AOredone updated

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scorehouse
Major - 8.8 cm FlaK 36
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Re: AOredone updated

Post by scorehouse »

is it possible to label the Cyrenaica Italian Mortar units into German Mortar units then into Elite Units?
Andrea69
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 185
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

scorehouse wrote: Sat May 17, 2025 7:37 pm is it possible to label the Cyrenaica Italian Mortar units into German Mortar units then into Elite Units?
Well, technically it is possible but not happening by me until an appropriate model for them is available. And even then I should think about it before creating elite artillery units
scorehouse
Major - 8.8 cm FlaK 36
Major - 8.8 cm FlaK 36
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Re: AOredone updated

Post by scorehouse »

upcharge an additional core slot.
scorehouse
Major - 8.8 cm FlaK 36
Major - 8.8 cm FlaK 36
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Re: AOredone updated

Post by scorehouse »

what r the HEX #'s for Grodno in the Minsk battle? going crazy trying to find Grodno?
Andrea69
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 185
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

scorehouse wrote: Thu May 29, 2025 2:55 am what r the HEX #'s for Grodno in the Minsk battle? going crazy trying to find Grodno?
Hello, well it is really not that difficult to find (maybe you should play with "showing the names on map" option activated)... Grodno is a 8 hexes city and the one marked as secondary objective is at {{19,23}}
BlueLightning
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
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Re: AOredone updated

Post by BlueLightning »

Some Bug Reports for AO Redone:

AO Redone 1942 Streets of Stalingrad
The Hex field 1,46 “Move to reserve” is shown but does not Work. The other “Move to reserve” Hex fields worked.

AO Redone 1943 Operation Roland
The supply Hex field 16,51 "Seymitsa" is not a deployment field and does not allow to set up new ground forces. So, there is no way to set up units, which you have send back into the reserve.

AO Redone 1944 Victory route, Saratov
Scenario Saratov: The Scenario does not end when capturing all victory flags
Either the victory conditions should be changed to "hold Hex field" or correct the victory condition settings.

And thanks to all the work. This is a great mod to play
Andrea69
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 185
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

BlueLightning wrote: Wed Jun 04, 2025 2:36 pm Some Bug Reports for AO Redone:

AO Redone 1942 Streets of Stalingrad
The Hex field 1,46 “Move to reserve” is shown but does not Work. The other “Move to reserve” Hex fields worked.

AO Redone 1943 Operation Roland
The supply Hex field 16,51 "Seymitsa" is not a deployment field and does not allow to set up new ground forces. So, there is no way to set up units, which you have send back into the reserve.

AO Redone 1944 Victory route, Saratov
Scenario Saratov: The Scenario does not end when capturing all victory flags
Either the victory conditions should be changed to "hold Hex field" or correct the victory condition settings.
Hello, the new review for AOredone 1942 will soon be ready, expect a much different scenario for Streets of Stalingrad, so I am not fixing this

Operation Roland: you are right, will fix this

Saratov: well, I think this is not a bug, the main objective here is "Capture Tambov and Saratov" but the scenario ends only the very last turn ("only check at scenario end" option is active)
88Flak
Administrative Corporal - SdKfz 251/1
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Re: AOredone updated

Post by 88Flak »

I just finished my second play through of the latest AO41. Bravo! The improvement over the previous version is huge. I thoroughly enjoyed it.
88Flak
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Re: AOredone updated

Post by 88Flak »

More revisions to AO42 soon? I didn’t realize you were still making improvements. My compliments on the amount of fast work you’re doing. But it’s keeping me addicted to the game.

Apologies if you posted this somewhere else, but do you have a plan for future projects?

Any thoughts working your magic on an Afrika Korps version?

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

Re: AOredone updated

Post by Andrea69 »

88Flak wrote: Sat Jun 07, 2025 1:51 pm More revisions to AO42 soon? I didn’t realize you were still making improvements. My compliments on the amount of fast work you’re doing. But it’s keeping me addicted to the game.

Apologies if you posted this somewhere else, but do you have a plan for future projects?

Any thoughts working your magic on an Afrika Korps version?

Thanks.
Hello, thanks for the kind words...
I'm currently about to start playtesting AO42, the new versions of the Stalingrad scenarios took some time to gather the necessary information, but I think it was definitely worth it.
I won't say too much about the future yet, in any case it will still take some time to complete this new version of AOredone as it deserves
Andrea69
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 185
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

Hello, the release of AOredone 1942 East is very close.

