AOredone updated

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DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Thats true, I not happy with the "lategame" in this game. But the game itself is not designed for a playstyle with crap units. 1.000 rumanian tanks can never ever hurt an IS-2 for example, its just math.
Bee1976
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Re: AOredone updated

Post by Bee1976 »

DefiantXYX wrote: Mon Dec 02, 2024 4:51 pm 1.000 rumanian tanks can never ever hurt an IS-2 for example, its just math.
Thats a real and unrealistic issue in this game. I dont have the numbers in my head, maybe it its possible to harm an IS-2 with 100% rng, tankkiller hero and hard attack medals. But in reality weak tanks of the wehrmacht or its allies were able to kill even big russian tanks. Fron behind, by attacks from the sides, with a lucky hit and so on.
Or take infantry. 6 Units of russian conscripts cant harm a fully surpressed Tiger II on an open tile. In reality, that fully surpressed tiger II would have been dead meat.

there is a mechanic lacking. something like a lucky hit chance. or a "swarming" bonus. or more specific than a lucky hit a check for every unit "did the unit landed a hit on the front, one of the sides or the back" from a vehicle wenn calculating the attack.

i would prefer something like a swarming bonus, so that you can simply "outmath" the pure numbers by tactic. "lucky hit" or stuff like this would bring more rng to the game. i wouldnt prefer that and that might change the complete process of decision finding for the ai.

anyway im not sure if this is fixable for pc2....but i really hope they change the combat rules fpr pc3 (which means i really hope for a pc3 ;) )
bebro
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Re: AOredone updated

Post by bebro »

I'm wondering if tank - inf combat should change to *close* - regardless of terrain - if a tank is surrounded *and* out of ammo.

It would be probably way too easy and open to abuse if this would happen right away with surrounded tanks, so being out of ammo on top could make it more feasible.

That would not deal with the "weak tank can never hurt strong tank" scenario, but with the "overwhelming inf can never hurt tank" part.

I could also imaging some "surrounded tank out of fuel/ammo does surrender in case of X" thing. If we can find a passable def for X that is achievable, but not so easily that it makes every strong tank a total pushover. :)
Tassadar
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Re: AOredone updated

Post by Tassadar »

bebro wrote: Tue Dec 03, 2024 8:19 am I'm wondering if tank - inf combat should change to *close* - regardless of terrain - if a tank is surrounded *and* out of ammo.

It would be probably way too easy and open to abuse if this would happen right away with surrounded tanks, so being out of ammo on top could make it more feasible.

That would not deal with the "weak tank can never hurt strong tank" scenario, but with the "overwhelming inf can never hurt tank" part.
This seems like an interesting situation to consider for the future. It does not rely on RNG it does not generate "feels bad" moments all RNG based systems will inevitably cause. It makes ammo a more important factor, of course for the enemy, but still a point. I would add also that it should be limited by not having more entrenchment than base terrain level, to further address exploit options (unlikely as it may be to have a unit fully suppressed, with no ammo, but still heavily entrenched).

I would consider this a thing for the far future in Panzer Corps 3. PzC 2 already did a great thing by differentiating between AT, artillery and counter batter support, as well as adding encirclements and other tweaks to the usual systems. This would seem like a natural overhaul of the exiting options, but only if we'd rework the units stats to make it logical.
Bee1976 wrote: Mon Dec 02, 2024 11:57 pm there is a mechanic lacking. something like a lucky hit chance. or a "swarming" bonus. or more specific than a lucky hit a check for every unit "did the unit landed a hit on the front, one of the sides or the back" from a vehicle wenn calculating the attack.

