Battlefield: Europe MOD v2.5.1

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Uhu
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.5.1

Post by Uhu »

Thank you! :)
It is really a great experience - only there would be more than 24 hours per day... :roll: :D

McGuba wrote: Mon Aug 24, 2026 11:09 am
Uhu wrote: Sat Aug 22, 2026 7:29 am Just another update:

I will again make a reload. It will be the 4th. I made it earlier to turn 51. It looked better than the previous, but now in hindsight...
That is some amazing commitment! :D
Playing for a total victory with such little prestige is truly very difficult, if not impossible.
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McGuba
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Re: Battlefield: Europe MOD v2.5.1

Post by McGuba »

Uhu wrote: Mon Aug 24, 2026 4:44 pm As for house rules: at singleplayer I try to maintain always a coherent front line.

What does it mean? Where the front "line" is, as a chain, every hex should be watched. In good weather that could be two units with 4 hexes between them, or a unit and a town with 3 hexes between them. Important is that no hostile units could sneak through undetected (...except AT :) ).

I could imagine if some time a full BE can be created as a new game that if there are not watched hexes, there would be a certain chance that a hostile weak unit would spawn there and live it's life.
It is already implemented to some extent in the current version. There are several Soviet units which spawn randomly in the Urals spawn points with the order to move towards one of the victory objective cities in Germany, again randomly chosen to which one. So in theory at least, these would follow a random East to West route and thus would cross the frontline at a random place when they reach it (wherever it is),which may be unprotected, if the player does not pay attention to that principle. In practice, it is more likely that they would move along one of the main roads for faster movement. But if there are larger unprotected areas they may be able to slip through undetected, especially in bad weather. I think it happened in some of the recent AARs by others.

Why an unmanned town can also guard? It has also a watch radius and I imagine these towns that there is a small amount of garrison troops which are two small/weak to fight, but they can maintain an occupation.
Yes, that's fair enough, I agree with that small garrison idea. However, again, in the latest version(s) of the mod weak partisan units may also spawn in occupied cities unnoticed. I mean the city may look empty, but in fact there may be a partisan unit hiding there for some time. Which may be a somewhat nasty surprise to some. :lol: And it can still perfectly fit in with the "small garrison" idea: in that case the small Axis garrison coexists with the hiding small partisan unit in the same city, and the small partisan unit only "activates" itself if there is an Axis train or other normal ground unit crossing the city, ambushing it.
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Uhu
Colonel - Ju 88A
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Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.5.1

Post by Uhu »

Nice! :)
Hmm, there are single units, mostly inf, but sometimes obsolote BT tanks moving from the Leningrad area to the Pskov direction. Are these above mentioned ones or they are just Soviet recon in force units?
McGuba wrote: Tue Aug 25, 2026 11:55 am
It is already implemented to some extent in the current version.
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caesar67
Senior Corporal - Ju 87G
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Re: Battlefield: Europe MOD v2.5.1

Post by caesar67 »

Is there a tool or something to see the total losses of my and the enemy army during a match?
Locarnus
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Re: Battlefield: Europe MOD v2.5.1

Post by Locarnus »

caesar67 wrote: Tue Aug 25, 2026 6:49 pm Is there a tool or something to see the total losses of my and the enemy army during a match?
"c" gives the casualty overview. Unfortunately thats all there is, no more details.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
JimmyC
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General Random Dice - 2nd playthrough

Post by JimmyC »

I am doing another playthrough of 2.5 and this time did Sealion. I mostly followed Uhu's advice that he posted in another thread for Sealion.

I'm at turn 50 now and progress is as follows:
* I have almost captured all major cities in the UK, with just Edinburgh left.
* Ive punched a hole through the defences at El Alamein and am reducing the remaining defenders before heading to Cairo/Suez.
* I'm barely holding back Torch and will need to transfer reinforcements there very soon. I mostly defeated the navy, but they have slight air superiority and significant ground superiority.
* I was beaten back from Rostov and hold a new line along the Mius River.
* Managed to hold onto Kursk (thanks to the Tiger) and will now redirect some of my defenders to assist attacking Moscow.
* Have started bombarding Leningrad, although counterattacks from the north east are causing significant issues.
* Have defeated all but the closest defensive belts west of Moscow, but am held up at the moment.
* Mostly on the Eastern Front i'm bogged down and am waiting to receive armoured reinforcements from the UK to break the deadlock (I have 5 or 6 tank units in the UK at the moment and will start transferring them back).
PeteMitchell
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Re: Battlefield: Europe MOD v2.5.1

