dshaw's 1940 DLC beta thread

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OmegaMan1
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dshaw's 1940 DLC beta thread

Post by OmegaMan1 »

I'm starting the 1940 campaign with the 2nd beta release. This is a new campaign (I'm not bringing over the core from my previous campaign). Colonel difficulty. No issues with download/installation/first run of program.

Finished Eben Emael; MV in 15 on my first try (1 casualty - aux recon), DV in 14 on my 2nd attempt (1 casualty - core Panzer).

This is a nice start to the 1940 campaign! Cracking the EE fortresses, then dividing up the troops in just the right numbers to reach Maastricht and Liege was a real challenge. In my first attempt I captured all of the objectives save Liege, although I was at the city when the scenario ended. On my second try, I got enough firepower to Liege in time to take it in time for the DV. I liked how the AI put up a good fight (with only one minor "glitch," see below) and took advantage of my when my units were weak. This map really makes you plan ahead; it really does come down to the final turns to see if you're going to get the DV.

Issues:
1. During the early turns of both games, the attack portion of the audio for several units was silent. It was random -- one turn a unit might make its attack sound fine, then on the next turn it failed to make any noise. This happened to both the Allied and German units. It seemed to happen in the area of Eben Emael, and only in the early turns (once my units left the area, it didn't seem to happen again).

2. In both games, the Allied infantry unit left Bassenge (7,13) and attempted to (both times) attack an adjacent German artillery unit. Both times the Allied infantry was destroyed, although in my second game the AI managed to move another infantry unit into Bassenge before my units could get in.

3. It seemed that the red "danger dots" that appear for air units were somewhat off -- namely, the red dots would go up to, and over, friendly airfields. The airfields were within range of the air unit selected -- in every case, I was able to move the aircraft to the airfield and it was fine next turn (it didn't crash). Shouldn't the red dots only appear on spaces where an aircraft will crash if moved to?

On to the Albert Canal!
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Post by AgentX »

I had the same sound issue that you have listed in #1. Occasionally, my tank wouldn't have sound with the muzzle flash animation when attacking. It also happened occasionally when attacking an AT and the enemy AT's attack animation wouldn't have sound. Once I got deeper into the scenario, the sound issue stopped. At first, I thought it was because I was continuing a campaign from the earlier version and since updated to Version 2. However, you seem to have had the same sound issue and you've started a new campaign after the update.
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OmegaMan1
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Post by OmegaMan1 »

Finished Albert Canal. DV in 21 turns. No medals/heroes. One unit lost -- paratroops (core).

WOW. Let me say this up front: Albert Canal is a difficult scenario. (Once again the "omniscient" commander is a bit off in his briefing LOL.) First, the map is tough because the canal bisects the playing field into two distinct sections, so a good balance of force on both sides is necessary. Then, there's the AI. If there were doubts before about how aggressive the AI is, this scenario (and perhaps the new build) goes a long way to remove them. The AI made multiple attacks that left my forces pushed to the limit with casualties. And it never left any cities or defensive positions unguarded. Once again, the scenario went down to the wire; I was fairly certain I'd either have to restart the scenario or accept a MV, but in the last two turns I was able (with help of a few favorable RNG results) to pull off a DV.

This scenario had me on the edge of my seat. I think this is the first time in the DLC campaign that I've felt pressure about winning -- namely, it was hardly a "sure thing" that I'd pull off the DV. This reminded me of the best of the PG scenarios of old: a competant (even aggressive) AI, limited resources, a tight time frame and a challenging map. If this is how things are going to be in the 1940 campaign (after all, this is only the second scenario), I'm in for a challenging time.

No real issues to report here. Only (admittedly minor) nitpick is, as I've mentioned previously, it would be nice to have city tiles that have rivers in them to better fit with the flow of the graphics. Otherwise, this scenario is very tight.

