@McGuba - Previously most of the coastal hexes would come under barrage and units would lose 3 strength per turn. Is this a mistake in the new version or you deliberately removed it?Intenso82 wrote: Sun Jun 21, 2026 10:30 amIt is usually a combined sea, air and land operation.JimmyC wrote: Sun Jun 21, 2026 6:15 am I am interested to know how you only allowed a few weakened units to land in Sicily. Did you line the coast with cheap units and just absorb the damage or heavily stack naval and air forces to defend Husky?
I expected the coastline to come under fire, just as it did during the D-Day landings, so I withdrew the ground units to the second line,
but that did not happen.
This time, the navy and air force were able to inflict serious damage before the landing.
Even the Tiger tank was unable to fire a single shot.
There were no targets.
t_55.jpg
Battlefield: Europe MOD v2.5.1
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: Battlefield: Europe MOD v2.5.1
Re: Battlefield: Europe MOD v2.5.1
I don't know, I have to check it. I did not change it for this version and in my usual historical path playthrough test it worked as intended. The coastal barrage happens in the 1943 Kursk/Sicily save that comes with the mod:JimmyC wrote: Thu Jun 25, 2026 12:26 am @McGuba - Previously most of the coastal hexes would come under barrage and units would lose 3 strength per turn. Is this a mistake in the new version or you deliberately removed it?
I think it is only missing in the easiest (Moderate) version of the mod, but I have to double-check that as well.
Are you playing on General difficulty?Intenso82 wrote: Sun Jun 21, 2026 10:30 am Yes, the Soviets surrendered around turn 70.
In the final stages of the game (after the fall of Moscow and Leningrad), it wasn’t too difficult.
I’d expected more resistance.
As far as I understand it wasn't really just the number of available trains that restricted unit transfers (and supplies in general) but more like the overall capacity of the railway system. The number of railway lines, stations, personnel, logistics, water towers, coal etc. etc. all had limitations. It was (is) a complex system and couldn't have been improved so simply and quickly by just spending some more money (or other resources) and have an almost immediate result in like 2 weeks time (1 turn). Thus I do not really think it is a good idea to make trains (and other transports) purchasable. I think it is more interesting if their losses are permanent, which also makes them more valuable in both single and multiplayer games. In this case players have to value and look after them more, or if not, face the consequence.If I’d been able to buy trains, I’d have bought a few, even for 500 prestige.
This comes up quite often, but I think it would make the partisan war a lot less interesting. It would also make the security infantry units basically useless in their current role and players would use them in the frontline instead. Which, in turn, would change the balance significantly and would make the mod unhistorical.I even thought it would be good to add a unit like an armoured railcar for reconnaissance and guarding the railway lines.
I will look into this as well. I might have changed some more of the game files to English as well. Since other languages are not supported by the mod and in that case it would be like a mess of some things being in English while others in the chosen language. I think that would be more confusing.Kas Narayda wrote: Sun Jun 21, 2026 2:11 am I translated version 2.4 and then played, but in 2.51 the interface is in English. How can I fix this?
But how did you translate 2.4 then?


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: Battlefield: Europe MOD v2.5.1
If we want to buy trains, we should also make the Europe–Soviet rail gauge transfer a thing 
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
tinyurl.com/y8euym2r
Re: Battlefield: Europe MOD v2.5.1
Hi, may somebody explain please what are the reasons for selecting quantity of 5 and particular units as core? I mean why not 10 for example and no infantry/artillery present in core roster? From opposite PoV will it make much difference if simply mark all units as auxiliary (no core ones)?
Re: Battlefield: Europe MOD v2.5.1
I believe it was done this way to try and reflect the actual troop compositions at that time. McGuba just gives us a little leeway to have the 5 core units of our choice (if playing through the earlier scenarios) and even then you have to spend additional prestige if you want to change them out of series.Vintage wrote: Fri Jun 26, 2026 8:51 am Hi, may somebody explain please what are the reasons for selecting quantity of 5 and particular units as core? I mean why not 10 for example and no infantry/artillery present in core roster? From opposite PoV will it make much difference if simply mark all units as auxiliary (no core ones)?
Currently i'm in early '44 and still unable to purchase any additional ones. Maybe i'm too safe with my units, but i'm sure the Allied D-day landing will result in me being able to purchase more
In previous playthroughs ive always been able to buy units before D-Day and built some minefield defences, which the AI has a lot of trouble with and really holds them up. So i'm interested to see how i will hold out without said minefields. Also the AA has been nerfed, so i am considering challenging (going head to head) with Allied aviation over France. I've never dared do that before and usually hang back and pick off any enemy air that flies too deep into Germany.
