Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Turn 70 - Second oil field captured.PNG
Turn 70 - Second oil field captured.PNG (2.7 MiB) Viewed 913 times
Despite harsh conditions on the entire Eastern front, our troops advance to the Baku oil fields.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

McGuba wrote: Fri Mar 20, 2026 1:46 pm
PeteMitchell wrote: Fri Mar 20, 2026 9:50 am Can you buy Hungarian or Romanian infantry? I am not able to buy them, is this correct?
Yes, that is correct. There are several reasons for that, and I think I wrote this before, but whatever... 8)

1.)
Due to game engine limitations upgrade and purchase cities are the same, these two functions cannot be separated. Meaning if a city is purchase city then it is upgrade city as well. Therefore, if for example Budapest and Bucharest, the Hungarian and Romanian capitals were purchase cities, allowing the purchase of the units of these nations, then players would also be able to upgrade their units in these. But in turn that would also result in players moving their German units from the eastern front to these to upgrade them, which would be very strange and unhistorical. (Because of course these cities are closer to the eastern front than the German cities so that would potentially save a turn.) But then it would be hard to explain why it is necessary to move a German tank to Romania or Hungary to upgrade it to a better German tank. That's complete nonsense and as far as I know there was no historical precedent for that.

On the other hand, there were several documented instances when Hungarian or Romanian units were transferred to Germany to get trained for the use of their newly issued German equipment or just for tactical training. For example, when the Hungarians introduced the Zrinyi II assault guns, a group of Hungarian officers were sent to Germany to receive assault gun training since the Germans were already using the StuG IIIs for quite some time. So I think it is just fine that units of the Minor Axis nations have to be transferred to Germany to get better equipment. Or at least, it is less strange than it would be the other way around and having German units being moved to Romania or Hungary for the same thing.

2.)
I think normally not being able to purchase new Minor Axis units (apart form Italians) makes the mod more interesting since it forces the player to look after these units, instead of just expending them as cannon fodder and then simply replace them with new ones if necessary, in order to keep getting the extra prestige for having them. That would be just too cheap and easy to do so.

It would also be quite unhistorical as historically we know that the Minor Axis armies were mostly withdrawn from the eastern front after the heavy losses they suffered in winter '42-43, and they only resumed heavy fighting when the frontline got close to their own border. In early 1943 the Romanians, Hungarians and Italians requested the withdrawal of their forces from the eastern front to avoid further heavy losses and to prevent public outrage at home. It also worth mentioning that Romania and Hungary were both preparing to fight each other at some point over the ownership of Transylvania so they both wanted to have some intact forces at home for that seemingly inevitable conflict (which indeed happened in September 1944).

So this mod mechanic aims to simulate all this: while these armies can suffer some losses, if losses are too high there will be a consequence in the form of getting less prestige. In the early versions of the mod, before it was introduced, it was common for players to just to waste these units without any consequence but that was quite unhistorical for the above reasons.
Thanks, it kind of makes sense. I thought I remembered being able to buy these nations in earlier versions, but I might be wrong.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Uhu wrote: Fri Mar 20, 2026 2:35 pm Turn 70 - Second oil field captured.PNG

Despite harsh conditions on the entire Eastern front, our troops advance to the Baku oil fields.
Thanks, curious to see Sealion tbh
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

For me it is mostly OK as I always take care of my minor Axis forces as every unit is needed for the final Endsieg. I would like to just ask for a weak Hungarian AT gun and maybe an added, weak Romanian Pz38(t) in the Kursk save to make later upgrades possible. (Historically the Romanians get some Pz38's in 1943 which was ridiculous but it could represent it). So then the Hungarians could get a Zrínyi II and the Romanians a T-4.

McGuba wrote: Fri Mar 20, 2026 1:46 pm So this mod mechanic aims to simulate all this: while these armies can suffer some losses, if losses are too high there will be a consequence in the form of getting less prestige. In the early versions of the mod, before it was introduced, it was common for players to just to waste these units without any consequence but that was quite unhistorical for the above reasons.
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Noooo, if you made further restrictions then a Sealion'44 is even more harder. :shock:
OK, if you promise to not strengthen it even more, I will show my secret receipt for my Kursk save Sealion'44 invasion. :lol: 8)
McGuba wrote: Fri Mar 20, 2026 2:18 pm Yes, I think I have changed a few things when it comes to the defense of Britain, but do not quite remember just now. There were many changes overall. I think it will be somewhat harder to capture it later in the war with more and more units appearing there over time. On the other hand, the Axis side will also get a few new secret assets in 2.5 that may be put to good use. :wink:
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Turn 69 - Northern front.PNG
Turn 69 - Northern front.PNG (2.63 MiB) Viewed 876 times
Everything quiet on the Northern front. Just a Security force guards the region.
Or is there something brewing...? (look for the sArt. with the rail :lol: ).
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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