As usual, here you can read the detailed changelog of what is coming

V. 1.5

- Minor tweaks to the maps of Seville, Antequera, Malaga, Aragon Offensive, Battle of the Ebro, Catalonia (AO SCW), Denmark (AO 1939) and North Netherlands (AO 1940)
- Updated LUA script in Battle of the Ebro (AO Spain), Brighton (AO 1940) and Kiev 1941 (AO 1941 East) to counter a problem with the spawning of gift aircraft units with bad weather set in
- Fixed a typo in Mozhaisk Line (AO 1941 East)
- Fixed a typo in Lokhvitsa (AO 1941 East)
- Fixed a bug with the supply hex in Seymitsa unable to deploy units in Operation Roland (AO 1943 East)
- Fixed a bug with the victory conditions in Operation Hydra (AO 1945 East)
- Fixed a bug with the bonus objective in San Francisco Bay (AO 1946 Amerika)
- Major update to unit experience settings in all AO campaigns: you now have just 1,5 star cap (1500 xp) for SCW, 2 stars (2000 xp) for AO 1939, 2,5 stars (2500 xp) for AO 1940, 3 stars (3000 xp) for AO 1941 East, 3,5 stars (3500 xp) for AO 1942 East, 4 stars (4000 xp) for AO 1943 East, 4,5 stars (4500 xp) for AO 1944 East, 5 stars (5999 xp) for AO 1945 East and AO 1946 Amerika: also the experience growth rate drops from 30 to 20 (except for the training scenarios and for AO 1946 Amerika, where it remains at 60)
- New update for the equipment file (units.csv)
- New revision for AO 1942 East

------------------
-- Units Update --
------------------

- Another step towards the return of the Elite Units from PC1: after the Elite Infantry, this update adds Elite Tanks/Tank Destroyers for Germany and Soviet Union

- Elite Tanks and Elite Tank Destroyers have the No Purchase trait (so recruitable only with Limited Availability or as gift units), +1 Ini and +1 Ammo than their standard versions and also No Retreat and Combat Luck traits, so quite similar add-ons to Elite Infantry (they just trade +1 CD for +1 Ammo)

------------------
-- AO 1942 East --
------------------

- Heavy map editing/polishing/naming for almost all scenarios (only Nordlicht/Ladoga path and Winter Storm untouched)

- Added Grondel's random hero script, reserve script and capture airfield script (this one in few scenarios only)

- Added elite objectives in many scenarios

- New setting for campaign experience cap, which for AO 1942 East is now 3,5 stars (3500 xp): please note that this will cause many of your imported core units' experience to automatically reset to 3500 the first time you use them on the battlefield

- RZHEV 1942 - the map has been enlarged to be consistent with that of Klin (AO 1941 East), with which it shares the entire eastern part. The vanilla ZeroAmmo script for your isolated troops has been reactivated, as without it breaking the encirclement would be too easy, and their distance from Rzhev is greater. Furthermore, if you consider that the enemy forces are quite stronger than vanilla, the difficulty bar for this opening scenario clearly tends upwards. The scenario choices (the Wagner return with the prestige reset and the exchange of the Jagdtiger token for more Tiger P parts) are unchanged, as the content of both storehouses, while the elite objective (to capture Volokolamsk) will grant you the first wave of German elite tanks/tank destroyers, including 15 EliteTigerP, 25 ElitePanzerIIIJ1, 25 EliteMarderIIA and 19 EliteStuGIIIF

- DEMYANSK POCKET - I have completely redone the map to fix a number of mistakes I did in my first review, trying at the same time to make the scenario harder. Now the map is much bigger and taking your Ju52s to Demyansk will be a rather long and dangerous journey, also considering that you won't be able to escort them along their entire route; as a compensation for this, I made a dirty airfield available in Demyansk to protect the cargo planes at least in the final stages of the flight. Furthermore, regarding the land battle, the Soviet forces are clearly stronger than vanilla and for the elite objective you will undoubtedly have to deploy your best armored units. At start you still can get 35 PanzerIIIN for 2 CPs (no changes), while the difficult elite objective (to capture Peno and Firovo) rewards you with a Wespe self-propelled artillery gift unit as well as some German elite tanks/tank destroyers (15 ElitePanzerIIIJ1 and 13 EliteStuGIIIF) and prototypes (15 Bf109G and 11 Ju87D5). Finally neither capture airfield script (but there is a storehouse with Soviet aircraft) nor reserve script in this scenario

