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Panzer Corps Grand Campaign Feedback:
Colonel difficulty:
Scenario 1: Poznan.
-The AA at Zielona Gora slowed me down a bit as I failed to destroy it when it was out of ammo, but I got the fighter.
-Polish cavalry and tankettes surprised my only Panzer II near Wroclaw and forced a surrender. Unfortunate. I couldn't afford to replace it (no core slots) but the Poles paid dearly for it in the counter-attack.
-I ended up using the Panzer I's as scouts and mop-up support as they are too weak for the main assault. My goal was simply to keep them alive and gain a little XP.
-At the end, I was short a turn to capture Konin and the airfield just to its northwest. I had done very well advancing in the south but was very slow advancing in the north. This left me with a marginal victory.
-I left the AT unit back at the start. I don't know if there's any use for it here but plan to upgrade it later to a tracked vehicle.
-Bought a JU-87B and two Pionere. PzI were useful only in that they had mobility but I expected that. The AA ended up accounting for most of my casualties in air units as I had to be aggressive with my Bf107, Bf110, and 2 JU-87 or I would have ended up even shorter from the last objective. Cities, with the exception of Konin were lightly defended by a single inf., but Konin was a surprise as suddenly I had to deal with 1 arty, 2 AT, and 2 inf. Aside from the PzII loss I had no others.
-I never lacked for prestige in this scenario. If I had had another core slot I would have bought another arty.
-Scenario was challenging, but I undoubtedly did not play optimally. The objectives were clear. However the scenario briefing led me to expect more than just the 2 Polish air, 1 of which was destroyed on turn 1.
Visual: The heavy forest at (10,3), (23,11), (11,7) and (14,10) have some tiling issues causing an edge or two to look cut-off.
Scenario 2: Danzig Corridor
-Upgraded the two Pz1 to Pz38(t) hopefully making these useful. Bought a transport for one of the original Wmcht inf. Am promised more Polish air resistance since I failed to take all the objectives in the previous scenario. Damn – I don't get to keep the Bf110. Turns out the air force is a two units strong. With only a Bf109E and 2 Ju87 on my side, they are still no threat.
-Found this scenario to be much easier than the first. In the north, the aux troops held out on the bridges near Danzig until my main force worked its way from the west. Danzig fell without much challenge. Most of the objectives south can be ignored, but I found myself in a tricky situation near the southernmost bridge objective holding out in Koronowo with a Pz38(t) against the unexpected Maciej 7TP and an AT unit. I may not have sent enough forces south, but the 7TP retreats and doesn't press the attack. It's probably a mistake as my only support close at hand is a single inf 2 hexes away and the AI has a temporary numerical advantage.
-I win a Decisive Victory on turn 7.
-It seems the rest of the map south has no use except to surprise the player with the 7TP. (Later I see that there is a Danzig South scenario as well.)
-By contrast to scenario 1 this was not challenging enough.
Colonel difficulty:
Scenario 1: Poznan.
-The AA at Zielona Gora slowed me down a bit as I failed to destroy it when it was out of ammo, but I got the fighter.
-Polish cavalry and tankettes surprised my only Panzer II near Wroclaw and forced a surrender. Unfortunate. I couldn't afford to replace it (no core slots) but the Poles paid dearly for it in the counter-attack.
-I ended up using the Panzer I's as scouts and mop-up support as they are too weak for the main assault. My goal was simply to keep them alive and gain a little XP.
-At the end, I was short a turn to capture Konin and the airfield just to its northwest. I had done very well advancing in the south but was very slow advancing in the north. This left me with a marginal victory.
-I left the AT unit back at the start. I don't know if there's any use for it here but plan to upgrade it later to a tracked vehicle.
-Bought a JU-87B and two Pionere. PzI were useful only in that they had mobility but I expected that. The AA ended up accounting for most of my casualties in air units as I had to be aggressive with my Bf107, Bf110, and 2 JU-87 or I would have ended up even shorter from the last objective. Cities, with the exception of Konin were lightly defended by a single inf., but Konin was a surprise as suddenly I had to deal with 1 arty, 2 AT, and 2 inf. Aside from the PzII loss I had no others.
-I never lacked for prestige in this scenario. If I had had another core slot I would have bought another arty.
