Allied: Tunisia
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Re: Allied: Tunisia
I have now played this from both the British and American point of view. Both times I cleared the map without losing any units but I have to say it was a completely different experience playing the Americans. My British core was much more experienced as I had used it since day one, but the greener US troops took a hammering. Needless to say I will be adding a Churchill or two before heading to Sicily for the second time.
I did like the fact that the game-play was different though, had to change tactics on the fly and nearly didn't get all the Axis units in time.
BTW. Not sure if this has been mentioned but the briefing says you have to "Destroy all but 25 Axis units" for a Victory.
I did like the fact that the game-play was different though, had to change tactics on the fly and nearly didn't get all the Axis units in time.
BTW. Not sure if this has been mentioned but the briefing says you have to "Destroy all but 25 Axis units" for a Victory.
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- Corporal - 5 cm Pak 38
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Re: Allied: Tunisia
The Tunisia is huge and easy to piecemeal your attacks, but I am not sure why the Axis artillery is not in all cases behind the defending tank or infantry. Such as in the east sector where the artillery is behind the AAA in the mountains, which is behind the infantry in the city. Autosahariana unit is wonderfully tough and cannot be ignored. In my game the Tiger came screaming out of the north to jump one my best tanks, an overstrength and three-hero M3 Stuart, hitting it hard, followed up by an Italian M41, finally the Autosahariana tried to finish it off (but failed to kill the Stuart, but just barely!).
The American units are pretty much useless at this point, with no experience they are definitely a liability. It will be a long way for them to become combat effective.
Note, the M4A3 is the wrong graphic. The picture and the icon show the M4A3E8 (the with wide tracks and horizontal volute suspension system). I saw this was true in the base game and only seen in a couple of scenarios, but this being Allied Corps I would suggest that the image be updated.
The American units are pretty much useless at this point, with no experience they are definitely a liability. It will be a long way for them to become combat effective.
Note, the M4A3 is the wrong graphic. The picture and the icon show the M4A3E8 (the with wide tracks and horizontal volute suspension system). I saw this was true in the base game and only seen in a couple of scenarios, but this being Allied Corps I would suggest that the image be updated.
Re: Allied: Tunisia
Beta 2
General
start 8893
end 7832
14/17 Triumph
A little easy, Perhaps give the AI an influx of 30 prestige on turn 10.
Also, once again the German Tiger came out of no where and killed my tank. This time it was my British Sherman with two strong heroes.
General
start 8893
end 7832
14/17 Triumph
A little easy, Perhaps give the AI an influx of 30 prestige on turn 10.
Also, once again the German Tiger came out of no where and killed my tank. This time it was my British Sherman with two strong heroes.
- Attachments
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B2 Tunisa Razz 14-17 Triumph.rar
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Re: Allied: Tunisia
Beta 1.2
Difficulty: FM
Start prestige: 5293 End prestige: 3927
Core at this point:
2x HW 43; 1x Engineer 43; 1x US Para; 1x Commando
3x Churchill Mk IV; 2x Sherman MkI; 1x M4A3; 2x Daimler AC; 1x Wolverine M10
1x M7 Priest; 3x BL 7.2 inch; 1x 155mm M12
2x Spitfire MkIX; 1x Hurricane MkIIc; 2x SE Spitfire MkIX; 2x Mosquito; 1x B26c Marauder; 2x Lancaster
Comments:
As said before this was a rather easy scenario. I read that this was your intention but would it be fun if the axis start to evacuate at some point and the player has to hunt them on sea to prevent escape (I do not know whether this would be historically accurate...)?
Or have a somewhat stronger defense around the port?
