DLC 42 West 01 - St. Nazaire

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ThvN
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Re: DLC 42 West 01 - St. Nazaire

Post by ThvN »

Beta 2

Colonel level with stock core. DV on turn 14, with 1858 prestige (excl. DV reward, so I will have 2158 for Bayonne). No losses apart from AUX Infantry (got killed on first Allied turn) and two AUX Kradschutzen, killed while they were finished farming prestige by taking back all City flags. I ignored the North airfield this time, as I didn't want to spread out my forces too much.

Still some errors: Victory conditions are not stated (anymore) on the turn splash screen? And I noticed not all text errors were corrected, I will later head over to the relevant thread for those and repost them. EDIT: there seems to be no pzloc file, so there are text strings missing: the Normandie Dock is called 'Major River', for example.

The new core additions are very welcome, esp. the Nebelwerfer, which freed up the SiG33 to go over to the docks and help out. The Fallschirmjager were nice to have at the docks, too. I had bought some of those in the first Beta, so they will fit nicely into my core.
Ballacraine
Staff Sergeant - Kavallerie
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Re: DLC 42 West 01 - St. Nazaire

Post by Ballacraine »

Yes, I was about to post about the empty victory conditions on the turn splash screen, but ThvN beat me to it.

Would it be possible to add different music from time to time.

It does get a bit 'samey' after a while.

Balla. :0)
monkspider
Lieutenant Colonel - Panther D
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Re: DLC 42 West 01 - St. Nazaire

Post by monkspider »

St. Nazaire
Beta 2
General Level
Non-Imported Core
Decisive victory
Starting prestige 1000
Ending 1765

Well done! This scenario now feels perfectly balanced. It still took a great deal of strategizing to stop the Allies from reaching even a single sub but I managed to pull it off finally., earning the DV. The default core is pretty nice with the buffs. It has a lot of character to it actually, I especially like the Panhard and Souma.
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
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Re: DLC 42 West 01 - St. Nazaire

Post by Kamerer »

St. Nazaire – beta 2, stock core

Field Marshal, DV 14/14
Begin pp: 1,050*(see below) End: 1,925. Net: +875

Core changes:
Upgraded Pz.IV/F to F/2 in-scenario, and Bf109E to F in-scenario (for range)

Problems:
  • Terrain glitch from Beta 1.1 is back – all of the St. Nazaire city hexes were labeled “river,” for example
  • Did not see a turn screen/victory objectives (“splash?”), as already noted.
New observations:
  • · *Turn 1, I had 50 pp. I upgraded my Bf109E for the added range. Next turn, the pp reset to 1,000, so I got a little “boost” by spending quickly.
  • · I think moving the SE airbase as few as four or five hexes to the NW would help tremendously; as it is, even the Bf109F I upgraded is still spending most of the scenario returning for fuel.
  • · Bonuses on core units are quite nice. I notice that they have multiple heroes, but only one “hero” slot is taken. So they will then be able to earn four or five heroes now?
  • · The scenario was nicely balanced and played smoothly without desperate actions. The added artillery is important and helps tremendously.
  • · Terrain glitch from Beta 1.1 is back – all of the St. Nazaire city hexes were labeled “river,” for example
  • · What was the carrier for? I found it viewing battlefield afterward; it didn’t seem to play a role?
Suggestions:
  • · I would like to see an in+2 bonus on the Bf109. Having at least one strong fighter as a “lead shooter” later in the campaign is very important to keeping the air game competitive for the player.
  • · Move southeast airfield three or four hexes closer to main combat arena.
Blathergut
Field Marshal - Elefant
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Re: DLC 42 West 01 - St. Nazaire

Post by Blathergut »

General Level mit der core that come mit der game.

