AOredone updated

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DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Andrea69 wrote: Mon Feb 23, 2026 3:51 pm In the eastern part, north of Caen, there are still airports that can be conquered quite easily
Well, since you cant reach the battleships with your bombers, you need rommels units to get there first to take the airfields, but they take heavy damage. Thats what it makes somehow unsual.

Riga 1944

Surprisingly easy. I have to admit I once again was too offensive with a small core force and got encircled. Had to load 2-3 turns before, but then it was no problem. Could get both elite objectives and had 5 turns left.
Well, its the same old story, when the AI has to attack it doesnt really work.
But I am fine with the map. You dont have to fight ultra hard battles all the time, its okay to farm some exp and prestige, upgrade some units and stuff.
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

COTENTIN

I am fine with more scenarios on the western front and the idea behind this is fine.
Just a little unrealistic, that your whole cores moves thousands of kilometers from east to west and back again...is the Breitspuhrbahn already in use? :D

The whole map is a precision landing, I took everything in the last possible turn. No time to jerk around.
But, unfortunately the map is too long/big. You fight the same fight 4-5 times. Move forward, kill everything easily, you get out of air support range, you get attacked by waves. Kill everyting, repair, move forward. Hardest aspect is again to find some proper airfields. My planes cant cross the normandy in one flight? I have to build airfield in this little corner of france? Makes absolutly no sense... and the allies play like russians again...hey, lets use 100 bomber to kill a single tank. Doesnt matter if noone comes back.
The biggest problem are the level bombers. My aa-units cant touch them. The bomber do no damage, but slow my units down. If I play it again I would upgrade my sdkfz to 8.8 gun and I might finish 10 turns early.

My suggestion: Switch the order of the scenarios, if possible. This one should come after stormbird and you get a vanilla core on the ground (rommels division under your command since he is injured) and you can use your own airfleet again.
15-20 turn at max, one third of the map size.
The allies should have a strong defense line to protect their bridgehead, not 3-4 lines with some random units, who wait for you to attack, while their comrades are slaughtered at the frontline.
I just can repeat myself, the game should not feel so much scripted.
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 226
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Fri Feb 27, 2026 9:03 am COTENTIN

I am fine with more scenarios on the western front and the idea behind this is fine.
Just a little unrealistic, that your whole cores moves thousands of kilometers from east to west and back again...is the Breitspuhrbahn already in use? :D

The whole map is a precision landing, I took everything in the last possible turn. No time to jerk around.
But, unfortunately the map is too long/big. You fight the same fight 4-5 times. Move forward, kill everything easily, you get out of air support range, you get attacked by waves. Kill everyting, repair, move forward. Hardest aspect is again to find some proper airfields. My planes cant cross the normandy in one flight? I have to build airfield in this little corner of france? Makes absolutly no sense... and the allies play like russians again...hey, lets use 100 bomber to kill a single tank. Doesnt matter if noone comes back.
The biggest problem are the level bombers. My aa-units cant touch them. The bomber do no damage, but slow my units down. If I play it again I would upgrade my sdkfz to 8.8 gun and I might finish 10 turns early.

My suggestion: Switch the order of the scenarios, if possible. This one should come after stormbird and you get a vanilla core on the ground (rommels division under your command since he is injured) and you can use your own airfleet again.
15-20 turn at max, one third of the map size.
Hello, I had actually also considered the type of scenario you suggest, but ultimately I think players always prefer to play with all their core units, so two in a row with only planes seemed too much to me. I don't know how long the train ride from Riga to Normandy took back then, but the scenario takes place at the end of July, so perhaps it's technically possible.

As for the range of the planes, I think I'll make a general update in the near future, significantly expanding it (the size of the maps in all campaigns now actually requires it), but the tactical/strategic role of the airports will remain primary, also because I believe it's the best way to exploit the controversial game mechanic of rebasing at the end of each turn.

Finally, regarding unit scripting, in some scenarios (especially those where the AI ​​defends) it seemed clear to me that it is the best way to maximize its performance, making the scenario more complicated for the player.
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Oh I think I might have found a bug or am I blind?!
pz2.jpg
pz2.jpg (1.9 MiB) Viewed 2945 times
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 226
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Fri Feb 27, 2026 3:16 pm Oh I think I might have found a bug or am I blind?!

pz2.jpg
Yep, there is also Saint-Sauveur-le-Vicomte at {{32,48}} which unfortunately does not have the secondary hex mark. Thanks for noticing that
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

Np, but you owe me 4000 prestige :D
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

LVOV 1944

You called it medium yourself, and yeah it is. The map doesnt really work for me, for once the german defenses were strong enough to stop the russian until my core arrived. And we all know that the AI cant cross a river, when there is proper defense. So I easily killed everything, the last unit 6-7 turns early.
Maybe you could place some paratroopers or militias on the way, to slow down your own core forces, to give the russians 1-2 turns more to cross the river. Or give them some bridge engineers.
But the objectives are far better than the original "let them kill the hanger".
But overall its fine for what it is, looking at the story.
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 226
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Sat Feb 28, 2026 3:34 pm LVOV 1944

You called it medium yourself, and yeah it is. The map doesnt really work for me, for once the german defenses were strong enough to stop the russian until my core arrived. And we all know that the AI cant cross a river, when there is proper defense. So I easily killed everything, the last unit 6-7 turns early.
Maybe you could place some paratroopers or militias on the way, to slow down your own core forces, to give the russians 1-2 turns more to cross the river. Or give them some bridge engineers.
But the objectives are far better than the original "let them kill the hanger".
But overall its fine for what it is, looking at the story.
Well, paratroopers are already present, but yeah, this probably needs some further tweaking to be more interesting, maybe I could significantly reduce the available core units
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

OPERATION PANZERSCHRECK

Well, always have been a strange mission. You have to kill a whole high end army of your ally, to make them your ally again.

Not sure if bugged or intended, the russians did not really attack at full strenght. I would say about 50% of their ground units did not move.
DefiantXYX
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 675
Joined: Fri Aug 27, 2021 8:29 am

Re: AOredone updated

Post by DefiantXYX »

KOLOZSVAR
Calm before the storm, easy map like you say, no problem with it.

BATTLE OF PLOESTI
Not that hard, it even feels like the vanilla one is harder.
It might have bugged a bit, the orange elite devision came in pretty late...not sure what they did or if they should defend an area instead of going in asap. So I could kill everything wave by wave. Its harder to get the elite objectives but finally the railway guns do a decent job.

Overall the hardest maps are VORONEZH and SARATOV. They are just full with elite equipment and these annoying guns.
With the 2 maps on the western front there was a good mixture in this campaign.
Andrea69
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 226
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone updated

Post by Andrea69 »

DefiantXYX wrote: Wed Mar 04, 2026 10:53 pm
BATTLE OF PLOESTI
Not that hard, it even feels like the vanilla one is harder.
It might have bugged a bit, the orange elite devision came in pretty late...not sure what they did or if they should defend an area instead of going in asap. So I could kill everything wave by wave. Its harder to get the elite objectives but finally the railway guns do a decent job.

Overall the hardest maps are VORONEZH and SARATOV. They are just full with elite equipment and these annoying guns.
With the 2 maps on the western front there was a good mixture in this campaign.
Hello, thanks for the feedback. As for Ploesti, the stance of the orange Soviet guards is the same as in vanilla (patrolling the central part of the map), except that in this new map, those who make the right choice (using the southern path to reach Ploesti) can bypass them and attack them later. Perhaps in the next version I'll make accessing the southern path a little more difficult, making the player's choice less obvious.
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