PzC Axis Slovakia

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AugustinMalar
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PzC Axis Slovakia

Post by AugustinMalar »

Greetings,

Here's a preview of my upcoming campaign "PzC Axis Slovakia". :)

http://www.sendspace.com/file/o05o6w

Please load the mod into the Generic Mod Enabler (GME)

3 scenarios:

1.

2. THE INVASION OF POLAND
http://www.youtube.com/watch?v=VrwWakPLKgw
3. THE MOLOTOV LINE
http://www.youtube.com/watch?v=zhgWIDtJZGw
4. THE BATTLE OF LIPOVEC
http://www.youtube.com/watch?v=Xh6dMKaU0pU

More to come...

1st scenario " THE BORDER WAR WITH HUNGARY" is yet to be made. Not enough Hungarian icons for the game. Anyone interested to make Hungarian icons ? :wink:

I will try to keep this Slovak campaign as historical as possible.

Please try these 3 scenarios as I want to know if there's an interest for campaigns about Minor Axis nations.

Any kind of comments, feedbacks to improve the scenarios would be appreciated. :)
I'm still learning... :wink:

A big thank you to VPaulus, bebro, rezaf for the Slovak icons and nikivdd for his help. :D
VPaulus
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Re: PzC Axis Slovakia

Post by VPaulus »

Thanks, Augustin.
Nice work.
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Re: PzC Axis Slovakia

Post by nikivdd »

First of all it was a honor and privilege to be of assistance :)

Now for the campaign itself.
I was pleasantly surprised by the different mix of units, even the horsetransports were a nice change. I must admit, that at first, i wasn't sure if i would make a DV because most infantry units didn't have a transport. But it quickly seemed that you had covered that, or even calculated that a DV within the given time should be possible. I do have the impression that before you threw this three scenario campaign at the "lions", you took your time to test it thoroughly yourself.
I did lose a couple of auxiliaries caused by polish surprise attacks. I don't like units to watch and do nothing but here it was definitely not the case.
Perhaps you don't know that the AI likes to withdraw damaged air units and doesn't use them again before fully recovered. Also, when i took the polish airfield, they remained dead in the sky. A second polish airfield, even in a corner, could remedy that. I might have lost more units if they would have remained active till the end. The balance feels right, prestige also. Moving to the second scenario, i bought another artillery unit. I was glad to have a scout car, those forts are really nasty buggers. I felt like not having enough units under my command but somehow i managed to take everything, losing a few auxiliaries underway. The victory hex at the left of the map might have been even more difficult to take, if that 8 str inf unit would attack before i took the city hex, and not after. The only thing i missed in the first and second scenario is a tank vs tank battle. Ofcourse i don't know if you went for very historical or if you gave yourself some latitude when placing the units but still i missed enemy tanks. It is very interesting that it is possible to purchase an armored train but without a rail hex to deploy, ofcourse it is no sense to purchase. The second scenario felt right to me again, balance and prestige wise. In the second scenario i also had a portion of luck because 2 of my infantry units finished with 1 strength only.
The third mission was an answer to my prayers...tanks! This mission felt like a blitzkrieg mission which i finished in 13 turns. The upper and lower right corner objectives were taken with a scout car. Perhaps a defender could be placed.
On the other hand, perhaps not because those victory hexes are in the corner of the map. Out of experience, players like to take objectives that can be encircled and thus attacked from several directions. Overal for the third mission, it's the easiest one. The slowak fighter is no match for the I-16 due to its fuel range and strength, I couldn't use it in action because of those limitations. I bought a bomber here and i was lucky it survived but i could only use it in 3 turns altogether.
The same remark goes here about the only airfield for the russians. When i took it, the same happened. The russian fighters went on strike.
Another hint to make it more challenging. Give the player more core units and less auxiliaries. Generally a player considers a core unit more precious than the expendable auxiliary. I use my auxiliaries more like kamikaze units or throw them as a bone to the enemy . I would never do that with my core units on purpose.