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PeteMitchell
- Major-General - Elite Tiger I

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Re: Battlefield: Europe MOD v2.5.1
The force composition was different in earlier versions, also the amount of troops
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
https://forum.slitherine.com/viewtopic.php?t=86481
Re: Battlefield: Europe MOD v2.5.1
Yes, that’s the General.McGuba wrote: Thu Jun 25, 2026 11:51 am Intenso82 wrote: 21 Jun 2026 10:30
Yes, the Soviets surrendered around turn 70.
In the final stages of the game (after the fall of Moscow and Leningrad), it wasn’t too difficult.
I’d expected more resistance.
Are you playing on General difficulty?
I’m playing the Real+ scenario (not the campaign).
I also received a message saying that the fuel crisis had ended and the ships had replenished their fuel supplies.
I noticed another oddity.
Despite receiving a message stating that the western ports on the French coast would be turned into fortresses, this didn’t happen.
I don’t know what the reason is.
But I recalled that on several occasions (I think three) at the start of the Axis turn, I received an error and the game crashed.
However, in all cases, if I replayed the AI’s turn, it didn’t happen again.
Perhaps this affected the scripting system in some way.
Now for a gameplay moment: I hadn’t previously used the Graf Zeppelin as an aircraft carrier, but this time I deployed it in an operation.
But just as the aircraft carrier was preparing to take on air units,
I realised it was a capital ship
Perhaps I missed the notification that it was no longer an aircraft carrier.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: Battlefield: Europe MOD v2.5.1
The harsher penalties make it more important to defend the Reich from bombing raids.
With 4 squadrons of Fw's, 2 squadrons of JU88G bomber destroyers and a squadron of Bf110G bomber destroyers, I thought i had enough defenses. How wrong i was...
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With 4 squadrons of Fw's, 2 squadrons of JU88G bomber destroyers and a squadron of Bf110G bomber destroyers, I thought i had enough defenses. How wrong i was...
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Re: Battlefield: Europe MOD v2.5.1
The best defense is attack - aka capturing England! Than they will not come. 
JimmyC wrote: Tue Jun 30, 2026 5:37 am The harsher penalties make it more important to defend the Reich from bombing raids.
With 4 squadrons of Fw's, 2 squadrons of JU88G bomber destroyers and a squadron of Bf110G bomber destroyers, I thought i had enough defenses. How wrong i was...
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Re: Battlefield: Europe MOD v2.5.1
While I did not finish my last Italian campaign and also a few dozens turn away of ending BE 2.4 - Kursk save for Total victory, I could not resist and started playing the 2.5.1 from the little scenarios onward!
First of all thank you again, McGuba for this wonderful mod and I still think one day, we will have a whole new game, with all the other features implemented, what can improve the game mechanic. But the new features in this version are very nice and makes the gameplay again interesting in a new way!
I started the game with my latest settings:
- Dice chess
- I constantly look of my earlier replay to see what strategies worked
- Double Rommel (25% prestige)
- Field Marshall (50% xp)
- Tons of reloads but only for different decisions, not different dice outcomes
- Finns do not move/fly further from historical 1941 advances until Leningrad is captured
- First time with a modified core: 2x fighter, 3x PzIV
- Aiming for Total victory
First impressions until turn 25:
- I still like the earlier scenarios, maximizing to collect xp and kills
- I notified the less collectible prestige - it is a huge strain in the main campaign at 25% prestige rate...
- The modified core composition is a life saver!
- I could take Moscow this time in 1941 which was a big win for me! I think some luck and some additional arty made the difference.
- While I could achieve already several of my goals (Moscow, starting Caucasus, Malta, invading Britain, taking Tobruk and breaking the El-Alamein line) it is a painful struggle with even more saves and reloads.
- I feel the difference of the lack of use of the Regia Marina. While it was still possible to take Tobruk and slowly grind through El-Alamein I had to invest a lot more of my scarce resources to the Mediterranean theater.
- First bomber stream was luckily destroyed without getting penalties.
- I was very happy that I could weaken Malta to str 7 already in 1941 with just Rudel and fighters and I could take it in the spring of 1942. It was also a big difference compared to my earlier walkthrough.
- I have a tons of 1-2 str units, mostly inf, but also several obsolete tanks. In a whole new game it would be a good and realistic feature to have the option to merge weakened units (of course with restrictions and some penalties). I simply do not have the prestige for reinforcing them. I could delete the tanks and get the free, modern tank reinforcement but I find it to do so gamey... On the other hand, I will probably use them in the brutal winter of 1942 as cannon fodders to slow down enemy advances so, maybe still I will get those free units...maybe I will delete the replacement ones to avoid that unrealistic event?
- I wonder with this weakened, meager resource state how I can survive from the winter of 1942 and onward...
First of all thank you again, McGuba for this wonderful mod and I still think one day, we will have a whole new game, with all the other features implemented, what can improve the game mechanic. But the new features in this version are very nice and makes the gameplay again interesting in a new way!
