DLC 42 West 04 - Dieppe

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Kamerer
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 749
Joined: Wed May 02, 2012 6:27 am

Re: DLC 42 West 04 - Dieppe

Post by Kamerer »

Dieppe – beta 2, stock core

Field Marshal, MV 17/17
Begin pp: 1,425. End: 1,825. Net +400

Problems:
  • Terrain name assignment issue here again. The western strongpoints were labeled ‘forest’ and ‘beach sand.’
New Observations:
  • I don't think air needed to be toughened – it was suitably challenging as it was. The 12-strength Spitfire managed to wreck all four fighters – 2 FW190s and 2 Bf109s – in one turn in a mass attack. A player should have at least one fighter of equal capability with what he faces – see my comment on beta2 St. Nazaire.
  • Shortening scenario by one turn prevented a DV for me. I have never completed this scenario in less than 16 in an effective way in strength and prestige on Field Marshall. Maybe there is some better strategy I am not finding. (I have played it four times).
  • Reducing aux units to 7 strength rendered them combat ineffective – one disappeared in one hit from UK infantry, even with artillery support behind it. All were gone by end of scenario despite using them cautiously. As is, they are just suicide-recon units.
Suggestions:
  • Equalize fighter capabilities one way or another – reduce UK to same level, or boost one of the new core FW 190s, etc.
  • Return Wehr to 10 strength so they are useful units
  • Return scenario to 18 turns or better yet, 19.
Ballacraine
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 328
Joined: Mon May 14, 2012 8:42 pm

Re: DLC 42 West 04 - Dieppe

Post by Ballacraine »

I am struggling for prestige at colonel level, having not enough to start the scenario at full strength despite DV in previous scenario.

I think there is too great a distance between DV & MV in this scenario.

Perhaps all but 3 for a DV & a minimum of 3 for an MV?

As is I find it too difficult for a DV & too easy for an MV.

Balla. :?
deducter
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1140
Joined: Thu Aug 11, 2011 11:00 pm

Re: DLC 42 West 04 - Dieppe

Post by deducter »

One issue with the air combat model in this game is that it is very random. INI has a huge influence, and that coupled with the high AA but low AD of most planes gives in many lopsided results where the combat predictor is not very useful. From my experience, the air combat results are the most unpredictable in the game, and especially in the late war each battle gives extremely high casualties on both sides.

There are several tricks here for holding your own in the air war.

1. Weaken the AI's good planes with the 88 gun/other AA. It is not unusual for an overstrength 88 gun to knock off 4-5 strength points or more of a fighter.
2. Use the radar here to full advantage. Radar gives +3 INI I believe to the controller's air units within a 3 hex radius.
3. Use mass attack on the AI's fighter to reduce its INI advantage.
Ballacraine
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 328
Joined: Mon May 14, 2012 8:42 pm

Re: DLC 42 West 04 - Dieppe

Post by Ballacraine »

What I said two posts ago still holds true for the new beta.

Balla. :?
Kerensky
Content Designer
Content Designer
Posts: 8649
Joined: Wed Jan 12, 2011 2:12 am

Re: DLC 42 West 04 - Dieppe

Post by Kerensky »

We have no issue with an easily achieved marginal victory and a large gap to a decisive one, so the scenario's objectives were not changed.
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 749
Joined: Wed May 02, 2012 6:27 am

Re: DLC 42 West 04 - Dieppe

Post by Kamerer »

Dieppe, beta 3 – imported core

Field Marshal, DV 14/17
Begin pp: 1700. End: 2,775. Net: +1,075


Problems:
River hex map error at 23,18
Kerensky
Content Designer
Content Designer
Posts: 8649
Joined: Wed Jan 12, 2011 2:12 am

Re: DLC 42 West 04 - Dieppe

Post by Kerensky »

That river connection has been noted before, but requires a new art asset as there is no connection for that river set up.
deadtorius
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5290
Joined: Mon Oct 20, 2008 12:41 am

Re: DLC 42 West 04 - Dieppe

Post by deadtorius »

General imported core

I have to agree that the allied air power is way too tough, even my 14 strength ME 109 was hard pressed to do more than 1 or 2 hits on average to watching the allies deliver 4 or 5 back. That Spitfire has some tough armour on it. Lost a T-34 int his one and the PZII recon, can't seem to keep that one alive but managed to take all the hexes. Sent the Aux infantry further forward this time and managed to keep the invaders out of the back half of the city. Tank battles raged on both sides of Dieppe, the Germans won them. Stuka days were numbered here as twice it was taken down to 3 steps with a fighter escort. Finally parked it an airfield out back and kept it out of sight of the allies. Started off taking airfield with the second group of reinforcements, seems to be common goal every time. Eventually RAF ran out of ammo but still took a lot to shoot them down :shock:
Got a DV with a few turns to spare. Lost most of my prestige for repairs. Most expensive battle for me so far this time around.
zappel
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 535
Joined: Tue Feb 28, 2012 6:44 pm

Re: DLC 42 West 04 - Dieppe

Post by zappel »

Beta3 - imported core - Colonel level.
I remember a tough fight in first try with beta1. Now it seems a little bit easier, that's good. Got many additional core units, I think the english tanks are too much. Trigger now works because I got a DV at turn 11 then the last allied ground unit was killed. Thus far the campaign is smoother, I have more fun because the units can be re-strengthed and upgraded.
ThvN
Panzer Corps Moderator
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Re: DLC 42 West 04 - Dieppe

Post by ThvN »

beta3

Colonel, DV 17/17
prestige start/end 836/1740

Scenario seems slightly easier now, at least the Allied airforce is less tricky to deal with, but still quite powerful. I had purchased a mobile AAA, which was (again) very useful. I was a bit slower in taking back the city because I had some poor combat results, and my artillery got damaged. I was determined to protect the radar, which worked, but took some extra ground casualties as a result. I hope the investment was worth it, because I figured keeping the radar alive would give me the needed edge on some air-to-air combat, which can turn ugly quite quickly. Apart from the strategic bomber I had surprisingly little air losses, so it seems like a sound strategy, but protecting the radar can be difficult due to the Churchill tank which lands near it...

So, as a hint/tactical guide for people who are having problems with the enemy air units: you have a radar unit. It gives +1 initiative to friendly air units within its spotting range (which is 4 hexes). I lure the AI planes over there, and use everything: mass attacks, softening them up with the extra AAA I bought, the radar bonus, in order to minimize losses and maximize damage.
Razz1
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Re: DLC 42 West 04 - Dieppe

Post by Razz1 »

Beta 3
Stock Core
A little easier but you beefed up the AI airforce and I just loose too many points.
The whole core is so damaged that it makes the next map harder.
Only a marginal victory
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