i would prefer something like a swarming bonus, so that you can simply "outmath" the pure numbers by tactic. "lucky hit" or stuff like this would bring more rng to the game. i wouldnt prefer that and that might change the complete process of decision finding for the ai.
Nothing RNG based, it never works well when implemented. That said, flanking and other positioning based combat, could make more of a difference than just initiative bonuses from mass attack. Potential option - having an AT gun next to the attacking unit could bump up the attack value by 1-2 points, depending on the quality of the gun, or some other small synergy effect that would work similarly to recon cars, but instead of increasing accuracy like they do, increase pure numbers by marginal values. Expanding on how adjacent units affect each other has a lot of yet unused potential.
Bee1976 wrote: Mon Dec 02, 2024 11:57 pm But in reality weak tanks of the wehrmacht or its allies were able to kill even big russian tanks. Fron behind, by attacks from the sides, with a lucky hit and so on.
Yes, but there's a limit to that. See how Italian R35's fared during Operation Husky (spoiler alert, they got wrecked). It would make sense to have it in a vehicle combat game like War Thunder, but best a extremely outdated vehicle can do to a far superior one is immobilize it or knock out a useful system. A short barreled 37mm gun will not penetrate a heavy tanks armor even at point blank range. Thus I appreciate the fact this game has cut-off values where you cannot harm a unit, if anything these numerical could be a bit closer together than they currently are.
Bee1976
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Re: AOredone updated

Post by Bee1976 »

Tassadar wrote: Tue Dec 03, 2024 4:41 pm but best a extremely outdated vehicle can do to a far superior one is immobilize it or knock out a useful system. A short barreled 37mm gun will not penetrate a heavy tanks armor even at point blank range.
There is a lot of stuff, a weak tank can do in combat against a superior enemy tank. Like you said immobilize them by hits on their chains (?) or tracks (?) sorry i dont know the englisch word.
dmg to their optics, dmg to morale of the crew, dmg to barrels.
there is a reason the wehrmacht used old pz3 (they even used good old ft-17 :mrgreen: )in latewar besides "we still have them" but there is no mechanic in pc2 to reflect this threats to high end tanks. and i dont think its possible to alter the game mechanics to this point.

a short fix might be giving recon and command vehicles some bonusses like weakening enemy armor or raising attack value. or medals the lowers enemy ground defense a little. that would make some sort of sense, experienced crews know enemy weakpoints. so they could aim for that. medals that lower enemy defense might reflect that.

dont get me wrong, i love (!!) pc2. its a great game, but there is potential to make it even better in a pc3 future.

@bebro i like the idea, but that would be abused to death. And to make it a feel good feature the ai must use this tactic aswell.
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

If I remember correctly you did not have such a problem in the very first panzer general. The problem in pc2 is imo, that the stars (experience) are not that important. A 5 star tank cant deal with a 0 tank if the hard attack is lower than the defense value. If you get more than a higher hit ratio with experience, lets say +1 hard attack/ +1 defense there is a point when a Panzer IV can deal with a IS-2 again. This would allow you to use older stuff to deal with the newest stuff. Of course all the maps would reqiure an update, if you only fight 5 star units that doesnt change anything :)
Right now I am playing 1946, but why would you fight highly experienced us soldiers? My units are fighing since 1936, the americans only fought in africa to gain some experience.

Another problem is the overrun feature. It makes no sense at some point, to overrun the strongest availble units at full strength.

But we all know thats nothing that can be change in this game or a mod. Lets hope for pc3 with more features ;)
bebro
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Re: AOredone updated

Post by bebro »

The one instance I remember from "classic" PG (Allied General, actually), is the Jagdtiger in the Ruhr (? IIRC) map, which was super hard to kill :mrgreen:

But yeah, other than that I don't remember the whole thing from prev. titles.
Tassadar
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Re: AOredone updated

Post by Tassadar »

I prefer the experience star giving accuracy, as the new combat model works better in my opinion and feels more natural. At the same time, what used to be there was replaced by a more flexible hero system and medals, and I think it is medals that could have a more prominent role in replacing the experience attack bonuses. Some unit types could have more medal levels, or different award bonuses per medal depending on unit class (no to mention that threshold numbers for some need reporting, for example the support fire ones). There's room to adjust for the next game, since as stated, it would be unrealistic to rework existing scenarios with new mechanics. So essentially... waiting until 2030 at the earliest? :D

As for overrun, agreed that maybe it should not be possible to overrun full strength units (still fine to on-shot them, just not trigger overrun).