On to the Hague!
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Post by OmegaMan1 »

The Hague. DV in 16 turns. 6 medals, no heroes. Two losses - 2 paratroops (both aux). Received 1st elite unit (infantry).

A "rescue the auxliary forces" objective scenario, much like Narvik... except here the opposing forces are much more potent than in Norway. I didn't have too much trouble keeping the bulk of the aux forces alive, although my two losses were both of the airborne units at the airfield VP hex in the north. Once again, a nice challenge... tight timeframe, good AI balance of aggression and defense, and plenty of close calls where I thought I was going to lose a few of my core forces. It was nice getting the first elite unit too.

It does seem that experience accummulates faster in this campaign (or is it the build?). Two units -- a panzer and a Ju-87 -- are already up to 13-strength status. Not complaining mind you, as I'm sure I'll need that extra experience soon.

Sedan up next.
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Post by Longasc »

I also really liked Albert Canal and The Hague.
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Post by OmegaMan1 »

Sedan. DV in 18 turns. 6 medals, 1 hero. Two losses - 1 bruckepioniere, 1 panzer (both core).

Another good scenario. I liked how the Meuse River crossings were handled, as well as the flexibility of where to land the troops behind Sedan. I think this scenario shows good research into the actual battle, which was a very close affair. And again, the game went down to the last turn. I'm liking that a lot.

Only negative in this scenario is that the French seemed a bit passive at times -- especially the forces on the west bank of the Meuse, near the airfield (I forgot to note the hex number, sorry). I was able to pull my forces right up to them and blast away until the area was cleared. In other areas, the French were a little more active, particularly to the south of Sedan on the east bank of the Meuse. And the two or three French tanks that appear in the southwest region of the map were a shock -- hence how I lost one of my panzers and a pioniere unit. So I guess the French are actually pretty decent on defense; just a few units seem to be frozen in place.

I decided to continue my war with the French when offered the campaign choice at the end of the scenario, so it's off to Stonne.
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Post by OmegaMan1 »

I also really liked Albert Canal and The Hague.
I enjoyed them as well. In fact, I have enjoyed all of the 1940 scenarios thus far. But then I also enjoyed all the 1939 scenarios... I see a pattern developing LOL.
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Post by Longasc »

I don't know if the weird passive behaviour in some scenarios is really fixed by now. Without that the 1939 GC would indeed be a lot better.
We are criticizing the campaigns on a fairly high quality level and among the good scenarios I found these two to be particularly outstanding.
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Post by OmegaMan1 »

Stonne. DV in 19 turns. 5 medals, 1 hero. Four losses: 1 infantry, 2 jagers, 1 recon (all core units - ugh).

As you can see from my casualty list, I had a rough time with this scenario LOL. Most of that was my fault -- moving units too far ahead unsupported, and thus getting hit by the French heavy tanks. Also had a couple units lost because they had no place to retreat when attacked. This map is pretty tight for space, so the need to keep the offensive going while keeping a good balance of forward units is paramount. I'd certainly do a lot of things differently if/when I replay this scenario, but figured in the interest of time I'd plunge ahead with all my new "green" forces.

One anamoly I noticed: while the AI did a good job of balancing an offensive while maintaining garrisons at necessary points, the final two VP hexes (Buzancy and Beleville) were wide open when my forces arrived. In fact, there were a few French units nearby both cities, but never entered either hex -- it was almost as if the French were treating both as open cities LOL! I was able to move forces into both locales without resistance... an anticlimatic end to an otherwise engaging scenario.

Next up: catch that Giraud!
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Post by OmegaMan1 »

Wassingy. DV in 16 turns. 1 medal, 1 hero. Three losses: paratroop, panzer, infantry (all core).

