Allied: Sidi Barrani

Open beta forum.

Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design

maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Sidi Barrani

Post by maho1973 »

Beta 2 Version
- The line of the hills in the west (2,12), (3,12), (4,12), (5,11), (6,12), (7,11), (8,11) do not match, also in the east (22,14), (21,13), (21,12), (22,12), (23,12), (24,12), (25,11), (26,12) :!:
- Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
- No Italian AA ?
Ballacraine
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Mon May 14, 2012 8:42 pm

Re: Allied: Sidi Barrani

Post by Ballacraine »

You beat me to that, Maho. :lol:

Balla. 8)
zappel
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 535
Joined: Tue Feb 28, 2012 6:44 pm

Re: Allied: Sidi Barrani

Post by zappel »

Beta2 - Colonel - DV at turn 11

Not really spectacular, just a normal scenario - nothing more to say.
mark923
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 11
Joined: Sat Jan 29, 2011 10:52 pm

Re: Allied: Sidi Barrani

Post by mark923 »

In Beta 2, the scenario ended with the capture of the VHs (and a Triumph) while I was poised to take the $$ bonus hex on the next turn. I would rather the scenario did not end prematurely and would reflect a real commander's appropriate decision to go after main objectives first and then secondary objectives if there is time and sufficient capability
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Sidi Barrani

Post by maho1973 »

Beta-3 - colonel level - triumph 13/18 - prestige: 1314 (start, after purchases) / 2214 (end) + 2000 (victory bonus)
purchases: 2 bristol beaufighter mk if
upgrades: infantry ===> engineer
The hills in the West as in the East are still not displayed correctly. :roll:
Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
Last edited by maho1973 on Mon May 20, 2013 5:09 pm, edited 1 time in total.
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Re: Allied: Sidi Barrani

Post by Rudankort »

maho1973 wrote:Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
Interesting. Do you have a replay or a saved game or anything else which could help to investigate?
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Sidi Barrani

Post by maho1973 »

I'll replay the scenario and could do snapshots before and after capturing Buq Buq or make a replay.
Btw: How exactly does the replay, because I have not used this feature yet?
Brenmusik
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1360
Joined: Wed Mar 14, 2012 5:00 pm
Location: Albion

Re: Allied: Sidi Barrani

Post by Brenmusik »

The oppertunity to save a replay is at the end of the scenario. There is a button bottom right, on the "victory screen"
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Sidi Barrani

Post by maho1973 »

Thanks for the note. The button I've already seen, so it is sufficient simply to press this button? - How can I play these replays?
ThvN
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 1408
Joined: Fri Jul 06, 2012 8:55 pm

Re: Allied: Sidi Barrani

Post by ThvN »

maho1973 wrote: How can I play these replays?
From the main menu, use 'Load game'; next screen, in the upper right corner, there is a tab called 'Replays': select this and a list of saved replays is shown.
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Sidi Barrani

Post by maho1973 »

ThvN wrote:
From the main menu, use 'Load game'; next screen, in the upper right corner, there is a tab called 'Replays': select this and a list of saved replays is shown.
Thank you for the information.
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 4537
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium
Contact:

Re: Allied: Sidi Barrani

Post by nikivdd »

Beta3, col
Upgrades: 1x 25pdr to 6 inch, 1xinf to eng
Purchases: 1xBeaufighter, 1xStirling
In reserve: 1xHur, 1x Recon

A very intertaining scenario. Seems this scenario became really nice with the additional italian units. The escarpment could still need the right overlays.
No losses, DV 14/18, 1749PP
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Sidi Barrani

Post by maho1973 »

Rudankort wrote:
maho1973 wrote:Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
Interesting. Do you have a replay or a saved game or anything else which could help to investigate?
I've just replayed Sidi Barrani and made a replay. So here it is.
Attachments
(20.05.2013) Sidi Barrani, Runde 12.rar
I've captured Buq Buq in the last turn.
(36.71 KiB) Downloaded 167 times
JLChamberlain
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 56
Joined: Thu Aug 09, 2012 9:16 pm

Re: Allied: Sidi Barrani

Post by JLChamberlain »

Sidi Barrani
Difficulty: Colonel
Starting Prestige: 995

Purchased: Blenheim mk1
Upgrades: Two infantry to engineers, Rolls Royce AC to Chevy-WB/LRDG

Triumph: 12/18
End prestige: 512

I would have captured Buq Buq on Turn 8, but I held off so I could capture the bonus hex first.

The scenario needs to be tweaked so that Buq Buq (or whatever the final victory hex is called) is more strongly defended, giving your forces a chance to get to the bonus hex around the same time.