>much less fanatical, good addition of troops

DV on turn 14, with about 900 prestige.
deadtorius
Field Marshal - Me 410A
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Re: DLC 42 West 01 - St. Nazaire

Post by deadtorius »

Starting round 3 on General with an imported core, beta 2 version.
Managed to keep the Brits away from all subs. The extra motorcycle troops was a help down south, but a Wurfenhammer and my pioneers took care of the Brits.

Major victory in 14 turns, most of the victory hexes stayed British as I can't be bothered to try and recapture them. Still not much prestige think I ended with less than 800.
awaltering
Private First Class - Wehrmacht Inf
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Re: DLC 42 West 01 - St. Nazaire

Post by awaltering »

Starting as Colonel without imported score. Quite interesting start scenario - only scored a MV. I will try again with an imported core. Only bug: the victory conditions were not displayed - there was no text under the heading
Razz1
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Re: DLC 42 West 01 - St. Nazaire

Post by Razz1 »

Beta 2
General
DV
end 1917 prestige
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
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Re: DLC 42 West 01 - St. Nazaire

Post by Kamerer »

St. Nazaire, beta 3 – imported core

Field Marshal, MV 14/14


Feels good. No complaints.

I had the Cambelltown explode. I assume that’s the reason for the MV, happens if you loose three dock hexes and re-take them? Did not have that before, though I thought I lost all dock hexes in one prior play.
ThvN
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Re: DLC 42 West 01 - St. Nazaire

Post by ThvN »

beta3

Colonel, stock core, MV 14/14
Prestige on last turn 1849.

No sub was damaged, and I retook all victory hexes, but still got an MV. The Allies only had the western airfield still in their possession. Some paras did take over the dock initially, and the HMS Campeltown exploded.

2nd attempt: DV 14/14 prestige on last turn: 1772
Retried, and this time the Allied did not take over the entire dock, the HMS Campeltown did not explode, DV as a result.
billmv44
Staff Sergeant - StuG IIIF
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Re: DLC 42 West 01 - St. Nazaire

Post by billmv44 »

Beta 3. Ending prestige 1700, DV. The raiders did some damage but did not take over the dock nor damage any U-Boats. I finally sank the Campbeltown on turn 12. Balance seems about right. It's a challenge to keep your forces moving to meet the Brits, but doable. This seems ready for release.
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zappel
Master Sergeant - U-boat
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Re: DLC 42 West 01 - St. Nazaire

Post by zappel »

Replay at beta3 - imported core - Colonel.
In the first version it was too easy to win, in the third version I only get a MV. Still it is the hardest challenge to choose eigth standard-units which will walk on the western campaign.
Wonder about the Campletown, in the first attempt (beta1) I sunk it before it reached the docks. Now I was not able to sink it because it got a +100 air-defend bonus. Re-captured all winning hex and each sub survived. Maybe it was a MV because the Campletown exploded in the docks?
deadtorius
Field Marshal - Me 410A
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Re: DLC 42 West 01 - St. Nazaire

Post by deadtorius »

played on general with imported core.

Took a Stuka this time, it made a huge difference as the artillery did not last and was mostly silenced for the game. Lost the SE tank unit I got at scenario start. Managed to defeat all commandoes at dock, and took airfield. Either I am getting better or this scenario has become more balanced.
maho1973
Staff Sergeant - StuG IIIF
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Re: DLC 42 West 01 - St. Nazaire

Post by maho1973 »

St. Nazaire - beta 3

Stats: Preset Core, Difficulty: Colonel, Begin: 1000 PP - End: 847 PP (+ 300 for DV)
Upgrades: 2x 3,7 cm AA to 8,8 cm AA, BF-110 D to BF-110 F, SE Pz IV F to SE Pz IV F2 and Inf to Grenadiers + SdKfz 251/1

Errors: Placeholder for the SdKfz 10/4, no fighter planes were shown in the upgrade screen

The 50 PP in the 1st turn are pretty useless - suggestion: add enough pp for the upgrade of the BF-110 D or replace it with the BF-110 F

Great scenario over all. Especially after adding the additional troops which were very useful. :D
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