Than i have two general remarks. One, a lot of units had no movement sound. I did load it into GME but didn't place it anywhere. Second, perhaps you could compile a small list of the slovak classification of the units into english. I have the luck to understand several, because it is rather similar to polish.

Augustin, i'm your first fan ;). Playing an axis minor can be as interesting as playing one of "the big four" and you have proven that. You consider yourself a beginner, but when i look at the scenario's, you are definitely way passed that phase.
Thank you for your Axis Slovakia mod and i strongly encourage you to continu this. Ďakujem.
https://www.facebook.com/NikivddPanzerCorps
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
VPaulus
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Re: PzC Axis Slovakia

Post by VPaulus »

nikivdd wrote:
One, a lot of units had no movement sound. I did load it into GME but didn't place it anywhere.
That's because Augustin made the efx entries using RSM Redux mod. As it's now you need RSM Redux sounds.
I''m adapting it to RSM, but I offered him the possibility of creating a reduced version with only the units he uses in the campaign, to be incorporated in this mod.
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Re: PzC Axis Slovakia

Post by nikivdd »

VPaulus wrote:
nikivdd wrote:
One, a lot of units had no movement sound. I did load it into GME but didn't place it anywhere.
That's because Augustin made the efx entries using RSM Redux mod. As it's now you need RSM Redux sounds.
I''m adapting it to RSM, but I offered him the possibility of creating a reduced version with only the units he uses in the campaign, to be incorporated in this mod.
Thanks Paulo. I'm gonna fire up RSM and play again :).
https://www.facebook.com/NikivddPanzerCorps
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
AugustinMalar
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Re: PzC Axis Slovakia

Post by AugustinMalar »

Sorry ! :oops: Yes you do need RSM Redux sounds.
I haven't created a reduced version because I still don't know which are all the units that I will use for the campaign.

@nikivdd

I always playtest my scenarios many times to see how the AI will react. I have used a Radar unit with a spotting range that can see the whole map. :wink:

1st. scn. I didn't know that the AI likes to withdraw damaged air units and doesn't use them again before fully recovered. I had noticed that they were behaving as cowards but I thought it was because I was winning. :roll: I will remedy that. Thx. :)

2nd scn. I still have problems with that 8 str inf unit on the left. I tried to make this unit go on the attack many times by changing its AI behavior and its location but it still only goes on the attack after you've taken the city. I will try find a way to correct this. It bugs me. :x

As I said ... I tried to stay as historical as possible. If there is no enemy tank in a scenario that's because there were none at all in reality.
Still...I tried to make the scenario as interesting as possible even without such units.

3rd scn. Historically, I don't have enough Soviet units to cover the upper and lower right corner objectives. But I might try to remedy that because overall the 3rd mission has to be the hardest one, and it's not the case for the moment. I was afraid to give to much experience to the Soviets units when i've made the scenario. I will remedy that. In reality, the Slovaks really had a hard time and almost lost that battle.

The slovak fighter is no match for the I-16 due to its fuel range and strength. The Slovaks have discovered it the same way as you did. :lol:
http://www.reocities.com/CapeCanaveral/ ... iplane.htm
Buy a second fighter and try to make traps. :wink: The Slovaks units were constantly strafed. Sadly, the Germans never protected them with their fighter planes.

I will fix the airfield problem with the Soviets too. Thx

Don't worry, I will also give the player more core units and less auxiliaries. I wanted it too, but i'm not able to build the 1st scenario for the moment (not enough Hungarian icons) which is a problem. So I've limited the core units. You should also know that most of the Slovak battles are on on a small scale.

I'm a beginner at PzC but I've made many campaigns for PG2 which is easier with their excellent SuitePG2 editor. I see a lot more possibilities for PzC.
I like the game and I'm sure PzC will improve and get better in the future. My knowledge on Minor Axis Nations is fairly good. I could also make Croatian and Bulgarian campaigns. But alone...It takes and consume a lot of time. If you ever want to work as a team , I will be honored and happy. :)

Nico, Thanks for your excellent feedbacks. :D I hope some other players will also give their comments.

