AOredone updated

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DefiantXYX
Sergeant Major - SdKfz 234/2 8Rad
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Re: AOredone updated

Post by DefiantXYX »

Second battle of Charkow ==> very nice! I lost 3 tanks, 1 art., 1 inf. And I am running out of prestige slowly but surely.
Next fights will be interesting again :)
Andrea69
Sergeant - Panzer IIC
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Tue Jul 02, 2024 5:47 pm Second battle of Charkow ==> very nice! I lost 3 tanks, 1 art., 1 inf. And I am running out of prestige slowly but surely.
Next fights will be interesting again :)
Next one is Sevastopol which is easy if you use the Uber units... you do not have the K5 but even if it is expensive buy the Gustav at start because you will really need it later on in the campaign... anyway try to save the more prestige you can for the Voroshilovgrad scenario which should be quite hard with David vs Goliath
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

I am not a big fan of these guns. K5 is completly useless, it cant drive and shoot and range is too low, the bunkers can hit it and I cant repair it. I even lost the gun in sevastastopol. Gustav got nice range but no experience. My pioneers, stuka or other units do a better job killing the bunkers. Its a just for fun unit, regarding the costs and core slots its crap. At least for my playstyle :D
Grondel
Brigadier-General - 15 cm Nblwf 41
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Re: AOredone updated

Post by Grondel »

DefiantXYX wrote: Wed Jul 03, 2024 9:19 am I am not a big fan of these guns. K5 is completly useless, it cant drive and shoot and range is too low, the bunkers can hit it and I cant repair it. I even lost the gun in sevastastopol. Gustav got nice range but no experience. My pioneers, stuka or other units do a better job killing the bunkers. Its a just for fun unit, regarding the costs and core slots its crap. At least for my playstyle :D
The K5 in the mod should outrange the bunkers. afaik both K5 and gustav have been capped at 10 hexes to keep it in reason. real ranges compared to other artillerie pieces would have been like 20something for the K5 and 40 something for the gustav.

sers,
Thomas
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

K5, the one I got in Barbarossa, got a range of 3. The random bunkers also got a range of 3and have a good chance to kill 1 hp. Like you advised I activated the panzercorps1 mod for Operation Ceberus, maybe too late to get the real K5 stats?!
Grondel
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1998
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Re: AOredone updated

Post by Grondel »

DefiantXYX wrote: Wed Jul 03, 2024 12:48 pm K5, the one I got in Barbarossa, got a range of 3. The random bunkers also got a range of 3and have a good chance to kill 1 hp. Like you advised I activated the panzercorps1 mod for Operation Ceberus, maybe too late to get the real K5 stats?!
that is possible. in next update AOredone will have all the units up to date. the units-file that was in the last update was outdated.

sers,
Thomas
Andrea69
Sergeant - Panzer IIC
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Wed Jul 03, 2024 12:48 pm K5, the one I got in Barbarossa, got a range of 3. The random bunkers also got a range of 3and have a good chance to kill 1 hp. Like you advised I activated the panzercorps1 mod for Operation Ceberus, maybe too late to get the real K5 stats?!
Well I am a little confused as in this mod you do not get any K5 in Barbarossa, you can have one just in Neufchateau in AO40... instead in Minsk41 you do get a Karl Gerat, which has indeed a range of 3 and yes it is not suited to attack big forts, maybe we have a misunderstanding here
However I agree that there is a sort of trade off between these very slot consuming guns or having more units in your army, in fact it is hard to deploy all these 3 in a single scenario... but I am sure you will miss the Gustav sooner or later, believe me
Thunderhog
Master Sergeant - Bf 109E
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Re: AOredone updated

Post by Thunderhog »

Getting a continuous UE crash on the Divert to France mission after the Demyansk pocket. It will crash every time I try to load the level
Grondel
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Re: AOredone updated

Post by Grondel »

Thunderhog wrote: Thu Jul 04, 2024 12:01 am Getting a continuous UE crash on the Divert to France mission after the Demyansk pocket. It will crash every time I try to load the level
We had that earlier in the thread. activate the PC1 remake mod as a quick fix so u can continue without waiting. next update will have it fixed.

sers,
Thomas
Thunderhog
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Re: AOredone updated

Post by Thunderhog »

