Allied: Second Alamein

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monkspider
Lieutenant Colonel - Panther D
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Re: Allied: Second Alamein

Post by monkspider »

Second Alamein
Beta 2
DV 18/22
Ending prestige 6908

A great scenario that very much lived up to it's description as an all out slugfest in the scenario briefing. Overall, I probably found it slightly easier than first alamein and not especially challenging overall. It took a slow, steady approach and a willingness to accept a certain level of attrition in this one.
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second alamein replay beta 2 monkspider.zip
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Tarrak
Panzer Corps Moderator
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Re: Allied: Second Alamein

Post by Tarrak »

Replayed the mission again on Beta 2. Nothing seems changed from Beta 1, nothing really to add except that my losses this time was minimal compared to the first play through but i guess that normal considering i know now what to expect and can play accordingly.
Attachments
(13.05.2013) Second Alamein, Turn 18.zip
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sgocart6298
Senior Corporal - Ju 87G
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Posts: 82
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Re: Allied: Second Alamein (Errata)

Post by sgocart6298 »

"...This battle will be slugfest...."


Corrected: "This battle will be (a) slugfest."
uran21
Panzer Corps Map Designer
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Re: Allied: Second Alamein

Post by uran21 »

Thanks to all for the feedback so far. Classic battle of attrition that uses minefields in a new way. You do have good results despite heavy fighting.

I will try to make special test scenario to find pattern regarding minefield spotting issue.
okiemcguire
Master Sergeant - Bf 109E
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Re: Allied: Second Alamein

Post by okiemcguire »

12) Second Alamein - Beta 2

Level: Colonel
Prestige Begin: 7045 Deploy: 2783 End/Vict: 1407/9746
Results: Triumph 19/22

Recv'd second SE Spitfire I and upgraded to IX.
Purchased 2 engineers
Upgraded Crusader with Move Hero to Churchill IV.
Changed 1 of my artilleries to Bishop.

Loved this scenario. I heard about Flail Tanks on the Military channel in reference for DDay use. Used the Flail tanks between the hills opening a corridor. Had a force with 2 engineers attack from the south and couple of tanks w/engineer attack middle/south to link up with southern force. The northern force was very busy between the hills. Made slow but steady progress until the southern forced moved north to link up. Axis air was no issues for my Spitfires, P40, and Hurricane. Mosquito and Typhoon help weaken armor. Stayed away from AA units until they were destroyed.

Did lose 1 flail tank using it as a screen once the mines were removed.
Attachments
(13.05.2013) Second Alamein, Turn 19.zip
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butcher5012
Lance Corporal - Panzer IA
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Re: Allied: Second Alamein

Post by butcher5012 »

Second Battle of Alamein -

Level: Colonel
Triumph victory, no unit losses
Ending Prestige : 7706

I had to restart this scenario due to the mines simply causing me to many problems, I elected to only have one engineering unit since there were two antimine matilda's.
I aboslutely LOVE this scenario, the AI really comes out and plays, it kept me blocked up - however I had total airpower with only two german 109s to play with, my Boston, Mossy and Typhoon made short work, the battle was played out really well it took some good strategy to finish it off.
I basicalyl started from the south, once I captured that Flag, I moved those units north to reinforce my middle attacking group, then onward.

It certainly wasn't easy - as I had to clear some mines early for the initial push, the German 88s and flak units were busy keeping me rotating my aircrafts around, over all I give this scenario a 5 star.
Razz1
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Re: Allied: Second Alamein

Post by Razz1 »

Beta 2
General
start 8313
end 5977
Triumph
20/22
The troops at Gazall and the airfield are pretty strong.

You may want to consider making them a little weaker.
MikeAP
Master Sergeant - U-boat
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Re: Allied: Second Alamein

Post by MikeAP »

Absolutely awesome scenario. Several months ago I did a battle analysis paper on this specific battle for a project at work. How quickly I forgot the Allied mistakes. Anyway....