Difficulty: FM
Start prestige: 5293 End prestige: 3927
Core at this point:
2x HW 43; 1x Engineer 43; 1x US Para; 1x Commando
3x Churchill Mk IV; 2x Sherman MkI; 1x M4A3; 2x Daimler AC; 1x Wolverine M10
1x M7 Priest; 3x BL 7.2 inch; 1x 155mm M12
2x Spitfire MkIX; 1x Hurricane MkIIc; 2x SE Spitfire MkIX; 2x Mosquito; 1x B26c Marauder; 2x Lancaster
Comments:
As said before this was a rather easy scenario. I read that this was your intention but would it be fun if the axis start to evacuate at some point and the player has to hunt them on sea to prevent escape (I do not know whether this would be historically accurate...)?
Or have a somewhat stronger defense around the port?
Re: Allied: Tunisia
Beta3 - Colonel - DV at turn 12
This was the end (of the african campaign) and it ended a little bit quick. The axis units were not really an opponent and the most challenging task was to raise experience of the american newbies.
Sometimes one of the american units was close to be destroyed but the real danger was the SE-Tiger which hardly damaged one of my +4 overstrength Sherman Mk.I. The other units were weaker and beaten easily.
I'm looking forward for the european campaign.
This was the end (of the african campaign) and it ended a little bit quick. The axis units were not really an opponent and the most challenging task was to raise experience of the american newbies.
Sometimes one of the american units was close to be destroyed but the real danger was the SE-Tiger which hardly damaged one of my +4 overstrength Sherman Mk.I. The other units were weaker and beaten easily.
I'm looking forward for the european campaign.
Re: Allied: Tunisia
Beta 3 - Colonel
DV in turn 17, watching for hidden german units on Cap Bon and the afor ignored PAK in the south.
The Tiger with 12 points is still a beast, that crippled a Wolverine th 2 points. I think it survived, because of defense-artillery. I read something about the idea to place to tigers with strength of 7-8. I dont know if i will like this, but i looks like a good recommendation. The overstrengh of this tiger will force a lot of players to replay the some turns, i think.
DV in turn 17, watching for hidden german units on Cap Bon and the afor ignored PAK in the south.
The Tiger with 12 points is still a beast, that crippled a Wolverine th 2 points. I think it survived, because of defense-artillery. I read something about the idea to place to tigers with strength of 7-8. I dont know if i will like this, but i looks like a good recommendation. The overstrengh of this tiger will force a lot of players to replay the some turns, i think.
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- Lieutenant Colonel - Elite Panther D
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Re: Allied: Tunisia
When I saw the size of the map and the number of troops I'd got, I thought I'd have trouble holding the line. Happily most of the time, the Axis forces just sat about waiting to be taken piecemeal, save for a nasty surprise attack by a wolverine and that funny looking Italian mobile a/tank gun (?) whose name escapes me. Then at the death, the Tiger showed up and made straight for my over strength Churchill. It survived, then it was a case of ganging up on it. Managed to kill it, before it ran out of ammo. “Tac/air” inflicted regular damage, artillery had little effect on the beast. In the "something must be done department" could not anti tank guns be transported and deployed - not in an enemy ZoC - in the same turn? I'd brought a 17pdr along because of the Tiger. although it delivered the final blow, it really was a waste of a core slot.
- Attachments
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(21.05.2013) Tunisia, Turn 17.zip
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- Corporal - Strongpoint
- Posts: 56
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Re: Allied: Tunisia
I'm coming at this scenario from the British campaign.
So, we can buy American units now - but why would we? OK, there are some units that have better stats, but why in the world would I trade in or bench one of my veterans, with 300-400+ experience and heroes for a green unit? What's the incentive?
Will later scenarios only permit American units or something? Or is there something I'm misunderstanding? I don't want to muck with my core until I understand how this is supposed to work and know I'm not going to be hurting myself later.
It would also be nice if deployment zones were nation specific - e.g. if only American units could deploy on the west side and only Brits to the south. That, at least, would give me an incentive to "Buy American."
Thanks, I'm looking forward to an answer.