Lastly, there is a bit of an issue that some stats, especially after 1943, are too far a part. There's a reason I enjoy scenarios until 1942 the most, they offer combat with relatively close values for many units, so it's easier to make each one count. This is again a thing for a rework in the future. I sometimes wish I'd have the patience to get back to the idea of modding the stats into more historical values that I never really got to commit to.
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

Well, I cant help myself. Like the vanilla campaign, 1946 is just too repititive. You play the same scenarios over and over again. I know, the country is huge, its by far the largest campaign, but I see no reason why you have to play 10 almost identical maps to cross the great planes.
If you ask me you should really shorten the whole campaign to 10-15 missions! Its so boring when you have nothing to do, no new units, caches, hereos...you basically play with the same armies the whole campaign.
Like I already said the huge maps with over 50 turns are a nightmare. I watch movies and series at the same time on my second screen, otherwise I would have stopped the campaign.
The biggest problem imo is the playstyle. You have to hurry all the time to win in time. There is no place for strategic thinking, solving some puzzles. You just move your overpowered armies from left to the right.
Then there is a point that happens all over again. Either your planes are out of range and the AI just bombs everything, no matter your air defense. The us simply have more planes than you have ammo. If you are unlucky they are rushing in with fast tanks and stuff just to kill one of your units, while you kill everything in the next turn by just overrunning every single unit with your own tanks.
The other case is you can protect your army with your own fighters, but the AI still doesnt care and it rushing in with some aa guns that can easily take out your best overstrenghed fighters. I am putting bomber with provocator next to the fighters, but once again, AI doenst care. Its losing 4 fighers, just to attack with 5 more to kill a single unit.
Another annoying thing is the terrain. There is so much bocage and city hexes, if you dont pay attention a 20 strentgh jagdtiger just gets melted by cheap infantry.
The Ai is never really attacking. Always waiting at some corridors to wait for you and do what I just mentioned.

I was really bored of the vanilla campaign, so I only played it once. Cant really say that you changed and if its better or worse. And of course you cant fix the gameplay, its just not designed for cores full of 5 star units with 4 heroes attached.

But like I said before, the only way imo to make this campaign enjoyable is to shorten it.
- 2-3 maps for invasion
- 3-4 maps for rockey mountains and great planes.
- 2-3 maps for US counterattack ==> these maps are actually broken for me. The AI is not designed to attack, its so easy if you dont have to rush and can let the AI attack
- 3-4 maps for the rest

But once again, I would like to hear some more feedback for 1946. Maybe some guys enjoy endless maps and so on?
Andrea69
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Re: AOredone updated

Post by Andrea69 »

Hello DefiantXYX, well maximum respect for your words obviously, at least you took the time to play the campaign and even that alone is appreciable. For my part, I can only say that balancing it in the optimal way is truly a complicated undertaking for the reasons that you yourself have repeatedly cited.
It is equally clear that in a game like PC2 it is very difficult to find a credible and above all repeatable alternative to going from east to west in an offensive campaign. And this applies to every campaign, even for 1939 or 1940 for example.
In any case, as far as I'm concerned, the large maps remain a plus and not a minus, and I believe that the more experienced players should appreciate them more. Thanks anyway for your feedback
DefiantXYX
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Re: AOredone updated

Post by DefiantXYX »

So I finally came to an end.
I must say, Washington probably is the worst map I have ever played. Everything bad in 1946 and the lategame gameplay at all comes together.

- annoying "reinforcement" zones. These are no reinforcements. Its just cannon fodder. Place 1-2 strong units and you just kill everything...for more than 40 turns. Not to forget the annoying infantry units when you use the atomic bomber or sometimes even if you dont do anything. I put a 20 HP mouse there to overrun everything that spawns in one turn.
Sometimes some units get through, talking svereal cities which you have to get back. So annoying, really, its a waste of time. And the game always feels bad if you just masarcre the enemy. I might have killed an army 20x bigger than my own core in just on single mission.
- I think there are was not a single clear terrain. There is always a infantry coming out of nowhere, just to damage some of your anti-tanks. So annoying.
- There is not a single city unprotected. You always have to deal with entranched infantry, so annoying.
- no airfield. Wtf, my jets can cross a single city? You always say you like to put focus on realistic maps, but i need several aux airfields all the time?
- why do the USA have so many land cruisers?