-Scenario was challenging, but I undoubtedly did not play optimally. The objectives were clear. However the scenario briefing led me to expect more than just the 2 Polish air, 1 of which was destroyed on turn 1.
Visual: The heavy forest at (10,3), (23,11), (11,7) and (14,10) have some tiling issues causing an edge or two to look cut-off.
Scenario 2: Danzig Corridor
-Upgraded the two Pz1 to Pz38(t) hopefully making these useful. Bought a transport for one of the original Wmcht inf. Am promised more Polish air resistance since I failed to take all the objectives in the previous scenario. Damn – I don't get to keep the Bf110. Turns out the air force is a two units strong. With only a Bf109E and 2 Ju87 on my side, they are still no threat.
-Found this scenario to be much easier than the first. In the north, the aux troops held out on the bridges near Danzig until my main force worked its way from the west. Danzig fell without much challenge. Most of the objectives south can be ignored, but I found myself in a tricky situation near the southernmost bridge objective holding out in Koronowo with a Pz38(t) against the unexpected Maciej 7TP and an AT unit. I may not have sent enough forces south, but the 7TP retreats and doesn't press the attack. It's probably a mistake as my only support close at hand is a single inf 2 hexes away and the AI has a temporary numerical advantage.
-I win a Decisive Victory on turn 7.
-It seems the rest of the map south has no use except to surprise the player with the 7TP. (Later I see that there is a Danzig South scenario as well.)
-By contrast to scenario 1 this was not challenging enough.
Scenario 3: Lodz
-I got one elite troop at the end of the last scenario: Upgrades: upgraded one towed arty to Sturmpanzer 1 and bought a Bf110. I still had a lot more core slots open but I didn't need them.
-I never really felt the aux units were in danger. None of them were destroyed by DV on turn 12.
-I sent about 2/3 of my force east from the starting area and met up with the aux units. I sent the other 1/3 including the two Pz38 north and around the back side of Lodz.
-After mopping up the units that came south I flanked Lodz and took it from the north. I completely ignored the two strong points and they never fired on any adjacent units.
-This scenario was not too challenging, but not as easy as the second. I thought that the fortified positions should have attacked, though.
-Near the end of the scenario a bunch of Polish units showed up near the top most city, but only one came south to bother me.
-At end of the scenario I was awarded another special infantry unit. No awards or heroes yet, though.
-I got one elite troop at the end of the last scenario: Upgrades: upgraded one towed arty to Sturmpanzer 1 and bought a Bf110. I still had a lot more core slots open but I didn't need them.
-I never really felt the aux units were in danger. None of them were destroyed by DV on turn 12.
-I sent about 2/3 of my force east from the starting area and met up with the aux units. I sent the other 1/3 including the two Pz38 north and around the back side of Lodz.
-After mopping up the units that came south I flanked Lodz and took it from the north. I completely ignored the two strong points and they never fired on any adjacent units.
-This scenario was not too challenging, but not as easy as the second. I thought that the fortified positions should have attacked, though.
-Near the end of the scenario a bunch of Polish units showed up near the top most city, but only one came south to bother me.
-At end of the scenario I was awarded another special infantry unit. No awards or heroes yet, though.
Scenario 4: Piatek
-So far the most fun scenario. Had to shift my defenses back and forth to keep from being overrun.
-I decided to buy a 3rd sturmpanzer, which turned out to be the right choice as they were constantly shifted around. Their mobility was essential.
-Lost a Pz38(t) to a lucky hit by the AI in a Renault tank (-6 in one hit)
That's luck, sometimes. Didn't lose anything else.
-The polish managed to capture an objective hex 3 times but never held any, so DV at turn 20.
-4 times an AI tank walked into an ambush by trying to move onto an objective hex from beyond visual range. The AI maybe should have assumed I'd have a unit sitting there. That and my 2 Stukas made sure the enemy tanks were ineffective. More effective by far was Polish cavalry.
-So far the most fun scenario. Had to shift my defenses back and forth to keep from being overrun.
-I decided to buy a 3rd sturmpanzer, which turned out to be the right choice as they were constantly shifted around. Their mobility was essential.
-Lost a Pz38(t) to a lucky hit by the AI in a Renault tank (-6 in one hit)
-The polish managed to capture an objective hex 3 times but never held any, so DV at turn 20.