I started the game with my latest settings:
- Dice chess
- I constantly look of my earlier replay to see what strategies worked
- Double Rommel (25% prestige)
- Field Marshall (50% xp)
- Tons of reloads but only for different decisions, not different dice outcomes
- Finns do not move/fly further from historical 1941 advances until Leningrad is captured
- First time with a modified core: 2x fighter, 3x PzIV
- Aiming for Total victory
First impressions until turn 25:
- I still like the earlier scenarios, maximizing to collect xp and kills
- I notified the less collectible prestige - it is a huge strain in the main campaign at 25% prestige rate...
- The modified core composition is a life saver!
- I could take Moscow this time in 1941 which was a big win for me! I think some luck and some additional arty made the difference.
- While I could achieve already several of my goals (Moscow, starting Caucasus, Malta, invading Britain, taking Tobruk and breaking the El-Alamein line) it is a painful struggle with even more saves and reloads.
- I feel the difference of the lack of use of the Regia Marina. While it was still possible to take Tobruk and slowly grind through El-Alamein I had to invest a lot more of my scarce resources to the Mediterranean theater.
- First bomber stream was luckily destroyed without getting penalties.
- I was very happy that I could weaken Malta to str 7 already in 1941 with just Rudel and fighters and I could take it in the spring of 1942. It was also a big difference compared to my earlier walkthrough.
- I have a tons of 1-2 str units, mostly inf, but also several obsolete tanks. In a whole new game it would be a good and realistic feature to have the option to merge weakened units (of course with restrictions and some penalties). I simply do not have the prestige for reinforcing them. I could delete the tanks and get the free, modern tank reinforcement but I find it to do so gamey... On the other hand, I will probably use them in the brutal winter of 1942 as cannon fodders to slow down enemy advances so, maybe still I will get those free units...maybe I will delete the replacement ones to avoid that unrealistic event?
- I wonder with this weakened, meager resource state how I can survive from the winter of 1942 and onward...
Last edited by Uhu on Tue Jun 30, 2026 8:59 am, edited 1 time in total.
Re: Battlefield: Europe MOD v2.5.1
Plans for the next phase of operations (it can change - and reloaded - when it does not succeed):
1., Holding Moscow
...and not aiming to capture the Volga - Oka river region as in the winter I would have anyway to pull back to better defensible positions
2., Focusing all my main resources in the Northeast to take Leningrad
This would free up the Finns while giving some extra prestige. The question is if I should start the advance from West, Southwest as less resistance is at the start, but the KV-1 and the fortresses make it than more difficult. Or grind through the forested region and mostly avoid the western defenses.
3., Focusing the other resources to take the Caucasus as fast as possible. First of all for the prestige but second avoiding the massive xp losses of the aviation force, especially of the fighters. Also the fuel situation for the ground and naval forces would be great.
4., What is left in the east try to grind through to the Don and establish blocking positions until the winter than pull back for better defense positions at the Oka - Donets line. I do not care about the Kursk situation as now I do not have any additional resources to hold the Don line in the winter but hoping to have more resources in 1943-44 to destroy the Kursk concentration.
5., Continue the advances in Britain. It looks relative relaxing. On the other hand it should be hastened to avoid the bomber streams...
6., Continue the advance to the Suez Canal and onward hoping to be fast enough the avoid the British reinforcements.
7., Starting collecting forces for Tunisia. I must look for the replay what forces I could spare for it in this meager state of my forces and prestige situation.
1., Holding Moscow
...and not aiming to capture the Volga - Oka river region as in the winter I would have anyway to pull back to better defensible positions
2., Focusing all my main resources in the Northeast to take Leningrad
This would free up the Finns while giving some extra prestige. The question is if I should start the advance from West, Southwest as less resistance is at the start, but the KV-1 and the fortresses make it than more difficult. Or grind through the forested region and mostly avoid the western defenses.
3., Focusing the other resources to take the Caucasus as fast as possible. First of all for the prestige but second avoiding the massive xp losses of the aviation force, especially of the fighters. Also the fuel situation for the ground and naval forces would be great.
4., What is left in the east try to grind through to the Don and establish blocking positions until the winter than pull back for better defense positions at the Oka - Donets line. I do not care about the Kursk situation as now I do not have any additional resources to hold the Don line in the winter but hoping to have more resources in 1943-44 to destroy the Kursk concentration.
5., Continue the advances in Britain. It looks relative relaxing. On the other hand it should be hastened to avoid the bomber streams...
6., Continue the advance to the Suez Canal and onward hoping to be fast enough the avoid the British reinforcements.
7., Starting collecting forces for Tunisia. I must look for the replay what forces I could spare for it in this meager state of my forces and prestige situation.