Still I do like some ideas to make it harder, like extremly high entranched units and so on.
And after washington I started laughing, when there was another scenario. Even bigger, even more reinforcement zones... no thanks, i cheated my way to the end.

I just can repeat myself. 1946 feels most of the time like a waste of time. Like grinding without any reward. I am already watching movies and stuff while playing, but I got so bored of this gameplay.
I would remove 50% of the scenarios and make it smaller and shorter. Makes absolutly no sense if you have 50 turns when its like 5x 10 turns all over again.

Still, thanks again for your great work on the DLCs. I cant even imagine how much time you put into this. I would really like to see more people playing it and leaving some feedback.
Right now I have had enough of war and panzer corps 2 :D
Wolfenguard
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Re: AOredone updated

Post by Wolfenguard »

SCW Campaign:
The the infantery gift units, can or should i upgrade them later or when its possible or will there be a upgrade option later like the azul infantery
Andrea69
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Re: AOredone updated

Post by Andrea69 »

Wolfenguard wrote: Sat Jan 04, 2025 8:36 pm SCW Campaign:
The the infantery gift units, can or should i upgrade them later or when its possible or will there be a upgrade option later like the azul infantery
Hello, of course you can upgrade them with German infantry, just keep in mind that for the Italian infantry there will surely be an upgrade option event like azul infantry in the coming campaigns
raider45
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Re: AOredone updated

Post by raider45 »

Hello, I restarted the AoE Redone again and have to say that the revised scenarios in Spain are a very good lie.
Thanks for that, it's worth starting over again.
Are you going to rework all the DLC?
Andrea69
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Re: AOredone updated

Post by Andrea69 »

raider45 wrote: Sun Jan 05, 2025 1:09 pm Hello, I restarted the AoE Redone again and have to say that the revised scenarios in Spain are a very good lie.
Thanks for that, it's worth starting over again.
Are you going to rework all the DLC?
Yes, that’s the plan, right now I am working on AO40… expect also an equipment file update sooner or later and maybe a new campaign branch
aim4
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Re: AOredone updated

Post by aim4 »

I'm so very excited right now. I've been very down, like, y'know down as down can get? Well, I've been six feet under that (my wife was killed the day after her 40th birthday recently, I won't say which was, I'm not fishing for sympathy or wanting to stir any animosities up, but she volunteered to serve as a TacMed in a country that wasn't hers just out of a sense of needing to do what she felt was right. She served close to 3 years, killed in a drone strike Christmas Day.

So, I've been lost. She was everything to me since a teenager. And I sort of strangely have been revisiting the things of my teenage years (I'm 54 years old). I was I guess one could say a Panzer General 2 fanatic, I made a campaign lost to the ages based on the 1920 Miracle on the Vistula battles against Trotsky's Red Army, made my own equipment file, collaborated on some campaigns. I looked for the old community but of course it's gone.

BUT I FOUND THIS!! I really needed something y'all, this feels absolutely Heaven-sent. It's the perfect mind dump with some new things to try, this mod sounds crazy cool, with named heroes (Adolf Galland), triggers for prototypes, etc. This feels like just the right amount of new mixed with enough old to have the nostalgia take my mind off my current loss. Her name was Capt. Mariya Katarzyna Reichert, she was Galiziendeutsche (like me, a rare breed in this day and age for those who know our stories).

I just hoped I could add, something triggered my memory of what my opa (krag recce, motorcycle recon in a Panzer Division) talked about with my grosunkles (sp??) when they reminiscenced about the war, which wasn't very often. But this stuck: the best tank crews got the worst of the tanks (within reason, they wouldn't give them death traps). So a more amateur crew would be likely to get a Tiger while the best crew might be get a Stug III, or Pz III, whatever they would call them because often they'd just make up their own tank, so their #1 Panzer crew were in a Pz III chassis with the same high-velocity gun as a Panther would have on it... capable of dealing out mucho damage, but as far as defense, forget it.