Yikes! This scenario certainly is a shocker LOL. Capturing Giraud's HQ unleashes a storm of French reinforcements... which I was woefully unprepared for! In my first attempt at this scenario, I managed to get Giraud to the objective hex, but in the process I lost eight units. With about a third of my forces gone I had no choice but to restart the mission. This time I didn't go for all the objectives on the map (as I did in my first attempt), but instead made a direct assault to the road checkpoint and then on to Wassigny. Along the way I left "strongpoints" of forces that would enable me to safely get Giraud off the map. The second play-through went much better -- I still lost three units, but that was a far better result than my first attempt.

I really enjoyed this scenario... the initial shock of seeing all the French forces show up is great. Again, each scenario seems to bring its own unique twist to the game.

Only two issues (these occurred both times I played the scenario):
1. The French fighter (pre-Giraud) seems to attack once, then retreats (when damaged) to the airfield at 14,6 and then doesn't move or attack again. I flew a bomber right next to it (it was at 8 strength points) and it neither moved or attacked. It remained stationary until I shot it down.
2. The AT unit at the road checkpoint (14,13) left the hex to attack adjacent enemy units.

On to the Channel!
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Post by Longasc »

dshaw62197 wrote:1. The French fighter (pre-Giraud) seems to attack once, then retreats (when damaged) to the airfield at 14,6 and then doesn't move or attack again. I flew a bomber right next to it (it was at 8 strength points) and it neither moved or attacked. It remained stationary until I shot it down.
I noticed similar odd behaviour from bombers and fighters alike in some scenarios.

As if some "repair fighter before attacking again" -> "no Prestige / other units have priority" -> result "do nothing" thing is going on.

In some scenarios fighters also seem to be tied to a certain bomber. I.e. they always follow it as escort.
What happens if such a fighter loses its bomber? Maybe this?
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Post by OmegaMan1 »

Amiens. DV in 24 turns. 1 medal, 2 heroes. Two losses: Panzer, Gabrigsjager (both core)

Another straightforward mission with no side-quests. This offered a nice respite after the frantic nature of the previous scenario. I received my second elite unit (jager) for this mission, and promptly got it destroyed. :(

While the mission as a whole was fine, the AI pulled another "abandon the city and attack a nearby unit" stunt. However, this time was a bit of a letdown. It was turn 23, and I had assembled my forces for a final assault on the two Rouen objective hexes (7,12 & 6,14). All was in the ready, but then the AI pulled both infantry units out of each objective hex and attacked my nearby forces. Both units were crippled, which let me easily destroy both on the final turn and take both hexes. It was an anticlimatic way to end the scenario, to say the least!

I couldn't resist the chance to go after the BEF at Dunkirk, so I accepted that as my next mission.
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Post by OmegaMan1 »

Dunkirk. DV in 11 turns. 2 medals, 2 heroes. No losses.

This map was a lot of fun. I enjoyed the cat-and-mouse nature of finding as many transports and troop trains as possible. The balance of forces felt about right -- a smaller German naval force against the larger Royal Navy, and the Luftwaffe's level bombers vs. the small but fiesty RAF force. (Those two RAF fighters were very tough opponents; I was never able to destroy either one, but had to settle for damaging both several times!) I liked how the British had a strong defensive perimeter, but that it was still necessary to take airfields as close to Dunkirk as possible so as to keep the planes flying against their targets. Also enjoyed getting the 20-strength coastal artillery.

One thing: this scenario cries out for some sort of scenario-specific casualty count so you can keep track of how many trains/ships are sunk! I tried to keep count myself but failed miserably LOL. I think such a reference would be a great way to help players guage how much more they have to accomplish in order to achieve a DV.

One AI suicide move: the infantry unit at Hondschoote (20,13).

Marching onwards to Reims next.
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Post by OmegaMan1 »

What happens if such a fighter loses its bomber? Maybe this?
Interesting observation, longasc. I hadn't noticed that myself. I'll keep an eye out for that kind of behavior when I play the scenario again.
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Post by OmegaMan1 »

Reims. DV in 20 turns. 0 medals, 4 heroes. Two losses: 1 recon, 1 elite infantry (both core).

