterranean coast north of Jaffa in a west-east direction to the Jordan River. East of the Jordan River there is a small British bridgehead. On the Ottoman side, 3 armies are ready to defend. Between the eighth and seventh armies was the German Asiatic Corps, whose role is taken over here by the player's core troops. On the other side was the Egyptian Expeditionary Force (EEF), which consisted of 3 corps and a French contingent. However, one should not be mistaken about the strength of the enemy because of the name "corps". The British had more material and soldiers at their disposal than our own side.
Turn 1 - This picture shows the initial situation at the very eastern edge of the map. There, Arab forces are advancing from the Jordanian desert region towards Dara (1). They are supported by a certain T.E. Lawrence of whom many have surely heard (2). The player has the task of holding the city of Dara at all costs (3), which is not easy, as the distance to this outpost is not insignificant. As befits desert warriors, they come riding on camels to fight the Turks.
Turn 2 - On the Mediterranean coast, the main attack is led by the British 21st Corps (1). Further east, the 20th Corps goes over to the attack (2). In between is the French detachment, which meets its own core troops and thus has the most difficult task ahead of it (3). From the beginning, the Royal Air Force intervenes in a massive supporting role. Enemy air groups scurry around everywhere (4). But they should not be caught by your own Jastas and the well-placed flak (5), otherwise they will disappear from the map very quickly. On the coast you can already see an Ottoman unit, which starts to retreat to the north (6). The main task in this mission is the successful withdrawal of a sufficient amount of Ottoman troops, so do not try to stay too long at the original front line. The core troops in the centre cover the retreat (7). The troops for this task should be chosen carefully.
Round 1 (Strategic Map) - The front line runs from the Mediterranean coast north of Jaffa in a west-east direction to the Jordan River. East of the Jordan River there is a small British bridgehead. On the Ottoman side, 3 armies are ready to defend. Between the eighth and seventh armies was the German Asiatic Corps, whose role is taken over here by the player's core troops. On the other side was the Egyptian Expeditionary Force (EEF), which consisted of 3 corps and a French contingent. However, one should not be mistaken about the strength of the enemy because of the name "corps". The British had more material and soldiers at their disposal than our own side.
Turn 1 - This picture shows the initial situation at the very eastern edge of the map. There, Arab forces are advancing from the Jordanian desert region towards Dara (1). They are supported by a certain T.E. Lawrence of whom many have surely heard (2). The player has the task of holding the city of Dara at all costs (3), which is not easy, as the distance to this outpost is not insignificant. As befits desert warriors, they come riding on camels to fight the Turks.
Turn 2 - On the Mediterranean coast, the main attack is led by the British 21st Corps (1). Further east, the 20th Corps goes over to the attack (2). In between is the French detachment, which meets its own core troops and thus has the most difficult task ahead of it (3). From the beginning, the Royal Air Force intervenes in a massive supporting role. Enemy air groups scurry around everywhere (4). But they should not be caught by your own Jastas and the well-placed flak (5), otherwise they will disappear from the map very quickly. On the coast you can already see an Ottoman unit, which starts to retreat to the north (6). The main task in this mission is the successful withdrawal of a sufficient amount of Ottoman troops, so do not try to stay too long at the original front line. The core troops in the centre cover the retreat (7). The troops for this task should be chosen carefully.
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Re: D2R - Das 2. Reich - The Second Empire
Turn 5 - The British are just now overcoming the old front line (1). They are now only encountering isolated resistance. However, a cheeky artillery unit has been hit by a Turkish infantry (2). That can happen if a unit is in too much of a hurry. In the meantime, the retreat has been initiated along the entire length (3). South of Nablus, Ottoman troops have formed an interception position (4). Nablus is of some importance, since from here troops can very easily be sent quickly north by rail. In such a retreat from a strongly pursuing enemy, precise coordination is especially important. Achieving this with as few casualties as possible can be considerably more difficult than an offensive operation.
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Re: D2R - Das 2. Reich - The Second Empire