OK, I do not want to spam this topic with AAR pictures. So I started my first AAR topic!

viewtopic.php?t=119422
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Uhu wrote: Fri Mar 20, 2026 4:18 pm OK, I do not want to spam this topic with AAR pictures. So I started my first AAR topic!

viewtopic.php?t=119422
Amazing!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
JimmyC
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Re: Battlefield: Europe MOD v2.4

Post by JimmyC »

Uhu wrote: Fri Mar 20, 2026 12:04 pm Turn 68 - Malta finally captured (Sicily defended).PNG
You waited until after Husky before you tried to capture Malta? Why not earlier? Or is this on one of the pre-load saves (e.g. Kursk start)?
Uhu wrote: Fri Mar 20, 2026 12:04 pm OK, I do not want to spam this topic with AAR pictures. So I started my first AAR topic!

viewtopic.php?t=119422
Great. I'm looking forward to reading this.
Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Yes, it is because of the Kursk save.
JimmyC wrote: Sat Mar 21, 2026 4:23 am
Uhu wrote: Fri Mar 20, 2026 12:04 pm Turn 68 - Malta finally captured (Sicily defended).PNG
You waited until after Husky before you tried to capture Malta? Why not earlier? Or is this on one of the pre-load saves (e.g. Kursk start)?
Uhu wrote: Fri Mar 20, 2026 12:04 pm OK, I do not want to spam this topic with AAR pictures. So I started my first AAR topic!

viewtopic.php?t=119422
Great. I'm looking forward to reading this.
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APrusty
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Re: Battlefield: Europe MOD v2.4

Post by APrusty »

Hey guys! I am about to start my first ever complete run of Barbarossa real+(Field Marshal).
So far I have played several practice runs until spring 42. And clicked trough end turns in a Hot Seat version, just to see the events and unit tree evolution, I recommend this. But I feel like it is time to begin!

But first let me show you my preferred opening T1 rush for Moscow and Rostov:

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Attachments
L1.1.jpeg
L1.1.jpeg (1.44 MiB) Viewed 460 times
L1.2.jpeg
L1.2.jpeg (1.5 MiB) Viewed 460 times
APrusty
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Re: Battlefield: Europe MOD v2.4

Post by APrusty »

If you can't open the pictures in her like me, zooming in on the page to 250%-400% should help.

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The Battleplan I have practiced for 1941-Spring42 has been:
Take Moscow, while encircling Kiev. Push for Kursk and Rostov to eliminate units, then fall back.
Build defensive lines at Rzhev-Moscow-Bryansk and Kharkov-Stalino while securing the flanks later.
Ensure fall of Tobruk with naval-fire before withdrawing navy intact before oil-shortage, while leaving Malta alone.
Deploy mines so submarines can bottle up and delay ships going to Malta at Sicily, for several turns.
Return ships from France during bad-weather. Then redeploy air units to hit ships in Mediterranean during winter.
While decimating Soviet winter-attack.

Sitrep after T1 was: Breakthroughs secured an all fronts, next is Minsk and Orsha.
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Until now, I have only practiced a Barbarossa first opening, mixed with low cost seizing Tobruk.

Second picture show end turn 6 of my latest run.
Kalinin, Mozhaysk, Orel, Poltava and Dneprop. has fallen. Kiev pocket is finally surrounded at the same time as Tobruk port is 1turn from falling. 14 units are ready to go head to head with Odessa and 10 units are set to clear Moscow. Among them are 8 Pioniere units, making the progress swift and casualties low.

I hope to share more later.
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Since I haven't performed a Sea Lion yet, I am currently planning a Sea Lion turn 12-16. As I found two spots in Great Britain where destroying 1xradar and 1xfort was enough to create a blind spot during winter-snowfall.

So I really need your help with this question:
Does AI Allies get a warning and/or scripted trigger to attack Axis units landing in GB, even without them being able to see the landed units by spotting, and when no city or airfield has fallen?

If there is no Sea Lion event that triggers by first landing, then I might have a way to sneak 2xtanks + 2xparatroppers onto British soil covered by Fog of War. Then opening a 3hex beachhead for landing transports unopposed for several turns.

Any experinced sea lions out there?

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L1.3.jpeg
L1.3.jpeg (1.42 MiB) Viewed 446 times
G6.jpeg
G6.jpeg (1.36 MiB) Viewed 446 times
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

The home fleet may say hi...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Welcome to the forum and to BE by the way!