-4 times an AI tank walked into an ambush by trying to move onto an objective hex from beyond visual range. The AI maybe should have assumed I'd have a unit sitting there. That and my 2 Stukas made sure the enemy tanks were ineffective. More effective by far was Polish cavalry.
Scenario 5: Kampinsoka Forest.
-Bought a replacement Pz38. That's it.
-Objectives: fairly straightforward - kill all the trains. They don't move though. For some reason I thought at first that I'd have to intercept moving trains. Pushing forward while trying to intercept as many trains as possible would have been fun, but I'm not sure that's possible to script.
-As already mentioned this is one that could use a little beefing up on the Polish side.
-Bought a replacement Pz38. That's it.
-Objectives: fairly straightforward - kill all the trains. They don't move though. For some reason I thought at first that I'd have to intercept moving trains. Pushing forward while trying to intercept as many trains as possible would have been fun, but I'm not sure that's possible to script.
-As already mentioned this is one that could use a little beefing up on the Polish side.
In the future, it would be excellent to have more train orientated missions, but escort and interception, but for the moment, no, the scripting is not yet possible.Xitax wrote:Scenario 5: Kampinsoka Forest.
-Bought a replacement Pz38. That's it.
-Objectives: fairly straightforward - kill all the trains. They don't move though. For some reason I thought at first that I'd have to intercept moving trains. Pushing forward while trying to intercept as many trains as possible would have been fun, but I'm not sure that's possible to script.
-As already mentioned this is one that could use a little beefing up on the Polish side.
As for difficulty, I've been pretty much convinced it needs to be harder, so it will be done. Still, doesn't hurt to hear everyone say it, that just reinforces the fact it needs to be done without question.
Scenario 6: Modlin
-Bought a 3rd Pz38 and replaced my dead recon.
-I nearly failed this mission but only squeaked by at turn 17. Some Polish unit had captured Ciechanow after my force had captured it and moved on. I had to return and capture it at the end as Modlin was a nut to crack. By that time, Ciechanow had been reinforced with an arty, three AT, and 2 inf. Whew...
-I like this scenario. The "death" train and the strong point provide some real danger, but you have to choose to frontally assault or try to go around to the east. I had 3 Sturmpanzers, so I chose to duke it out artillery style. It took about 6 turns to take the city and two forts.
-While my own AT unit sits idle 95% of the time, enemy AT units are effective delay units as you can't just charge the positions they hold. Artillery is essential.
-Even though I have 3 Pz38, this is obviously not yet a war for armor. Their only effectiveness is in mobility.
-Bought a 3rd Pz38 and replaced my dead recon.
-I nearly failed this mission but only squeaked by at turn 17. Some Polish unit had captured Ciechanow after my force had captured it and moved on. I had to return and capture it at the end as Modlin was a nut to crack. By that time, Ciechanow had been reinforced with an arty, three AT, and 2 inf. Whew...
-I like this scenario. The "death" train and the strong point provide some real danger, but you have to choose to frontally assault or try to go around to the east. I had 3 Sturmpanzers, so I chose to duke it out artillery style. It took about 6 turns to take the city and two forts.
-While my own AT unit sits idle 95% of the time, enemy AT units are effective delay units as you can't just charge the positions they hold. Artillery is essential.
-Even though I have 3 Pz38, this is obviously not yet a war for armor. Their only effectiveness is in mobility.
Scenario 7: Warsaw North
-Core is now 3 Pz 38, 1 SdKfz, 1 3.7 Cm Pak, 3 Sturmpanzer, 1 Bf109E, 1 Bf110, 2 Stukas, 2 SE Gebirgsjager, 5 Pionere. No purchases this start.
-DV turn 11. Not much to say about this one.
-Only lost 1 Pz11B (aux). The aux units didn't make much inroad at the south end of Warsaw, but they didn't need to, in the end.
-Graphical: there are a couple of funky tiles: railway at (9,11) doesn't go anywhere, city at (6,5) shows no river overlay.
-Core is now 3 Pz 38, 1 SdKfz, 1 3.7 Cm Pak, 3 Sturmpanzer, 1 Bf109E, 1 Bf110, 2 Stukas, 2 SE Gebirgsjager, 5 Pionere. No purchases this start.