I haven't actually tried the scenario yet, I'm idling in the deploy phase while I try to figure something out.semper_fidelis wrote: The American units are pretty much useless at this point, with no experience they are definitely a liability. It will be a long way for them to become combat effective.
So, we can buy American units now - but why would we? OK, there are some units that have better stats, but why in the world would I trade in or bench one of my veterans, with 300-400+ experience and heroes for a green unit? What's the incentive?
Will later scenarios only permit American units or something? Or is there something I'm misunderstanding? I don't want to muck with my core until I understand how this is supposed to work and know I'm not going to be hurting myself later.
It would also be nice if deployment zones were nation specific - e.g. if only American units could deploy on the west side and only Brits to the south. That, at least, would give me an incentive to "Buy American."
Thanks, I'm looking forward to an answer.
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- Master Sergeant - Bf 109E
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Re: Allied: Tunisia
Tunisia - beta 3
Level: General
Prestige Begin: 8920 End/Vict: 2763/+4548
Results: Triumph 15/17
Started building an american core with 1 x M4A3, 2 X Wolverines, 1 X 155mm M12. The American core traveled from the West to NE and the British Traveled from the South and East to the North. The British first encountered the Tiger and my Churchill IV held it at bay until it moved away. I followed and destroyed it.
I flanked the Tunisia Armor, including the Tiger from the East by 2 Churchill, Priest, and AT. 3 of my modt Defensive Churchill IV came up the middle. West of Tunisia and across the river was handled by the American force.
So ends the African campaign and on to Sicily.
Level: General
Prestige Begin: 8920 End/Vict: 2763/+4548
Results: Triumph 15/17
Started building an american core with 1 x M4A3, 2 X Wolverines, 1 X 155mm M12. The American core traveled from the West to NE and the British Traveled from the South and East to the North. The British first encountered the Tiger and my Churchill IV held it at bay until it moved away. I followed and destroyed it.
I flanked the Tunisia Armor, including the Tiger from the East by 2 Churchill, Priest, and AT. 3 of my modt Defensive Churchill IV came up the middle. West of Tunisia and across the river was handled by the American force.
So ends the African campaign and on to Sicily.
- Attachments
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(22.05.2013) Tunisia, Turn 15.zip
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Re: Allied: Tunisia
A large part of it is personal preference, of course. As far as I know there aren't any UK/USA specific scenarios. And I don't trade in UK units, I buy new American units to fill out the core, and start getting them some experience ASAP. This game rewards better unit stats, but you'll have to get some experience to be able to get the most out of them of course.JLChamberlain wrote:So, we can buy American units now - but why would we? OK, there are some units that have better stats, but why in the world would I trade in or bench one of my veterans, with 300-400+ experience and heroes for a green unit? What's the incentive?
Will later scenarios only permit American units or something? Or is there something I'm misunderstanding? I don't want to muck with my core until I understand how this is supposed to work and know I'm not going to be hurting myself later.
BTW, have you compared all the units? Some US units are definately better, for example the strategic bombers. Their mobile artillery is very good as well. Some categories are not that clear, compare the GB infantry to their US equivalents: some are worse, some are better (Airborne, HW), although the US Rangers are very good.
And at this this point in the game, I prefer the US fighters (the P-47 actually) because of their range, and some can be upgraded cheaply. The UK fighter branch starts to introduce very expensive upgrades at that point. The Tempest is good, but I will try to wait until the Meteor appears to upgrade those Spitfires.
But you can use any mix you like, it would also depend when you entered the campaign of course. But I hope this helps to explain some of my preferences.
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- Corporal - Strongpoint
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Re: Allied: Tunisia
Thank you, that makes sense.ThvN wrote: A large part of it is personal preference, of course. As far as I know there aren't any UK/USA specific scenarios. And I don't trade in UK units, I buy new American units to fill out the core, and start getting them some experience ASAP. This game rewards better unit stats, but you'll have to get some experience to be able to get the most out of them of course.