Grondel wrote: Thu Jul 04, 2024 2:47 am
Thunderhog wrote: Thu Jul 04, 2024 12:01 am Getting a continuous UE crash on the Divert to France mission after the Demyansk pocket. It will crash every time I try to load the level
We had that earlier in the thread. activate the PC1 remake mod as a quick fix so u can continue without waiting. next update will have it fixed.

sers,
Thomas
Have both mods activated or just PC1 remake?
Grondel
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
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Re: AOredone updated

Post by Grondel »

Thunderhog wrote: Thu Jul 04, 2024 2:51 am
Grondel wrote: Thu Jul 04, 2024 2:47 am
Thunderhog wrote: Thu Jul 04, 2024 12:01 am Getting a continuous UE crash on the Divert to France mission after the Demyansk pocket. It will crash every time I try to load the level
We had that earlier in the thread. activate the PC1 remake mod as a quick fix so u can continue without waiting. next update will have it fixed.

sers,
Thomas
Have both mods activated or just PC1 remake?
both
DefiantXYX
Sergeant Major - SdKfz 234/2 8Rad
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Re: AOredone updated

Post by DefiantXYX »

Andrea69 wrote: Wed Jul 03, 2024 2:08 pm
Well I am a little confused as in this mod you do not get any K5 in Barbarossa, you can have one just in Neufchateau in AO40... instead in Minsk41 you do get a Karl Gerat, which has indeed a range of 3 and yes it is not suited to attack big forts, maybe we have a misunderstanding here
My bad again, I was talking about Karl Gerat.
but I am sure you will miss the Gustav sooner or later, believe me
I have it with a strength of 9, I guess I will find out.
Btw. is there any reason why you cant repair these guns? It could be very expensive, or you can repair only 1 HP each turn, something like that.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Thu Jul 04, 2024 8:11 am
Andrea69 wrote: Wed Jul 03, 2024 2:08 pm
Well I am a little confused as in this mod you do not get any K5 in Barbarossa, you can have one just in Neufchateau in AO40... instead in Minsk41 you do get a Karl Gerat, which has indeed a range of 3 and yes it is not suited to attack big forts, maybe we have a misunderstanding here
My bad again, I was talking about Karl Gerat.
but I am sure you will miss the Gustav sooner or later, believe me
I have it with a strength of 9, I guess I will find out.
Btw. is there any reason why you cant repair these guns? It could be very expensive, or you can repair only 1 HP each turn, something like that.
None of these big guns can be repaired, you have to protect them well, but usually the Gustav is safe because it can fire from so deep in the backfield that AI cannot target it... anyway in a late-war training scenario (it is Kummersdorf1944) I set up the chance to upgrade these guns with an engineer (ie a Field Repairs hero): this is critically important mainly for the Gerat as it is likely to be targeted by the Soviet big assault guns
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Holy moly, Voroshilovgrad was a real challenge. I had to restart after 2-3 turns because my placements were completly wrong.
Imo its a bit of an overkill. Either you need to adjust the difficulty ofthe other scenarios or make this one a bit easier.
With me second try I actually won in the last possible turn, so the scenario itself seems to be perfectly balanced.

I went the leningrad path after that and its too easy again. I am curious now to see how stalingrad has been changed.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Sat Jul 06, 2024 5:53 pm Holy moly, Voroshilovgrad was a real challenge. I had to restart after 2-3 turns because my placements were completly wrong.
Imo its a bit of an overkill. Either you need to adjust the difficulty ofthe other scenarios or make this one a bit easier.
With me second try I actually won in the last possible turn, so the scenario itself seems to be perfectly balanced.

I went the leningrad path after that and its too easy again. I am curious now to see how stalingrad has been changed.
Well, I told you that Voroshilovgrad would have been a real challenge, at least you had a taste of what is coming in late war scenarios made by me... in the readme I said that the Leningrad path is untouched (if not for the hero script)... for the next ones really difficult you have to play AO43, Streets of Stalingrad is harder than vanilla but with the uber guns and the right heroes in your roster (ie at least a couple of Vigilant ones) is pretty much doable
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Yeah I had to go leningrad path because of the zero slot hero :)

Stalingrad was doable again. The map itself (streets of stalingrad) is imo an improvment. But I could not cross the river with my engineers, is this a feature? Well, my bridge engineeres could but no units could use the "bridge".