Upcoming scenarios:
- THE MIUS RIVER LINE
- THE BATTLE OF ROSTOV

Please, the game needs Hungarian icons...I can give you a list of the units. :wink:
AugustinMalar
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Re: PzC Axis Slovakia

Post by AugustinMalar »

Need a rail hex to deploy.
Need a small list of the slovak classification of the units into english

I will also fix that. :)
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Re: PzC Axis Slovakia

Post by El_Condoro »

Hi AugustinMalar. I am yet to play your scenarios but I just picked up on your radar unit. With testing you will find the cheat codes invaluable. Press Ctrl-Alt-Shift-c and then type in the code. The codes I use most are endscn 0 to give a DV and "fog of war" which allows you to see all enemy units - this negates the need for a radar unit (although it doesn't show their move, so it might not be exactly what you want). Cheers and happy modding.

viewtopic.php?f=121&t=25990 for the full list of codes
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Re: PzC Axis Slovakia

Post by Uhu »

First of all: congratulations to release the first part of the Slovakia campaign!
My (of course subjective) suggestions and experiences. I have to admit that these are only based on the first scenario. :)

Universal:
- It is very good, that you want to tend to make it historical: as the units, as well the scn-s. Not making fantasy-über-formations, which conquer the world. :) I hope, some what-if scenarios will still be in the campaign.
- The labeling of the units should be English. Maybe a few units, which name are similar to the English word, can be named Slovakish, to add some unique feeling in the campaign (I make that also with the IC 2.0). In today's form, it is hard to see which inf unit is what type.
- Horse transport is not slow a little bit? If a normal inf unit can do 3 hex movement, than I would think that a horse transport could make at least four. But that's only a question.
- It would be good to have a sheet, where the player can see the development/upgrade possibilities of units in the future. That would be good to plan the upgrades. For example, I prefer to buy such tanks, which can be later upgraded for a low price (same tree).
- Maybe the name of the campaign "Axis" will not be later invalid? I mean the Slovak uprising.

Scenario 01:
- Map is very nicely done.
- I like more when the player is "his own". I mean that the main power is our core formation and only a smaller part is aux. In that case the player cannot sacrifice always the aux units for the hard part of the work.
- Nico is right: a second airfield is needed.
- The "Hungarians cold attacked..." word could be left out from the briefing. :) It hangs not with the military situation. Of course the information about the state of the Slovak army is right.
Uhu
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Re: PzC Axis Slovakia

Post by Uhu »

Some new experimences after finishing scn 01 (I'm plaing on Rommel):
- I had heavy casualties two of core inf in the left (they were attacked cold... :) )
- Otherway I could make a DV at the first time, without extreme haste. About 2 turns before the end I could capture everything, so I would say that the scn is a little easy, maybe some triggered counter-attack could be implemented.
Uhu
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Re: PzC Axis Slovakia

Post by Uhu »

Hmm, I don't want to say how to make it - it's your campaign, but if the campaign has the target to be mostly historical, I don't understand the LT vz. 40. It should be have the same values as the LT vz. 38. At least from what I found on the internet. :)
Uhu
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Re: PzC Axis Slovakia

Post by Uhu »

Scenario 02 is extreme hard:
with Rommel it is unable to make a DV, even an MV is not easy if I want to avoid heavy casualities.
Otherway a nice scn. :)
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Re: PzC Axis Slovakia

Post by AugustinMalar »

Uhu wrote:Hmm, I don't want to say how to make it - it's your campaign, but if the campaign has the target to be mostly historical, I don't understand the LT vz. 40. It should be have the same values as the LT vz. 38. At least from what I found on the internet. :)

Hello Uhu,

LT vz.40 :
The Slovak army used two main versions: an undergunned one, whose main turret armament was formed by a single ZB vz.37 machine-gun, and the final type, armed with a 37mm Skoda A 7 gun and a ZB vz. 37 machine-gun in the turret. Both had a hull machine-gun.