- OPERATION CERBERUS - well, guess you know that the vanilla map is clearly very approximate, but redoing it from scratch for greater accuracy would have required an excessive amount of work, imho, for the type of scenario it represents. Therefore I limited myself to just small adjustments. On start you are gifted 15 powerful Fw190A5 fighter prototypes by Galland and right after that you are offered 15 more as well as 19 Bf109Z for 2 CPs, while as a further bonus upon sinking the nasty Royal Navy Home Fleet Squadron you get the fighter "super-hero" Josef Priller, truly one of the most critical in the entire campaign (+2 Ini, +2 AA, Quadriple Gun and Readiness, no changes from AOredone 1.0)

- KUMMERSDORF 1942 - some tweaks to the map here to be a little more accurate. Also added the usual facility to upgrade for free your Italian tank - if you still have it - to the M15-42 model and a couple more deployment hexes. The various scenario choices (TigerP parts, Karla Wuhrer and Karl Ullmann heroes, Moscow special choice) remain unchanged except for the reward of the Moscow token (you get 35 SU122AT and 25 T34-57, slightly more than vanilla)

- KERCH PENINSULA - the vanilla map has only been slightly retouched and enlarged, furthermore I have finally managed to find the Tatar names of the towns involved in the battle (a little extra touch of historical accuracy). For the not so difficult elite objective (to sink the Soviet flotilla in the Kerch Strait) you'll get a ROInfantry41 gift unit and some German elite tanks/tank destroyers (25 ElitePanzerIVG and 21 EliteMarderIID) and prototypes (13 StuGIIIF-8 and 15 SdKfz234-1-8Rad). Finally, as there are two storehouses with plenty of aircraft for the taking, once again no capture airfield script in this scenario

- SECOND BATTLE OF KHARKOV - major scenario upgrade here. The map has been completely reworked and the positioning of the Soviet armies has changed accordingly for a more accurate setting. You should now expect more action both in the northern sector (where some Hungarian units are also available) and especially in the southern sector, where historically the Soviets were most successful in advancing. At start you can acquire 21 Bf109Z for 3 CPs (no changes), while for the second bonus objective you'll have to destroy all three Soviet Tank Corps as I have added one more. The elite objective (to capture all victory hexes) rewards you with many precious tanks/tank destroyers of all types (elite, prototype and Soviet captured ones): 11 EliteTigerP, 21 ElitePanzerIIIL, 15 EliteSturerEmil, 18 EliteDickerMax, 21 PanzerIIIM, 17 T34-42 and 13 T34-57. Finally in this scenario the capture airfield script is active

- SEVASTOPOL - the map has been slightly expanded and cleaned of some errors from the previous version, furthermore the experience of the Russian troops has been increased. Clearly though this continues to be a Rudel-showtime scenario, as is the "advanced Kummersdorf" effect since the Soviets have virtually nothing to counter your K5 and Gustav rail guns. In this regard, I strongly advise you to purchase at start the incredible Gustav for 5k prestige - you can buy just 10 prototype parts - as it will be very useful to you later in the campaign; you can buy also some more funny Goliaths if you like. No elite objective in this scenario, but the capture airfield script is active

- VORONEZH - the map has been partially reworked for better accuracy and like before the standard experience of the Russian troops has been increased. Moreover expect a tougher time for you to capture Voronezh. At start you can recruit infantry hero Friedrich Pein for 4 CPs (+1 Speed, +2 SA, Low Profile and Precise Optics, no changes), but if you choose to accept the offer you won't have the random hero, while the elite objective (to capture all victory hexes) grants you a large refill of elite units (17 EliteKavallerie41, 15 EliteGrenadier41, 15 ElitePioniere41, 15 ElitePanzerIVG, 21 EliteMarderIII and 17 EliteStuGIIIF-8). Finally no capture airfield script (but somewhere there is a storehouse full of Soviet aircraft)

- VOROSHILOVGRAD - the scenario has been updated at all levels, correcting several errors in the map and expanding the Voronezh area to better represent the Soviet counteroffensive there. This unfortunately resulted in Voroshilovgrad and Millerovo being cut off in the southern part, but that doesn't make the battle ahead any less impressive, with tons of Soviet armies and planes to deal with (hint: you'll need a strong air defense here). At start you can spend 3 CPs for 50 42MToldiIIa (no changes), while for the elite objective (to reach the junctions for Voroshilovgrad and Millerovo) you'll get a big prize like some German elite units/prototypes (7 EliteTigerP, 17 ElitePanzerIIIL, 7 TigerP and 17 PanzerIIIM) and most of all fighter hero Erich Rudorffer (+2 Ammo, +1 AA, +2 AD, Machine Gun and Double Support, so a formidable escort for your bombers). Also the capture airfield script is active