Turn 12/17 - Finally, two snapshots of the final part of the scenario. As in the real historical course, the British have advanced far on the western side of the attack and have been able to capture the important place of Tul Karm. From there, they continue to advance north and east (1). However, north of the wadi, a strong force of our own has already set up and is waiting for the enemy (2). East of there, the retreat has not yet come quite so far (3). This division is still in the process of retreating towards Jenin. They are shielded by heavy infantry which is almost impossible to overcome (4). It is robust against artillery and fighter planes and has only one significant weak point during transport by truck. In the last turn, the Ottomans' retreat to the upper edge of the map is completed (5). In Haifa, a naval infantry of its own covers the city and the flank (6). The Turkish troops have been badly battered, but they have made it.
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Re: D2R - Das 2. Reich - The Second Empire
These new units of yours The First World War just beckon like El Dorado gold))) Beautiful screenshots author and narration)

The Taliban on an Italian wedge )

https://pholder.com/r/shittytechnicals/?page=9

Blanch-Chevallier World War I hand grenade launcher.
https://zonwar.ru/news6/news_996_Blanch-Chevallier.html
Soldiers of the special purpose detachment of the Ministry of Internal Affairs of the USSR "Cobalt" pose against the background of a Renaut FT-17 light tank.Afghanistan, Kabul, early 80's
Four Renault FT-17 tanks, among the trophies of the Soviet-Polish War of 1920, were handed over to the Government of the Emir of Afghanistan in 1923, by the Soviet government as a sign of appreciation for the diplomatic recognition of the Soviet Country.

The Taliban on an Italian wedge )

https://pholder.com/r/shittytechnicals/?page=9

Blanch-Chevallier World War I hand grenade launcher.
https://zonwar.ru/news6/news_996_Blanch-Chevallier.html
Last edited by bondjamesbond on Tue Sep 19, 2023 11:23 pm, edited 1 time in total.
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Re: D2R - Das 2. Reich - The Second Empire
I agree, excellent work as always!bondjamesbond wrote: ↑Mon Sep 18, 2023 3:17 pm These new units of yours The First World War just beckon like El Dorado gold))) Beautiful screenshots author and narration)
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Re: D2R - Das 2. Reich - The Second Empire
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Re: D2R - Das 2. Reich - The Second Empire
As of today, the final version of D2R (D2R - 2310) is available for download in the first post of this thread.
As already described in the published examples of the final campaign, it is about the second part of the First World War in the period from summer 1916 to autumn 1918.
The player takes on the role of the Central Powers and can raise core troops of the German Empire and of Austria-Hungary and lead them through a multi-part campaign. The core troops from the 1914-1916 campaign can be taken over and continued.
Here are two picture boards with a selection of units that were used or planned to be used in the second half of WW1. In total, 581 units are included in this mod for all 3 campaigns. For comparison, there are 650 in the original Panzer Corps game.
As already described in the published examples of the final campaign, it is about the second part of the First World War in the period from summer 1916 to autumn 1918.
The player takes on the role of the Central Powers and can raise core troops of the German Empire and of Austria-Hungary and lead them through a multi-part campaign. The core troops from the 1914-1916 campaign can be taken over and continued.
Here are two picture boards with a selection of units that were used or planned to be used in the second half of WW1. In total, 581 units are included in this mod for all 3 campaigns. For comparison, there are 650 in the original Panzer Corps game.
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- Location: Holstein, Germany
Re: D2R - Das 2. Reich - The Second Empire

A total of 68 scenarios are available in this campaign. The structure is based on 3 parallel lines, which are divided into the Western Front, Eastern Front and various front sections. The player can switch between the lines at the end of each year and experience different aspects of the First World War within one run. In addition, a very large scenario with approx. 1500 enemy units is available for the Western Front in 1918, which also offers players with a large appetite plenty to do.
Finally, I would like to thank the users of this site for their helpful and useful feedback and mostly nice comments, which always gave me new motivation.
I wish all interested players a lot of fun - and always stay confident.
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- Brigadier-General - 8.8 cm Pak 43/41
- Posts: 1854
- Joined: Mon Jun 27, 2022 10:10 pm
Re: D2R - Das 2. Reich - The Second Empire
You 're a great author ! I 'm already downloading it ....
https://mynickname.com/id73473