Post by PeteMitchell »

What turn did you land in the UK?
Comprehensive Battlefield Europe AAR:
https://forum.slitherine.com/viewtopic.php?t=86481
Uhu
Colonel - Ju 88A
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Re: General Random Dice - 2nd playthrough

Post by Uhu »

Hi JimmyC,

I'm happy to hear, you could use my Sealion tutorial.
What armor and arty did you send to the island?

I do not use any airpower as they have no chance against the 2 star Anglo-Saxons (but I have 4 AA's). Only one time when I start to siege the last, northeast defense line and I need my fleet protected above air. I did bring the +3A+2I hero PzIV as it is very good for both early British tanks as against infantry. But in my last reload I transported it back after the British armor was defeated at London (very good strategy is to let the British armor retake the northern part of London and than capture them with concentrated arty (art + capital ships). (This brings a lot of prestige and the hard-skinned beast can be also handled without the assistance of the weak German tank guns.) On the other hand, from late 1942, the PzIV is very much needed after the long barell upgrade to hold the stem in the East.

I brought up initially two more PzIIIJ's (short) and after removing the PzIV, another PzIIIJ. They are armored and no need for stronger gun against the infantry and other easier targets.

I brought initially a StuG A and the Semovente 75/18, later another StuG E. In my earlier reload I also transferred a 10,5 cm too from the East, but this time I see it much more needed against the Red Horde. My new plan is transfer another 10,5 cm from Cairo and maybe, when I will have somehow 130 prestige, upgrade one-two StuG's to StuH'42.

JimmyC wrote: Mon Aug 31, 2026 3:32 am I am doing another playthrough of 2.5 and this time did Sealion. I mostly followed Uhu's advice that he posted in another thread for Sealion.

I'm at turn 50 now and progress is as follows:
* I have almost captured all major cities in the UK, with just Edinburgh left.
* Ive punched a hole through the defences at El Alamein and am reducing the remaining defenders before heading to Cairo/Suez.
* I'm barely holding back Torch and will need to transfer reinforcements there very soon. I mostly defeated the navy, but they have slight air superiority and significant ground superiority.
* I was beaten back from Rostov and hold a new line along the Mius River.
* Managed to hold onto Kursk (thanks to the Tiger) and will now redirect some of my defenders to assist attacking Moscow.
* Have started bombarding Leningrad, although counterattacks from the north east are causing significant issues.
* Have defeated all but the closest defensive belts west of Moscow, but am held up at the moment.
* Mostly on the Eastern Front i'm bogged down and am waiting to receive armoured reinforcements from the UK to break the deadlock (I have 5 or 6 tank units in the UK at the moment and will start transferring them back).
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McGuba
Sr. Colonel - Battleship
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Re: Battlefield: Europe MOD v2.5.1

Post by McGuba »

JimmyC wrote: Mon Aug 31, 2026 3:32 am I am doing another playthrough of 2.5 and this time did Sealion. I mostly followed Uhu's advice that he posted in another thread for Sealion.
That's very interesting!
What are your current difficulty settings? I mean is it game difficulty "General", BE version "realistic" with "Limited (Dice Chess)? Or something else? Also, are you playing it from 1939 or just started with Barbarossa?


Uhu wrote: Tue Aug 25, 2026 1:26 pm Nice! :)
Hmm, there are single units, mostly inf, but sometimes obsolote BT tanks moving from the Leningrad area to the Pskov direction. Are these above mentioned ones or they are just Soviet recon in force units?
McGuba wrote: Tue Aug 25, 2026 11:55 am
It is already implemented to some extent in the current version.
I think those that you mention are probably different ones, with different orders. But some of them may be coming all the way from the Ural spawn points and in that case yes. There are many different Soviet units with different orders and many of them are spawning randomly in every new game or even in the same game in case if you reload an earlier game save and then they spawn at a different place when their time comes, so it is hard to say.
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