DLC 42 West 9B- Salerno Landing

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Kerensky
Content Designer
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DLC 42 West 9B- Salerno Landing

Post by Kerensky »

Things to be aware of:
Designed as the 'hard' path of the campaign, this scenario should be suitably challenging. Difficulty tuning here is paramount.
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
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Re: DLC 42 West 9B- Salerno Landing

Post by Kamerer »

9b) Salerno Landing – beta 1

Level: Field Marshal
Prestige - Begin: 1,200. End: 800. Net: -400.
Result: MV at 17/17
Replacements: Mix of regular and elite to keep mostly artillery and air units in the game.

Core changes:
  • - Purchased additional 88 for air defense ( total AA = 1x 88, 1x 128).
Problems: None noted.

General impressions/comments:
  • · Tough scenario with no chance of a DV for me. Given size of map and scarcity of units, I set up two kampfgruppe to block each beach "exit" on either side of the mountain terrain. This allowed concentration of artillery and air for protection. It worked fine except for overwhelming bomber attacks.
    · The air assaults around turn 11/12 are really overwhelming, even with two flak guns and four FW190s.
    · On the plus side, it appears my game ended right where the next scenario picks up territory-wise. Thus, it’s certainly not too easy in that you take lots of the map and then immediately re-conquer the same territory in the following scenario.
monkspider
Lieutenant Colonel - Panther D
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Re: DLC 42 West 9B- Salerno Landing

Post by monkspider »

Salerno Landing
General Level
Marginal Victory 17/17

Ah, I wasn't aware that this was the hard path. I think it should be somehow indicated that this is the more challenging scenario path. It was a very difficult but also highly enjoyable scenario. I had to employ some very clever defensive tactics to hold the line, often retreating temporarily and linking different groups together where appropriate. A DV never seemed to be a viable goal, though I did wipe out nearly all of the enemy units, with a few more turns and I could have achieved the DV. I would recommend increasing the core size. I really wanted to deploy some anti-air units but I just didn't have the number of core slots to deploy them and still maintain a credible defense. As mentioned, I had to conduct what I thought was a masterful defense even for the marginal victory. This DLC is going to be one for anti-air units to really shine. My Luftwaffe is completely negligible in face of Allied air power, which is historical of course. Pretty much all I have left is my super four star ace fighter. I still have my bombers but there is no way I have even considered deploying them considering allied air strength and the limited core slots.

Also, prestige awards seem to be too low. I am using an imported core that already had 20k in the bank but my prestige is down to 16k and I haven't been going crazy with upgrades.
monkspider
Lieutenant Colonel - Panther D
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Re: DLC 42 West 9B- Salerno Landing

Post by monkspider »

One thing I forgot to mention, there really needs to be an airfield in the south. You are really too far away from an airfields to maintain fighter cover in that area.
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
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Joined: Wed May 02, 2012 6:27 am

Re: DLC 42 West 9B- Salerno Landing

Post by Kamerer »

Salerno Landing – beta 2, stock core

Field Marshal, DV 17/17
Begin pp: 2,275. End: 1,150. Net: -1,125.

Managed to just take Montecorvino (objective in center away from main action) on last turn. I received a fourth SE unit at the start, and it was a Panther, so that added armor helped tremendously in getting the DV.

Problems:
  • I have an Italian AB40 recon unit in my core from – uh, I don’t know why or how? Seems it followed me from Messina?
Observations:
  • I felt scenario was good except the 12-strength P-47s all converging at once on turn 11(?). You are guaranteed to lose a fighter (I lost an 11-strength FW190), possibly two if you are fielding sub-strength ones at the moment.
  • Added air base greatly simplified air defense tasks.
As to P-47s, I would suggest either:
  • Making them on par with what the player can have (11 strength), or perhaps realistic for the time – 10 strength/experience, or 12-strength but 10 (0-99) experience level.
  • Releasing only two at one time
  • Deleting one.
  • Previous turn, have a turn pop-up warning of massive allied fighter fleet en-route from Sicily, reported by coastal s-boote, so you can react accordingly.
Theoretically, it is hard to see where by mid-’43 the US has that many, and that heavily experienced, fighters. Fighters that are MUCH more so than yours - who have been at the war longer. Just feels wrong on a few levels, not just the loss.
Mountaineer
Sergeant - Panzer IIC
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Re: DLC 42 West 9B- Salerno Landing

Post by Mountaineer »

Played at Colonel level and had a DV at turn 3. I will admit, my core units are all fully advanced and have extra strength with 3-4 stars of experience. The objectives may be too close. It may have also been a fluke, the AI will run right into you and destroy themselves. I also used a strategic bomber against several landing craft and slowed the advance out of Salerno.
ThvN
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Re: DLC 42 West 9B- Salerno Landing

Post by ThvN »

beta 2

Colonel, DV 3/17
Deployed with 2367 prestige, after reinforcing 1201 left. Ended with 1391 (2591 incl. DV bonus).

I rushed towards the objectives immediately, and although it cost me a recon (Ba-64), by retaking MonteCorvino (17,12) on turn three it was over already. The AI had captured it with a recon unit which roared off, and the two infantry behind it did not enter the city to defend it, even though that would have helped little. If a player has SP artillery near that victory hex it would be even easier, I wasted a turn getting the Nebelwerfer into position.

I was also able to reach Nocera (5,9) on the first turn, with an infantry unit in halftrack. The AI couldn't take it back immediately and after the first turn I had only lost a few strenght points, easily worth it.

So maybe Nocera shouldn't be able to be reached on the first turn? And the AI could have made a better defense at MonteCorvino, by digging in.
Kerensky
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Re: DLC 42 West 9B- Salerno Landing

Post by Kerensky »

I tested this, and I rather like the ability to rush the scenario. If you rush this scenario (my rush actually failed, and I had to fall back because my tanks couldn't hold close terrain victory hexes against combined air and infantry attacks) this plan can actually backfire and cause a lot of disruption. Maybe make it a little bit harder to rush would be good, but it should still be possible to do, if the player goes 'all in' so to speak.
ThvN
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Re: DLC 42 West 9B- Salerno Landing

Post by ThvN »

It's nice to be able to pull off, but yes, it could have backfired horribly. But if it's intentional to allow the player to do this, the balance is just about right it seems, because you don't need luck to win with the rush strategy, but one unlucky combat can ruin it. Which is nice.
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
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Re: DLC 42 West 9B- Salerno Landing

Post by Kamerer »

Salerno Landing, beta 3 – imported core

Field Marshal, DV 16/17
Begin PP: 2,525. End: 3,450. Net: +925

With strong imports and current config, now able to grab most all of map except far southern town/airfield. Did not try to “rush.”
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