Their experience was meant to compensate for the lack of armour, and the newbie crews got the Tigers and even Koeingstigers to compensate for their lack of expertise. This seems a crazy match up as first, but it worked for them. I used to sometimes play Panzer General 2 where I only allowed myself ONE upgrade per scenario to sort of see how much I could wring out of a very good crew with a very old piece of eq. I loved how experience was a VERY big deal in Panzer General 2 that allowed me to play that way, having a Panzer IV F2 wayyy late in the game but still great for taking on enemies with only a one space range.

In any case, this is just what I needed... and I don't care if this is egoiste of me... this is Mariya singing and me playing this summer, just Audacity hobby music, nothing to do with this game, I'm crying... I needed to find this tonight, it's been.... I wake up, I have 20 seconds of bliss, and then I forget she's gone. Then I get my alarm clock for 16 hours, at which time I can take my sleep meds and escape into oblivion. And then those 20 seconds when I wake up again, I've been living for those 20 seconds. I'm estranged from all my friends and family, a long story but of marrying someone with the wrong colour skin for them.

I pick up a guitar, put it down after 5 seconds. I do that with everything. I truly understand both the meaning of not knowing what to do with myself, but also I fully understand for the first time in my life the meaning of nostalgia, I've found it here. It might not be productive, or mature, but I don't care. I have something finally since her death that I WANT to do to pass the time, something I'm even excited about.

To the maker of this mod especially, thank you, sir. I was going to post a picture of my opa, but I didn't want to seem pro-Nazi, though he surely wasn't (he was a member of the SPD). I was going to post a pic of me when I was serving, I was trained as a Pathfinder, rappelling out of Chinooks down to hilltops to mark good spots to drop 105mm arty pieces, just as many hilltops in the Fulda Gap as I could until I got me head blown off. They made fun of me, my life-expectancy was 38 minutes, the only one worse was the fella who put up the comms netting in the days before the Internet or even encryption, everything was analog, code books and all.

My last training exercise was in northern Manitoba. HALO, knife, clothes on my back, tarp, rope, and a compass, and a longggggg walk. All I ate for 5 days was raw rabbit eyeballs. They were about as appetizing as they sound, ahaha. And that training I had turned out to not be at all the wars I'd end up in, recce/sniper/spotter teaam, UNPROFOR and ISAF, and I was gonna post a link to me as MR. TOUGH GUY with my back-breaking TAC-50, and I already feel like a dork just bringing it up, wah, look at me, the old burn out who just lost his wife and doesn't have a friend in the world, and, no, I ain't trawlin' for any, I'm just genuinely so incredibly grateful, I NEED this game right now. Thank you!!
Retributarr
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Re: AOredone updated

Post by Retributarr »

"aim4" ... the unexpected loss of your Wife... is not ever going to be easy to do. I too have experienced "loss"... the pain of it never fully goes away... however... we can try to find ways to deal with... or to endure that painful event.

Now!... PzCr2 is quite a good Game, it's not as polished as i would have liked, but!... it is good nevertheless. It's definitely worth it!.