-DV turn 11. Not much to say about this one.
-Only lost 1 Pz11B (aux). The aux units didn't make much inroad at the south end of Warsaw, but they didn't need to, in the end.
-Graphical: there are a couple of funky tiles: railway at (9,11) doesn't go anywhere, city at (6,5) shows no river overlay.
You're right about hex 6,5 and I'll fix it.
However there is no fix for 9,11. There is no such tile in the editor that is a three way rail line that exists the hex at North, NorthWest, and SouthEast. There is another problem with the railroad that exits North, South, NorthEast, and Southwest, and both of these issues have been reported.
However there is no fix for 9,11. There is no such tile in the editor that is a three way rail line that exists the hex at North, NorthWest, and SouthEast. There is another problem with the railroad that exits North, South, NorthEast, and Southwest, and both of these issues have been reported.
Scenario 8: Spoils of War
-Upgraded to beta v.2. before starting this scenario. Won't start over the campaign because if I do I'll never make it to the end.
-Scenario was much more challenging as I had to replace 4 lost core units as it progressed, but generous in terms of time. At the end it was a net loss as I had 1200 -> 400 prestige right before DV on turn 19.
-I like this scenario. It's neat to play against the Russians with early equipment. It was harder than I thought and I was not as prepared to change strategy to handle a different kind of enemy.
Graphics: small rivers at (4,10) and (4,11) look odd as they weren't there in the previous scenario. They also don't intersect with the Vistula. Additionally in both Warsaw and Brest sometimes road or railroad overlay the city, which is something I haven't seen before. I'm not sure it was intended.
-Went back to look at Warsaw north/south and saw that the city at (18,27) is missing the Vistula.
-Upgraded to beta v.2. before starting this scenario. Won't start over the campaign because if I do I'll never make it to the end.
-Scenario was much more challenging as I had to replace 4 lost core units as it progressed, but generous in terms of time. At the end it was a net loss as I had 1200 -> 400 prestige right before DV on turn 19.
-I like this scenario. It's neat to play against the Russians with early equipment. It was harder than I thought and I was not as prepared to change strategy to handle a different kind of enemy.
Graphics: small rivers at (4,10) and (4,11) look odd as they weren't there in the previous scenario. They also don't intersect with the Vistula. Additionally in both Warsaw and Brest sometimes road or railroad overlay the city, which is something I haven't seen before. I'm not sure it was intended.
-Went back to look at Warsaw north/south and saw that the city at (18,27) is missing the Vistula.
Scenario 9: beta 2: Oslo
-Upgraded the AT to Panzerjager; it'll become quite useful here against the emplaced guns this scenario. Was awarded an SE PzIII, hooray!
-KMS Blucher (neigh!) was not too hard to save provided you are aggressive against the guns.
-By comparison to 'Spoils of War', not too difficult. DV turn 11.
-This scenario was pretty fun, but I never really felt like the ship was in any real danger after turn 2.
-Upgraded the AT to Panzerjager; it'll become quite useful here against the emplaced guns this scenario. Was awarded an SE PzIII, hooray!
-KMS Blucher (neigh!) was not too hard to save provided you are aggressive against the guns.
-By comparison to 'Spoils of War', not too difficult. DV turn 11.
-This scenario was pretty fun, but I never really felt like the ship was in any real danger after turn 2.
Scenario 10: Lillehammer
-Received a second SE Pz III.
-This was an interesting scenario. You have to divide your forces and also deal with the snow for the first time. I sent a little more than half my force east, but I should have put 2/3 there. The bottleneck just south of Vigrom on the west side on the road was a pain.
-Interestingly the British were the challenge here. We met a Hurricane for the first time and we were impressed. Norwegian inf were pushovers but not so much the British expeditionary force.
-DV turn 12
-Graphical: cities at (16,6), (11,9), (7,14), and (14,16) have railway or road overlayed on the city hex. I was under the impression that cities automatically had road and rail without showing any graphical overlay.
Scenario 11: Narvik.
-1 more core slot and I bought another Bf109E. Once again it was the right guess. The Spitfire and the Hurricane made it clear that German air superiority was not to be taken for granted any more.
