Allied: First Alamein

Open beta forum.

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

okiemcguire
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 484
Joined: Sun Oct 14, 2012 10:44 pm

Re: Allied: First Alamein

Post by okiemcguire »

uran21 wrote:Do you use exit zones to rotate units from reserve? Do you find it useful?
I have not used them yet, can you explain again what the proper use and when?
uran21
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 2318
Joined: Thu Dec 02, 2010 8:34 pm

Re: Allied: First Alamein

Post by uran21 »

Exit zone moves unit away from map and into reserve list. It frees core slot (if unit removed was core one) that can be replaced by fresh unit from reserve or by newly purchased unit.
For example one of the fighters suffered heavy casualties and instead of replacing those casualties you remove it from the map trough exit zone and place new one instead. It is also good for building experience on more units than you are allowed to have on map in the same time. Mechanics is not widely used on maps because it is experimental to see reactions first.
okiemcguire
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 484
Joined: Sun Oct 14, 2012 10:44 pm

Re: Allied: First Alamein

Post by okiemcguire »

Thanks uran21... Good explanation
zappel
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 535
Joined: Tue Feb 28, 2012 6:44 pm

Re: Allied: First Alamein

Post by zappel »

uran21 wrote:Do you use exit zones to rotate units from reserve? Do you find it useful?
Oh, I never thought to use these exit zones as you described it - shame on me.
But it is really a good idea, i'll remember to use it in future.
zappel
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 535
Joined: Tue Feb 28, 2012 6:44 pm

Re: Allied: First Alamein

Post by zappel »

Beta3 - Colonel - DV at turn 17

In Beta1 I stormed forward to capture the axis flags ... and got a thundering loss. This time I only defended the objectives and got a triumph in this well balanced scenario. The axis attacks are hard especially the last one on El Alamein at the last four turns of the scenario. The SE-units near the dunes at 17,20 and the aramda near the sea were really hard to stop without casualties. And the attack from the south: as Rommel would do, great. I found some of these units by chance and was able to destroy them before they were in my back. If they could suprise me I would really got in trouble.
I like the scenario and would not change anything.
Schildy81
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 11
Joined: Mon Oct 01, 2012 7:26 am

Re: Allied: First Alamein

Post by Schildy81 »

Hi Uran21,

this is indeed a very cool scneario - I enjoyed it very much (playing on FM). I did not use the Exitzones. I have to admit that although I noticed them I thought they would be needed for an "in-mission" task - which then did not come :) Maybe useful to point players towards the possibility to use these zones in such a way? (if it is there and I missed it: sorry)
uran21
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 2318
Joined: Thu Dec 02, 2010 8:34 pm

Re: Allied: First Alamein

Post by uran21 »

There are no notes about possibility of using exit zones. They were placed so players could explore their possibilities. Although I think they are quite nice addition they can cause functionality issues with auxiliary troops if they are pulled in players reserve trough it. Not only auxiliaries are mixed with the core but the ones of minor Allied nations deployed in scenarios where they are not listed as combatant nation are causing problems if they capture supply hexes and they can even break victory conditions if they capture objectives. This was the reason why most exit zones were removed from some maps.
ThvN
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 1408
Joined: Fri Jul 06, 2012 8:55 pm

Re: Allied: First Alamein

Post by ThvN »

I was really liking the exit hexes... :( But if it breaks the game, I understand. Hopefully a solution can be found? There is a trait 'captureflag' to switch the ability of a unit to capture flags, but that would leave those units unable to capture flags in other scenarios where it would be desirable... :?

Maybe a switch can be added to the scenario editor to remove all auxiliary troops from a players' reserve at the end of a scenario or before the next deployment phase? As a bonus, then it wouldn't be necessary to make aux units unable to be sold off.
JLChamberlain
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 56
Joined: Thu Aug 09, 2012 9:16 pm

Re: Allied: First Alamein

Post by JLChamberlain »

I didn't know about the exit hexes. Have those been in every scenario?
Man, I feel dumb.

Colonel
Starting Prestige: 3262

Upgrade: Spitfire Mk VB -> Mk IX
No new units, no disbands

Normal victory, Turn 17/17
End prestige: 194

This was a tough one. I feel no shame admitting I settled for a normal victory - I'm not even sure how you're supposed to hold all the points. This was a brutal slugging match. The new reinforcement mechanics make reinforcing weakened units a very dangerous decision.

My only disappointment was that the Luftwaffe/Regia Aeronatica didn't make more of a showing - I brought four fighters and several fighter-bombers, and only got to shoot at a handful of enemy planes.

Loved it, can't wait to try it again.
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: First Alamein

Post by Brenmusik »

Not too difficult, to begin with. For once “the Dunes” held off the first round assault (no medals were awarded) giving time to send down support. Had to give it up during the attack from the south later on. The final Axis attack along the coast road was a struggle, as it ought to be. The AI not being too dumb – it would be good if infantry dismounted and fight, instead of pulling up along side and waiting. Once again the tactical bombers were first rate (a mosquito, beaufighter and hurricane). Sustained bad weather will be my undoing! Just failed to retake the Dunes VP.
Attachments
(18.05.2013) First Alamein, Turn 17.zip
(68.18 KiB) Downloaded 159 times
okiemcguire
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 484
Joined: Sun Oct 14, 2012 10:44 pm

Re: Allied: First Alamein

Post by okiemcguire »

First Alamein - beta 3

Level: General
Prestige begin: 4886 End/Vict: 1761/+5911
Results: Triumph 17/17

OS all forces to their respective star levels.
Upgraded Typhoon and Beaufighter to 2 x Mosquitos

Very defensive scenario. I maintained all victory hexes but did not gain any other objectives. Sent the Priest w/1 Crusader and 3 churchill to defend the SW Hill. Used the other 2 Curchills, 2 recons, 1 Bishop, 2 x BL 7.2 Inch Artilleries, British Inf, British HW Inf and British Commando to protect Dunes, Airfield, town and desert victory hex. Axis air units were no match for my Hurricane I, Spitfire IX, 3 Mosquitos. No losses. Used the fast mover Crusader to move around the map where needed.