Heh... for a nearly "beaten" enemy the French put up a fantastic counterattack this turn. I was involved in a huge slugfest with the French just south of Rethel. The AI's performance on the attack was commendable: it didn't just hurl troops at my forces, it balanced artillery, tank and infantry attacks for the most damage possible. I was able to fend off the worst of the Allied attack by carefully positioning my artillery behind my defending forces, but even here the AI used great caution in not attacking unless it could either get in a preliminary bombardment or use armored units. I even lost my precious elite infantry squad... but with only two more scenarios to go I decided to bite the bullet and accept the loss. (When the whole war is available as DLC campaigns and these units need to last until 1945, I'm sure I'll think differently LOL!) All in all, one of the best AI performances I've seen yet in PzC.

The AI did have two hiccups: first, it made a single "suicide lunge" attack from one of the Reims hexes (11,23); and second, the VP city of Mourmelon-le-Grand (16,27) was left wide open for my troops to march into unopposed. Otherwise the AI performed very well in both its offensive and defensive tasks.

Oh, and the big battle around Rethel netted me three out of the four heroes I earned in this mission, my biggest haul yet. 8)

Now heading south to Dijon.
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Post by OmegaMan1 »

Dijon. MV in 18 turns. 0 medals, 1 hero. One loss: 1 paratroop (core).

A pretty straightforward "beat the clock" scenario. I was unable to reach the southernmost VP city (Bourg-en-Bresse); the last turn ended with my units just outside the city. I decided to settle for the MV since, with only one scenario left, I figured that not getting the extra prestige wouldn't be a terrible thing. (As I've said before, when the 1941 campaign becomes available, I'd reconsider that choice.) I received my first "captured" unit, the Char B1. I think this is an excellent addition to the game... it harkens back to PG3, when capturing out-of-the-way towns led to "bonus" awards. Also, I was a bit disappointed -- the commander's cryptic warning not to disturb Switzerland led me to think I could start some trouble with the Swiss. Alas, they maintained their strict neutrality, despite my forces standing on the border and making provocative gestures. (A nice challenge in a future campaign would be to allow the player to explore a German attack on Switzerland, as outlined in the planned but never carried out "Operation Tannenbaum.")

One last scenario to go... time to crack the Maginot Line.
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Post by Longasc »

dshaw62197 wrote:second, the VP city of Mourmelon-le-Grand (16,27) was left wide open for my troops to march into unopposed
Don't think there is anything scenario specific about suicide charges out of the city (they happen on FM more than on Colonel imo) but I can second you observation that Mourmelon was left totally undefended. I noticed that as well.
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Post by Kerensky »

Unlike the current campaign where every city on every single map is a struggle to the death against multiple well entrenched units, sometimes it's possible to find undefended objectives in the DLC campaign. I bet if you advanced slower, you would have found a defender waiting for you.

Working as intended.
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Post by OmegaMan1 »

Working as intended.
Glad to hear that, Kerensky. Like I mentioned above, it is a bit of disappointment (at least for me) when arriving at the final objective and finding it empty. Then again, perhaps it would be wise not to look a gift horse in the mouth. 8)
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Post by OmegaMan1 »

Maginot Line. DV in 13 turns. 4 medals, 0 heroes. Two losses: 1 infantry, 1 panzer (both core).

This was an entertaining scenario. I enjoyed the fortress-busting action (particularly the use of the rail gun artillery). Not too difficult, but the map does require some planning as far as making sure proper unit balance is maintained. I will say those 15-strength long-range French guns can be absolute killers. All in all, a nice conclusion to the 1940 campaign.

Only one oddity: when the final briefing was over, I was taken back to the briefing of the first mission (Eben Emael), and all of my experienced units were available for use. Is this intended? Or only something temporary until the 1941 campaign is released?

I'll give some thought to the campaign as a whole and make a few general comments in my next post.
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