-I think the British navy consists of about 100 destroyers... or so it might seem. My destroyers were all killed in the first 4 turns, but didn't accomplish their mission, which was to find and sink that sub. So in the end I lost all my ships - the British sub harried them to the end, but at least I got the aircraft carrier; sunk by a Stuka of all things.
-DV turn 13 with only a few enemy ships left on the board: two large ships, a destroyer, and that damn sub.
-This scenario looked much easier than it was. What surprised me here was the ability of destroyers to slow my progress east by land significantly.
-It seems odd that the AI gets a turn after I capture all the victory hexes - is that by design just in case it's able to recapture?
-Two other general comments:
-After playing for long enough (at least according to me
) I'm beginning to think that the idea of not being able to capture a hex with any unit to be bad and un-KISS. It's certainly unintuitive, and unless you know I think it's not adequately presented in a good way to the player. I don't think that nixing that rule would upset the balance of the game and I think it would streamline the ruleset.
-I think something needs to be done to make using rail or air transport a more viable option. In my opinion the thing that's holding it back is the fact it takes at about 4 turns for a unit to move from one embark point to the other. 1 - move unit to embark point. 2 - load on transport and move towards goal. 3 - finish moving towards disembark location. 4 - disembark. 5 - Ready to go. In most cases I could simply move with a truck and use less time, unless I had no other choice, I suppose. Maybe if embarking or disembarking took less than a whole turn? I don't know. I can embark and move the plane, but it takes up my whole turn to disembark. Perhaps somebody has a better idea. All I know is that I don't find it useful.
-Received a second SE Pz III.
-This was an interesting scenario. You have to divide your forces and also deal with the snow for the first time. I sent a little more than half my force east, but I should have put 2/3 there. The bottleneck just south of Vigrom on the west side on the road was a pain.
-Interestingly the British were the challenge here. We met a Hurricane for the first time and we were impressed. Norwegian inf were pushovers but not so much the British expeditionary force.
-DV turn 12
-Graphical: cities at (16,6), (11,9), (7,14), and (14,16) have railway or road overlayed on the city hex. I was under the impression that cities automatically had road and rail without showing any graphical overlay.
Scenario 11: Narvik.
-1 more core slot and I bought another Bf109E. Once again it was the right guess. The Spitfire and the Hurricane made it clear that German air superiority was not to be taken for granted any more.
-I think the British navy consists of about 100 destroyers... or so it might seem. My destroyers were all killed in the first 4 turns, but didn't accomplish their mission, which was to find and sink that sub. So in the end I lost all my ships - the British sub harried them to the end, but at least I got the aircraft carrier; sunk by a Stuka of all things.
-DV turn 13 with only a few enemy ships left on the board: two large ships, a destroyer, and that damn sub.
-This scenario looked much easier than it was. What surprised me here was the ability of destroyers to slow my progress east by land significantly.
-It seems odd that the AI gets a turn after I capture all the victory hexes - is that by design just in case it's able to recapture?
-Two other general comments:
-After playing for long enough (at least according to me
-I think something needs to be done to make using rail or air transport a more viable option. In my opinion the thing that's holding it back is the fact it takes at about 4 turns for a unit to move from one embark point to the other. 1 - move unit to embark point. 2 - load on transport and move towards goal. 3 - finish moving towards disembark location. 4 - disembark. 5 - Ready to go. In most cases I could simply move with a truck and use less time, unless I had no other choice, I suppose. Maybe if embarking or disembarking took less than a whole turn? I don't know. I can embark and move the plane, but it takes up my whole turn to disembark. Perhaps somebody has a better idea. All I know is that I don't find it useful.
Campaign '40
Scenario 1: Ebin-Emael
-Bought a bridging unit, hopefully will allow me to flank the emplacements near the south end of the map. This worked reasonably well.
-Wasn't paying attention and only got a MV on turn 15. I probably could have won it if I had been watching my time better.
Graphical: Maastricht (13,4) is missing the river overlay.
Scenario 1: Ebin-Emael
-Bought a bridging unit, hopefully will allow me to flank the emplacements near the south end of the map. This worked reasonably well.
-Wasn't paying attention and only got a MV on turn 15. I probably could have won it if I had been watching my time better.
Graphical: Maastricht (13,4) is missing the river overlay.