- NOVOROSSIYSK - another substantial upgrade to the map here, larger and much more accurate than the previous one. Once again no capture airfield script (but somewhere you have a storehouse with Soviet aircraft), while the bonus objective to save the three pumping stations is slightly easier to get. The elite objective (to reach the junctions for the Taman Bay and Tuapse) will grant you a collection of German elite units (25 EliteWehrInfantry41, 25 EliteGebirgsjager41, 21 EliteMarderIIIH and 14 EliteStuGIIIG) and prototypes (17 SdKfz233-8Rad and 13 Fw190A5)

- GROZNY - the vanilla map imho fails to simulate the vastness of the Caucasian front. Hopefully this new version succeeds more in this purpose. At start you can spend 2 CPs for 35 StuGIIIG (no changes), while the capture airfield script is not active as you can find a couple of storehouses with powerful aircraft. Finally, since now raiding Grozny seems more like an elite objective to me, as an additional bonus for this you get the powerful infantry hero Rudolf Brasche (+1 Speed, +2 SA, Zero Slots and Ignores Entrenchment)

- BOMBING OF STALINGRAD - dealing with the Stalingrad maps has been quite difficult, but I finally managed to find some good sources to accurately name this key historical city. As for this scenario, the main change is that in addition to the planes you now control the 4th Panzer Army as a large auxiliary force, even receiving some reinforcements at one point (historically accurate, as the 6th Army covered the northern part of the city; however it will support you in the next scenario). Your auxiliary force includes a little more artillery to soften up the Soviet defenses, but you shouldn't think that the battle is easier now, because the Soviets are strong and better positioned to defend the victory objectives. Moreover there are no more airfields within the city, so you are challenged to manage your precious mobile airfields as best as possible. At start you can spend 3 CPs for 35 He219 (no changes), also the capture airfield script is active (even if there are only a few airfields you can raid), while the elite objective (to capture the Grain Elevator and the Volga Station) in order to better deal with the harsh scenario that follows will grant you another refill of German elite units (19 EliteWehrInfantry41, 19 EliteGebirgsjager41, 15 EliteGrenadier41 and 15 ElitePioniere41) and a ROEngineers gift unit

- STREETS OF STALINGRAD - huge upgrade for both map and scenario here. I wanted the map to finally be accurate and this new version is definitely a big step forward, with much more detail for this incredible battle; tbh it could be further improved regarding the order of battle, perhaps in future versions I will delve deeper into this aspect. The scenario is quite challenging: although you can deploy almost your entire army, the very large map as well as the multiple Soviet spawn zones along the Volga will force you to rely on the support of the 6th Army to achieve your objectives. Furthermore, once again there are no airports within or close to the city (only exception is the Stalingradsky Flight School), so deploying wisely and keeping your mobile airports safe is even more critical. Needless to say, the Soviets are much stronger than vanilla and even the quality of their reinforcement waves has been slightly improved. No capture airfield script in this scenario, while for the elite objective (to capture all victory hexes) you get some German elite and prototypes tanks/tank destroyers (14 EliteTigerI, 17 EliteStuGIIIG, 19 PantherD and 15 Nashorn) and tank hero Johannes Boelter (+1 Speed, +4 HA, First Strike and Precise Optics, trading Vigilant for First Strike from AOredone 1.0)

- ASSAULT ON STALINGRAD - another big upgrade for both map and scenario here. I never liked the vanilla scenario, I've always found it a bit boring, so in this new version I tried to spice it up a bit while still leaving the AI ​​in control of the 6th Army and the hopeless Romanians, but once again you'll have the chance to command the 4th Panzer Army guarding the key Kalach Bridge. First of all, the map is much larger and the Russian armies are much more numerous and overwhelming for a better simulation of Operation Uranus. The scenario choices (5 CPs for 45 TigerI and 3 CPs for a collection of aircraft) have not been changed, as well as the alt history choice. Finally the elite objective (to hold at least 4 victory hexes at all times) should really test your tactical-strategic skills; the reward of success in this case is a unique gift unit like the Azul Infantry Granaderos and some more German elite tanks (11 EliteTigerI and 13 EliteTigerP)

- OPERATION BLUT - For once not much to work on the map as it is almost the same of the previous scenario except for the northern sector. I like the vanilla escort mission, but I still wanted a little more spice from this one; therefore the Russians are now stronger and more dangerous as the possible routes for evacuation are only two and, as you know from the previous scenario, much longer. Finally no elite objective in this scenario.
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