I've also gone on record before (http://ritalingamer.com/strategy-games/ ... sions.html) that I don't like the implementation of mines in Panzer Corps. I'd like to see less of them in general, because they're mostly just a nuisance.
okiemcguire
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 484
Joined: Sun Oct 14, 2012 10:44 pm

Re: Allied: Sidi Barrani

Post by okiemcguire »

Sidi Barrani - Beta 3

Level: General
Prestige Begin: 2749 Deployed: 1420 End: 2146 Victory: +2000
Triumph 17/18

Upgrade Vickers to Cruiser I
Purchased Beaufighter IF
Upgraded 2 x 25 Pounder to 2 x BL 6 inch w/Matador Trans
OS all units

This time I made sure ang got the $ Hex before the final VH. The fortified Infantry was a little tougher to break at the beginning this time.
Attachments
(20.05.2013) Sidi Barrani, Turn 17.zip
(52.57 KiB) Downloaded 175 times
praetorreich36
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 90
Joined: Sat Sep 02, 2006 6:02 pm

Re: Allied: Sidi Barrani

Post by praetorreich36 »

Sidi Barrani -Beta 3
Lieutenant - I had to do a new start and Crusader was frustrating at Colonel level.
Triumph Turn 16/18

Very cut and dry, I managed to do a bold thrust between Toummar (16,7)-and Matkila (20,5) then went into two axes one south one north to surround Matkila. Airpower consisted of two Hurricane MK 2s fresh from Taranto, and a Beaufighter (still trying to find the optimal TAC bomber). Nibewia (15,9) was taken around turn 4 and Toummar was taken not long after. Sidi Barrani was then moved on quickly, and by the time I got to Buq Buq (4,5) it was near turn 14 or so, Cruisers, plus Beaufighter and the RR Cars as well as artillery made short work of the Italian tanks. Practically surrounded Buq Buq and the defenders surrendered on turn 16.
I didn't get the $ Hex, sorely tempted to swing down there since I had Buq Buq secured by Turn 16

OS all units except Beaufighter.
Hans45
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Thu May 09, 2013 8:07 pm

Re: Allied: Sidi Barrani

Post by Hans45 »

I began today my testings, and wenth through some of the first campaign's steps.

My overall experience is very satisfying, after reading the posts about the new rules, it comes out as a very nice game indeed. Of course, changes can be discussed, but as it is it gives a very nice game indeed.

Unfortunately, I noticed a light problem while playing Sidi Barrani at Colonel level :

In play I experienced a problem with a 40mm Bofor I had bought : trying to shoot an italian tac' bomber, I discovered it was impossible at a 1 hex range :
In-game screenshot - Bofor Range Problem
In-game screenshot - Bofor Range Problem
ScreenShot002.jpg (41.49 KiB) Viewed 3626 times
Trying to get rid of this, I discovered that I was able to shoot the plane after moving 1 hex away (meaning : I can shoot at 2 hexes range, but not at 1 hex...).

This happened once, I did shoot at other planes later without the bug...

Maybe would not it be easy to repeat the bug, sorry.
Raven_427
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 39
Joined: Wed May 01, 2013 10:33 am

Re: Allied: Sidi Barrani

Post by Raven_427 »

Within this scenario, both my Cruiser Mk1 tanks reached their third star .. if they continue with that speed, they are maxed out half the way to Berlin. Maybe, this is a bit to quick? Still, Sidi Barrani increases difficulty right the correct amount. Italians slowly grow aggressive - at least the tanks do attack ... sometimes even where it hurts (AA, Recon). Also, italian airforce did some damage with my Vickers AA proving to be almost useless in her defensive role. Perhaps bad luck in dicing - attacking with it gave better results.

Remarks:
Hills in SE and SW are wrong (mentioned before by other people)
Ignored those pretty tactical Bombers and bought me a Stirling ... left that scenario at 196 Exp .. cute ;)
Fine way to teach how to clear minefields with engineers or looking for a way around. Mission accomplished!
Very bad weather forecast. Got a message about an upcoming sandstorm at the first turn .. when it finally arrived at turn 13, things are almost finished
Capturing Sofafi gave me just 75 points .. not really worth the trouble?
Lacking some artillery for those entrenched units. My problem .. not that of the game.
One tankette(?) tried to capture a victory hex not defended by me. The first time, things like that do happen in AC. When does a new player learn the necessity, to keep captured hexes occupied?

Best Regards
Tom
fsx
Warhammer Moderator
Warhammer Moderator
Posts: 389
Joined: Mon Dec 26, 2011 2:47 pm

Re: Allied: Sidi Barrani

Post by fsx »

myrdyn45 wrote:I began today my testings, and wenth through some of the first campaign's steps.

My overall experience is very satisfying, after reading the posts about the new rules, it comes out as a very nice game indeed. Of course, changes can be discussed, but as it is it gives a very nice game indeed.

Unfortunately, I noticed a light problem while playing Sidi Barrani at Colonel level :

In play I experienced a problem with a 40mm Bofor I had bought : trying to shoot an italian tac' bomber, I discovered it was impossible at a 1 hex range :
ScreenShot002.jpg
Trying to get rid of this, I discovered that I was able to shoot the plane after moving 1 hex away (meaning : I can shoot at 2 hexes range, but not at 1 hex...).

This happened once, I did shoot at other planes later without the bug...

Maybe would not it be easy to repeat the bug, sorry.
Its not a bug. Its a feature. Since 1.13 you can move an AA under a aircraft. If you switch the surface (with tab) to "air" you could attack aircrafts. Wit ground surface, you could move the AA unit.
Hans45
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Thu May 09, 2013 8:07 pm

Re: Allied: Sidi Barrani

Post by Hans45 »

Thank you very much for the quick answer, fsx !

I have read the thread about the changes in 1.20 engine, but I had not seen this particular point. Sorry...
Post Reply

Return to “Panzer Corps Open Beta”