Scenario 2: Albert Canal
-This one was tough on my prestige. I didn't feel I had time for a careful approach, so I lost at least 6 units to surprise counterattacks from the fog. After making halfway to the goal the capability of the enemy to make an effective counterattack was over.
- The aux AA units don't seem all that useful since this scenario requires a lot of movement. I just parked them.
- Ehh. Getting tired - not too much to say about this one.
-This one was tough on my prestige. I didn't feel I had time for a careful approach, so I lost at least 6 units to surprise counterattacks from the fog. After making halfway to the goal the capability of the enemy to make an effective counterattack was over.
- The aux AA units don't seem all that useful since this scenario requires a lot of movement. I just parked them.
- Ehh. Getting tired - not too much to say about this one.
Scenario 3: The Hague
-Ended with 500 prestige. I didn't have time to capture the flagged hexes in the NE, DV turn 18 (last turn). I only had exactly 4 aux units at that time.
-Lost a SE PanzerIII to an unlucky AT counterattack
, but that's all.
-I restarted this scenario twice because I got hosed near Schoonhoven at the river crossing and the British counterattack there was tough. I don't think keeping all three airfields is possible. The northern one is overwhelmed quickly and there's no chance of keeping it, even if I move my airforce there to help. The southernmost one probably cannot be held unless you manage to break through past Rotterdam very quickly, which I did not. I held the center airfield and drew away one parachute inf from the south to help defend it.
-I see that in some cases cities have river overlays shown and sometimes not. Is there any difference gameplay wise?
-Ended with 500 prestige. I didn't have time to capture the flagged hexes in the NE, DV turn 18 (last turn). I only had exactly 4 aux units at that time.
-Lost a SE PanzerIII to an unlucky AT counterattack
-I restarted this scenario twice because I got hosed near Schoonhoven at the river crossing and the British counterattack there was tough. I don't think keeping all three airfields is possible. The northern one is overwhelmed quickly and there's no chance of keeping it, even if I move my airforce there to help. The southernmost one probably cannot be held unless you manage to break through past Rotterdam very quickly, which I did not. I held the center airfield and drew away one parachute inf from the south to help defend it.
-I see that in some cases cities have river overlays shown and sometimes not. Is there any difference gameplay wise?
!
I see; also, is it possible to see what the terrain modifiers are in game? (I actually broke out the manual at this point for the first time. I didn't see anything specifically listed to show terrain modifiers to combat, but maybe ctrl-click tells me something. I haven't used it yet).
Scenario 4: Sedan
-Found the bonus French tank, no problem. I had too many units trying to cross at Sedan, so a few went south anyway just to stay busy. If you really wanted to be evil, you could have put the tank in Charleville-Mezieres. Maybe that's too evil, though! And less plausible, too; more likely to capture a tank in out-of-the-way places.
-Ended with 500 prestige again, but mid-game I ran into prestige trouble just as the 5 Allied tanks were counter-attacking on the west side of Sedan. That delay nearly cost me the scenario. I had to try to take the last 3 victory hexes ON THE LAST TURN. Not advisable, for a good time... Anyway, 18 turns is a challenge.
-I'm offered the choice to continue fighting the British or the French. It's not clear if this is a split path or if one of the two is a sideline, similar to 'spoils of war.' The way it's worded it sounds like a split.
-Graphics: Just noticed a tile mismatch (road) between (5,15) and (5,16).
Scenario 4: Sedan
-Found the bonus French tank, no problem. I had too many units trying to cross at Sedan, so a few went south anyway just to stay busy. If you really wanted to be evil, you could have put the tank in Charleville-Mezieres. Maybe that's too evil, though! And less plausible, too; more likely to capture a tank in out-of-the-way places.
-Ended with 500 prestige again, but mid-game I ran into prestige trouble just as the 5 Allied tanks were counter-attacking on the west side of Sedan. That delay nearly cost me the scenario. I had to try to take the last 3 victory hexes ON THE LAST TURN. Not advisable, for a good time... Anyway, 18 turns is a challenge.
-I'm offered the choice to continue fighting the British or the French. It's not clear if this is a split path or if one of the two is a sideline, similar to 'spoils of war.' The way it's worded it sounds like a split.
-Graphics: Just noticed a tile mismatch (road) between (5,15) and (5,16).