Last time I said I would go for more objectives. But, by the time I recognized that I was at that time, I ran out of turns.
Attachments
(22.05.2013) First Alamein, Turn 17.zip
(65.55 KiB) Downloaded 153 times
Raven_427
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 39
Joined: Wed May 01, 2013 10:33 am

Re: Allied: First Alamein

Post by Raven_427 »

The last one in Beta 3.

Another interesting one. Had to repair a lot from the previous scenario, but still enough prestige. Positions seemed to be easy at the beginning, but after a while my tanks found themselfes being constantly on the wrong side of the map. Soon lost that hex in the south west .. took two tanks and some airpower to retake it. First wave of italian where no problem but just when i started getting bored, the counterattack from the south came in. Had been close, to hold them off. The germans came late along the coastline .. in the end, El Alamein has been almost encircled. If they start one turn earlier, it might get even more interesting?

- Daimler recon worked fine on this one, one of them (12 strenght) even killing an attacking Marder AT (7 strenght). To strong or just a lot of luck?
- Didn't understand the exit points until reading this thread. Not sure, if i'll be using them in the future, but i like the idea.
- German bombers came without escort ... hmmm ..
- 4 turns sandstorm from turn 13 .. Made things difficult. But .. ok.

So ... lets go to beta 4.
produit
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 302
Joined: Wed Aug 31, 2011 12:15 pm

Re: Allied: First Alamein

Post by produit »

Beta 4, FM, Chess mode, Triumph 17/17, Ending prestige 3599.

I captured the last enemy airfield and killed the last enemy unit on turn 16, but Triumph come at turn 17. A early victory could be scripted if all enemy units are destroyed.
uran21
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 2318
Joined: Thu Dec 02, 2010 8:34 pm

Re: Allied: First Alamein

Post by uran21 »

produit wrote:I captured the last enemy airfield and killed the last enemy unit on turn 16, but Triumph come at turn 17. A early victory could be scripted if all enemy units are destroyed.
Done.
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: First Alamein

Post by maho1973 »

Beta-4 - colonel level - triumph: 17/17 - prestige: 2604 (start) / 2885 (end) + 7000 (victory bonus)
Upgrades: 2x Stirling MK I to Lancaster, 2x Beaufighter to Mosquito
- German bombers came without escort ... :roll:
- Nice idea with the evacuation areas to replace ailing units against new ones. :)
- You have to be careful that you do not neglect his flanks, otherwise you're likely to get problems with enemy counterattack. :wink:
- Otherwise, no other abnormalities. 8)
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Allied: First Alamein

Post by Delta66 »

Beta 4
FM with no OS
Start pp 9696, End pp 16896
Triumph, 19 core step losses. Kept all objectives but didn't captured the 3 extra pp hexs to the west.

Good scenario, classic but works very well as intended, with the attack ramping up nicely. The lull after a third of the scenario is quite disturbing, and add tension which fits very well with the desert theme.

It is so easy at start, especially the axis airplanes come one by one and they are just to short ranged to hit after their first move, so they just sat a couple of hexs in front of my defensive positions, it feels like a practice turkey short course. Maybe moving the airplanes start positions, or the airfields, a little to the east, so that they can effectively make at least one attack, would give a better feel.
still the large open area in the south was a serious cause of concerns, so I started exploring the south, yet I din't find anything.
When 17,20 was attacked with self propelled artillery leading the attack, I start suspecting something was wrong (actually i realised later that the first wave escaped my attention) so I made more recons with fighters, to no avail.
In the end by turn 11 three German units appeared in my backyard moving due north toward El Alamein and attacking my artyllery from behind. Hopefuly I had a Crusader and a bishop as a reserve, so I take some losses but no units destroyed.

The last turns were not too difficult in the north, despite the mass of Axis units in front of El Alamein.The Churchills supported by a gun making a solid defense for El Alamein and the neighbouring Objective.

Choosing the proper balance of starting forces is very important here as the allowed number of slot doesn't allow for enough units to make a complete line.
After the previous scenario, I thought the axis airplanes could be an issues so I fielded 4 fighters, but 3 would have be enough and an extra tank a better option.
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Allied: First Alamein

Post by Delta66 »

About theexit areas:

This is a nice feature indeed. However, as the only other scenario I have played so far with exit areas, was Italian Offensive, I thought that it was also a part of an in scenario event for First Alamein.
I sugget making a note either in the briefing or in the manual about the possibility to shuffle units to your reserve, as you described above in this thread.
Actually this is a feature I like to see in more scenarios. If it makes sense within the context of the historical situation depicted.
Here it fits perfectly with the British so close to their supply base.
Post Reply

Return to “Panzer Corps Open Beta”