DLC 42 West 10B - Taranto
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
DLC 42 West 10B - Taranto
Things to be aware of:
Good use of the Fritz X equipped bombers is pretty important here, and the single AUX recon craft provided should help a lot to detect the somewhat fast moving Italian fleet. This part of the scenario, which is important for decisive victory, actually ends fairly quickly (there is no time to re-arm these bombers for more than 2 shots each) and we're most curious how well you feel this historical event translates to game mechanics.
Good use of the Fritz X equipped bombers is pretty important here, and the single AUX recon craft provided should help a lot to detect the somewhat fast moving Italian fleet. This part of the scenario, which is important for decisive victory, actually ends fairly quickly (there is no time to re-arm these bombers for more than 2 shots each) and we're most curious how well you feel this historical event translates to game mechanics.
Re: DLC 42 West 10B - Taranto
10a) Taranto – beta 1
Level: Field Marshal
Prestige - Begin: 2,425. End: 3,825. Net: +1,400.
Result: DV at 15/17
Replacements: A few for infantry units; not much used in-scenario.
Core changes: No changes.
Problems:
General impressions/comments:
Level: Field Marshal
Prestige - Begin: 2,425. End: 3,825. Net: +1,400.
Result: DV at 15/17
Replacements: A few for infantry units; not much used in-scenario.
Core changes: No changes.
Problems:
- · -The Do-217s are able to be re-armed with a full load - was that intended? They then are free with the +7 boost to wreak havoc on other enemy units and make things much easier. Maybe make their ammo load “2/0” instead of “2/7”?
· The glider recon acted oddly, too. It would not give me a fuel warning (makes sense). If I put it adjacent to an airfield hex, it would not “refuel.” If I put it ON an airfield hex, it would refuel and I could continue using it for recon. Big advantage once I figured this out.
· A few of the landing craft never beached. They sat along the coast and I was able to defeat many of them with air units instead of ground units. At turn 12, etc. there were still landing craft sitting idle. I believe because they were against hexes occupied by other static allied units and did not maneuver to a clear landing hex.
General impressions/comments:
- · Fine scenario, time and turns seem OK.
· Fritz X nice addition and worked well.
· Did not capture far SW city and airfield; all others taken.
· Would be good and accurate to have one, two Italian capture pieces from the scenario – historically this is correct. A P26/40, a 90mm TD/SPG, artillery piece, or 90mm AA. These were all used and welcomed by the Wehrmacht. The game has been interesting about using capture pieces all along, would be good to see some Italian "capture" now that the tables are turned.
-
billmv44
- Staff Sergeant - StuG IIIF

- Posts: 275
- Joined: Tue Feb 01, 2011 5:59 pm
- Location: California
Re: DLC 42 West 10B - Taranto
General level. Starting prestige 1766, ending 1343.
The Fritz X's plus my Ju-88 were able to make quick work of the Italian fleet. The recon unit was very helpful in locating them. I was able to sink their entire fleet. The recon unit ran out of fuel but did not crash. It just stayed in place over the water. That seems strange. I did refuel and re-arm the Fritz's. They also sank several landing craft and helped soften up the Italians in the victory hexes.
The ground battle was not too difficult. I defeated the British push in the west and then used a Tiger and a Panther to block any further movement. When a Tiger is in clear terrain, the AI really doesn't want any part of them. I expect that will change once the Firefly's are available. DV on the last turn.
The variety in the missions is enjoyable. I foresee another series of winning all the battles and still lose the war situation. Just like with the DLC East series. Oh well, Allied Corps is coming eventually.
The Fritz X's plus my Ju-88 were able to make quick work of the Italian fleet. The recon unit was very helpful in locating them. I was able to sink their entire fleet. The recon unit ran out of fuel but did not crash. It just stayed in place over the water. That seems strange. I did refuel and re-arm the Fritz's. They also sank several landing craft and helped soften up the Italians in the victory hexes.
The ground battle was not too difficult. I defeated the British push in the west and then used a Tiger and a Panther to block any further movement. When a Tiger is in clear terrain, the AI really doesn't want any part of them. I expect that will change once the Firefly's are available. DV on the last turn.
The variety in the missions is enjoyable. I foresee another series of winning all the battles and still lose the war situation. Just like with the DLC East series. Oh well, Allied Corps is coming eventually.
Panzer Corps Beta Tester
Allied Corps Beta Tester
Allied Corps Beta Tester
Re: DLC 42 West 10B - Taranto
How many italian warships has to be sunk? Three or four?
Re: DLC 42 West 10B - Taranto
Three, because there are seven ships in total. Sink three is the same as prevent more than four from escaping.zappel wrote:How many italian warships has to be sunk? Three or four?
I have to read and understand (it was a little bit confusing to change the number of the ships).
Re: DLC 42 West 10B - Taranto
Yes, different way of saying the same thing. Maybe a little confusing, but we thought it important to remind the player they can't lollygag around and that the Italians will eventually escape if left to their own devices.
Re: DLC 42 West 10B - Taranto
Nevermind, I sunk them all.Kerensky wrote:Yes, different way of saying the same thing. Maybe a little confusing, but we thought it important to remind the player they can't lollygag around and that the Italians will eventually escape if left to their own devices.
Re: DLC 42 West 10B - Taranto
Beta2:
Fine and challenging scenario. The additional bombers are great: each shot one warship. The two waves of allied aircraft were tough but finally shot down.