Another Game that you could try could be...
~~~ Order of Battle: World War II Complete BUNDLE ~~~ which can be obtained on "STEAM". Right now its "dirt-cheap".
Andrea69
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Re: AOredone updated

Post by Andrea69 »

Hello, playtesting for the new revision of AO 1940 is almost completed.
As usual, this is the detailed changelog of the upcoming campaign:

-------------
-- AO 1940 --
-------------

- Heavy map editing/polishing/naming for almost all scenarios (only Eben Emael/Hannut path untouched)

- Added Grondel's random hero script, reserve script, capture airfield script and reinforce aircraft script

- Added elite objectives in many scenarios

- FORNEBU - I do like the vanilla scenario but I always thought it was somehow incomplete, also because it is the only vanilla scenario dedicated to the Norwegian part of Operation Weserubung. In my first review I added the Lillehammer scenario from Grondel' GC Remake Campaign to fill the gap and I have now greatly expanded this one to start the new campaign. The map has been almost completely redone, enlarging it to the east in order to faithfully cover Oslo and its fjord, adding many details; unfortunately, despite the expansion in scale, it was not possible to keep the same layout for the tiny island of Oscarsborg, indeed some of its defenses were moved (but this is historically accurate) to the heights of the nearby island of Haoya. The challenging elite objective of capturing the Norwegian Royal Palace and Parliament grants you the usual German prototypes (19 Bf110C6 and 29 Ju87R) and the powerful fighter-bomber hero Helmut Lent - an obvious choice, given that his grounded Bf 110 is one of the "main characters" of the mission - who features Exterminator and Readiness traits and +3 Ini, +2 AA and +3 AD (also keep in mind that fighter-bombers have the HitAndRun trait in fighter mode)

- LILLEHAMMER (from Grondel' GC Remake Campaign) - just some tweakings for the terrain of the map and not much more for this one. Capturing the town of Mesnali triggers the chance to acquire for 500 prestige a Neubaufahrzeug led by tank hero Oberleutnant Horstman (Readiness, Reduced Slots, +1 Speed and from this version +2 HA). Also no elite objective here.

- UNDISCLOSED LOCATION CZ - again just some tweakings for the map (which by the way is not good, but for once we can overlook this) here. Also on turn 5 you have the chance to recruit artillery hero Elsa Kloss for 3 CPs (+3 Ammo, +1 Range and from this version Combat Luck and Reduced Slots traits)

- NORTH NETHERLANDS - I like the Valkenburg Raid vanilla scenario but after playing it some times I felt like it was too simplified. In fact, I believe the developers were somehow forced to simplify the map so much to make such a scenario possible keeping in mind the limitations of the game mechanics (particularly on aircraft movement). As the new name of the scenario itself suggests, all of this has changed quite drastically with the new, much larger map. It is way more accurate and rich in detail, but at the same time requires a different dynamic in terms of gameplay. The destruction of the grounded Dutch planes has been removed from the equation, but your paratroopers remain absolutely essential for seizing the objectives, which by the way are much more difficult to conquer. Don't be particularly surprised for example at the difficulty of the elite objective (to secure both sides of the Afsluitdijk), given that the Germans historically failed to achieve it. In any case the reward for it, in addition to 1500 prestige and some German prototypes (19 PanzerIIIG and 29 Ju87R), could obviously be only a new Fallschirmjager gift unit

- THE HAGUE (originally from Grondel' GC Remake Campaign, replaces Grebbeberg scenario) - I remade this map as well to keep the same scale of North Netherlands. The area around the Noordereiland at Rotterdam is clearly overextended, but this is intended as historically it was a crucial point of the battle. In general, you have to expect a tough scenario with a number of Dutch elite infantry units (especially Marines) to defend The Hague and Rotterdam, where keeping alive your Fallschirmjagers will be troublesome but not impossible. The elite objective (to capture both Dutch Royal Palace and Parliament) rewards you with 1000 prestige, some German prototypes (19 15cmNblwf41 and 19 Bf109F) and infantry hero Rudolf Witzig (+2 Ini, +1 Speed, +1 GD, Butcher and Readiness, so -1 Speed and +1 GD than AOredone 1.0, also he gains Readiness trait)