Where do you plan to land in England?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

APrusty wrote: Fri Mar 27, 2026 12:07 am So I really need your help with this question:
Does AI Allies get a warning and/or scripted trigger to attack Axis units landing in GB, even without them being able to see the landed units by spotting, and when no city or airfield has fallen?
Hi,

Yes, there is such a trigger, i.e. as far as I remember if more than one Axis ground unit reaches British soil then they start to react, even if none of those invading units are within the spotting range of the British units.

Uhu wrote: Fri Mar 20, 2026 3:55 pm I would like to just ask for a weak Hungarian AT gun and maybe an added, weak Romanian Pz38(t) in the Kursk save to make later upgrades possible. (Historically the Romanians get some Pz38's in 1943 which was ridiculous but it could represent it). So then the Hungarians could get a Zrínyi II and the Romanians a T-4.
I have passed that stage already in testing and would not like to revert. Other than that, the Kursk save of course takes place after the Don battles in which half of the heavy weapons of the Hungarian army stock was destroyed and what was left was kept for the expected conflict with Romania. And that's why there is not much Hungarian units in the 1943 save, just a weakened tank unit and some infantry.
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
APrusty
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Re: Battlefield: Europe MOD v2.4

Post by APrusty »

I am looking forward to the 2.5 version McGuba. But THANK YOU very much for the 2.4, what a mod it is. Splendid!

Hey Pete! I do believe I have posted in here before but Thanks.
PeteMitchell wrote: Fri Mar 27, 2026 4:39 am Welcome to the forum and to BE by the way!

Where do you plan to land in England?
Well I drew it up, two possible landings on the same map, Wales or Newcastle. But remember, this was based on the assumption that there was no AI scripted trigger if Axis units lands outside Allies spotting.

McGuba responded with: "Yes, there is such a trigger, i.e. as far as I remember if more than one Axis ground unit reaches British soil then they start to react, even if none of those invading units are within the spotting range of the British units."
If this is accurate then the Wales landing are off the table, but the Newcastle plan is still valid.
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First picture show units that must be destroyed from the air before turn 9:
Red=1xfort+1xradar that creates fog of war when gone.
Blue= Destroyer in the way. Optionally HMS Kent west of Bristol for Wales landing.
Yellow=Easy to destroy coastal gun, as it is half-way to the red circle.

Second picture show mutually exclusive landings:
Red line=fog of war hex
Red dot=landing zone next to fog of war hex
Blue=sub screen
Numbers=time from zone of control next to mine to beachhead
Paradrop zones=orange and light blue
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Wales -Aborted: (meant to be combined with a landing in Portsmouth of map in south):
T15 - Land two units in fog of war(light green and light blue) +Two paradrops(orange) in fog of war.
T16 - Seize Cardiff with fallschirmjäger, then attack artillery with para and landing units, then follow up with striking SAS.
Also on turn 16 in the south - landings along the coast and seizure of Portsmouth.

Since the element of surprise is lost if AI get's a warning speak more on this landing.
Attachments
UK without Fog of war.jpeg
UK without Fog of war.jpeg (1.27 MiB) Viewed 161 times
Stealthy Sea Lion 41-42.jpeg
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APrusty
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Re: Battlefield: Europe MOD v2.4

Post by APrusty »

Now this plan I will share in detail as I might as well make it here instead of in another document.

Newcastle:

First the designated targets must be destroyed from air. Ideally this is combined with scouting for mines and enemy naval vessels. 4 subs create a screen towards Stavanger direction, while 1sub close the channel.

No naval units should assist, as they must not be spotted to keep UK navy away.
Transports should also be kept away for as long as possible.
Snowfall starts on turn 12 so we start moving transports as Allies spotting range is cut from 5-2, 4-2, 3-1, 2-1.

T12 - Transport with 12th panzer(IVF) move along Yellow line.

T13 - 12th panzer(IVF) enters landing zone(Y-2) which is only beachhead where Allies have no spotting.
Yellow=Second tank move, Pink=wait 1 turn, Orange=first unit move, Purple=first unit move.

T14 - 12th panzer(IVF) land on fog of war hex marked with T and red line.
Both Ju52 transport planes get in position for paradrop.
Yellow=third unit move, Pink=first unit move, Orange=second unit move, Purple=second unit move.
1 new transport leave Netherlands.

T-15 we reveal the invasion to the Allies.
(I really hope you are right about 1 unit being able to land McGuba, or this is all for nothing.)
Both paradrops begin, Brandenburger drop North-West, Fallschirmjäger next to Newcastle.
12th panzer(IVF) moves South(yellow T) to guard beachheads from Allied counterattack, and bottle them up with ZoC in Leeds as it is a crossroad.
Second tank land up north in fog of war to ambush allied forces and guard flank.
1 new transport leave Netherlands.