BTW, have you compared all the units? Some US units are definately better, for example the strategic bombers. Their mobile artillery is very good as well. Some categories are not that clear, compare the GB infantry to their US equivalents: some are worse, some are better (Airborne, HW), although the US Rangers are very good.
And at this this point in the game, I prefer the US fighters (the P-47 actually) because of their range, and some can be upgraded cheaply. The UK fighter branch starts to introduce very expensive upgrades at that point. The Tempest is good, but I will try to wait until the Meteor appears to upgrade those Spitfires.
But you can use any mix you like, it would also depend when you entered the campaign of course. But I hope this helps to explain some of my preferences.
I tried Tunisia once just for kicks having bought a bunch of American units. Yeah, green units don't do very well.
Here's the proper playthrough:
Colonel
Starting prestige: 10,221
No upgrades
Purchased: US Airborne + Halftrack, Rangers + Halftrack, M4a3, M10 Wolverine, 155mm M12 GMC, P47D, B-24 Liberator
This time, instead of placing my Americans waaaay over in the west, I concentrated both forces in the two deployment zones in the south.
Triumph, turn 13/17
End prestige: 2717
I don't like "hunt down all the units" victory conditions, especially on a wide open map. The last few turns often feel like bug hunts. I feel like it would be better if this were a straight up "capture the objectives" map.
Also, it doesn't make historical sense to hunt down all the Axis units - after all, once the Allies have Tunis and Bizerte, where would they go?
Re: Allied: Tunisia
Beta 4, FM, Chess mode, Triumph 9/17, Ending prestige 4750.
I finished during the same number of turns as the first time I played. Prestige is however really higher (>2000 higher), I don't know if I am taking more care with prestige or if I am getting a bit more of it.
Nothing to report on this map.
I finished during the same number of turns as the first time I played. Prestige is however really higher (>2000 higher), I don't know if I am taking more care with prestige or if I am getting a bit more of it.
Nothing to report on this map.
Re: Allied: Tunisia
Beta 4
Standalone scenario
Leutnant level
Great idea to have objectives not based on the conquest of VHs but based on the nr of AI units to destroy.
I destroyed all units but 2 Italian infantry units.
The Tiger was hard to knock out as it was supposed to be.
Nothing else to say, good scenario, excellent music, great to see Afrika Corps units...
Standalone scenario
Leutnant level
Great idea to have objectives not based on the conquest of VHs but based on the nr of AI units to destroy.
I destroyed all units but 2 Italian infantry units.
The Tiger was hard to knock out as it was supposed to be.
Nothing else to say, good scenario, excellent music, great to see Afrika Corps units...
Re: Allied: Tunisia
Don't have to add that much .. just some thoughts:
- didn't expect german bombers in that scenario. Gave me some trouble the first turns.
- Axis AA did trouble me .. but they did not last to long. Expected some more of it at Tunis.
- Nice, having american equipment at last. But they hardly survived, unexperienced as they are.
- Over all, looking at the 17 turns, i'd expected them to be over very soon, thus attacking a bit to aggressive. Inevitably loosing a lot of strength points.
- Killing the tiger took me two mosquitos, 3 churchills, 2 turns and tons of luck. Two Tigers @8 may really be an idea .. hey, they are on the run, almost beaten .. a 15 strength tiger doesn't seem to fit.
- captured wolverine almost took two americans .. also fell to a mosquito.
- still no captured Equipment
- starting sicily with more than 20k Prestige after restrengthen and some upgrade .. perhaps i should rise difficulty
- didn't expect german bombers in that scenario. Gave me some trouble the first turns.
- Axis AA did trouble me .. but they did not last to long. Expected some more of it at Tunis.
- Nice, having american equipment at last. But they hardly survived, unexperienced as they are.
- Over all, looking at the 17 turns, i'd expected them to be over very soon, thus attacking a bit to aggressive. Inevitably loosing a lot of strength points.