- SEDAN - once again this was one of the "saved" vanilla maps but this time I decided to remake it. So now you have a bigger map with a much more detailed area of Sedan and Charleville-Mezieres. I have added Belgian units to defend their own part of the map (don't know why vanilla has only French ones) and therefore now the French armies are stronger as they are completely regrouped in the Sedan sector. Anyway the bonus objective of seizing Sedan is not so difficult, while the elite one (to capture Charleville-Mezieres) is quite harder and grants you 500 prestige, some French elite equipment (15 CharB1 and 20 SomuaS35) and another StuGIIIB gift unit

- ARRAS - the map has been reworked for accuracy reasons, changing some terrain and adding more details. A small number of French units has been added (as they took part to the battle, even if with a very limited role) and the BEF has been a bit strengthened (for example garrisoning the victory objectives around Arras), while you are now supported by elements of the Totenkopf Division (historically accurate). No changes for the prestige sink (you can trade half your prestige for 7 CPs), while the difficult elite objective (to destroy the BEF Headquarters) rewards you with the usual German prototypes (19 PanzerIIIH and 14 Bf109F) and Totenkopf antitank ace Ernst Dehmel (+1 Ammo, +1 Speed, +2 GD, Tank Killer and Double Support)

- LILLE - again with the aim of "saving" the vanilla map, in my first revision I left out several errors. This time I corrected them keeping the map more or less the same size, although the positioning of the cities and of the French troops, as well as the type of terrain, have been significantly modified. The result is a more urban warfare scenario, probably more challenging than the original one, while the elite objective (to destroy all French units) grants you a major load of French tanks (20 CharB1, 25 SomuaS35 and 30 AMC35) and 17 15cmNblwf41 German prototypes

- DUNKIRK - the map has been completely redone to gain much more accuracy, but there are several news also from the gameplay point of view. Historical premise: the Berlin "halt order" was no longer operational on May 28, 1940 (start date of the scenario). Therefore the compromise between history, gameplay and "vanilla spirit" (air battle only) I came up with is the following: you still only have air core units but now you can also rely on auxiliary ground forces; in fact, without them it would be impossible for you to reach at least the main objective of capturing Dunkirk, so you are called to manage them as best as possible. In addition, because of the enlargement of the map, the British fighters spawn zone has been repositioned close to the Dunkirk airfield (otherwise they would pose no real threat). At start you can get fighter hero Heinrich Bar (+1 AA, Double Attack and from this version +1 Ini and Evasive replacing Famous trait) for 7 CPs. Finally the elite objective (to destroy at least 6 destroyers) will reward you with some German prototypes (11 Bf109F and 14 Bf110C6) and heavy bomber hero Gerhard Renz (+4 NA, Lethal Attack, Fast Rebase and from this version +2 AD)

- ABBEVILLE - the map has been reworked for greater accuracy, but the gameplay should be not very different from vanilla. At turn 2 you receive the 88mmFlaK18SflAT antitank unit as in AOredone 1.0 (no changes here), while the elite objective (to destroy both BEF and French HQs) gets you a FlammpanzerII gift unit and some allied heavy tanks (20 CharB1 and 20 MatildaII)

- NEUFCHATEAU - once again the map has been completely redone for a much bigger scenario with a lot more French units on the field. Unlike my first review of AOredone, capturing Verdun has now become the elite objective (and it will be harder to seize it), giving you 1000 prestige, a 280mm K5 rail artillery gift unit and some German aircraft prototypes (14 Bf109F and 15 Do217E). Obviously the sooner you conquer Verdun the sooner you will have the K5 at your disposal which can then be very useful for subsequent objectives

- LYON - new scenario to end the French campaign. It should be quite easy with a lot of prestige for the taking, as the French have just a token air force to rely on (historically accurate) and that's why you'll have neither the capture airfield script nor the reinforce aircraft script in this one. Seizing the not so difficult elite objective (to capture at least 90 French flags) you'll be rewarded with just a final replenishment of the main French vehicles (9 Char 2C, 15 CharB1, 20 SomuaS35 and 25 Panhard178). Also no bonus objectives in this scenario

- CHANNEL ISLAND TRAINING - only minor tweaks to the map here, a couple more of core units deployable and one more turn available for the training. Moreover you may capture the Jersey Airfield in order to train some aircraft as well