The final type was armed with 37mm Skoda A 7 gun, as in the LT vz.38. (The original vehicles were designed to use a 20mm Oerlikon gun and two MGs)
http://ww2drawings.jexiste.fr/Files/1-V ... LTvz40.htm

Lt vz.40 (command original version)
Specifications:
Crew 3
Engine Praga F-4 4cyl water cooled 7180cc 125hp
Performance 54km/hour
Length 4.2m
Width 1.95m
Height 1.8m
Armament 20mm Oerlikon, 2 Maxim MG
Armor 8 - 25mm
Weight 7.2 tons
Range 300km

Lt vz.40 (modified 2nd version)
Specifications:
Crew 3
Engine Praga TNHPS 6cyl water cooled 7750cc 126hp
Performance 47km/hour
Length 4.2m
Width 2.15m
Height 2.16m
Armament 3.7cm Skoda A7, 2 x ZB vz.37 MG
Armor 8 - 25mm
Weight 7.5 tons
Range 200km

Pz.38(t) (Lt vz.38)
Specifications:
Crew 4
Engine Praga TNHPS, 6cyl 7754cc
Speed 42km/hour
Length 4.54m
Width 2.12m
Height 2.35m
Armament 37mm KwK 38(t) 2 x 37(t)MG 37mm
Armor 8 - 25mm
Weight 9.4 tons
Range 250km

But LT-40´s were sent to Ukraine with Slovak forces in summer of 1941 armed still only with machine guns.
https://picasaweb.google.com/lh/photo/4 ... Jy0liipFm0

Uhu, I'm pretty busy right now, I will answer all your comments later on. Thx
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Re: PzC Axis Slovakia

Post by Uhu »

Scn 03:
- Map is very nice designed - again. :)
- The AI put up a hard fight.
- With Rommel I could make only a MV. Maybe with extreme luck and very good knowing of this map, a DV is possible, but I'm not sure.
- The enemy fighters dissapeared after the first attack (heavy damage on the Slovak airplane, but they sustained also some damage) and never came back again. One was staying at the airfield as observed. Otherway it was not bad, because I would have absolutely no chance again them.

Summary of the campaign:
Except the LT vz40 which I consider with this stats as a fantasy-tank (as only the machinegun version was transported to Ukraine - what I found source on the net -, so it should have maximum a soft attack of 2, or 3), the campaign is fun and well designed. Maybe the briefings could be made more communicative, but that is again a subjective opinion. Keep up the good work and continue the campaign! :)
Uhu
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Re: PzC Axis Slovakia

Post by Uhu »

Oh, last remark: I consider the armored train too good unit to be purchasable. Maybe as a single "gift unit", one could be given after a DV to the player, but nothing more.
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Re: PzC Axis Slovakia

Post by El_Condoro »

I am enjoying the Slovak icons very much.
What is the reason for the MV 2 of the 75mm (?) artillery? It makes them very useful.

Scen 2: 12/15 DV. Good fun with a lot of slow units (as they were in reality, I guess). There were some really sneaky AI counter attacks in this one that I liked a lot (my men, otoh, did not!)
Scen 3: MV - I couldn't take Lenko in the south nor get to the cannons. Very tough with the cannons all along the line causing major damage. Very effective and sneaky counter attack by the Polish mountain unit! I think some knowledge of the scenario may be needed to get a DV but I think it is possible - might try again!

On to the final scenario...