I'm not sure how this is meant
Noticed one little problem:
I captured Gallipoli with the bonus P26/40 (and get 100 PP) but didn't get a DV after all winning hexes were captured. After I reloaded the game and captured Gallipoli with an german unit I get the DV, so it seems to be a problem if a winning hex is captured by an core italian unit.
Fine and challenging scenario. The additional bombers are great: each shot one warship. The two waves of allied aircraft were tough but finally shot down.
I'm not sure how this is meant
Can the Fritz X-bombers only be rearmed two times during the whole scenario or is the maximum capacity of the bombers two shots?Kerensky wrote:...there is no time to re-arm these bombers for more than 2 shots each...
Noticed one little problem:
I captured Gallipoli with the bonus P26/40 (and get 100 PP) but didn't get a DV after all winning hexes were captured. After I reloaded the game and captured Gallipoli with an german unit I get the DV, so it seems to be a problem if a winning hex is captured by an core italian unit.
Re: DLC 42 West 10B - Taranto
An unfortunate side affect of adding equipment and using it against its former owners. Might just have these units be granted to the player at the end of the scenario rather than during, just to make sure this doesn't happen.
-
monkspider
- Lieutenant Colonel - Panther D

- Posts: 1254
- Joined: Sat Aug 13, 2011 3:22 am
Re: DLC 42 West 10B - Taranto
Taranto
Beta 2
General Level
Non-imported core
DV on turn 15//17
Ending prestige 1428
This was a truly outstanding scenario! The Fritz-X equipped bombers were fun to use and thanks to them, I was able to sink the Italian navy with little trouble. Although, I also found the wording on the scenario to be a bit confusing, it says you can't allow more than four to escape but I only saw five total unless there were some other ships spread out across the map that managed to elude me.
I was surprised by the 20 strength Bersaglieri at Lecce but I was very handsomely rewarded by capturing it. This is the only time I can think of that I gained two units by capturing a city. Both will be sure to come in handy.
Beta 2
General Level
Non-imported core
DV on turn 15//17
Ending prestige 1428
This was a truly outstanding scenario! The Fritz-X equipped bombers were fun to use and thanks to them, I was able to sink the Italian navy with little trouble. Although, I also found the wording on the scenario to be a bit confusing, it says you can't allow more than four to escape but I only saw five total unless there were some other ships spread out across the map that managed to elude me.
I was surprised by the 20 strength Bersaglieri at Lecce but I was very handsomely rewarded by capturing it. This is the only time I can think of that I gained two units by capturing a city. Both will be sure to come in handy.
Re: DLC 42 West 10B - Taranto
This is why I remember not allowing purchase of Italian units into the player CORE. Should still be able to give the player some Italian equipment, but reflagging them will be necessary.
Re: DLC 42 West 10B - Taranto
Taranto - Beta 2, stock core
Field marshal, DV 13/17
I took the airfield on the north of Taranto on Turn 2, and immediately re-armed the bombers. I sunk a few of the ships in the harbor before sallying, and turned them loose on landing craft while monitoring for any heavy units to escape. Their defenses were very disrupted and sporadic because of that.
No changes really needed, but I might put a unit in front of the AA gun at the northern Taranto airfield so as to deny it another turn or two. Getting that airfield quickly lets a player rearm the FritzX units quickly, and neutralizes the harbor AA.
The capture was fun and a nice addition - thanks!
Field marshal, DV 13/17
I took the airfield on the north of Taranto on Turn 2, and immediately re-armed the bombers. I sunk a few of the ships in the harbor before sallying, and turned them loose on landing craft while monitoring for any heavy units to escape. Their defenses were very disrupted and sporadic because of that.
No changes really needed, but I might put a unit in front of the AA gun at the northern Taranto airfield so as to deny it another turn or two. Getting that airfield quickly lets a player rearm the FritzX units quickly, and neutralizes the harbor AA.
The capture was fun and a nice addition - thanks!
Re: DLC 42 West 10B - Taranto
Perhaps a second italian flag could solve this side effect. Flags taken from original game and historical flag pack.Kerensky wrote:An unfortunate side affect of adding equipment and using it against its former owners. Might just have these units be granted to the player at the end of the scenario rather than during, just to make sure this doesn't happen.
Re: DLC 42 West 10B - Taranto
beta 3 - Colonel, DV 13/17
prestige deploy fase/after reinforcing/last turn: 2306/976/2183
Good scenario, interesting objectives. The extra aircraft with the Fritz-X are very powerful, and the recon glider is very handy. The Allied counterattack on the west flank almost bypassed my few defensive units there, I had to go after some of them. Managed to sink all objective ships without to much trouble, especially because the extra bombers are reloadable, and after finishing the ships they provided excellent air support for a quick advance. I nearly captured the entire map.
The captured Italian units indeed have German flags now when capturing a flag, I checked both.
prestige deploy fase/after reinforcing/last turn: 2306/976/2183
Good scenario, interesting objectives. The extra aircraft with the Fritz-X are very powerful, and the recon glider is very handy. The Allied counterattack on the west flank almost bypassed my few defensive units there, I had to go after some of them. Managed to sink all objective ships without to much trouble, especially because the extra bombers are reloadable, and after finishing the ships they provided excellent air support for a quick advance. I nearly captured the entire map.
The captured Italian units indeed have German flags now when capturing a flag, I checked both.