The only thing I noticed is that several allied units have a tendency to take on a RIGHT-face in certain situations.
zappel
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 535
Joined: Tue Feb 28, 2012 6:44 pm

Re: Allied: Second Alamein

Post by zappel »

Beta3 - Colonel - DV at turn 15

I played this scenario first in Beta1 and had a lot of trouble because my prestige was ran out. Now I got much more prestige -don't really know where it came from- and managed the triumph much more easier. But it is a really enjoyable scenario, whose two Funnies are funny and a great help to destroy the minefields. And yes, those minefields are placed in a very nasty way - but I like it.
Result: I was able to reply the axis tank-counterattacks with much more power and got the objectives quicker than in my first attempt.
JLChamberlain
Corporal - Strongpoint
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Re: Allied: Second Alamein

Post by JLChamberlain »

2nd Alamein
Colonel
Starting prestige: 7005

Upgrades: Hvy Wp Infantry -> Engineers, Valentine III -> Churchill IV, Grant -> Sherman MkI, 3.7 Inch AA -> 40mm SPAA, Hurricane MkIIC -> P40
Purchases: 40mm SPAA

Losses: P40

End Prestige: 470

A challenging scenario. I've stated before that I don't like minefields, but here I think they were well used, within their limitations.
I, too, would have appreciated an extra Scorpion - or maybe deploy one of them further south. The current placement lead me to believe I should attack along the coast, and that was a bad idea.

The armored counterattacks were viscious and even the Italians difficult to dislodge. A good, well-balanced challenge. Again, though, I wish I hadn't come so kitted out for AA work - there were only a handful of Luftwaffe attacks.
Wildthing
Senior Corporal - Ju 87G
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Re: Allied: Second Alamein

Post by Wildthing »

Beta 3

I second on Kamerer: "• I am not too excited about the flail tanks. They look great, but though promised to be faster, are in no way any better than using engineers. Maybe giving them recon movement and two attacks per turn? Then they could clear two adjacent hexes at least."

Here again, the idea of ignoring "camouflage" for mine-sweeping units ?

The italian divisions in the south hold their position, beeing outflanked and the VH under their protection was taken. They have artillery support and Paras, i think they can be more aggressive...
Brenmusik
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Re: Allied: Second Alamein

Post by Brenmusik »

“Hard pounding” broke in at the southern end, and rolled them up. As I mentioned previously some randomness with mine clearing might throw the odd spanner into the works. It must have been pointed out by now, but second Alamein was the first time Churchill tanks were used in the desert. Six were sent to test their suitability. It was known as Kingforce. It would give flavour to the game if the player was "given" the one unit at the start of the scenario and told in the briefing "to bring it back in one piece, or else " VPs deducted.
All in all from Crete onwards it been a good range of scenarios – given the history to work with and with a view to future DLC.
Attachments
(19.05.2013) Second Alamein, Turn 22.zip
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okiemcguire
Master Sergeant - Bf 109E
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Re: Allied: Second Alamein

Post by okiemcguire »

Second Alamein - Beta 3

Level: General
Prestige Begin: 7752 End/Vict: 4104/+4902
Results: Triumph 20/22

Recv'd second SE Spitfire I and upgraded to IX.
Purchased 1 engineer
Upgraded 3 Churchill II to Churchill IV.

I still love this scenario. Used the Flail tanks between the hills opening a corridor. Had a force with 1 engineer attack from the south and couple of tanks w/engineer attack middle/south to link up with southern force. The northern force was very busy between the hills. Made slow but steady progress until the southern forced moved north to link up. Axis air was no issues for my Spitfires, P40, and Hurricane. Mosquitos help weaken armor. Stayed away from AA units until they were destroyed.

Swept the enemy from the field of battle.
Attachments
(22.05.2013) Second Alamein, Turn 20.zip
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Ballacraine
Staff Sergeant - Kavallerie
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Posts: 327
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Re: Allied: Second Alamein

Post by Ballacraine »

Ridge terrain tiles in bottom left are still randomly aligned.

Balla. :?
darkestsnake
Private First Class - Opel Blitz
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Re: Allied: Second Alamein

Post by darkestsnake »

I was wondering why their wasn't more fortifications for the British.
Raven_427
Corporal - 5 cm Pak 38
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Posts: 39
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Re: Allied: Second Alamein

Post by Raven_427 »

Beta 4

A lot of mines, indeed. But my idea of breaking through them in the south (weaker italian units awaited) proved to be a good one. Used my engineers for that, having most of my tanks following. The Scorpions did a fine job in breaking through a little south of the cost. Took hill 11,12 in turn 5. Afterwards, one half of the tanks took care of german reserves in the west, the other half went north, meeting my Aux-troops (and 2 tanks), attacking the Germans in the hills. Finished triumphant in 15/22.