- Killing the tiger took me two mosquitos, 3 churchills, 2 turns and tons of luck. Two Tigers @8 may really be an idea .. hey, they are on the run, almost beaten .. a 15 strength tiger doesn't seem to fit.
- captured wolverine almost took two americans .. also fell to a mosquito.
- still no captured Equipment
- starting sicily with more than 20k Prestige after restrengthen and some upgrade .. perhaps i should rise difficulty

Re: Allied: Tunisia
Still does this, is it a mistake? I also got a "New Equipment" notice on turn 11 for a Pz IVH in Allied markings.Flaygor wrote:
BTW. Not sure if this has been mentioned but the briefing says you have to "Destroy all but 25 Axis units" for a Victory.
I just quoted myself, does this cause a paradox thing in the forum?

Re: Allied: Tunisia
Beta 4
FM with no OS
Start pp 25761, End pp 33414
Triumph 16/17, 28 core step losses, 8 auxiliary step losses.
Easy scenario, I took some losse due to the Flak and German armored units. I expected more resistance in the end east of Tunis.
The map is so quiet, it is a good starting point to get some xp for the newly available US units.
Despite the boost in core slots, there isn't enough units to use all starting positions, so I choosed to setup only in the west and to ignore the south east.
Afterward noticing some italians units close to Takrouna in the SE, I was surprised they didn't move to capture the empty hexs and stay two hexs away in the open.
The Tiger now at strength 12 and 0 xp seem OK, it will almost destroy anything baring Churchills, even if you have artillery support. But unless your unit is allready damaged it can survive. I forced the Tiger to surrender but it required 5 artillery plus a Mosquito to soften it before the final Churchill attack.
The Germans have some powerful armor but they are not supported, so they are only one shot units. Most axis units are passive which gives an uneventful battle. Adding a pair of axis units would make the scenario more challenging.
The Victory condition: Destroy all but 25 axis units. seems very easy as you can avoid all the area from Tunis to the east coast and still get the
Victory. All but 20 would be more in line with the briefing.
FM with no OS
Start pp 25761, End pp 33414
Triumph 16/17, 28 core step losses, 8 auxiliary step losses.
Easy scenario, I took some losse due to the Flak and German armored units. I expected more resistance in the end east of Tunis.
The map is so quiet, it is a good starting point to get some xp for the newly available US units.
Despite the boost in core slots, there isn't enough units to use all starting positions, so I choosed to setup only in the west and to ignore the south east.
Afterward noticing some italians units close to Takrouna in the SE, I was surprised they didn't move to capture the empty hexs and stay two hexs away in the open.
The Tiger now at strength 12 and 0 xp seem OK, it will almost destroy anything baring Churchills, even if you have artillery support. But unless your unit is allready damaged it can survive. I forced the Tiger to surrender but it required 5 artillery plus a Mosquito to soften it before the final Churchill attack.
The Germans have some powerful armor but they are not supported, so they are only one shot units. Most axis units are passive which gives an uneventful battle. Adding a pair of axis units would make the scenario more challenging.
The Victory condition: Destroy all but 25 axis units. seems very easy as you can avoid all the area from Tunis to the east coast and still get the
Victory. All but 20 would be more in line with the briefing.
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- Staff Sergeant - StuG IIIF
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Re: Allied: Tunisia
RC01. General. Starting prestige, 12617, ending 6715. Triumph on 15/17.
No issues with this scenario. Other than the armored counter-attacks, this is pretty straight forward. The Tiger and PzIVs are tough but not numerous enough to matter. The prestige seems to be higher than when I played this earlier. So no more complaints about the prestige loss (for now).
No issues with this scenario. Other than the armored counter-attacks, this is pretty straight forward. The Tiger and PzIVs are tough but not numerous enough to matter. The prestige seems to be higher than when I played this earlier. So no more complaints about the prestige loss (for now).
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