Axis has 8 transports, 2 have landed, 4 land next turn, then last 2 units have 5 possible hexes to land on.
And new transports are already on way.

If this operation succeed as planned, it should be relatively low cost, quick to land an entire batch of transports, and the main fleet should be able to stay out.
Since Allies have forts in every direction, clear weather will give them complete spotting with view of all Axis units. However this could be offset by holding a defensive line at Newcastle, while pushing South. Then every turn the subs can move one hex South, while even more transports can land on newly cleared beaches, further South out of range from naval fire.

The highest risk factor is of course if the first tank immediately trigger an Allied response. Second I would put destroying the fort and radar, as all forts defend as Hard and radar can rebuild quickly. The radar is inside range of AA and any enemy fighter units parking next to either of them might make their destruction untannable.

The campaign requires massive immediate air reinforcements, so I would send all tactical bombers to Netherland direction asap.
Recon would be AG 10 and AG 12.
F-2 and F-4 fighters for range, so JG 52, JG 77 and probably and maybe 1or 2 more E planes.
Possibly even bringing over 2xJu88A, KG 77 and 76 for attacking ships.

The strat. bombers in Italy and Africa should go to Barbarossa to compensate.
And the focus in the East would primarily be the surrender of Smolensk and Kiev.
Most land units would probably be pulled away to ports on turn 7-8, so Barbarossa could use them to mop up before then.

Units designated in first wave of transports 8/8:
Tanks 2 - 12.Pz(IVF), 2.Pz(IIIE upgraded to J)
Art 2 - 16.Art(StuGIIIB), possibly a Wurfrahmen 40
AA/AT 2 - 21.AA (upgraded 8.8cm 36 version), 101.AA (upgraded 8.8cm 36 version)
Infantry 2 - 1xPionieri, 1xInf

Later:
Pz.Br.100(H39F)
10.5cm leFH18(horse)
1xPionieri
1xInf
1xItalian Inf
2x5Cm Pak 38(OpelBlitz)

Any thing I should add or remove? I expect heavy naval fire when I eventually open the sub screen. So I plan to hold at Leeds and Manchester with low cost units after main counterattack from Glasgow has potentially been destroyed.

Should I expect the brits to stay more in there designated areas as USSR, or do they counterattack an mass?
My guess would be somewhere in between where mainly armor lead the charge while Inf protect cities.

Also are there any specially important VP's to stop spawns, or is it the amount that matter most.
Intend to clear the way down South, Liverpool, Birmingham then London.
I have heard 1VP is enough to stop D-day. How about the Dieppe raid or even Torch, are they affected by GB VP's?

Do I believe it is more beneficial to attack UK first rather than taking Moscow, Rostov and beelining for Baku. Not really, but I am curious about pros and cons.
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Once spring starts, expect to be bombed by both the RAF as well as the Home Fleet.

Do you plan to go North or South first, or both?

Any Sealion operation (early or late) requires significant Luftwaffe support that will create a gap somewhere else.

Also, taking out these bunkers and radars may take a few turns and requires fighter support.

Did you see my attempt in version 1.9?

Link below
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Very curious to see how it goes tbh, the forum has a collection of various attempts for the UK, for the Black Sea crossing and also for landing in Syria... even Gibraltar and Iceland just for fun :-)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

I still advise you the Dover invasion:
- You can easily move the Heavy Art.'s (Karl-Gerät) and destroy the coastal battery if you do it very early on. Some naval units are still needed to prevent it to rebuild. The strongpoint is an easier target as it cannot be repaired and easier to hit. Both can be hit also with bombers but the strong Royal airforce and AA can make sudden losses...
- You can move from the German cities the AA's and build an AA wall at the shores. They are a great asset decimating the strong British airforce - and also partly protecting the Kriegsmarine.
- You can use your capital ships, despite the oil crisis because the French ports are near - also they can be repaired if needed.
- The invasion forces do not need to make long distance in those fragile transport units.
- You can build up a strong defense in South London holding the furious Brits as long as you gather your invasion forces to drive northward.
- London has also an upgrade hex.
+ But it is a must that you do not waste your Uboat, destroyer and S-Boat fleet! You need them for protection and shield (U-Boats), as mine clearing and bait (destroyers) and as a little destroyer weakeners and plain baits (S-Boats). With them you can seal off the British channel from both sides.

APrusty wrote: Sun Mar 29, 2026 12:21 am
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