- would not call this one easy .. but not to hard to - except when trying to break through at the coastline
- german 8.8 made my aircraft stay away from the north for a while. Even damaged one of my tanks heavily after switching to AT. My fault.
- once again, enemy seemed to be to static. Do they start a Little later with counterattacking? At least, one Panzer III crippled one of my Daimlers .. hardly survived *sigh*

Did like the Scorpions the way they are. They are harder to kill than engineers. That alone makes them usefull, even if they are not better at clearing mines.
borsook79
1st Lieutenant - 15 cm sFH 18
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Re: Allied: Second Alamein

Post by borsook79 »

Wildthing wrote:Beta 3

I second on Kamerer: "• I am not too excited about the flail tanks. They look great, but though promised to be faster, are in no way any better than using engineers. Maybe giving them recon movement and two attacks per turn? Then they could clear two adjacent hexes at least."

Here again, the idea of ignoring "camouflage" for mine-sweeping units ?

The italian divisions in the south hold their position, beeing outflanked and the VH under their protection was taken. They have artillery support and Paras, i think they can be more aggressive...
They are faster than engineers, giving them recon or two attacks would be an overkill. But ignoring camouflage i.e. ability to destroy even the mines that were previously unspotted is a good idea, as it does not change their balance towards other units.
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
produit
Staff Sergeant - Kavallerie
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Re: Allied: Second Alamein

Post by produit »

Beta 4, FM, Triumph 14/20, Ending prestige 5952.
Nothing to declare, the second time is easier...
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Allied: Second Alamein

Post by Delta66 »

Beta 4
FM with no OS
Start pp 15887, End pp 22045
Triumph 22/22, captured all pp hexs, 12 core step losses, 85 auxilliary step losses.

After being outflanked in the previous scenario, I didn't want it to happen again. So I send every unit to the south, breached the minefiled with my single Engineer.Followed along the south map edge, Then moved north until the coast at Gazal, and finally turned east toward Kidney ridge. A clockwise maneuver with my main armored force, while some auxilliary units supported by my non self propelled artillery truned up immediately after the breach to clear the axis units leaning on the minefield.

Keeping all my units together spearheading with two Churchills supported by a Bishop and a Priest ( plus a pair of elite Crusader on the side), helped keep losses to a minimum. One Marder and the Panzer IV hit me by surprise but they were not supported so I easily wiped them out.
I was cautious with my planes, yet I took some aircraft losses due to the numerous Flak in particular the mobile AA.
As I breached only a pair of hexs in the south, afterwards I used the flail tanks for attacks and to screen the infantry.

I took my time, proceeding methodically, using the auxilliary units to draw enemy fires, finally I captured the last objective on the very last turn.
But overall it was not difficult.

The Littorio division was ridiculously hard to destroy despite its low values. it reduced 3 auxilliary tanks beyond halfstrength (the10th Amored Valentine, The 7 Armored Grant and one of the flail tank).

Edit:
Not as tense as the previous scenarios, if you have a correct plan.
If you attack straight ahead in the northern part of the map it will certainly be much more difficult and tense.
Separating you Corps in three divisions seems bad considering the strength of the enemy. However keeping every units together or making two division looks good.
Now that I know the map I would say that the best place to breach the minefield is around (17,17) (18,18). It quicker that breaching at the very south of the map, so you can send forces into the breach quicker.
Breaching in the southern half looks really better, However it also seems possible to breach in the north with a stong core grouped together. In that case artillery will be more usefull than planes.
Flaygor
Corporal - Strongpoint
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Re: Allied: Second Alamein

Post by Flaygor »

I have had real life interruptions since beta 4 came out and, rather than carry on the final missions with a depleted core, I decided to start over and see if the game-play balance was improved at all.
I am up to this scenario and so far finding the game on Colonel not so much of a prestige battle as before. There seems to be more Axis air power present and a few cruisers which make it more challenging, but I now find I have sufficient prestige to carry on at a nice pace.
Well done guys, the game is much more playable in my opinion.
Not had any other problems, everything seems to be working fine.
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