Well done, AugustinMalar.
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Re: PzC Axis Slovakia

Post by AugustinMalar »

Uhu wrote:First of all: congratulations to release the first part of the Slovakia campaign!
My (of course subjective) suggestions and experiences. I have to admit that these are only based on the first scenario. :)

Universal:
- It is very good, that you want to tend to make it historical: as the units, as well the scn-s. Not making fantasy-über-formations, which conquer the world. :) I hope, some what-if scenarios will still be in the campaign.
- The labeling of the units should be English. Maybe a few units, which name are similar to the English word, can be named Slovakish, to add some unique feeling in the campaign (I make that also with the IC 2.0). In today's form, it is hard to see which inf unit is what type.
- Horse transport is not slow a little bit? If a normal inf unit can do 3 hex movement, than I would think that a horse transport could make at least four. But that's only a question.
- It would be good to have a sheet, where the player can see the development/upgrade possibilities of units in the future. That would be good to plan the upgrades. For example, I prefer to buy such tanks, which can be later upgraded for a low price (same tree).
- Maybe the name of the campaign "Axis" will not be later invalid? I mean the Slovak uprising.

Scenario 01:
- Map is very nicely done.
- I like more when the player is "his own". I mean that the main power is our core formation and only a smaller part is aux. In that case the player cannot sacrifice always the aux units for the hard part of the work.
- Nico is right: a second airfield is needed.
- The "Hungarians cold attacked..." word could be left out from the briefing. :) It hangs not with the military situation. Of course the information about the state of the Slovak army is right.

1- I will add english words to the mod. 8)
2- I had also thought of 4 hexes for horse transport. You are right. I will change it to 4. :)
3- Hmmm...Not sure about the sheet. I don't think that the player should know everything. I will think about it. :wink:
4- Never thought of that. :shock: You are right again,I must change the name of the mod. Thx.
5- I will add a second airfield.
6- Is it ok if I change "After being caught cold by the Hungarians" by "After being caught by surprise by the Hungarians" ? It seems that it's historically accepted.
Btw You're playing on Rommel ? Sorry for my ignorance. :oops: What is it ?
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Re: PzC Axis Slovakia

Post by AugustinMalar »

Uhu wrote:Scn 03:
- Map is very nice designed - again. :)
- The AI put up a hard fight.
- With Rommel I could make only a MV. Maybe with extreme luck and very good knowing of this map, a DV is possible, but I'm not sure.
- The enemy fighters dissapeared after the first attack (heavy damage on the Slovak airplane, but they sustained also some damage) and never came back again. One was staying at the airfield as observed. Otherway it was not bad, because I would have absolutely no chance again them.

Summary of the campaign:
Except the LT vz40 which I consider with this stats as a fantasy-tank (as only the machinegun version was transported to Ukraine - what I found source on the net -, so it should have maximum a soft attack of 2, or 3), the campaign is fun and well designed. Maybe the briefings could be made more communicative, but that is again a subjective opinion. Keep up the good work and continue the campaign! :)
Thanks Uhu ! :D I really liked your constructive comments. I will change the stats of the LT vz.40. As you said, soft attack needs to be lowered down. 8)
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Re: PzC Axis Slovakia

Post by AugustinMalar »

Uhu wrote:Oh, last remark: I consider the armored train too good unit to be purchasable. Maybe as a single "gift unit", one could be given after a DV to the player, but nothing more.

:shock: How do you make "gift unit" to be given after a DV :?: :shock: I guess, I still have a lot to learn.
This would be perfect, because armored trains were used only during the Slovak uprising.
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Re: PzC Axis Slovakia

Post by AugustinMalar »

El_Condoro wrote:I am enjoying the Slovak icons very much.
What is the reason for the MV 2 of the 75mm (?) artillery? It makes them very useful.

Scen 2: 12/15 DV. Good fun with a lot of slow units (as they were in reality, I guess). There were some really sneaky AI counter attacks in this one that I liked a lot (my men, otoh, did not!)
Scen 3: MV - I couldn't take Lenko in the south nor get to the cannons. Very tough with the cannons all along the line causing major damage. Very effective and sneaky counter attack by the Polish mountain unit! I think some knowledge of the scenario may be needed to get a DV but I think it is possible - might try again!

On to the final scenario...

Well done, AugustinMalar.
Thx El_Condoro :)

75 mm and 100mm guns are mountain artillery. I gave them mountain MV 2. They are light guns. I think it's interesting and as you said very useful. :wink:
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