- DOVER - Just some adjustments to the map here, like for example the new more accurate location of Calais and its boarding area. Also the prestige reset choice not firing at start has been fixed (it is set just like vanilla to 8500 for 9 CPs). Finally no elite objective in this scenario

- BRIGHTON - again only minor tweaking for the map, on which I worked a lot in the former review. Anyway there are some news regarding gameplay for a scenario that, as many of you surely know by now, is very important in the evolution of your campaign. The reason is that whoever manages to successfully defend the main vessels of the German fleet during the Sea Lion scenarios will obtain a campaign bonus (like the AO Spain ones) which will materialize later. Therefore for the key sea battle against the Royal Navy the submarines support for the German Fleet has been confirmed (still triggered by air proximity), adding also an elite objective (to destroy the HMS Fleet) for which you can get a Fw190A gift unit and some German aircraft prototypes (19 Bf109F4 and 25 Do217E). However, since I couldn't forget about the ground battle, an elite objective was added for this one too (to capture the city of Crawley), rewarding you with 1500 prestige and some German prototypes (25 PanzerIIIJ, 15 PanzerIVF and 19 Wurfrahmen40). Final note: be aware of the dreadful firepower of the British capital ships in bombard mode (with double attack); exposing your army to it will probably lead to a lot of survivor or more awards but also to a pretty good prestige drainage for you

- EPSOM - once again only some adjustments to the map (reworked in the former review) and also for gameplay here. As in AOredone 1.0 the fundamental West Aerodrome campaign bonus is little more difficult to gain, therefore the only real new thing is the elite objective (to capture all victory hexes), for which you get an handful of German prototypes (15 PanzerIIIJ, 25 PanzerIVF and 14 Bf109F4) and a sIG33IISf gift artillery unit

- PORTSMOUTH - I have fixed some mistakes of my first review of the map, also activating the neutral part of it (don't know why it was set like that in vanilla tbh). As for gameplay, again the only new thing is the not so difficult elite objective (to raid Chichester and Selsey), for which you can gain 1500 prestige and a number of German prototypes (25 37mmPak36Sf, 25 Panzerjager35R, 19 DickerMax, 19 Bf110E and 19 Ju87D3)

- PINDUS - the map has been slightly reworked to fix some mistakes of my first review. Its size is more or less the same but the new positioning of towns/troops could affect the gameplay. At start you'll have the chance to upgrade for free your Italian CTV Infantry and M11-39 tank, if you still have them in your army, respectively to Italian Infantry and M13-40 models. Finally the elite objective (to raid the city of Ioannina) grants you 500 prestige, some Italian equipment (35 AB40, 29 L6-40, 29 MC200Saetta and 25 SM79) and mountain infantry hero Eduard Dietl (+2 Ini, +1 Speed, +1 SA, Alpine and Leadership, no changes from AOredone 1.0).

- VALONA - only very minor tweaks for the map here. At start you have the chance to use your remaining CPs to get some interesting Italian equipment (with more than 8 CPs you get 35 20-70quadruploAA, 35 L6-40Lf and 35 100mm100-17, no changes here) while at turn 3 it comes the time to collect the campaign bonus obtained in the Sea Lion scenarios (if any): you can recruit air defense/antitank hero Artur Volz (+1 Ammo, FastLearner, FastDeployment and QuadripleGun) and/or artillery hero Friedrich Wilhelm (+1 Ammo, +1 Range, FastLearner and FastDeployment), where the only change compared to AOredone 1.0 is the +1 Ammo for Volz. The elite objective (to raid the town of Argirocastro) grants you 500 prestige, an Italian Alpini gift infantry unit and some German aircraft prototypes (19 Bf110F, 15 Bf110E and 14 Ju87D3). Finally no capture airfield script in this scenario.
raider45
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 110
Joined: Tue Mar 29, 2016 3:33 pm

Re: AOredone updated

Post by raider45 »

I'd be happy to bring the mod path back up.
AOredone 1940 offered a lot of entertainment.
Thanks for that. :D
Will 1941 also be revised, and is there a release date yet?

greetings
Andrea69
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 185
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

raider45 wrote: Thu Apr 03, 2025 3:59 pm I'd be happy to bring the mod path back up.
AOredone 1940 offered a lot of entertainment.
Thanks for that. :D
Will 1941 also be revised, and is there a release date yet?

greetings
Hello, I am currently playtesting AOredone 1941 East, soon I'll post here the usual detailed changelog
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