I still see no point in using the uber guns they require a lot of core slots can only shoot once and do like no damage. They do not support and have to be protected all the time. Any other artillery unit is far better.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Mon Jul 08, 2024 6:41 am Yeah I had to go leningrad path because of the zero slot hero :)

Stalingrad was doable again. The map itself (streets of stalingrad) is imo an improvment. But I could not cross the river with my engineers, is this a feature? Well, my bridge engineeres could but no units could use the "bridge".

I still see no point in using the uber guns they require a lot of core slots can only shoot once and do like no damage. They do not support and have to be protected all the time. Any other artillery unit is far better.
Well, yes in Stalingrad I tried to preserve as much as possible the AI spamming zone

As for the uber guns, they can wipe out any artillery or air defense units almost in a single shot (obviously they have to gain experience as the other units to perform well); you can use them also to decimate infantry and they do well the job except for the HW inf or whatever inf with the Ferocious Defense trait (or hero): in this particular case you have to decrease the entrenchment before being really effective. Later on in the game you will be using them also to soften the power of the overstrenghted Soviet assault guns, which will soon become your most annoying enemies
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Andrea69 wrote: Mon Jul 08, 2024 9:58 am As for the uber guns, they can wipe out any artillery or air defense units almost in a single shot (obviously they have to gain experience as the other units to perform well);
How? The guns fire with a strength of 10 but have no exp. Even if i use them all the time they could have maybe 1-2 stars now. Means they cant kill more than 5-6 hps. And they have to drive, wait a turn, and fire. That means one free shot for the AI. With david vs goliath I would need 3-4 turns to take out an enemy artillery.
For the K5 you can use 2 5star Stuka or 15cm art. with some nice heroes and even with overstrength. I agree, if you start with an vanilla army the uber guns might be usefull but not compared to a 5 star armie full of overpowered heroes. Especially since there are so many good art. heroes in this mod.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Mon Jul 08, 2024 11:56 am
Andrea69 wrote: Mon Jul 08, 2024 9:58 am As for the uber guns, they can wipe out any artillery or air defense units almost in a single shot (obviously they have to gain experience as the other units to perform well);
How? The guns fire with a strength of 10 but have no exp. Even if i use them all the time they could have maybe 1-2 stars now. Means they cant kill more than 5-6 hps. And they have to drive, wait a turn, and fire. That means one free shot for the AI. With david vs goliath I would need 3-4 turns to take out an enemy artillery.
For the K5 you can use 2 5star Stuka or 15cm art. with some nice heroes and even with overstrength. I agree, if you start with an vanilla army the uber guns might be usefull but not compared to a 5 star armie full of overpowered heroes. Especially since there are so many good art. heroes in this mod.
You can have the K5 from june '40, it's pretty good time to grow its experience up to max allowed in any campaign, also you have the training scenarios if you need/want to speed up the process... the Gustav is available from mid '42 (so you can have it well experienced let's say from early '43), but usually it is so powerful that even its green shots are quite effective... obviously you can use 2 5-star Stukas for doing more or less the same job, it's up to you the choice
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Some thoughts on operation Kursk:
I am not a big fan of one larger battle compared to the 2 vanilla ones. And it was far too easy, the AI felt a bit too passive, not enganging with the tanks in time. And not enough planes, my Me262 was already bored after two turns.
I am also missing the Fritz(?!) Tiger in the second battle, the briefing with Rudel was also very nice and something unique.
In the vanilla game its very hard to break the lines because the combiantion of rivers, fortifications, anti-air and stuff. Thats too much softened in this version imo.
I know you guys set the focus rather on historical correctness, which is ok, but I would prefer some unique moments and challenges over this.
And to be fair, the first half of the vanilla AO 1943 might the best part of all the DLCs I have ever played.

But I do like the changes in the mission with the 6. army. The vanilla version is kinda boring and not challenging. This time I would have failed the secondary objective without some "adjustements". I was far to careless with the 6. army who got no chance vs. the russian armies on the left flank. I should have restarted to chose a better strategy :)
Feels very satisfying to get suprised again, instead of playing the same over and over again.
So I can just repeat myself, this Redone Mod is definately worse to be played, even if you got bored of the vanilla DLCs.
Would like to hear some more opinions of the changes.

Some thoughts on the hero script:
Looks like I have overcome the point when I was losing more prestige than gain on a map. Meanwhile I have too many prestige heroes due to the 5k heroes category. Tbh I never thought these heroes belong to the highest category, but they get more and more important. Would be nice again to get some more comments about players prestige situation, imo there could be some nerf for these heroes, lets say -10% prestige or something like that.
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